Well, My eng in it was able to last for a long time it a 1v1 test duel with drunk/shimm. the biggest problem is that to become a better survivalist, you lose offensive punch. There are counters to the setup i was running, and by no means was it tuned perfectly (i dont duel, i just pew pew lol) I know I can tweak it to bring its damage potential up and/or better team support.
Can I do better my cruiser? yes. but I was having fun with the beast and I welcome the chance to keep working on it to make it work better for me.
The Parthos And Bunny Show Imperial House Of Pancakes
any advice for a sci captain that uses a mirror Vo'Quv and a Kar'fi?
currently im using the s'kul fighters for both, but i dont see much effect in pvp. so any advice on better pets would be grateful.
also could anyone give me some suggestions on weaponry? im using plasma beams, the rom torp and the cutting beam atm, but i feel like the carriers could do better.
also could i have some advice on boff abilities? im using the mirror Vo'Quv atm so any advice on that would be great.
thanks all, and i hope to see you all on the battlefield XD
ahh thank you! ill get to finding some decent polarons for the Vo'Quv
Polarons are good if you are already speccing into flow capacitors.
In general on pets, DPS if you get any at all comes from their projectiles: torps from BoPs, HYT from scorps, trics from Fer'Jai. Fer'Jai are the sturdiest thing out there right now. Orion Interceptors are more effective than I think they get credit for with their very low time to target and debuff. If you are going to use scorpions wait until tier 5 and get the best ones. They explode when the enemy looks at them but they usually fire off a HYT first and the re-launch on them is low.
The Kar'fi can throw some damage down range, the Vo'Quv not so much. As a sci with either of those I would invest in the subspace jump console so you can put a sub-nuc on someone in a timely manner. I've flow all 3 professions in a Kar'fi and I personally feel she deserves a Tac captain, but Sci definitely worked too.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Phasers are still king of PvP, but if you're not ready to spike when they proc, and a Sci Vo'Quv probably isn't, they may not be much of a game changer. Disruptor is a solid choice IMO. Plasma is cleared by HE of course but there's always the philosophy that getting your opponent to use HE prematurely is a good thing so they can't heal themselves or a teammate later.
Those two carriers are very different animals. Advice for the two will not be the same.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
The Mirror Vo'Quv should be able to equip Birds Of Prey as pets. They give a very decent dps.
A strategy to do with the Birds of Prey Pets, is to place them on Follow. While they are on follow they will remain cloaked. Then, when you are ready for them to engage a target, just set them to attack. And if you can time it right and angle them in the right way, you can even get nasty Alpha strikes from them that can kill players as if they were an extra escort flying in.
As far as the Kar'fi goes, it depends on your build honestly. Fer'jai Frigates aren't so much damage monsters like Sophlogimo stated. They are more control based. Their powers of Aceton Field, High yield with their Chroniton Torpedoes, Tricobalt Mines, and (if you have the Advanced) their Tricobalt Torpedoes is more of a Stun and Disable based pet. Sure the Trics can hit hard and get kills, but they are also more likely to get shot down, unless you are also build around that same strategy.
A pet that not many seem to understand, that I like, is the Marauding Force. They can cause Boarding Party based subsystem disables, including Shield Disables. Are fast to launch and keep on the field of battle.
Other wise, stick with the Advanced Skull Fighters, or perhaps even the Elite Scorpion Fighters. Orion Fighters are also useful with their Photon Mines and subsystem disables they can provide.
As far as weaponry, I don't think I couldn't suggest the new Phased Polaron weapons.
With the Kar'fi, you can fly it a couple of different ways, from Beam Boat, to full Escort (4 DHC, 3 Turret) based weapon line up. It all depends on what Science powers you are also bringing with you. It's got a nice turn rate (A turn rate I wish the Jem'hadar Dreadnought shared >.<) and it's got a nice offensive lay out. Again it all depends on what your trying to accomplish.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
ok any advice for weaponry then? ive got no points in flow capacitors so polaron is out of the window :P
Might I ask what kind of a build you are trying to accomplish with your Mirror Vor'quv, and what kind of a Build are you trying to accomplish with your Kar'fi?
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
[SIGPIC][/SIGPIC] Time played in game. as of 9/12/12 (on my mains) Total 2907 hours.K'zoontite has been on active duty for 34 days, 3 hours, Bot Fly has been on active duty for 55 days, 4 hours, Poppa Capp has been on active duty for 4 days, 12 hours, B'zooka has been on active duty for 12 days, 22 hours,Tater(fed) has been on active duty for 14 days, 10 hours,
Ah.. the Healer.. A role that a Carrier doesn't always pull off because of it's Garbage Truck like maneuverability.
