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atrox carrier or any carrier

timbogoldtimbogold Member Posts: 23 Arc User
lets assume we take sto as being a real world, in the real world the carrier is the command and control certer for any fleet or operation, back when the atrox was first conceived we borrowed it from another race, it did good but in the face of new dangers, and much stronger enimay fleet actions this carrier as it is , is obsolete, it has no command and control functions (ie: fleet bennifits nothing to aid other ships in a combat zone)
does not have the protection needed to servive even in a small update to the tu-5 it just canot handle it. the carrier needs a secondary shield updated specific carrier consoles, command and control attributes and updated weapons ports
6 instead of 5 bridge officers using at least their rank lvl skills, and more consol slots for universal,s

they are much needed and if not I see no future for the active carrier in any sto or fleet actions

excuss my spelling I,m 54 blind in one eye and poor vision in other (USMC combat vetran)
Post edited by timbogold on

Comments

  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited January 2015
    Not sure what you mean by Command and Control benefits. The only thing closest to that are Cruiser Command Auras, and those have somewhat mediocre ranges considering one of the best, safest tactics for Carriers in STO is to stand off at long range, use supporting fire and abilities, let the hangar units close in for the dirty work.

    While the Atrox may be lacking in the TAC BOFF seating, it is nothing short on survivability. With the very generous ENG station combined with very heavy SCI stations, not to mention they tend to run with High Aux Power, the Atrox inherently should be very tough. Whether you're talking PVE or even PVP, I've known Atroxes to stand under some horrific focus firing in PVP and still be fine. Flown well and according to what the Atrox can do, it's a one of the tougher Carriers in the game.
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  • horizons2052horizons2052 Member Posts: 184 Arc User
    edited January 2015
    Command and control? No, they could and should use a smaller ship, one that can be hard to find or hit even, something that is not going to be bothered during the fight. A carrier does not fit this job, they are big and slow, not very maneuverable and seriously underpowered all by themselves.

    However, a good job a carrier can do, a carrier from this game, is invasion. They have large crew compliments. This larger crew compliment could be used for taking and holding ground targets while the fighter craft provide ground support. This would be the most logical use for the carriers in this world and the world of gaming as depicted by STO. Well, other than their already useful purpose in game as they are.
  • synthiasuicidesynthiasuicide Member Posts: 458 Arc User
    edited January 2015
    Not sure what you mean by Command and Control benefits. The only thing closest to that are Cruiser Command Auras, and those have somewhat mediocre ranges considering one of the best, safest tactics for Carriers in STO is to stand off at long range, use supporting fire and abilities, let the hangar units close in for the dirty work.

    .

    Uh, no. Carriers in STO are simply ships that trade a Weapon for a hanger. if your standing off at long range your doing it wrong. There is no such ship in STO to be considered what we would consider a Carrier in Real life. or a command ship of some kind. I believe EVE has that. But not STO. In this game a carrier is still an attack ship that trades weapons for Hangers.
    [SIGPIC][/SIGPIC]
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited January 2015
    Uh, no. Carriers in STO are simply ships that trade a Weapon for a hanger. if your standing off at long range your doing it wrong. There is no such ship in STO to be considered what we would consider a Carrier in Real life. or a command ship of some kind. I believe EVE has that. But not STO. In this game a carrier is still an attack ship that trades weapons for Hangers.

    Consider that the Atrox is a very SCI heavy ship, and a very large amount of Science abilities like Grav Well are arc-restricted, yes, longer range is quite viable. It also allows you to easily and clearly see what's going on in the entire battlefield and to act accordingly. Not to mention the Atrox is on the slower end of the maneuvering scale.

    If you're trying to sail into a fight with a Atrox for some high powered FAW'boating, with it's massive 6 weapon slot arsenal, awesome Lt TAC station, awesome 2 TAC Consoles... you are really doing it wrong.

    Edit: Now, there IS a Science heavy form of play with the Atrox that works best in close ranges with zero regard for arcs. That can work.
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  • synthiasuicidesynthiasuicide Member Posts: 458 Arc User
    edited January 2015
    Sorry rereading I guess I came off wrong. I appologize for that. But I saw from your response thats how it was takin.

