Star Trek Online

Star Trek Online

Darkmaster May 30, 2024 @ 9:27pm
The Ahwahnee was sent by the gods!
I just bought the Ahwahnee not to long ago (when they had the ship sale 3 days ago) and let me tell you this thing and the pets changed my life and my game play! Do you all think they will let the pets stay this way or do you all think the devs will nerf the pets later on down the line? And how do you all feel about the ship if you have it?
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Showing 1-15 of 20 comments
cap-boulanger May 30, 2024 @ 9:34pm 
I have it, I flew it a bit but there was a visual bug that bugged me and I was waiting for it to be fixed.

The bug being, that when you use the Command BOFF skill "Suppression Barrage", you get glowing hardpoints on your ship. (This happens on all ships.) But on the Ahwahnee, the glowing hardpoints were not symmetrically placed, and it bothered me because they should be.

I haven't checked in the last month or so to see if it has been fixed yet.
Daishikaze May 31, 2024 @ 2:41am 
I'm definitely satisfied with it, though I agree with Cap's issue, it's annoying to see something like that once you notice it.

I haven't used the Hanger pet that came with it though, I've been using Command Kodai Squadrons because I have the right traits to make them devastating.
Turn rate of 7?
Sorry I will not be acquiring it.
VoodooMike May 31, 2024 @ 3:35pm 
Originally posted by Darkmaster:
I just bought the Ahwahnee not to long ago (when they had the ship sale 3 days ago) and let me tell you this thing and the pets changed my life and my game play! Do you all think they will let the pets stay this way or do you all think the devs will nerf the pets later on down the line? And how do you all feel about the ship if you have it?

It's pretty meh all around, but you need to understand that I say this from the perspective of a late-stage player who has access to a staggeringly large number of options when it comes to ships, traits, consoles, etc.

For someone who is new to carriers the Ahwanhee is an ok ship... but one that is ill paired with its pets. The pets themselves are good for early-stage carrier play as they act as good support for a non-pet build, debuffing enemies so the main ships guns can tear them apart. The problem is a 3/3 command carrier is not well suited to the role of bringing the big guns.

I don't think they'll nerf the pets - they tend to nerf things that are dramatically overperforming, and nobody cares when something overperforms outside of top tier builds. Debuffing enemies in late-stage play is mostly only worthwhile for killing the big boss ships since late-stage builds typically make smaller enemies evaporate without need for debuffing. For serious carrier builds you wouldn't want to field pets with beams.

The thing that made the Ahwahnee such a big deal was that its console and trait were severely bugged - to the benefit of players. Both of them are meant to speed up or reset particular boff abilities, but when it came out and for months afterward, they affected ALL cooldowns... not just boff abilities but also consoles and such... and did so past the minimum CD. That meant you could use flagship staffing to instantly reset the cooldown on literally everything: all abilities, all consoles. That was ridiculously broken.

Sadly... it got fixed. Now its a decent enough ship to get, but you'll probably outgrow it someday.
Originally posted by Darkmaster:
I just bought the Ahwahnee not to long ago (when they had the ship sale 3 days ago) and let me tell you this thing and the pets changed my life and my game play! Do you all think they will let the pets stay this way or do you all think the devs will nerf the pets later on down the line? And how do you all feel about the ship if you have it?

Yes agreed. STO always nerf things. Especially if they are well inclined to skew results to one side. Though some people do make carriers work well -its not something easily mastered. Some other builds are far easier... and a lot less expensive to load out. But I digress its a good starter ship if carrier builds is the way your going to go.


Though as @VoodooMike says the 3/3 is a bit of a turn off to most long term players. The weapons: 3 Fore & 3 Aft... Used to be for sci alone but we have come so far that no one i think except hard core players still will follow that. I have heard that all three main disciplines now usually run a ship with the 5/3 layout -though I don't know how much stock to put into that but I will count myself among them.

Also to the low turn rate of 7... The playstyle STO rather seems demanding of the players who are using cruisers or carriers is to be using the "broadside attack" approach. Though if most are used to cruisers this way already this is most likely a non issue. Still... some people like me -prefer to face the enemy head on. Which yes is doable on a cruiser but unlikely on a carrier since no released carrier has a base turn rate of 9 or higher.
Last edited by Vazul Macgyver -KBM-LLT-HWDBGR; May 31, 2024 @ 10:38pm
cap-boulanger Jun 1, 2024 @ 11:08pm 
Originally posted by Vazul Macgyver -KBM -HWDBGR -LLT:
Though as @VoodooMike says the 3/3 is a bit of a turn off to most long term players. The weapons: 3 Fore & 3 Aft... Used to be for sci alone but we have come so far that no one i think except hard core players still will follow that. I have heard that all three main disciplines now usually run a ship with the 5/3 layout -though I don't know how much stock to put into that but I will count myself among them.

