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Caitian Atrox Carrier

azzreal9275azzreal9275 Member Posts: 9 Arc User
edited May 2013 in Federation Discussion
Ive beenplaying for a bit now and as i come upto 50 been looking at the ship you get from the c store :rolleyes: the one i seam to look at the most is the Caitian Atrox Carrier, So is this a fun ship to play i know it a slow turner but most of my ship have been:P

1)can anyone help with the officer builds for my officers (i am a eng) which is best skill for them to have.

2)Are beam weapons the best at the frount and turrets at the back what the ones i need to sort out for it as i do not mind grinding to get the seid items.

2A)Which consals do i need or look for!!!!

3) Carrier pets which one to use

As you can see im only started to get into the game and look for the bits its needs, any help for a noob player please :confused:
Post edited by azzreal9275 on

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    mal00mal00 Member Posts: 43 Arc User
    edited April 2013
    Carriers are quite flexible, and depending on the pets and build they can fill multiple roles.


    It all depends on the role u want in combat, if you want to be a tank the take abilites such as reverse shield polarity, epts, and ET, , for crowd control abilities like gw and TB and TBR are good, while healing u would want tss, HE, ET and ST,

    Its better to use beams so u can take advantage of the ship innate target subsystems, at least 1 front and 1 back,

    As for pets if u're willing to grind then u want at least one of each of these (preferably 2) this way u can change ur loadout to suit the role u want to play or to make up for shortfalls in ur build, elite scorps (for dps), advanced runabouts (for crowd control), reinforced shield units (healing and tanking) the other ones are nice up they just aren't as useful u can get them but i have found very few situation where i would use over the ones i just highlighted, if u have access to an tier 5 SB then get the elite ones instead,

    the borg and romulan rep consoles are good as they inc power lvls and crits, the tacho kinetic console form the temporal set is good inc turnrate,crits and graviton gen (boosts abilities like GW and Tractor beams), power lvl is important on carriers as higher aux mean u can launch pets more often.
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    pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited April 2013
    I am not overly keen on my atrox. It mostly sits in dock while I fly my Vesta or Defiant.

    That slow turn rate you mentioned is the princible reason. Now dont get me wrong. Ordinarily it isnt a huge problem. You know what you want to shoot and in what order, anticipate their movments and plan your own accordingly. All is well and good.

    BUT if your a good player, and you participate in a good deal of elite content with pugs your going to face 2 problems. The first is that good groups will often finish mopping up enemies while your still turning around. The second problem is that when you find yourself in a bad group who cause some calamity at the other side of the map, your not going to turn your ship around and get there in time to save the day.

    However. If you are set upon the atrox I dont recomend the 6 beam array standard loadout. Its not very fun. Insted slap both romulan space sets on it, slot 3 projectile weapons officers and two bays full of elite scorpion fighters. Use the hyper torpedo, experimental beam and a single cannon. forward wuth three turrets aft. This combination is very forgiving upon your weapons power level so you dont experiance a huge loss in DPS if you want to ramp your aux up some of the time for better sci-skills.

    Between the hyper torpedo, doffs, and the elite scorpians you will be unleshing huge waves of plasma torpedos, in a way that will make you feel prity damn awsome.

    I recomend using a couple of tractor beam repulsors and a couple of tachyon beams as well. The TBRs will make it far easyer to keep enemies in your forward firing arc, and the Tachyon beams will help you make the most of the torpedo spam.
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    johnstewardjohnsteward Member Posts: 1,073 Arc User
    edited April 2013
    Dont buy it.. Its slow, does no dmg and since sci abilities dont do much and have front arc its simply bad.. Makes no fun at all.. Get the vesta instead.. Buy the pack and use the tac version. Then you get a nice ship with good stats good turnrate better boff layout more tac consoles and a nice console set on top of it all.. Did i mention that the vestas do look better?
    And all you loose is one hangar bay..
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    puppykiapuppykia Member Posts: 20 Arc User
    edited April 2013
    I am a total Atrox fan girl. I just rescently aquired a jem dread and i am mothballing it and going back to my Atrox (mainly cause at 8k dil a day, will take me a month just to buy teh parts i need for it).