Hopefully not in the Kar'fi how ever. Only because while it can provide support, it won't have enough, from my experiences, to produce the same effect as a Vor'quv.
Beams then are you best bet. Phaser, Disruptor, or Phased polaron for sure.
If you have to go a Torpedo boat build instead, Plasma and Transphasics are good. Try to stay away from Tricobalt Mines AND Dispersal Pattern Beta 1 or 2. Not because it's not a good combo, but because despite the "nerf" that was done to that combination, it really wasn't enough.
Shield Healing Drones aren't a bad route to go. You can set them to Defend a target ally, and they will stick to that ally. Not sure if they fixed it so that they will come back if you recall them. Though you'd want to use 2 pairs of Shield healing Drones. Because they just don't really give enough recovery with just one pair. And they made it so that when they explode, they don't do as much damage as other pets. (Last I checked)
Again, Birds of Prey are good damage pets if you put them into Follow and then, as I said before, "sick" them on an enemy.
And Orion Fighters (Don't recall their EXACT name) are good for the Engine disables they can bring out. I think they also can disable weapons. Which is good because that can reduce damage.
That's pretty much all I can think of Pet wise and Weapon wise for a "Healer" Carrier. Not my best subject. I hope what I do give helps.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
if need-be ill just use my sci-carrier to attack and leave the healing role to my engi-fleet negh'var . . . ill definitely try out what you said first . . . if it doesnt work for pvp then im sure it can help for pve (for the people that just get to higher levels and havent sorted ships like escorts).
either way i want to be a healer since there is a severe lack of them in pvp
I don't do much pvp, just a few kerrats, c&h, ect but regarding the mirror vo'quv, it might be worth experimenting with a aux2 dampener as it really can increase your turn rate for long enough to potentially turn around to get an angle for a subnuke, gw, vm, ect (of course it requires awareness so you have aux2sif when needed)
Of course using it and an aux2sif means you are stuck cycling epts1 and 2 or two epts1, the two epts1 option opens the ability to have an extend1 as well - in the end its how you play that decides the best option - I tend to pack my sci slots with shield emmiters so epts1 works for my 'keep out of danger until you have no choice' method of carrier flying but if you charge right in, epts2 is a batter option, or epts3 and a epts2
I know that an Aux2Bat build on the Atrox carrier would be foolhardy, but could an Aux2Bat (two Aux2Bats, actually) be run on any other type of carrier?
stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
Missing the good ol' days of PvP: Legacy of Romulus to Season 9 My List of Useful Links, Recently Updated November 25 2017!
I know that an Aux2Bat build on the Atrox carrier would be foolhardy, but could an Aux2Bat (two Aux2Bats, actually) be run on any other type of carrier?
The Mirror Vo'quv has the slots to run it, but in all honesty, it's probably a bad idea. You kill your ability to rapidly relaunch pets, and the effectiveness of all Aux-sensitive powers, in return for bringing your remaining BOff powers to their group cooldowns while cranking your weapon, engine, and shield power to the max. In all honesty, I don't think you'd be getting enough out of your remaining BOff powers to justify not having the ability to rapidly put your pets back into the air.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
I know that an Aux2Bat build on the Atrox carrier would be foolhardy, but could an Aux2Bat (two Aux2Bats, actually) be run on any other type of carrier?
The Mirror Vo'quv has the slots to run it, but in all honesty, it's probably a bad idea. You kill your ability to rapidly relaunch pets, and the effectiveness of all Aux-sensitive powers, in return for bringing your remaining BOff powers to their group cooldowns while cranking your weapon, engine, and shield power to the max. In all honesty, I don't think you'd be getting enough out of your remaining BOff powers to justify not having the ability to rapidly put your pets back into the air.
The mirror Vor'quv might be the only carrier I'd consider doing it with.. Not sure on how effective it would be, because as you said, you'd be losing your Aux power for the Recharge boosts..
Although I do wonder if running 2x Purple Technicians, 1x Blue Technician, 2 Purple Flight Deck Doffs (Recharge reduction) Might help with the pet situation that grim states above. Because he is right that your Aux power being reduced constantly will hurt your ability to deploy pets, but I also wonder if the Flight Deck cool down reducing Doffs could make up for that.
