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Fleet Jupiter Class Carrier

pryor#5476 pryor Member Posts: 567 Arc User
Im thinking about getting getting the Fleet Jupiter Class Carrier for my fed toon, from the wiki as far as i can tell, this the most capabile 2 hanger bay carrier in the game.
It also says it can have 2 Elite Callisto Light Escort in each hanger bay, the link below has a description of them......... but is not clear on exactly what the armaments are..
https://sto.gamepedia.com/Hangar_-_Callisto_Light_Escort
Are the weapons MK14's......... if so do the weapons have mods?
Can i change those weapons for more power/critty types?...... just like on a normal ship
Does my Tactical Critty consoles on the Carrier enhance the weapons of the hanger pets?
These are expensive, and i want to know specifically what kind of damage they are putting out before i buy them............ what kind of armor/hull hitpoints & shields do they have?
So far i have witnessed that thoes runabouts with the photon launcher mounted atop are pretty tough so i would like to have those in 1 hanger........ dont know how many i could have, then the Elite Escorts in the other bay.
Please share your experience with carriers below.
Discord: Pryor#2941

Comments

  • tom61stotom61sto Member Posts: 3,669 Arc User
    Well, it's the only T6 Fleet Carrier, so it's technically the best Fleet T6 carrier. However, Lockbox T6 Carriers are much more capable, IMO, particularly in regards to damage the carrier itself outputs. All Dreadnought Carriers have 7 weapons and commander Tac backing them up, and most have pretty solid pets. The Kelvin Timeline T'laru Intel Carrier Warbird (Rom faction only, lockbox) has the option of out-shooting or out-sciencing the the Fleet Jupiter depending on setup, and it can fit the Romulan Drones which are considered some of the best frigates in game. Jupiter is only 6 weapons total and at most have two Lt. Tac BOff slots.

    The Callistos have Phaser cannons and Quantum torps, as well as Cannon: Scatter Volley and Torpedeo Spread of their own, ranks of those change based on their rarity (I.E. more expensive ones are better). These should be awesome, but whenever I bring them out they tend to derp out and either fly off randomly or occasionally hide behind the Jupiter instead of actually attacking enemies.

    If you mean the Callistos, their weapons are not items and are not replaceable. If you mean the Jupiter itself, it comes Mk X common and those are not upgradeable, though they are replaceable.

    Your crit chance and self-damage boosts do not affect your hangar pets.

    I don't have the exact numbers for shields and hull, but frigates are more durable than heavy small craft (like runabouts) and much more durable than fighters (like Peregrines).

    Heavy small craft like Runabouts have 2 craft per 'wing' and can launch 2 wings for a total of 4 hangar you have slotted for them. Callistos are 1 per wings, 2 wings, total of two per hangar. So, for that layout, you can launch 2 runabouts and 1 Callisto out immediately, and have a max of 4 Runabouts and 2 Callistos out once the hangars recharge to launch another wing.
  • postinggumpostinggum Member Posts: 1,117 Arc User
    The Breen carrier has commander sci but that was an event ship and can currently only be had with I think an epic phoenix token. Personally I'd take a Paradox and have a proper sci ship over sci carrier.

    The big problem with carrier is pet DPS and pet controllability/AI, both of which aren't good.
  • tom61stotom61sto Member Posts: 3,669 Arc User
    pryor#5476 wrote: »
    If you know of a more capable Carrier with 2 hangers and a Commander Science Station....... please do tell.
    I just wish i could get more accurate stats on the Hanger Pets, ......... do they lay down any crit?......if so how much?....... also DPS of each weapon they have.

    The Breen Sarr Theln Carrier that postinggum mentioned is pretty nice, IMO. Not sure it's worth an Epic Pheonix token, though.

    Not Fed available, but very nice:
    KDF:
    Fleet T5 Upgraded Kar'fi Battle Carrier. You'll need both a fleet with a leveled Spire and an upgrade token, but the Kar'fi Battle Carrier is my favorite carrier that has a Commander Sci. On the faster side for carriers 4/3 layout, Lt. and Lt. Comm. Tactical, though it has a lower hull than most carriers.

    Fleet T5 Upgraded Vo'Quv. Though 3/3 and a bit on the slow side, it is still pretty nice. You can get a free T5 (non-Upgradeable) just leveling up a KDF toon.

    Rom:
    T'Laru I already mentioned.

    Do note that dual hangar Carriers with a Commander Science BOff do not get a Secondary Deflector like pure Science ships do, so don't expect the Science damage output to be on par. If you want Science ship capabilities, there are a few, like the Paradox mentioned as well as the Vesta variants that have a single hangar but do have a Secondary Deflector and some have a full 5 Science consoles to back it and the Commander Sci up.

