As stated in another thread, we are currently planning to make most of the new consoles - including this one - accessible to both factions, though the mechanics are still under discussion.
As BoP are the current de facto lower-tier "Science" ship of the KDF, our current thinking is to allow BoP to equip this console, assuming all goes as planned and we figure out a good way to make this available to the KDF.
I'm sorry, but I have to disagree with this. Don't BoPs already HAVE a Battle Cloak, that barely does less than the console? I say give it to the Raptors. They have the lowest non-Battle-Cloak hulls.
Reposting here as well, since it is actually more relevant here:
Initially, at least, we're planning for a pair of new lower-tier KDF Gorn science vessels, one available at Commander and another at Captain.
As well, we are planning for a similar pair of lower-tier KDF Orion carriers, each probably with a single hanger bay and capable of launching a modified version of Orion interceptors and possibly Tod'uj fighters as well. These will be based off of existing ship art.
All of the above are planned to be on par with the Rhode Island for their respective tiers.
Three of the four of the above ships' consoles were among those I built last week. Geko is mostly done with determining the new bridge officer allocations for each these ships as of yesterday. That being said, these will probably come out towards the end of this new run of ships.
When the resources and internal priorities line up, we would like to provide additional ones at Lieutenant Commander at well, but no promises here - getting even these has been a major effort, as the cloning experiments on Captain Logan and Captain Geko haven't, um, turned out quite as well as we had hoped.
Any possibility that you guys can make an Orion T5 carrier variant also? I hate the way the Marauder looks now and a nice Orion ship on T5 would be awesome. Just use the NPC Battleship model, they don't look bad and they're already a semi-carrier because they launch them interceptors and stuff.
Also, why add the RI console to the BoP? That's completely useless. There isn't a single BoP captain with half a brain that would use that since we've got the Battle Cloak. Give it to the Carriers, they don't have cloaks.
Also, why add the RI console to the BoP? That's completely useless. There isn't a single BoP captain with half a brain that would use that since we've got the Battle Cloak. Give it to the Carriers, they don't have cloaks.
If Photonic Displacement is on a separate cooldown from the battle cloak, I cannot say I agree that it would qualify as completely useless. That being said, including it as an option for BoP is primarily a courtesy to current BoP captains, since the BoP has been the de facto science ship for the KDF at lower tiers.
As for giving it to carriers, the sheer size of carriers in internal testing has shown it to cause some issues, as does any type of cloaking for carriers. The current plan is, however, for it to go to the true science ships - the Varanus and the new lower-tier science ships.
If Photonic Displacement is on a separate cooldown from the battle cloak, I cannot say I agree that it would qualify as completely useless. That being said, including it as an option for BoP is primarily a courtesy to current BoP captains, since the BoP has been the de facto science ship for the KDF at lower tiers.
As for giving it to carriers, the sheer size of carriers in internal testing has shown it to cause some issues, as does any type of cloaking for carriers. The current plan is, however, for it to go to the true science ships - the Varanus and the new lower-tier science ships.
I hope you put a "true" science vessel in the VoQuv's Rank area then. I refuse to buy a vessels whose special power might compromise my fellow warriors.
Reposting here as well, since it is actually more relevant here:
Initially, at least, we're planning for a pair of new lower-tier KDF Gorn science vessels, one available at Commander and another at Captain.
As well, we are planning for a similar pair of lower-tier KDF Orion carriers, each probably with a single hanger bay and capable of launching a modified version of Orion interceptors and possibly Tod'uj fighters as well. These will be based off of existing ship art.
All of the above are planned to be on par with the Rhode Island for their respective tiers.
Three of the four of the above ships' consoles were among those I built last week. Geko is mostly done with determining the new bridge officer allocations for each these ships as of yesterday. That being said, these will probably come out towards the end of this new run of ships.