I don't have the ability to test this theory because I don't own the Mirror Vor'quv, or have the Doffs on a character I would give the mirror Vor'quv to in order to test it properly. But if pets were all that you worry about, that might be a way to get around the Aux drain.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
The mirror Vor'quv might be the only carrier I'd consider doing it with.. Not sure on how effective it would be, because as you said, you'd be losing your Aux power for the Recharge boosts..
Although I do wonder if running 2x Purple Technicians, 1x Blue Technician, 2 Purple Flight Deck Doffs (Recharge reduction) Might help with the pet situation that grim states above. Because he is right that your Aux power being reduced constantly will hurt your ability to deploy pets, but I also wonder if the Flight Deck cool down reducing Doffs could make up for that.
I don't have the ability to test this theory because I don't own the Mirror Vor'quv, or have the Doffs on a character I would give the mirror Vor'quv to in order to test it properly. But if pets were all that you worry about, that might be a way to get around the Aux drain.
Do fighters and drones share the same cooldown? It might be worthwhile in their case, but you'd definitely be hamstringing any use of frigates. I dunno, though. Piggiest ship I ever flew was the Oddy last anniversary, and I can't see the slower turning Mirror Vo'quv getting a lot of mileage out of its BOff slots at global cooldown.
My sincere apologies. I didn't notice it was archived. I will start a new thread.
Again, I'm sorry.:rolleyes:
Don't feel too bad about it, lol. Seriously, look back a few pages and you'll see this thread has been risen from the dead before. It seems to invite zombification.
Comments
Can I do better my cruiser? yes. but I was having fun with the beast and I welcome the chance to keep working on it to make it work better for me.
Imperial House Of Pancakes
currently im using the s'kul fighters for both, but i dont see much effect in pvp. so any advice on better pets would be grateful.
also could anyone give me some suggestions on weaponry? im using plasma beams, the rom torp and the cutting beam atm, but i feel like the carriers could do better.
also could i have some advice on boff abilities? im using the mirror Vo'Quv atm so any advice on that would be great.
thanks all, and i hope to see you all on the battlefield XD
Ninjaz
7th KDF Battlegroup
In general on pets, DPS if you get any at all comes from their projectiles: torps from BoPs, HYT from scorps, trics from Fer'Jai. Fer'Jai are the sturdiest thing out there right now. Orion Interceptors are more effective than I think they get credit for with their very low time to target and debuff. If you are going to use scorpions wait until tier 5 and get the best ones. They explode when the enemy looks at them but they usually fire off a HYT first and the re-launch on them is low.
The Kar'fi can throw some damage down range, the Vo'Quv not so much. As a sci with either of those I would invest in the subspace jump console so you can put a sub-nuc on someone in a timely manner. I've flow all 3 professions in a Kar'fi and I personally feel she deserves a Tac captain, but Sci definitely worked too.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Those two carriers are very different animals. Advice for the two will not be the same.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
A strategy to do with the Birds of Prey Pets, is to place them on Follow. While they are on follow they will remain cloaked. Then, when you are ready for them to engage a target, just set them to attack. And if you can time it right and angle them in the right way, you can even get nasty Alpha strikes from them that can kill players as if they were an extra escort flying in.
As far as the Kar'fi goes, it depends on your build honestly. Fer'jai Frigates aren't so much damage monsters like Sophlogimo stated. They are more control based. Their powers of Aceton Field, High yield with their Chroniton Torpedoes, Tricobalt Mines, and (if you have the Advanced) their Tricobalt Torpedoes is more of a Stun and Disable based pet. Sure the Trics can hit hard and get kills, but they are also more likely to get shot down, unless you are also build around that same strategy.
A pet that not many seem to understand, that I like, is the Marauding Force. They can cause Boarding Party based subsystem disables, including Shield Disables. Are fast to launch and keep on the field of battle.
Other wise, stick with the Advanced Skull Fighters, or perhaps even the Elite Scorpion Fighters. Orion Fighters are also useful with their Photon Mines and subsystem disables they can provide.
As far as weaponry, I don't think I couldn't suggest the new Phased Polaron weapons.
With the Kar'fi, you can fly it a couple of different ways, from Beam Boat, to full Escort (4 DHC, 3 Turret) based weapon line up. It all depends on what Science powers you are also bringing with you. It's got a nice turn rate (A turn rate I wish the Jem'hadar Dreadnought shared >.<) and it's got a nice offensive lay out. Again it all depends on what your trying to accomplish.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Might I ask what kind of a build you are trying to accomplish with your Mirror Vor'quv, and what kind of a Build are you trying to accomplish with your Kar'fi?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Ah.. the Healer.. A role that a Carrier doesn't always pull off because of it's Garbage Truck like maneuverability.