    On the crit and weapons on pets, AFAIK, pets have equivalent to Mk Infinity Common and have only the base crit rate (what everyone/thing starts with without Skills and gear).
    pryor#5476 wrote: »
    tom61 sto............. I have an Idea, you say you have Callisto Light Escort, lets do a 1 on 1 with my T2 fed toon, you launch just 1 Callisto Light Escort at me and Ill see how tough it is against a T2 Steamrunner, this will give me insight as to how strong it is

    An interesting proposal, but I'm not on very much right now, unfortunately.
  • postinggumpostinggum Member Posts: 1,117 Arc User
    Sometime ago there was a pvp video where someone setup a jupiter for drain and control, one hangar of runabouts and one of callistos, and grind down opponents, simply stopping them from functioning and moving, with drain setting up control and vice versa.
  • tom61stotom61sto Member Posts: 3,669 Arc User
    pryor#5476 wrote: »
    postinggum wrote: »
    Sometime ago there was a pvp video where someone setup a jupiter for drain and control, one hangar of runabouts and one of callistos, and grind down opponents, simply stopping them from functioning and moving, with drain setting up control and vice versa.

    That is exactly what i intend to do........... have 6 Epic AP Beam Arrays [CrtH] [CrtD]x3 hitting the target as i drain & disable.......... meanwhile pets are hammering the shiitt out of the target trapped inside of a Web Weaver Sphear and Tractor Beam

    If you have a Tholian Recluse (as it sounds like), I'd stick to that and grab a hangar of Mesh Weavers as they have Attack Pattern Beta + Fire at Will which is very nice and debuffs your targets. I kinda forgot this Carrier in the 'Science Commander' lineup, since I more often see it with a Tactical in the Universal Commander slot, but it can do a decent amount of Sci on top of having pets that are usually put among the top frigates.
  • postinggumpostinggum Member Posts: 1,117 Arc User
    In a drain build for pvp it might be that polaron trumps antiproton, as always with pvp theres an element of rock, paper, scissors.
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    pryor#5476 wrote: »
    tom61sto wrote: »
    If you have a Tholian Recluse (as it sounds like)

    No i dont, i just want the ability to put em in that web......... so ill buy it just to have the ability on a more powerful carrier......... as once your in that web...... there is no way to get out or debuff it that i know of, just seems like your pretty much helpless until it wares off........ thats why i want that Starship Trait by simply activating Action Beam, if there is a way to remove or get out of it please tell me.

    Fire At Will gets you out of it in about 2 seconds.

    The Mesh Weavers that spawn the web can be targeted.
    Insert witty signature line here.
  • postinggumpostinggum Member Posts: 1,117 Arc User
    Pryor the thing about one on one PVP is the experienced players have counters to most things and it becomes a race to have the latest thing they struggle with. At times people have decided to pvp without fancy gear, they even had a league.
  • soullessraptorsoullessraptor Member Posts: 353 Arc User
    Honestly, for Carriers, I tend towards the Xindi craft, due to both ability (Mobulai Frigates and Nusti heavy fighters both are REALLY damaging), and their console perks buffing pets.
  • ironmakoironmako Member Posts: 770 Arc User
    I have a Fleet Jupiter, she carries Elite Callistos and they are pretty awesome. During open PvE maps, I find myself watching my Callistos tear enemy ships apart whilst I just sit and watch the action.

    One tip of advice i can give you, is make your own decision on hangar pets. Everytime a "Carrier" thread appears, you will have one player recomments Tholian fighters. Another will be singing about Romulan Scorpions, Anoter praising Callistos etc etc etc. I have several alts, all with different pets and I have yet to come across a pet that I thought was awful. I kept the Elite Callistos purely because they fit my Jupiter Nicely. It would not look right if a Jupiter was launching B'rel Birds of prey for example....

    Finally, make sure you focus on obtaining carrier/hangar traits and skills, they do make a big difference.
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited January 2018
    pryor#5476 wrote: »

    I just wish we could test drive them before we buy them, i would like to test and see how tough the Elite Callistos are


    You can!

    Copy your character to the Tribble Test Server and you can buy and test them there without effecting your character on the Live server.

    Personally, I hate Callisto's.. they're the whole reason I bought the Jupiter and in my experience they just suck. They hit pretty hard.. when they hit. Mine are never actually in battle though. Despite the several waves of improvements to Carrier Pets behavior, it's helped everything except my Callisto's. Still to this day, I fly to the next group of enemies and my stupid worthless Callisto's just sit there and watch me fly way to fight the next battle alone.

