Support Frigate Rare
Tachyon Beam 1
Disruptor cannons x 2
Disruptor turret
Cannon Rapid Fire 1
Cloak
Advanced Support Frigate Very Rare
Tachyon Beam 2
Disruptor Cannons x 2
Disruptor turret
Cannon Rapid Fire 2
Cloak
Cob'lat Support Frigate Ultra Rare
Tachyon Beam 3
Disruptor Cannons x 2
Disruptor turret
Cannon Rapid Fire 3
Cloak
Micro Isometric Charge (Considerably Less damage than the normal Isometric Charge)
Universal Consoles
Tactical Heavy Particle Beam] Drains 50 Aux power fires a massive particle beam over 2 Seconds in a 90 degree arc 30% shield penetration Drains 20 power from all of the targets subsystems for 10 seconds. Damage is based on Particle Generators Skill and Energy Weapons Skill
Science Graviton Absorption Plating for 10 seconds charges a powerful shockwave that deals kinetic damage in a 4 kilometre sphere damage dealt is based on 20% of the damage received in the charging stage. You gain a 5% damage resistance buff while charging the percentage of the damage absorbed while charging is based on particle generators and Graviton Generator skills
Engineering Energy Refraction Armor 25% all damage Resistance for 8 seconds during that time there is a 20% chance to reflect 80% of the damage taken the percentage of the reflected damage is based on the particle generators and Countermeasure systems
Set 2 +15 to Particle Generators and Graviton Generators Skill
Set 3 Adds an Additional 15% Shield Damage reduction for 15 seconds when any of the other abilities are active
This is Just my idea for a cool 3 -Pack Klingon Carrier because the KDF right now only has one 3-pack compared to the 3 that the Federation has i tried to make it on par with fleet ships and make it balanced but I could see some problems with balance. If there are any Suggestions for this please give them to me it would be greatly appreciated. The only thing on that I don't have is an idea for how this looks so please if anyone wants to post a design of this please so. Thanks
I like the idea of a more dedicated carrier but many will see it as OP.
Defend your design ideas and the why of why you designed this vessel so, please.
Cant be much worse than 2 hangars spewing Yellowstones w/TB -EWP- Chroniton torps.
While entirely true, I'm not a follower of the "oh look that thing's absurd, let's make something even more more absurd instead of fixing it" school of though.
While entirely true, I'm not a follower of the "oh look that thing's absurd, let's make something even more more absurd instead of fixing it" school of though.
Niether am I, but when absurdity exists it tends to attract the same and the pets ingamand in Tribble have no small measure of it.
A proposed ISO carrying pet seems to be less absurd than others in my opinion, especially if it has the same long CD. Chances are the frigate would waste it first thing on a single target anyways. Or so I guessing.
A proposed ISO carrying pet seems to be less absurd than others in my opinion, especially if it has the same long CD. Chances are the frigate would waste it first thing on a single target anyways. Or so I guessing.
Well, carrier pilots who spec deeply into reducing hangar cooldown can in theory put out 4 new Isos every 30-40 seconds or so IIRC (combining high AUX with hangar CD Doffs). I may be a few seconds off on that CD estimate, but it could in theory be incredibly nasty.
Set Consoles:
Disruption Field (Tactical): Drains the power of one of the target's subsystems at random. Distributes the drained power to near by friendly ships. Boosted by Aux power and Flow Capacitors. 2 min CD.
Emergency Recall (Science): Teleports all friendly hangar craft to 3 km behind you or if targeting a teammate, moves them to 3 km behind you. 3 min CD.
Ablative Generation Field (Engineering): Materializes an ablative layer on the targeted ship. This ablative layer absorbs a certain amount of damage before coming inert. Aux power and Particle generators boost the amount of damage absorbed. 3 min CD.
Set Bonuses:
2-piece: Highly Efficient Hangar Bays: +25% recharge speed on hangars, +5 Aux power
3-piece: Coordinated Strike: Each of your pets applies a stacking damage resist debuff on your target (-5% for fighters, -10% for frigates) for 15 seconds. 3 min CD.
Unique Hangar:
Disruption Drones: Launches 2 Disruption Drones (up to 2 wings active per hangar). Disruption Drones rapidly advance on a target and apply a weak power drain. After a certain period of time, or when destroyed, the disruption drone detonates in a massive blast that damages and pushes ships around. The damage and force of the blast is determined by the quantity of power drained (power transferred to the drone via disruption field also improves damage and force). Disruption Drones have a disruptor beam array and a chroniton mine launcher. 40 second CD.