    Since the Atrox has such a slow turn rate and is designed to be a science ship only. I made it into a torp ship. That way I can focus on my AUX power. GW3 and Jam Sensors and confuse AoE and the ISO charge are ungodly in end game STF's. FLy in pop all those abilities at once and watch the numbers fly. However, This is spike damage, not sustained. The Atrox is a support ship through and through.

    I have the ROM Elite scorp for most dps engagements. I use Advanced shield shuttles for Starbase defense. I also use teh advanced Stalkers on Danatra for thier anti-shield abilities. Also, your fighters can engage targets past your personal 10km. So if you are being overwhelmed and just need a minute to break off and repair or regroup. You can stay out of the 10km range and send your fighters in.

    I LOVE my Atrox, and i am pushing for it to get upgraded to a fleet variant. She CAN do a LOT of damage and she can also with all of her science abilities and crew size take a LOT of damage.

    There are better ships out there. But I have never been in any engagement with her (PvE wise) that she was not a huge asset for both dps, crowd control and heals.

    Message me ingame at Kaiya@kaiyasylvaneste and i can show her to you.
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    trhrangerxmltrhrangerxml Member Posts: 0 Arc User
    edited April 2013
    Dont buy it.. Its slow, does no dmg and since sci abilities dont do much and have front arc its simply bad.. Makes no fun at all.. Get the vesta instead.. Buy the pack and use the tac version. Then you get a nice ship with good stats good turnrate better boff layout more tac consoles and a nice console set on top of it all.. Did i mention that the vestas do look better?
    And all you loose is one hangar bay..

    Sooo...you want him to spend $50 over $25 for a carrier...being a carrier?

    Ok then, its a carrier, all your damage comes from your pets, so for the Fed currently that means grind the Romulan rep system and get those Elite Scorpion fighters. Disruptors, polarons, or any disruptor hybrid (like Romulan Plasma beams) are your friends; your job is to support your fighters. Without you, your fighters are useless, so protect yourself, large regen shields with good resistance, MACO set or Romulan set are your go to sets. As for ability, engineering should focus on heals (EPtSI, EPtS, etc.). Science, debuff and heal; don't forget crowd control like gav wells so splash dmg from your fighters HYT1 can do its thing. Tac is a little more of a taste thing and really one of the biggest weaknesses of this ship. I would say either go with Beam Fire at Will and Attack Pattern Beta or Tac Team 1 and Torp Spread, both have great offensive, defensive and support benefits.

    Consoles and special things, look into the 180 degree Quantum torp you get from the Regent, for that Tac Team 1 and Torp Spread since the ship has a slow turn or a console that is always great, the Impulse Capacitance Cell from the Gladius Class to help you cover large distances in a hurry (pop Evasive and reverse to get your ship to face the right way and then hit the cell to shoot towards where you want to go).
    Hi, my name is: Elim Garak, Former Cardassian Oppressor

    LTS, here since...when did this game launch again? :D
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    telbasta7386telbasta7386 Member Posts: 761 Arc User
    edited April 2013
    I've been flying the atrox on my fed engineer since the ship was first available on the cstore (She's a caitian, as are all of my fed characters, and I love carriers, so it was an easy buy =)


    The ship definitely takes a while to get used to, and it can be frustrating to fly sometimes. If you've flown a vo'quv, expect something with similar handling and less tactical firepower. That said, I've had a lot of success with my atrox, but you need to kit it out properly.



    Weapons:

    Fore:
    3x Dual Beam Banks
    Aft:
    3x Turrets (replace one with a cutting beam if you have it)

    My preference in weapon type is tetryons, primarily because doing damage with my build requires that the target not have any shields up, so taking shields down as fast as possible is key. For a good while, I used the Jem'hadar set with polaron weapons, due to the polaron damage boost the set gives, but I find the tetryons more efficient and effective regardless.

