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Tor'kaht vs Mogh

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  • greendragon527greendragon527 Member Posts: 386 Arc User
    edited January 2014
    That kinda makes sense actually :/
  • rmxiiirmxiii Member Posts: 221 Arc User
    edited January 2014
    I myself perfer the Mogh mostly because if you have multiple characrs the can get Basic Mogh for 'free' one you buy it in the C-Store all your KDF captains can get it and to upgrade to fleet it just 1 Fleet Ship Module. To get Fleet Tor'Khat its 4 Fleet Ship modules per character, no discount avalible at all. Both are defentally sold and excellent Battlecruisers, probably the best Battlecruisers around for KDF side outside of Lockbox ships
  • mwhitakermwhitaker Member Posts: 131 Arc User
    edited January 2014
    This thread is making me sad. I had been saving for a Tor'kaht for the longest time before I went on indefinite leave from STO, cause a number of very good players I'm acquainted with had the best to say about it. Did the fad trend of A2B ruin it? I've tried a number of A2B builds, both KDF and UFP, and I absolutely hated them. Where is the point in spamming beams all over the friggin map when you don't have any healing ability? I'm a cannons-blazing sort of guy, so I go for tactical builds with rapid-cycling mini-heals, which is why, call me crazy, I love the Qin raptor.
    [SIGPIC][/SIGPIC]
    "The Borg - party-poopers of the galaxy" ~ The Doctor
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited January 2014
    mwhitaker wrote: »
    This thread is making me sad. I had been saving for a Tor'kaht for the longest time before I went on indefinite leave from STO, cause a number of very good players I'm acquainted with had the best to say about it. Did the fad trend of A2B ruin it? I've tried a number of A2B builds, both KDF and UFP, and I absolutely hated them. Where is the point in spamming beams all over the friggin map when you don't have any healing ability? I'm a cannons-blazing sort of guy, so I go for tactical builds with rapid-cycling mini-heals, which is why, call me crazy, I love the Qin raptor.

    A2B is but one reason, but simply put, the Mogh BOFF layout is far superior and gives you more options than the Fleet Vor'Cha. If you favor heavy forward weapons, which KDF Battlecruisers tend to do, then the Mogh is superior. There's 3 areas where the Fleet Vor'Cha still is better:
    - Classic Vor'Cha skin.
    - More naturally leaning towards TAC.
    - +1 turn rate than the Mogh, which is a difference.

    You don't have to put A2B on the Mogh or any ship that has a healthy dose of ENG BOFF slots. The main idea for A2B, esp. dual A2B, is BOFF ability CD reduction. For your TAC abilities, DOFFs can do that job while not sacrificing your Aux Power.
    XzRTofz.gif
  • stofskstofsk Member Posts: 1,744 Arc User
    edited January 2014
    Sorry but I'm going to have to disagree with anyone and everyone who is saying the Tork cannot A2B. I ran it for over a year with my engineer A2Bing all the way. While that does not leave you with either DEM or RSP it works fine without it. Engi team and hazards for hull heals, EPshields and TSS for shields (I used TBR instead and rotate polarity for my other shield heal). With APO, CSV1, Torp spread, tac team and beam overload it had plenty of firepower.

    While I do fly the Mogh now I loved the variety of looks you had available with the tork.
    I agree with this 100%. I use an Aux2Batt build with my Fed eng in a Regent, and I put an eng boff in the universal slot, mainly so that I've got the LtCommdr and Commdr eng abilities for RSP2 and ES3. I was thinking of doing something similar with a Tor'kaht before I bought the Mogh.

    Whoever says you can't heal yourself and others with Aux2Batt needs to step outside the square box they've put themselves in.
  • shpoksshpoks Member Posts: 6,967 Arc User
    edited January 2014
    mwhitaker wrote: »
    This thread is making me sad. I had been saving for a Tor'kaht for the longest time before I went on indefinite leave from STO, cause a number of very good players I'm acquainted with had the best to say about it. Did the fad trend of A2B ruin it? I've tried a number of A2B builds, both KDF and UFP, and I absolutely hated them. Where is the point in spamming beams all over the friggin map when you don't have any healing ability? I'm a cannons-blazing sort of guy, so I go for tactical builds with rapid-cycling mini-heals, which is why, call me crazy, I love the Qin raptor.