Eh, I was really just floating an idea for a good KDF support carrier; something that I, personally, would want to use. It was only the product of a few minutes worth of thought. Cryptic doesn't seem to ever do anything with new ship ideas from the forums anyways.
Add launch bays (galactica-type) under each wing (between cannons and keel).
Supersize it to be 1/3rd bigger than the VoQuv.
M'ogh Class Fleet Carrier
Hull: 50,000
Crew: 10,000
Shields: 1.4
Top Speed: Crawl
Mass/Inertia: Ship takes 10 seconds to stop if engine is cut off when @ max normal engine. 'Nuff said. Its a FAT, fat cow.
Turn Rate: 2
Built in: Tractor Beam 1, repulsor beam 1, boarding party 1, extend shields 1
Consoles: (+1 = only each of the sci/tac/eng ship version gets the +1)
3+1 engineering
3+1 science
2+1 tactical
As a fleet carrier, it has poor weaponry and very poor mobility but excellent support craft deployment capability and very good defensive systems.
Unique ship capabilities:
Hangars:
Each hangar can launch only ONE wing of fighters (unlike other carriers that launch 2 per). This means it launches the same amount of ships as other carriers except it can either mix them at will or launch all 4 wings at once.
Wing Weapons (fixed): The wing weapons are a dual lance-type weapon array that fires once per minute and drains all aux power when doing so. This weapon fires a 5 degree cone wide beam (think arcwave rifle type shot but narrowed to 5 degrees fore).
1- Ion Lance (Science)
This weapon deals NO DAMAGE. The ion blast scrambles ship systems: ship power settings shift randomly for 10 seconds, shields are randomly balanced (balance all disabled..yes that means tac team wont work) for 10 seconds and all ship's abilities are triggered into to global timers.
Ion lance is boosted by countermeasure console.
2- Heavy Mass Driver (Tactical)
Fires a kinetic damage slug that deals heavy damage and knocks ships back (photonic shockwave like knockback and short disable).
Mass driver is boosted only by kinetic console.
3- Isometric Projector (Engineer)
Fires a lightning charge that chains up to 2 targets per target hit by the beam's path. Ships affected by the projector lose all engine power for 5 seconds and receive a -20% hull resist debuff for 30 seconds.
Isometric is boosted only by particle console.
Built In abilities:
All are related to support. tractor/repulsor self explanatory, boarding party is included since the ship has such a large crew... and extend shields allows this vessel to support allies better.
Universal stations:
Enables all captain types to set this carrier as they wish. Unlike other ships, this carrier's very poor weaponry would not be exploitable as a DPS source..however it can be set as a very potent engineer or science based carrier.
In combat this carrier is capable of sustaining heavy fire thanks to its strong hull and strong shields however its mobility and low weaponry make it dependent upon its launched craft for combat performance.
The ship has many built in functions and in contrast with the vesta or other c-store ships, it does not grant the ship a super-I-Win power. Instead it follows the klingon tradition of utility for combat and ruggedness: You are given tools to aid you in the use of your ship.
Eh, I was really just floating an idea for a good KDF support carrier; something that I, personally, would want to use. It was only the product of a few minutes worth of thought. Cryptic doesn't seem to ever do anything with new ship ideas from the forums anyways.
I like the ideas just playing the devils advocate since many dislike the idea of more pet ships.
I'm Tweaking this Based what everyone's response to this but what would you think if it could launch bird of prey frigates or should those be vo'quv only pets. Yes this seems a little outrageous but look at what they are doing to all the other ships and tell me this will wreck PvP balance.
Add launch bays (galactica-type) under each wing (between cannons and keel).
Supersize it to be 1/3rd bigger than the VoQuv.
M'ogh Class Fleet Carrier
Hull: 50,000
Crew: 10,000
Shields: 1.4
Top Speed: Crawl
Mass/Inertia: Ship takes 10 seconds to stop if engine is cut off when @ max normal engine. 'Nuff said. Its a FAT, fat cow.