When the resources and internal priorities line up, we would like to provide additional ones at Lieutenant Commander at well, but no promises here - getting even these has been a major effort, as the cloning experiments on Captain Logan and Captain Geko haven't, um, turned out quite as well as we had hoped.
the gorn, orian, and nasican all have 3 npc ships, the trio of frigates, the cruiser or escort, and the battleship. seems like perfect tier 2, tier 3 and tier 4 ships to me. adding more playable nasican ships too would be nice, but the rapter covers the whole escort range. this might be a good time to really define each species ship's roles in the kdf.
klingon- very tactical focused cruisers and raiders. maybe do away with the rapters, the battle cruisers and raders split the difference nicely here. making alot of other specie's ships playable too would allow for the battle cruisers to be made even more escort like, and really be something unique in game and properly klingon.
gorn- science ships that have a mine laying bonus instead of subsystem targeting. stats similar to starfleet science ships
orian- tank cruisers with limited carrier ability. these would fly more like federation cruisers then the tactical focused klingon battle cruisers i mentioned
nasican- tactical ships with disabling and draining science abilities. maybe a free energy siphon or siphon pods like the npcs have, and an advanced mask energy signature that operates exactly like a normal cloak, have these ships directly replace rapters
Equipping on BoPs should not be a problem, after all they already have battlecloak, so they would not gain much for the loss of a console slot anyway
Are you sure? BoPs cannot battlecloak within 10km of any serious opposition when under fire without exploding. Photonic displacement gives them a way to break out and either run away and cloak or maybe even cloak directly because the decoy is taking the fire in the decisive seconds.
I'm not sure that a buff to BoP hit&run tactics is really needed, especially in the "run" department where deuterium (which does not have a global cooldown with evasive and has only minimal global cooldown between multiple deuteriums) is already providing a reliable way to get away when needed.
Are you sure? BoPs cannot battlecloak within 10km of any serious opposition when under fire without exploding. Photonic displacement gives them a way to break out and either run away and cloak or maybe even cloak directly because the decoy is taking the fire in the decisive seconds.
I'm not sure that a buff to BoP hit&run tactics is really needed, especially in the "run" department where deuterium (which does not have a global cooldown with evasive and has only minimal global cooldown between multiple deuteriums) is already providing a reliable way to get away when needed.
And federation science ships are already tanky enough when they are within 10km of the battle due to the amazing fed cross healing, so why should they get a free 10 seconds as well? It works both ways.
And federation science ships are already tanky enough when they are within 10km of the battle due to the amazing fed cross healing, so why should they get a free 10 seconds as well? It works both ways.
Cross-healing is not unique to the federation. Anyone can do it.
But here is the difference: If a sci ship gets a 10s time-out because of the console and stays in the battle, you can just shoot it again when it re-appears. This does not work with a ship that has battlecloaked and is hiding 30km away.
Now obviously one could also run in a science ship, but not only is the science ship slower, it also lacks the battle cloak, so that there is a high probability that it will remain in sensor range after the 10s are over.
Maybe I'm overly concerned, but I would hate to see an ability that gives alpha strike teams virtually unlimited attempts to "get it right" and oneshot someone. Scenario: 5 BoPs go in, decloak with APO or AtID (to avoid being shockwaved), shockwave the opposition, attempt to kill one or two targets and then use the console to break out of any tractors beams and avoid taking fire while running away, and then battlecloak.
Once the chance to kill the target is higher than losing a ship in the attack run, this becomes a viable strategy. We had this situation when shockwave stunlocks were possible; chaining shockwaves was good enough to overpower the enemy team to score the kill and secure the escape. And it was not a fun strategy, for neither side.
Science ships which, with combination of massive healing, fly around all day without worrying about a single thing. Then you finally catch a sci ship off guard and the enemy heals low, and get him down to ~20%. Then, due to this power, all he does is slip away, even if its only for a few seconds (you seem to get a second or so of invulnerability as well), and by then 10 heals have gone to him making him invincible.
As for your concern, there are so many ways to stop a bird its ridiculous, and without proper healing support (ie 5 man bird team) birds get annihilated. If the ability can be given to a sci vessel with over 15k of shields and loaded with heals, they can put it on a 31k hull/9k shields bird.