    Grav well is 180 degree,t hats not to limited an arc. And even with just 2 tac boff slots, Can still Doff it to get things to global. Or Reprocity, etc.
    But, even without that, should go for abilites that help your weapons and pets. Like FAW.
    Sci skills in something this Survivable should be mostly Damage focused. Grav Well, Tykens, TBR, etc.

    The way I read your post sounded like them posts I seen in the past where people saw Carriers as a ship that Launched then stayed far away, like over 10k away to let their fighters do all the work. So guess I read that wrong. The ship has 6 weapons, use them.

    A Carrier should still try to do as much damage as it can to help its pets, no matter the setup. Pets alone would do next to nothing. IF the pilot stays out of harms way. if anything the Pilot should be doing enough damage to draw agro away from his pets to keep them alive.
    [SIGPIC][/SIGPIC]
  • sslorrsslorr Member Posts: 20 Arc User
    edited January 2015
    If anyone had played the first MMO game made by cryptic they had the Mastermind character (I know superhero game CoH [CoV]) which had pets that you could give individual commands and even customize with gear and abilities. I wish they could do something like that with the carriers in this game. I know its a different game, but essentially it is the same principle. Imagine being able to have a complement of fighters, bombers, interceptors and assault craft being launched and controlled by the carrier. Setting different commands for each and even setting there flight paths. Like a true carrier. The catians atrox would be formidable if it had several wings of fighters/frigates attacking in waves returning to repair and rearm. Even maybe spec-ing out one of the frigates as a support craft for healing the lighter attack craft.

    I know its a pipe dream but would be fun. I think. I know i had fun playing a mastermind sitting on a rooftop directing my minions to do the fighting.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited January 2015
    timbogold wrote: »
    lets assume we take sto as being a real world, in the real world the carrier is the command and control certer for any fleet or operation, back when the atrox was first conceived we borrowed it from another race, it did good but in the face of new dangers, and much stronger enimay fleet actions this carrier as it is , is obsolete, it has no command and control functions (ie: fleet bennifits nothing to aid other ships in a combat zone)
    does not have the protection needed to servive even in a small update to the tu-5 it just canot handle it. the carrier needs a secondary shield updated specific carrier consoles, command and control attributes and updated weapons ports
    6 instead of 5 bridge officers using at least their rank lvl skills, and more consol slots for universal,s

    they are much needed and if not I see no future for the active carrier in any sto or fleet actions

    excuss my spelling I,m 54 blind in one eye and poor vision in other (USMC combat vetran)

    TY for your service!

    Its a neat idea, but if roles are going to be followed, two things have to happen. First, the content has to support the roles and make them mean something, and be required for success, rather than just shoot your way out of all situations. And Second, every class of ship has to have a couple of roles (so the player can make some decisions about it), not just one class of ship.

    And third... existing owners of bought ships can't be messed over by adding whatever "role" system -- that is, an existing player enjoying the atrox as a bigger but similar science ship might be mad about having it suddenly become a passive "sit back and heal/support" platform. Talking 30 bucks of someone's money tossed in the trash bin, that can't happen.
  • karlbarbkarlbarb Member Posts: 166 Arc User
    edited January 2015
    The problem with your argument is that you are trying to compare the real world to the Star Trek fictional world.

    In the real world, carriers rule simply due to the fact that fighters can out range any gun on any ship. So fighters, and by extension the carrier, are the primary damage dealer of the group, with all other ships acting as support to them.

    In Star Trek, fighter wings cannot solo capital ships as beam weapon spam (aka Fire at Will) can decimate entire wings of fighters in *seconds*, so your side's capital ships need to engage the enemy fleet first and offer a big juicy target while tiny little fighters use the opportunity to sneak up to and attack their targets. In essence, fighters act in support of big ships.

    Now, in regards to durability, pretty much all carriers are big heavy monsters loaded with tons of HP, so they can take quite a bit of damage, but as they are designed to mutually support their fighters, and due to their relative disadvantage if their fighters get destroyed, they are not as powerful and durable (on their own) as a cruiser, a ship specifically designed to bear the brunt of an attack.

    Ergo, cruisers have become, invariably, the command ships for the Federation. Not that carriers can't be. In fact, any ship can be a command ship (I'm looking at you, tiny Defiant), but the best ships for this purpose are indeed cruisers.
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