Turn Rate: 2
Built in: Tractor Beam 1, repulsor beam 1, boarding party 1, extend shields 1
Consoles: (+1 = only each of the sci/tac/eng ship version gets the +1)
3+1 engineering
3+1 science
2+1 tactical
As a fleet carrier, it has poor weaponry and very poor mobility but excellent support craft deployment capability and very good defensive systems.
Unique ship capabilities:
Hangars:
Each hangar can launch only ONE wing of fighters (unlike other carriers that launch 2 per). This means it launches the same amount of ships as other carriers except it can either mix them at will or launch all 4 wings at once.
Wing Weapons (fixed): The wing weapons are a dual lance-type weapon array that fires once per minute and drains all aux power when doing so. This weapon fires a 5 degree cone wide beam (think arcwave rifle type shot but narrowed to 5 degrees fore).
1- Ion Lance (Science)
This weapon deals NO DAMAGE. The ion blast scrambles ship systems: ship power settings shift randomly for 10 seconds, shields are randomly balanced (balance all disabled..yes that means tac team wont work) for 10 seconds and all ship's abilities are triggered into to global timers.
Ion lance is boosted by countermeasure console.
2- Heavy Mass Driver (Tactical)
Fires a kinetic damage slug that deals heavy damage and knocks ships back (photonic shockwave like knockback and short disable).
Mass driver is boosted only by kinetic console.
3- Isometric Projector (Engineer)
Fires a lightning charge that chains up to 2 targets per target hit by the beam's path. Ships affected by the projector lose all engine power for 5 seconds and receive a -20% hull resist debuff for 30 seconds.
Isometric is boosted only by particle console.
Built In abilities:
All are related to support. tractor/repulsor self explanatory, boarding party is included since the ship has such a large crew... and extend shields allows this vessel to support allies better.
Universal stations:
Enables all captain types to set this carrier as they wish. Unlike other ships, this carrier's very poor weaponry would not be exploitable as a DPS source..however it can be set as a very potent engineer or science based carrier.
In combat this carrier is capable of sustaining heavy fire thanks to its strong hull and strong shields however its mobility and low weaponry make it dependent upon its launched craft for combat performance.
The ship has many built in functions and in contrast with the vesta or other c-store ships, it does not grant the ship a super-I-Win power. Instead it follows the klingon tradition of utility for combat and ruggedness: You are given tools to aid you in the use of your ship.
I like your ideas I really do but I tried to keep my design balanced and I feel I went a bit overboard but it terms of all the things that it can do that is something we engi's and sci's need to get back at the escorts for controlling the game but 50000 hull and 1.4 shields is ridiculous, the wing lance weapons seem like they would be good but you will have to specify how powerful it is to make it more balanced my suggestion would be to lower the hull to something like the fleet vo'quv 45000 and shield modifier 1.35 and take out the built in abilities
I'd love to see a KDF line like the Vesta with able to mount dual heavies, we need more science ships on the KDF side anyway. A little lacking in that department. That would probably be one ship bundle I would buy if done correctly unlike past ship bundles.
I'd like a KDF counterpart to the Armitage. Not an exact copy, of course, 'cause that's boring. . .but something comparable in regards to mobility and the like. The Kar'fi is decent, but that lower turnrate still hampers it a tad.
My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
I'd like a KDF counterpart to the Armitage. Not an exact copy, of course, 'cause that's boring. . .but something comparable in regards to mobility and the like. The Kar'fi is decent, but that lower turnrate still hampers it a tad.
Ferasan (or possibly Nausican, since they've been shown to work in wolf-packs on-screen) Escort carrier
4/3 weaps
3/2/4 E/S/T consoles
Cmd Tac
Lt Tac
L Cmd Engi
Lt Sci
Ens Sci
1 hangar bay
+
Cloak
Boom, Armitage analog with slightly different seating.
I like your ideas I really do but I tried to keep my design balanced and I feel I went a bit overboard but it terms of all the things that it can do that is something we engi's and sci's need to get back at the escorts for controlling the game but 50000 hull and 1.4 shields is ridiculous, the wing lance weapons seem like they would be good but you will have to specify how powerful it is to make it more balanced my suggestion would be to lower the hull to something like the fleet vo'quv 45000 and shield modifier 1.35 and take out the built in abilities
It has the shields and hull strength precisely because it simply cant maneuver and its slow as hell. It doesnt have much firepower of its own so it is completely at the mercy of anything..heck even a Tuffli would fly circles around it.