Hopefully not in the Kar'fi how ever. Only because while it can provide support, it won't have enough, from my experiences, to produce the same effect as a Vor'quv.
Beams then are you best bet. Phaser, Disruptor, or Phased polaron for sure.
If you have to go a Torpedo boat build instead, Plasma and Transphasics are good. Try to stay away from Tricobalt Mines AND Dispersal Pattern Beta 1 or 2. Not because it's not a good combo, but because despite the "nerf" that was done to that combination, it really wasn't enough.
Shield Healing Drones aren't a bad route to go. You can set them to Defend a target ally, and they will stick to that ally. Not sure if they fixed it so that they will come back if you recall them. Though you'd want to use 2 pairs of Shield healing Drones. Because they just don't really give enough recovery with just one pair. And they made it so that when they explode, they don't do as much damage as other pets. (Last I checked)
Again, Birds of Prey are good damage pets if you put them into Follow and then, as I said before, "sick" them on an enemy.
And Orion Fighters (Don't recall their EXACT name) are good for the Engine disables they can bring out. I think they also can disable weapons. Which is good because that can reduce damage.
That's pretty much all I can think of Pet wise and Weapon wise for a "Healer" Carrier. Not my best subject. I hope what I do give helps.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
if need-be ill just use my sci-carrier to attack and leave the healing role to my engi-fleet negh'var . . . ill definitely try out what you said first . . . if it doesnt work for pvp then im sure it can help for pve (for the people that just get to higher levels and havent sorted ships like escorts).
either way i want to be a healer since there is a severe lack of them in pvp
again thanks for the advice XD
Of course using it and an aux2sif means you are stuck cycling epts1 and 2 or two epts1, the two epts1 option opens the ability to have an extend1 as well - in the end its how you play that decides the best option - I tend to pack my sci slots with shield emmiters so epts1 works for my 'keep out of danger until you have no choice' method of carrier flying but if you charge right in, epts2 is a batter option, or epts3 and a epts2
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The Mirror Vo'quv has the slots to run it, but in all honesty, it's probably a bad idea. You kill your ability to rapidly relaunch pets, and the effectiveness of all Aux-sensitive powers, in return for bringing your remaining BOff powers to their group cooldowns while cranking your weapon, engine, and shield power to the max. In all honesty, I don't think you'd be getting enough out of your remaining BOff powers to justify not having the ability to rapidly put your pets back into the air.
The mirror Vor'quv might be the only carrier I'd consider doing it with.. Not sure on how effective it would be, because as you said, you'd be losing your Aux power for the Recharge boosts..
Although I do wonder if running 2x Purple Technicians, 1x Blue Technician, 2 Purple Flight Deck Doffs (Recharge reduction) Might help with the pet situation that grim states above. Because he is right that your Aux power being reduced constantly will hurt your ability to deploy pets, but I also wonder if the Flight Deck cool down reducing Doffs could make up for that.
I don't have the ability to test this theory because I don't own the Mirror Vor'quv, or have the Doffs on a character I would give the mirror Vor'quv to in order to test it properly. But if pets were all that you worry about, that might be a way to get around the Aux drain.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Do fighters and drones share the same cooldown? It might be worthwhile in their case, but you'd definitely be hamstringing any use of frigates. I dunno, though. Piggiest ship I ever flew was the Oddy last anniversary, and I can't see the slower turning Mirror Vo'quv getting a lot of mileage out of its BOff slots at global cooldown.
Maybe something like this:
TB1 / HE 2 / ST3 / PSW3(TBR3)
TT1 / AP:D 1 / AP:O 1
EPtS 1 / Aux2Bat 1 / RSP 2
EPtA 1 / Aux2Bat 1
Hangar 1: Orion Interceptors
Hangar 2: Siphon Drones (More Orion Interceptors)
Really out of my depth, though.
I fly a Vo'Quv on one of my toons, and the BOP have taken a noticeable hit to effectiveness, enough so to make me think about ditching the carrier.
Don't necro threads please
My sincere apologies. I didn't notice it was archived. I will start a new thread.
Again, I'm sorry.:rolleyes:
Don't feel too bad about it, lol. Seriously, look back a few pages and you'll see this thread has been risen from the dead before. It seems to invite zombification.