Not for a science damage type build. You need a secondary deflector slot, and there are no 8 weapon ships with one.
Originally posted by cap-boulanger:
Originally posted by Vazul Macgyver -KBM -HWDBGR -LLT:
Though as @VoodooMike says the 3/3 is a bit of a turn off to most long term players. The weapons: 3 Fore & 3 Aft... Used to be for sci alone but we have come so far that no one i think except hard core players still will follow that. I have heard that all three main disciplines now usually run a ship with the 5/3 layout -though I don't know how much stock to put into that but I will count myself among them.

Not for a science damage type build. You need a secondary deflector slot, and there are no 8 weapon ships with one.

Granted. I stand corrected on the secondary deflector. Thought one of the 5/3 would have it. Are secondary deflectors really that beneficial these days in damage builds anyway?

Though I will still term anything that is a damage build as hard core...
VoodooMike Jun 2, 2024 @ 4:02pm 
Originally posted by Vazul Macgyver -KBM -HWDBGR -LLT:
Granted. I stand corrected on the secondary deflector. Thought one of the 5/3 would have it. Are secondary deflectors really that beneficial these days in damage builds anyway?

Doesn't really matter how useful it is, they have a few design patterns they (sometimes) stick to... and one thus far has been that secondary deflectors and experimental weapons always mean at least one less normal weapon slot.

Hangars were part of that too, once upon a time, then we got the Miracle Worker Flight Deck Carriers which are 5/3 with 2 hangars... so that went out the window.
Originally posted by VoodooMike:
Originally posted by Vazul Macgyver -KBM -HWDBGR -LLT:
Granted. I stand corrected on the secondary deflector. Thought one of the 5/3 would have it. Are secondary deflectors really that beneficial these days in damage builds anyway?

Doesn't really matter how useful it is, they have a few design patterns they (sometimes) stick to... and one thus far has been that secondary deflectors and experimental weapons always mean at least one less normal weapon slot.

Hangars were part of that too, once upon a time, then we got the Miracle Worker Flight Deck Carriers which are 5/3 with 2 hangars... so that went out the window.
But these two items benefits don't really help the overall build do they in a real beneficial way or do they actually add a positive?

Either way it seems Science builds get the short end of the stick even today.
Last edited by Vazul Macgyver -KBM-LLT-HWDBGR; Jun 2, 2024 @ 4:18pm
VoodooMike Jun 2, 2024 @ 6:09pm 
Originally posted by Vazul Macgyver -KBM -HWDBGR -LLT:
But these two items benefits don't really help the overall build do they in a real beneficial way or do they actually add a positive?

They are additional sources of damage - the secondary deflector adds more damage to certain exotic damage abilities and the experimental weapon does additional direct damage. Rather than having those ships just be inherently better than all the others, they trade off the bonus slot for one of the weapon slots.

Originally posted by Vazul Macgyver -KBM -HWDBGR -LLT:
Either way it seems Science builds get the short end of the stick even today.

Heh, science builds are doing just fine - they are rarely based on starship weapons. I can't think of anyone who watches a reasonable anomaly build in action and thinks "poor little guy, why can't they get any love?".
Last edited by VoodooMike; Jun 2, 2024 @ 6:09pm
Originally posted by VoodooMike:
Originally posted by Vazul Macgyver -KBM -HWDBGR -LLT:
But these two items benefits don't really help the overall build do they in a real beneficial way or do they actually add a positive?

They are additional sources of damage - the secondary deflector adds more damage to certain exotic damage abilities and the experimental weapon does additional direct damage. Rather than having those ships just be inherently better than all the others, they trade off the bonus slot for one of the weapon slots.

Originally posted by Vazul Macgyver -KBM -HWDBGR -LLT:
Either way it seems Science builds get the short end of the stick even today.

Heh, science builds are doing just fine - they are rarely based on starship weapons. I can't think of anyone who watches a reasonable anomaly build in action and thinks "poor little guy, why can't they get any love?".

I understand. I just don't see many science builds -let alone anomaly builds. I certainly don't have one. Nor any Science characters -did have one but deleted long ago.
cap-boulanger Jun 2, 2024 @ 11:24pm 
You don't have to have a science character in order to fly a science ship.

And, about a third of my characters are currently set up as science-damage builds, with torpedoes for sweetener. (There's mechanical reasons for that, and also specific torpedoes that work especially well in science builds.)

They're not common, maybe because a lot of newer players don't understand them, or don't have the resources to make it work (they can be a little more expensive to set up than a weapons build), etcetera.

A sample (partial) setup... this is taken from a T6XX Legendary Intrepid....