    I really want to use them, but they're just totally worthless. I ended up loading my Jupiter with Elite Swarmers and they do a great job of ripping things apart. My Callisto's just sit in my bank collecting dust.
    Insert witty signature line here.
  • leemwatsonleemwatson Member Posts: 5,433 Arc User
    If you're running a drain build on the Jupiter you want Phased Polaron weapons. Callisto are pretty decent to run, but I prefer using Delta Flyers as they have Tac Beams and a decent amount of HP.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • tom61stotom61sto Member Posts: 3,669 Arc User
    pryor#5476 wrote: »
    Ok........ok.....
    I think this will be my ship
    https://sto.gamepedia.com/Sphere_Builder_Denuos_Dreadnought_Carrier

    A solid, if ugly, carrier. Keep in mind that it doesn't have a Commander Sci, only Lt. Comm x2 max, nor can it slot the Tholian-specific consoles (only the web wall will be usable), pending those are still desirable to you. Also, you'll need to buy the Sphere Builder Arehbes Destroyer to be to get the frigates for it, but that's a drop in the bucket compared to the price of the carrier itself.
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    coldnapalm wrote: »
    Frigate pets do somewhere around 5-10k per bay. 10k being for something on OP level like elite drones. Yes 10k is considered OP for pets...that is how terrible they are. Callistros usually parse like 5k per. This is because the AI is TERRIBLE and so anything not beam array weapon based is basically forget about it. If they have torps...consider them useless. Cannons...even more so. So you want beams and abilities that boost beams...guess what the rommy drones have.

    This is the advice to follow.

    As much as I want to love Frigates, the sad fact is that they just don't perform to an acceptable standard for my needs. Especially on a carrier like the Jupiter where you are essentially trading 2 weapon hard points for 2 hangar bays, you really suffer if those hangar bays aren't performing up to an acceptable standard.

    The most effective hangar pets I have used on my Fed ships are the Elite Swarmers, yes.. they're soft.. but that's not always a bad thing. They have a powerful beam overload attack and when they die you get to spawn fresh swarmers which refreshes their cool down on overload. The only pets I have used that I like more are Romulan Drones which are locked to the Scimitar or the T'Laru, and the Elite Kelvin Time line assault drones which come with Fire At Will but are locked to the Vengeance.

    Tholian Widow Fighters from the Nukara Rep look like a good DPS option as well, though I admit I haven't actually tried them. Most of the other good pets like the Tholian Mesh Weavers are all locked to specific carriers. Your options for the Jupiter are sadly rather slim. Callisto frigates were the main selling point for that ship and they sadly did not live up to the promise. My Jupiter performs far better with Swarmers then with anything else I have tried so far.
    Insert witty signature line here.
  • postinggumpostinggum Member Posts: 1,117 Arc User
    A nice one two combo could be had with elite scopions* and runabouts.

    *Pryor these are from the rom rep so do not require a high teir fleet starbase.
  • ciggofwar#2812 ciggofwar Member Posts: 9 Arc User
    I use it as a Fleet Support Carrier, science build and I run it slower than most, I do mostly de-buffing enemies and team allied buffing and healing, heat generation is low, just the advance Callistos right now and do a great job as one progresses with the Jupiter, there quite a great improvement over stock fighters as they simple just last longer and quite effective, I usually run 2x on scout and 2x on intercept and with insult to injury trait adding in some nice ending damages to enemies, since she's not an agile fish, I also run non-liner progression, and pop it into reverse for some engagements and heal in reverse, and quite often back over enemies for the nose shooting at close ranges while there in tractor beam vs trying to turn around, I rather not use the evasive maneuvers either, like to save that for a dire situation.

    I also run cannons and a torp up front, disable the enemy ship and bare down on it It's good to keep distance, less turning involved for on forward nose shooting , I also toss out tractor beam mines for any wanting to spoof the rear end, two tractor beams and you can hold something there for quite some time, the escorts will simple chew it up. I don't have to due mega damages I'm dropping the enemies resistances below -100% within my given area of field combat rob them of there power and damages down to a 1/3 great deal of electrical damages another trait is Catastrophic Overload with jam targeting.

    I run the Quantum sets and Chronometric set. Some ships your not going to be able to punch into the ranges you want, like it's always going to come up just short. In this combat scenario of the ship it's more my play style, not for everyone tho. But it works well in field of E-warfare
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