    Meh, it's still one of the top cruisers in the game and in the KDF lineup. Like I said in my previous post in many ways similar to the new Mogh, but still different. Also there is no requirement to go Aux2Bat if you own a cruiser, it's just flavor of the season build. There are many ways to setup a ship.
    If you don't like A2B, don't do it. If you like the Tor'kaht, go get it. The Tor'kaht is not by any means sub-par to anything, quite the opposite.
    HQroeLu.jpg
  • toivatoiva Member Posts: 3,276 Arc User
    edited January 2014
    I sadly never tried the Fleet Tor'kaht, but as far as I can tell, the major difference between the two vessels is the switched ensign Boff slot. The turn rate and inertia don't really differ that much in practice (flying mirror Vor'chas, so I can tell). Both are fit for cannons or beams.

    A tac ensign tends to be troublesome if running a strictly cannon build, useless for cannon abilities, and if using aux2batt, useless for a second tac team as well.

    An eng ensign: Depending on the build, you may end up with nothing else to slot than Eng team or a 'what-if' third EPtX ability (for instance if you're not satisfied with rank 1 of your main EPtX ability).

    Personally, a plus for the Fleet Tor'kaht would be the look. I love the Vor'Kang model (second best in STO, right after the Mogai). A liability there is the eng ensign that just doesn't fit well in most of my typical builds. The mogh then ends up slightly more appealing to me because the tac ensign can be used for even a torp ability (and the 5 fore slots leave plenty space for torps) and the look ain't that bad either.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2014
    mwhitaker wrote: »
    This thread is making me sad. I had been saving for a Tor'kaht for the longest time before I went on indefinite leave from STO, cause a number of very good players I'm acquainted with had the best to say about it. Did the fad trend of A2B ruin it? I've tried a number of A2B builds, both KDF and UFP, and I absolutely hated them. Where is the point in spamming beams all over the friggin map when you don't have any healing ability? I'm a cannons-blazing sort of guy, so I go for tactical builds with rapid-cycling mini-heals, which is why, call me crazy, I love the Qin raptor.

    the fleet vorcha was the best tac cruiser for a short time, until AtB got put on the AtS/D system cooldown tree, and taken off the EPt system tree. that allowed for the AtB with tech doffs builds to take over tactical leaning cruiser builds, and left a few ships like the fleet vorcha behind because its got to much tac built in, and not enough eng to run the new best way to run a tac cruiser. ideally with AtB builds, you want 2 copies of it. on the fleet vorcha the only way to do that is to run without sci, or use your LTC eng station for AtB. if you ever have to do that on a ship, that should be a tell that you shouldn't use AtB on that ship. plus the TLC and LT tac is to much tac, with an AtB build all you really want is just the LTC station tactical, the LT would be more useful somewhere else.

    so the fleet vorcha and bortas with the LTC used for tac sorta got blocked from being top tier tac cruisers because of all this, but sense that AtD doff came along, thats an option that can give the vorcha back an advantage over any AtB battlecruiser, mobility armor. the doff extends the duration of AtD to almost full uptime with 1 copy, and grants an energy damage resist equal to the knetic damage resist the skill already gave.

    the mogh, wile having a more AtB friendly station setup, and 5 fore weapons, is by far the hardest battlecruiser to make DHC builds work on. mainly because its got a more escort like inertia, that is a BAD thing unless you have a turn rate of about 60. all the other battlecruiser sort of go in a turn TRIBBLE first, and it slides the ship wile you sort of circle strafe your target. its a whole lot easier to keep your guns on target with a lower inertia score, as long as you use EPtE and lots of turn consoles to get thise big ships movin and slidin
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited January 2014
    Three things:

    1) The Chel'gret is a destroyer. AND IT IS NOT THE TOPIC OF THIS THREAD. So please, kindly desist from arguing about it anymore. Thank you.