    If you prefer other weaponry types, I'd suggest disruptor over phasers or plasmas.


    Consoles:

    Engineering:
    There really arent too many options when it comes to engineering consoles. Armor consoles are ineffective on the atrox, as on most cruisers, because they only provide their resistance bonus when your shields are down - and with the setup I run, I rarely lose shields. Your other two options are either the consoles which reduce damage dealt to your crew (forget the name, forcefield somethings or other) and power consoles.

    I went with +power consoles on all 3 console slots. Power is massively important for the atrox, since you need to run with both weapon and auxilliary power as high as possible while not skimping on shield power. Engine power is irrelevant.

    Science:
    At the moment, I use two consoles to boost gravimetrics (gravity well damage), one slot for my assimilated borg console, and one field emitter console to boost shield capacity. Gravity well is your primary source of damage with the atrox, so focus as much as you can on it.

    Tactical:
    Both of my tactical consoles boost tetryon damage, and whichever weapon type you decide to use you'll want to use tactical consoles to increase that energy type's damage.


    Fighters:

    Stalkers are a good choice if you're still having issues with taking down enemy shields, but scorpions (better yet, elite scorpions) from romulan reputation are going to dish out higher damage.



    Bridge Officer Skills

    Lieutenant Tactical:
    -Tactical Team 1
    -Tactical Team 2

    With two copies of this, you're able to keep tactical team at almost 100% uptime. Not only will it boost your damage, but the automatic shield redistribution is extremely important when you come under fire from enemies.

    Lieutenant Engineering:
    -Emergency Power to Shields 1
    -Emergency Power to Shields 3
    -Auxilliary to structural integrity field 2

    Commander Science:
    -Gravity Well 3
    -Gravity Well 1
    -Transfer Shield strength 2
    -Hazard Emitters 1

    Lieutenant Commander Science:
    Transfer Shield strength 3
    -Hazard Emitters 2
    -Tachyon Beam 1

    (I know these are the abilities I use, but I may have gotten the positions mixed up).


    Hazard emitters, like tactical team, can be kept up at pretty high uptime, and will keep effects like assimilation and plasma damage over time off of your vessel. They can also be used to heal allies, as can aux to structural, and when you're not bearing down on targets with gravity well you should be keeping an eye on everyone else's shields and health - this is a hybrid healer/aoe damage/crowd control ship, afterall.

    Transfer shield strength should be your primary shield heal for both yourself and allies, with emergency power to shields (and rotate shield frequency, if you're an engineering captain) should be your backup shield heals when you start to take spike damage.

    Tachyon beam, along with tetryon weapons, will allow you to melt the shields off of most targets fairly quickly, and against the crystalline entity it will also prevent healing.



    Duty officers are also important, you want to find one that specializes in gravity well (the effect is that each time you use gravity well you can spawn up to 3 total wells spread out over a few seconds, which will greatly increase the ability's damage and crowd control uses). Having a flight deck officer that increases damage or accuracy for your fighters is also something to look for.








    When in combat, the biggest thing I've found is to not move. If you try to keep forward movement all the time, your manuverability is going to bite you in the backside. Find a spot, stick to it, and turn yourself into a turret, only maneuvering when needed. Point at your target and fire, and use reverse liberally to keep that target in your sights. Save your evasive maneuvers for moments when that extra turn rate and speed is critical (like backing out of the crystalline entity's pulse wave or manuevering between objective points in STFs).
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    kalvorax#3775 kalvorax Member Posts: 0 Arc User
    edited April 2013
    due to the changes with the RCS console, it actually will have a better turn rate now even if you slot just ONE RCS console than it does currently on holodeck....but due to the fact this change was done on tribble, expect to wait until lat least may 21st before seeing it on holodeck.some people have reported numbers for ships like the excelsior having a turn of 20+ with 4 RCS consoles...that is up from what it was previously of i think, 15ish?