It relies on its pets for damage. Its main guns on the wings need to be aimed so that source of damage is not really reliable in an engagement..its basically a siege weapon.
If you think of the VoQuv as a comparison, the VoQuv can't take that much of a beating if it flies at 1/3rd impulse (which is like the max speed the Mogh class carrier would have tops) and turns like it had a tractor beam locked on it. On top of that, it slides due to its heavy inertia.
All this is why the ship needs and must have such strong hull and shielding.
I like the idea of a Faresan Heavy Escort Carrier to counterbalance the Armitage. Would probably sell pretty well, for a KDF ship, that is.
Yeah, I would rather have a nice Strike Carrier to mimic the Armitage or a Tactical Scout to mimic the Vesta as opposed to another flying starbase since we have access to so many of them on the KDF already.
Can't have a honest conversation because of a white knight with power
Comments
Defend your design ideas and the why of why you designed this vessel so, please.
R.I.P
I don't see what could possibly go wrong there.
Raider mode: Ship has a turn rate of 8 and can use its guns freely, but only one hangar bay will function.
Firebase mode: Ship doesn't move, only two of its guns function (one fore, one aft), but all four hangar bays are active.
Cant be much worse than 2 hangars spewing Yellowstones w/TB -EWP- Chroniton torps.
A pet with ISO couldbe the Anti-pet pet.
R.I.P
While entirely true, I'm not a follower of the "oh look that thing's absurd, let's make something even more more absurd instead of fixing it" school of though.
Niether am I, but when absurdity exists it tends to attract the same and the pets ingamand in Tribble have no small measure of it.
A proposed ISO carrying pet seems to be less absurd than others in my opinion, especially if it has the same long CD. Chances are the frigate would waste it first thing on a single target anyways. Or so I guessing.
R.I.P
Well, carrier pilots who spec deeply into reducing hangar cooldown can in theory put out 4 new Isos every 30-40 seconds or so IIRC (combining high AUX with hangar CD Doffs). I may be a few seconds off on that CD estimate, but it could in theory be incredibly nasty.
Command Carrier 3-pack
Hull: 44000
Crew: 3000
Shield: 1.2
Turn: 6
Impulse: .18
Inertia: 25
3/3 weapons
Subsystem Targeting
Carrier Commands
Dual Cannons
Commander Science
Lt Commander Universal
Lt Tactical
Lt Engineering
Ens Universal
Tac / Eng / Sci variants:
Eng consoles: 2 / 3 / 2
Sci consoles: 4 / 4 / 5
Tac Consoles: 4 / 3 / 3
2 Hangar Bays
Set Consoles:
Disruption Field (Tactical): Drains the power of one of the target's subsystems at random. Distributes the drained power to near by friendly ships. Boosted by Aux power and Flow Capacitors. 2 min CD.
Emergency Recall (Science): Teleports all friendly hangar craft to 3 km behind you or if targeting a teammate, moves them to 3 km behind you. 3 min CD.
Ablative Generation Field (Engineering): Materializes an ablative layer on the targeted ship. This ablative layer absorbs a certain amount of damage before coming inert. Aux power and Particle generators boost the amount of damage absorbed. 3 min CD.
Set Bonuses:
2-piece: Highly Efficient Hangar Bays: +25% recharge speed on hangars, +5 Aux power
3-piece: Coordinated Strike: Each of your pets applies a stacking damage resist debuff on your target (-5% for fighters, -10% for frigates) for 15 seconds. 3 min CD.
Unique Hangar:
Disruption Drones: Launches 2 Disruption Drones (up to 2 wings active per hangar). Disruption Drones rapidly advance on a target and apply a weak power drain. After a certain period of time, or when destroyed, the disruption drone detonates in a massive blast that damages and pushes ships around. The damage and force of the blast is determined by the quantity of power drained (power transferred to the drone via disruption field also improves damage and force). Disruption Drones have a disruptor beam array and a chroniton mine launcher. 40 second CD.
R.I.P
Looks that way. Not sure how I feel about a permanent APB on the pets though.
I cant say I agree iether as the siphon drone is already a formidable pet when used in a build designed to drain targets.
Frankly I find the siphon builds of the KDF are now rivaled by the Hold builds possible for the feds.
R.I.P
Take the K'tanco model.
Add launch bays (galactica-type) under each wing (between cannons and keel).