    2) Not running Aux2bat. Partially due to laziness, partially due to a love of Aux heals.

    3) Looking at both beams and cannons, if that helps.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • aurigas7aurigas7 Member Posts: 488 Arc User
    edited January 2014
    Tor'kaht is obsolte. For cannons, the Mogh's 5 forward weapon slots win. For beams, the Mogh's boff layout wins.

    Plus, the Tor'kaht is TRIBBLE for people with multiple chars. No t5 c-store version -> 4 fsm for every char.
    Vorcha_forward.jpg
  • this1isavailablethis1isavailable Member Posts: 228 Arc User
    edited January 2014
    the mogh, wile having a more AtB friendly station setup, and 5 fore weapons, is by far the hardest battlecruiser to make DHC builds work on. mainly because its got a more escort like inertia, that is a BAD thing unless you have a turn rate of about 60. all the other battlecruiser sort of go in a turn TRIBBLE first, and it slides the ship wile you sort of circle strafe your target. its a whole lot easier to keep your guns on target with a lower inertia score, as long as you use EPtE and lots of turn consoles to get thise big ships movin and slidin

    If using aux2batt and EPtE, you can do high speed pass with the mogh and stop your ship near your target while using tractor beam. You cant really do the same with low inertia because your ship will simply continue its route.
    Plus dont forget you can turn while driving backwards, it helps a lot against escorts. And i found it easier to drive than a tor'kaht, difficulty is personal opinion (i'm used to cruise control and backpedal :D but not drifting for exemple).

    PS for OP : if you really want one of the two ships and not use aux2batt, i would take a tor'kaht with either beams or cannons. Imo it is the least bad choice :p
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2014
    If using aux2batt and EPtE, you can do high speed pass with the mogh and stop your ship near your target while using tractor beam. You cant really do the same with low inertia because your ship will simply continue its route.
    Plus dont forget you can turn while driving backwards, it helps a lot against escorts. And i found it easier to drive than a tor'kaht, difficulty is personal opinion (i'm used to cruise control and backpedal :D but not drifting for exemple).

    PS for OP : if you really want one of the two ships and not use aux2batt, i would take a tor'kaht with either beams or cannons. Imo it is the least bad choice :p

    battlecruisers need to be piloted differently then escorts. the slide, and using it to your advantage is a learned skill. the mogh just moves like an escort with a REALLY bad turn rate. it cant compete directly with real escort turn rate effectively, battlecruisers that slide can if you know what your doing.
  • this1isavailablethis1isavailable Member Posts: 228 Arc User
    edited January 2014
    What i was saying is both work, it's just different gameplay. Of course you never gonna beat an escort using a 9 turn rate 50 inertia ship at full speed...
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2014
    What i was saying is both work, it's just different gameplay. Of course you never gonna beat an escort using a 9 turn rate 50 inertia ship at full speed...

    my point is you can with battle cruisers that can slide. its not just different, its easier. i can keep up with and have beaten bugs in a fleet negvar, same base turn but thanks to a 25 inertia i can basically circle strafe wile they spend time trying to reposition.
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited January 2014
    If using aux2batt and EPtE, you can do high speed pass with the mogh and stop your ship near your target while using tractor beam.
    That would require that you A: Stop, and B: Have a tractor beam, which these days is so easily resisted.
    You cant really do the same with low inertia because your ship will simply continue its route.
    Precisely! With a low score, your ship will CONTINUE ON ITS PREVIOUS COURSE, even while you turn the nose itself, resulting in a circlestrafe: You stay on target, because the gun arc is determined by your nose facing, not your actual course, and you stay moving. With the Mogh's escortesque inertia, you just faceplant into the target. because the ship won't hold its course as you turn the nose.
    Plus dont forget you can turn while driving backwards, it helps a lot against escorts. And i found it easier to drive than a tor'kaht, difficulty is personal opinion (i'm used to cruise control and backpedal :D but not drifting for exemple).
    You're also probably used to being an Escort driver, and probably aren't accustomed to spaceship games, where drifting is the norm.
    [SIGPIC][/SIGPIC]
  • toivatoiva Member Posts: 3,276 Arc User
    edited January 2014
    battlecruisers need to be piloted differently then escorts. the slide, and using it to your advantage is a learned skill. the mogh just moves like an escort with a REALLY bad turn rate. it cant compete directly with real escort turn rate effectively, battlecruisers that slide can if you know what your doing.