    I'll try it on tribble in a bit and let you know.

    not to mention alot of the sci abilities had their Activation arc buffed from 90* to 135*
    [SIGPIC][/SIGPIC]
    I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
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    hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited April 2013
    I would load out with Single Cannons and Turrets as well as the Romulan Hyper Torp. For weapons. Make your energy weapons the Romulan MK XII's. That way you get the benefit of a DOT + Lowering enemy defenses which will make your fighters more potent.

    I would suggest using Aux to Inertial Dampeners so you can actually turn. Combine that with Evasive if you need to.


    As for fighters... Well... One bay of Elite Scorpions and one bay of Advanced Stalkers is a great combination. Throw in Advanced Runabouts if you need to slow down an opponent. Forget Peregrines, especially advanced ones, and do not even LOOK at the Shuttles or the Delta Flyer as both are absolute garbage.
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    telbasta7386telbasta7386 Member Posts: 761 Arc User
    edited April 2013
    I'd recommend against all cannon weapons. With the lack of tactical bridge officer positions, you really need to be able to make use of the Atrox's innate subsystem targetting attacks. At least one beam is needed, and when all of your science abilities have a 90 degree forward arc I see no reason not to use dual beams on your frontal hardpoints.

    Still, as you can tell from the responses here, there's several ways to make the ship viable.
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    hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited April 2013
    I'd recommend against all cannon weapons. With the lack of tactical bridge officer positions, you really need to be able to make use of the Atrox's innate subsystem targetting attacks. At least one beam is needed, and when all of your science abilities have a 90 degree forward arc I see no reason not to use dual beams on your frontal hardpoints.

    Still, as you can tell from the responses here, there's several ways to make the ship viable.

    The beams thing can make sense for the Sub Targeting though sadly those MK I abilities make only the tiniest of dents in the enemy especially in any sort of PvP situation (where they do nothing). If you need a beam weapon the Romulan Experimental Beam Array is a nice one to have and running both that and the Assimilate Module, the Zero Point Console, and the Cutting Beam all adds up to some sweet bonuses.
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    azzreal9275azzreal9275 Member Posts: 9 Arc User
    edited April 2013
    Thanks for the info so far its given me a lot to think about :o

    as ive only got 2500 zen to buy a ship i need to find out all before i comit to the atoxs jusy like the idea of running a fleet ship :D
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    bsethbseth Member Posts: 6 Arc User
    edited April 2013
    Really great boat imo, but takes quite a bit to get used to. Mothballed mine for 2 weeks after I bought it as it was so different from regular sci/escort play, but now I fly it exclusively. With DHC's :)
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    trhrangerxmltrhrangerxml Member Posts: 0 Arc User
    edited May 2013
    I like your Atrox tanking build, but I would replace Tachyon Beam with Energy Syphon, it drains their shield power along with all other systems and boosts your stats which will allow you to not just heal more effectively, hurt them with fighters, but also send out fighters faster with the aux energy boost you get.
    Hi, my name is: Elim Garak, Former Cardassian Oppressor

    LTS, here since...when did this game launch again? :D
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    killgore3232killgore3232 Member Posts: 21 Arc User
    edited May 2013
    Lots of great information in this thread. I also just got my Atrox last night and started another thread specifically asking about the hangars. This thread, however, has a lot of help for a new Atrox captain as far as all aspects.

    As for gear, I currently have the MK X assimilated set with the console and cutting beam, as well as the Romulan zero point console. I was planning on upgrading my assimilated set once I hit omega rep 3 in a couple of days, but wondering now if the Romulan or Reman sets might be better.I

    For weapons, I am currently running 2 dual plasma beam banks and a transphasic torpedo in the front, 2 plasma turrets and the cutting beam on the rear. I was planning on upgrading the plasmas to MK XII Romulan counterparts as well as the heavy plasma torpedo in place of the Transphasic. Might change the rear to cutting beam, Omega torp, and experimental beam to get all of the set goodies I can. Any thoughts?
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