Supersize it to be 1/3rd bigger than the VoQuv.
M'ogh Class Fleet Carrier
Hull: 50,000
Crew: 10,000
Shields: 1.4
Top Speed: Crawl
Mass/Inertia: Ship takes 10 seconds to stop if engine is cut off when @ max normal engine. 'Nuff said. Its a FAT, fat cow.
Turn Rate: 2
Weapons:
2 fore
2 aft
2 built-in wing weapons (cannot be changed).
Hangar Bays: 4
Stations:
Cmdr Universal
Lt Cmdr Universal
Lt Cmdr Universal
Lt Universal
Built in: Tractor Beam 1, repulsor beam 1, boarding party 1, extend shields 1
Consoles: (+1 = only each of the sci/tac/eng ship version gets the +1)
3+1 engineering
3+1 science
2+1 tactical
As a fleet carrier, it has poor weaponry and very poor mobility but excellent support craft deployment capability and very good defensive systems.
Unique ship capabilities:
Hangars:
Each hangar can launch only ONE wing of fighters (unlike other carriers that launch 2 per). This means it launches the same amount of ships as other carriers except it can either mix them at will or launch all 4 wings at once.
Wing Weapons (fixed): The wing weapons are a dual lance-type weapon array that fires once per minute and drains all aux power when doing so. This weapon fires a 5 degree cone wide beam (think arcwave rifle type shot but narrowed to 5 degrees fore).
1- Ion Lance (Science)
This weapon deals NO DAMAGE. The ion blast scrambles ship systems: ship power settings shift randomly for 10 seconds, shields are randomly balanced (balance all disabled..yes that means tac team wont work) for 10 seconds and all ship's abilities are triggered into to global timers.
Ion lance is boosted by countermeasure console.
2- Heavy Mass Driver (Tactical)
Fires a kinetic damage slug that deals heavy damage and knocks ships back (photonic shockwave like knockback and short disable).
Mass driver is boosted only by kinetic console.
3- Isometric Projector (Engineer)
Fires a lightning charge that chains up to 2 targets per target hit by the beam's path. Ships affected by the projector lose all engine power for 5 seconds and receive a -20% hull resist debuff for 30 seconds.
Isometric is boosted only by particle console.
Built In abilities:
All are related to support. tractor/repulsor self explanatory, boarding party is included since the ship has such a large crew... and extend shields allows this vessel to support allies better.
Universal stations:
Enables all captain types to set this carrier as they wish. Unlike other ships, this carrier's very poor weaponry would not be exploitable as a DPS source..however it can be set as a very potent engineer or science based carrier.
In combat this carrier is capable of sustaining heavy fire thanks to its strong hull and strong shields however its mobility and low weaponry make it dependent upon its launched craft for combat performance.
The ship has many built in functions and in contrast with the vesta or other c-store ships, it does not grant the ship a super-I-Win power. Instead it follows the klingon tradition of utility for combat and ruggedness: You are given tools to aid you in the use of your ship.
I like the ideas just playing the devils advocate since many dislike the idea of more pet ships.
R.I.P
Not really a Ferasan fan myself but I can see this being very popular. I might if I like the design and specs buy one for myself.
Ferasan (or possibly Nausican, since they've been shown to work in wolf-packs on-screen) Escort carrier
4/3 weaps
3/2/4 E/S/T consoles
Cmd Tac
Lt Tac
L Cmd Engi
Lt Sci
Ens Sci
1 hangar bay
+
Cloak
Boom, Armitage analog with slightly different seating.
It has the shields and hull strength precisely because it simply cant maneuver and its slow as hell. It doesnt have much firepower of its own so it is completely at the mercy of anything..heck even a Tuffli would fly circles around it.
It relies on its pets for damage. Its main guns on the wings need to be aimed so that source of damage is not really reliable in an engagement..its basically a siege weapon.
If you think of the VoQuv as a comparison, the VoQuv can't take that much of a beating if it flies at 1/3rd impulse (which is like the max speed the Mogh class carrier would have tops) and turns like it had a tractor beam locked on it. On top of that, it slides due to its heavy inertia.
All this is why the ship needs and must have such strong hull and shielding.
Yeah, I would rather have a nice Strike Carrier to mimic the Armitage or a Tactical Scout to mimic the Vesta as opposed to another flying starbase since we have access to so many of them on the KDF already.