As for "both sides can cross heal", yes, except sci ships arent a primary focus on the Klingon side. The varanus is simply inferior to every fed sci, so trying to run a varanus heavy setup is silly when youre going to be outmatched (might as well play feds). Birds are the main science platforms, and thus should have this console.
Sorry, but it works both ways. Anything overpowered for a bird is going to be overpowered for a fed sci ship.
How about we give a console to our carriers that does some healing to our small craft, player and NPC wise? "Automated repair console"(biased upon the automated defense console) Fires (multiple or single) repair beams at all small craft in a 4-5km radius that heals hull and shields(maybe not shields since shield heal anyways while hull never does unless its a player craft). With the pre-engagement cloud coming back its a little trouble some to sometime single out a single injured fighter that was damaged from weapons fire and/or warp core breaches. This console could also work while in combat to help support them without wasting the players precious healing abilities used to help keep him/her self alive and the group there with especially in PVP when a lot of us turn off the NPC target markers due to the large amounts of NPC that end up in the engagements sometimes. And I'm thinking this could also get attached to cruisers mybee, since i see cruisers using the scorpion launcher more than any other class.
I do have a question for Heretic or any Dev that can answer this one for me. I'm pretty much almost at the 500 emblems I need for the Kar'fi carrier and I've read posts on what the plans are on it *as stated hopefully* the problem I have with the amount of time spent on these emblems and changes to the KDF ship line I have 2 issues I would like to get resolved before I buy it. The first one is I saw on STOked where they stated it was told to them that there will be spec changes and I was wondering if that involved changing it where carrier captain seperated the 2 carriers. The 2nd thing is will there be any additional science ships besides the gorn sci ship or the 2 existing carriers for the Tier 5 Ship Line. I know usually its hush hush until Mr. Stahl says anything but for the time it takes to get 500 emblems I figured there may be some leeway on saying something like I outta wait on it or no changes will more than likely impact your decision... Just something along those lines thats vague but answers the question LOL
(I love carriers a lot mostly because of their hangar abilities can make a huge impact on what kind of role they can play by what you place in them.)
The Kar-Fi is quite possibly the hardest to build right ship in the game, but, IMHO, it's probably the funnest to fly. I use one with my Tac & routinely score 1st or 2nd in DPS. However, I also routinely die the most without support. I;m going to put my Sci in one when I'm done leveling him. built right, & flown by a Tac, this ship is the ultimate DPS cruiser. I have fought many of them that are insane shield tanks. However, they have less hull than a fully specced raptor, & die quick when shield are stripped.
I would pay 500 emblems in a second for this ship. Try it out on Tribble for free to see if you like it first, & if you want I'll send you a link to my DPS build.
The Kar-Fi is quite possibly the hardest to build right ship in the game, but, IMHO, it's probably the funnest to fly. I use one with my Tac & routinely score 1st or 2nd in DPS. However, I also routinely die the most without support. I;m going to put my Sci in one when I'm done leveling him. built right, & flown by a Tac, this ship is the ultimate DPS cruiser. I have fought many of them that are insane shield tanks. However, they have less hull than a fully specced raptor, & die quick when shield are stripped.
I would pay 500 emblems in a second for this ship. Try it out on Tribble for free to see if you like it first, & if you want I'll send you a link to my DPS build.
Yeah a month ago I tested it out on a tact in a DSE solo'd a Enemy Flagship fleet with one. The main thing is i view these carriers as more powerful as a Sci because of the fact that some of the things you spoke of with shielding the Sci Officers Specialize in that... My issue is if Cryptic staff was working on completely new Sci ship for KDF that I would be interested in picking up instead... Right now though I'm just 25 emblems short so I prolly should be able to pick it up sometime tommorrow. If they do make another Sci ship I could just do it over again and have them all lol. One thing I haven't tested out on it is how well you can balance the Weapons power and aux... it would definately be the most awesome DPS ship for me as a Sci if i can hold 125 weapons and 100 Aux power in it
There are only two things that I would say top my list for carrier requests:
1. I want that mdule from the Oberth. The one that boost auxiliary and shields.
2. I want the spam (BOP or Fithers) to stay out and not redock everytime I am not at red alert.
Both of these, I think, are good improvements that would really help game play.