    I believe that sliding vs. escort turning is really individual for every player's habits. Me personally, I have a problem with escorts that I always outturn things, the turn rate is just too high for me. With very low inertia and sliding, I also end up flying where I didn't want to because its very hard to stop, reverse, stop and go again, which is how I play with DHC battlecruisers.

    So for me, the Mogh's relatively high inertia and a typical battlecruiser turn rate are just ideal.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited January 2014
    the mogh just moves like an escort with a REALLY bad turn rate. it cant compete directly with real escort turn rate effectively

    You can get it to around 50. That's solid.


    It also has about 57k hull to go with that, and a few nice options to equalize damage vs. loss of higher tier tac powers.


    ;)
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited January 2014
    The mogh has near perfect seating and so on for a rather nasty beam array setup that can put 5 weapons on any target from any direction

    3 BA forward
    3 BA aft

    Use AP

    KCB and AP360 in fore slots

    5 any direction with a nasty broadside surprise.

    Amazed more arent doing this tbh
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2014
    You can get it to around 50. That's solid.


    It also has about 57k hull to go with that, and a few nice options to equalize damage vs. loss of higher tier tac powers.


    ;)

    50 is ok on something with inertia like this, but only attainable with AtD, maybe. still missing the escort impulse modifier though. im not saying i dont use the mogh with cannons, its just by far the hardest battlecruiser to do it with. 5 fore weapons might even make up for only topping out with a LTC tac, the trouble is using them on zippy AtD escorts, bugs, and bliping warbirds.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2014
    The mogh has near perfect seating and so on for a rather nasty beam array setup that can put 5 weapons on any target from any direction

    3 BA forward
    3 BA aft

    Use AP

    KCB and AP360 in fore slots

    5 any direction with a nasty broadside surprise.

    Amazed more arent doing this tbh

    spire core and drain res cruiser aura should make cutting beam 2 part totally unnecessary, if it wasn't already before. 360 beam is just less damage then a beam array. unless your running the proton weapon to boost crit, i dont see a reason not to go 8 beams now.

    might be worth testing to see if the 10% AP damage boost can match a spire core, 8 beam array combo. energy level is awful important to damage though
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited January 2014
    50 is ok on something with inertia like this, but only attainable with AtD, maybe.

    I'm not using AtD. :D

    It's not permanent 50, I'm not sitting 50. I only need 50 when it's offense time.

    still missing the escort impulse modifier though.

    I think its 50, 60 with Speed Bonus running. And 100+ with APO.


    Honestly I find it handles better than the JHHEC simply due to model design.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited January 2014
    nevermind

    /10
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2014
    I'm not using AtD. :D

    It's not permanent 50, I'm not sitting 50. I only need 50 when it's offense time.


    I think its 50, 60 with Speed Bonus running. And 100+ with APO.


    Honestly I find it handles better than the JHHEC simply due to model design.

    cruisers need to always be on offense time, they cant spike as hard, but they can dps. you need all guns on target at all times, even if they are DHCs, on cruisers. with the LTC tac, you need to choose between offense mode APO or BO3, you cant stack both, and the best you can do is BO1 if you chose APO. you stuck at less then 39 turn rate at best in this ship when APO or evasive arent up.

    like its handling better then a bug? your crazy. nothing is as effortless at dominating in the DHC game is a bug or AtD escort. turn and speed are so good, they just becomes a non factor. in the mogh it can make it a hopeless case against a truly maneuverable opponent its locked in combat with, unless you just swap to beam mode.
  • toivatoiva Member Posts: 3,276 Arc User
    edited January 2014
    like its handling better then a bug?