Forward weapons: Gravimetric Torpedo (Dyson reputation), Particle Emission Plasma Torpedo (crafted), Dark Matter Torpedo (Discovery reputation)

Aft weapons: Dyson Proton Weapon (Dyson reputation), 2 weapons from EITHER the Chronometric set (episode rewards, "Time and Tide") OR the Morphogenic set (episode rewards, "Home")

Consoles: (stats are for epic across the board)
Science:
Exotic Particle Field Exciter [EPG] (+78.8 EPG, +26.2% shield capacity)
2x Restorative Particle Focuser [CtrlX][EPG] (+39.4 EPG, +26.3 Control each)
Temporally Shielded Datacore (+26.3 Control, +26.3 EPG, +52.5 Physical Resistance, +35 Kinetic Resistance)
Eng: Conductive RCS Accelerator [EPG] (+39.4 EPG, +52.5% turn rate)
Tac: Lorca's Custom Fire Controls (+2.9% crit chance), Chronometric Capacitor (+39.4 EPG) OR Morphogenic Matrix Controller (use the one from the same set as the two aft weapons)
Universal (including universals in 3xEng and 1xSci slots): Hull Image Refractor (+20% All Damage), Plasma Storm Module (+13.1 EPG, +26.2 Control), Retrofitted Assimilator (+30 EPG, +30 Control), Constriction Anchor (+25.3% Bonus Exotic Damage), Delphic Tear Generator (+20% Bonus Exotic Damage), Decentralized Immunity (+25 Critical Severity, +15 Shield Capacity), Auxiliary Ejection Assembly (+19% Bonus Exotic Damage)

Equipment: Elite Fleet Intervention Protomatter Deflector (the one with CtrlX and EPG mods), Delta reputation impulse (among other things, it has +42.5 Control), and Revolutionary event set warp core and shield (warp core has +21.3 Control, 2pc set bonus gives Exotic Damage-only +Critical Severity), Deteriorating Secondary Deflector

Captain traits: Adaptive Offense, Conservation of Energy, Enlightened (+15% Exotic Damage, +15% Hull Regen), Fleet Coordinator, Fragment of AI Tech (+50 Control), Innocuous (+5 Crit Severity), Operative, Particle Manipulator (+50% crit hit and +51.8% crit severity for exotic damage abilities), Psychological Warfare (+20% to control ability effectiveness, such as GW's repel stat), Superior Astrophysicist (+15 EPG, +15 Drain), Terran Targeting Systems (+15% Crit Severity)

Starship Traits: Entwined Tactical Matrices, History Will Remember, Imp. Gravity Well, Imp. Photonic Officer, Spore Infused Anomalies, Temporal Anchor, Weaponized Exotic Particles

Space Rep Traits: Advanced Engines, Advanced Targeting Systems (+20 Crit Severity), Aux Power Offense, Particle Generator Amplifier (+6.3 Bonus Exotic), Precision

The goals with this setup (statwise) is to get as close as possible to 50% stat screen crit chance and 400 Control. Those combined with Particle Manipulator trait will maximize the size and the critical hit chance of Gravity Well.
Last edited by cap-boulanger; Jun 3, 2024 @ 9:53am
delta Feb 18 @ 9:37pm 
I was just watching a video where the guy recommends the Ahwahnee above even the Arbiter battlecruiser, just for any general build. The video is 8 months old...has the bug been fixed since then, or is it still actually good?
Originally posted by Darkmaster:
I just bought the Ahwahnee not to long ago (when they had the ship sale 3 days ago) and let me tell you this thing and the pets changed my life and my game play! Do you all think they will let the pets stay this way or do you all think the devs will nerf the pets later on down the line? And how do you all feel about the ship if you have it?

It's not bad but I actually wasn't impressed with the ship or the shuttles it comes with. In my opinion there are much better options. The console is good for an epg guild, but I mostly fly strait up dps tactical. The type 7 shuttles are fine, but for hanger pets I prefer to'duj fighters.
Originally posted by Vazul Macgyver -KBM-LLT-HWDBGR:
Originally posted by Darkmaster:
I just bought the Ahwahnee not to long ago (when they had the ship sale 3 days ago) and let me tell you this thing and the pets changed my life and my game play! Do you all think they will let the pets stay this way or do you all think the devs will nerf the pets later on down the line? And how do you all feel about the ship if you have it?

Yes agreed. STO always nerf things. Especially if they are well inclined to skew results to one side. Though some people do make carriers work well -its not something easily mastered. Some other builds are far easier... and a lot less expensive to load out. But I digress its a good starter ship if carrier builds is the way your going to go.

A lot of people say carriers are hard to build, but nothing could be farther from the truth. There's far far less stuff that you have to get and learn about to build one than there is for any other kind of ship. Which makes it simpler, and cheaper than chasing high end dps beam ships. I spent a year and over 1000 bucks to build a top level beam overload ship. My EPG build was about the same cost, and my top level carrier was 30 bucks for the ship, and about a month grinding for ec to buy a couple consoles and traits off the exchange.
Last edited by NuclearSnail; Feb 19 @ 5:28am
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