    USSUltimatum wrote JHHEC. That's not the bug but the heavy escort carrier, with base turn rate of 13.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited January 2014
    spire core and drain res cruiser aura should make cutting beam 2 part totally unnecessary, if it wasn't already before. 360 beam is just less damage then a beam array. unless your running the proton weapon to boost crit, i dont see a reason not to go 8 beams now.

    might be worth testing to see if the 10% AP damage boost can match a spire core, 8 beam array combo. energy level is awful important to damage though

    Its the same setup I use on my Avenger, and you know thats no slouch, heh.

    Im still dubious about those spire cores. We have enough things in game without them to maintain high weapons power, and using them costs us more base subsystem power from say a standard fleet core.

    Besides, ive become a rather big fan of tier 4 nukara rep boosts, and the obelisk core is the best one for that, even if only by a few points.
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    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
    Chief of Starfleet Intelligence Service == Praise Cheesus
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2014
    toiva wrote: »
    USSUltimatum wrote JHHEC. That's not the bug but the heavy escort carrier, with base turn rate of 13.

    durr. if its anything like the vet ship, sub escort turn with very high inertia score, like 80 or something, i know what hes talking about. 80 inertia, you want like a 70 turn rate or it works against you the same way.
  • stofskstofsk Member Posts: 1,744 Arc User
    edited January 2014
    The mogh has near perfect seating and so on for a rather nasty beam array setup that can put 5 weapons on any target from any direction

    3 BA forward
    3 BA aft

    Use AP

    KCB and AP360 in fore slots

    5 any direction with a nasty broadside surprise.

    Amazed more arent doing this tbh
    Why not use DBBs instead with the AP360 and KCB in the back? The Mogh turns well for a battlecruiser but not good enough for DHCs apparently (I dunno, I don't have a problem with DHCs being on target, well, not more so than I experienced when I was flying the regular Vor'cha retrofit). But DBBs have a better arc than DHCs so this shouldn't be a problem. They do better damage than BAs.

    Thoughts?
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited January 2014
    stofsk wrote: »
    Why not use DBBs instead with the AP360 and KCB in the back?
    He's probably building with PVP in mind. The described setup lets him fire 5 fore and aft, and 8 broadside. DBBs are great on approach but they dont broadside. And putting the AP360 and KCB in the rear limits the amount of firepower onto the escort behind you.

    Its a solid spec but if it were me I'd put it together on an Avenger instead with a WAQT in the rear.
  • stofskstofsk Member Posts: 1,744 Arc User
    edited January 2014
    He's probably building with PVP in mind. The described setup lets him fire 5 fore and aft, and 8 broadside. DBBs are great on approach but they dont broadside. And putting the AP360 and KCB in the rear limits the amount of firepower onto the escort behind you.

    Its a solid spec but if it were me I'd put it together on an Avenger instead with a WAQT in the rear.
    Hmm, fair enough. I tried flying the Mogh with beam arrays, and I just don't know. It feels wrong, somehow. Though to be fair, many of the KDF battlecruisers don't look like good beamboats. Except for maybe the Negh'var.
  • shpoksshpoks Member Posts: 6,967 Arc User
    edited January 2014
    stofsk wrote: »
    Hmm, fair enough. I tried flying the Mogh with beam arrays, and I just don't know. It feels wrong, somehow. Though to be fair, many of the KDF battlecruisers don't look like good beamboats. Except for maybe the Negh'var.

    Yeah, funny enough I feel the same about KDF battlecruisers. While it seems so natural to have beams on the Federation cruisers, when you put them on a KDF battlecruiser just feels....I don't know, wrong somehow. Maybe it has to do something with their aggresive look and the fact that the battlecruisers were the only ones with the ability to mount DHCs. (in the cruiser department)
    HQroeLu.jpg
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