I don't think they would affect PvP that much since the Oberth module only affects power levels and not capacity.
The pets staying out would really help in KA when you have to wait for the next spawns and have nothing to keep you in red alerrt. When the gate opens and drops a little Borg love right on top of you, it would be nice to have the carrier spam waiting.
There are only two things that I would say top my list for carrier requests:
1. I want that mdule from the Oberth. The one that boost auxiliary and shields.
2. I want the spam (BOP or Fithers) to stay out and not redock everytime I am not at red alert.
Both of these should eventually be coming. #1 should be happening with the release of the rest of the new ships as I understand it. #2 should happen even sooner; it's done internally, and is gurgitating through the system's arteries to Tribble and eventually to Holodeck.
Both of these should eventually be coming. #1 should be happening with the release of the rest of the new ships as I understand it. #2 should happen even sooner; it's done internally, and is gurgitating through the system's arteries to Tribble and eventually to Holodeck.
So we can expect the changes Sep 22? Everything seems to happen on Sept 22 so I'm just guessing.
Both of these should eventually be coming. #1 should be happening with the release of the rest of the new ships as I understand it. #2 should happen even sooner; it's done internally, and is gurgitating through the system's arteries to Tribble and eventually to Holodeck.
so... when IS the release of all those new ships CaptLogan's been working on? as we understand it, the earliest anything is coming (besides the borg invasion event) is sept 22
come on... give us a hint, please, and i'll give you some cake
so... when IS the release of all those new ships CaptLogan's been working on? as we understand it, the earliest anything is coming (besides the borg invasion event) is sept 22
come on... give us a hint, please, and i'll give you some cake
There are a number of internal dates, but lots of dependencies and requirements for QA and Production stamps-of-approval, so it's really hard to guesstimate exactly when individual pieces will ship.
That being said, most of this work is either done or actively under development, so is well in the pipeline.
There are a number of internal dates, but lots of dependencies and requirements for QA and Production stamps-of-approval, so it's really hard to guesstimate exactly when individual pieces will ship.
That being said, most of this work is either done or actively under development, so is well in the pipeline.
Well.....based off of the feedback here, what are you/yall leaning towards doing and what are yall planning for the future balance/modifications of carriers as a functional part of the Klingon fleet?
There are a number of internal dates, but lots of dependencies and requirements for QA and Production stamps-of-approval, so it's really hard to guesstimate exactly when individual pieces will ship.
That being said, most of this work is either done or actively under development, so is well in the pipeline.
One thing I would really like to see is that spec tree shortened to either you can fly any type of ship battle cruiser, raptor, bop, etc to its maximum stats/functions. Instead of when you come out with a new variant that makes us say wow I gotta get me one of those now, except for the fact I don't have a character set up for that so lemme go make another LG just for that ship. Granted if you do all the lower tier you mostly get that 50% but to me its just not the same, I would just like to hop in different kinds of ships given the occaision/type of mission. Being weekend is over now that you were more than likely not allowed to answer the question about the Kar'fi but I ended up taking my 500 emblems and buying it anyway and don't know what I would do without it now especially when it gets that phase cloak (in theory ) Anyways can't wait to see your new stuff when it comes out
Well, (other than the broken bop), I don't really know what changes are being planned for the vo'quv anymore but what I would like is
1) the ability to have different pets (faster bop, more dps bop, bop with plasma torp)
2) the ability to use to use karfi pets and visa versa (is there a reason why it isn't implemented?) and the scorpion fighters
3) less spammy
4) less unspawning
5) a way to know what ships are out there (I know "ui is expensive" but after being a programmer for over 15 years I still don't know what you means)
6) a expensive c-store console that gives us another bay but increases the cooldown
7) 1 more variant
8) console that gives pets regeneration
9) skill table abilities that change pet stats
10) we have a sci carrier, tac carrier, why not an eng carrier?
11) if you can't fix the despawning pets, reduce the respawning cooldown after despawning
Well, (other than the broken bop), I don't really know what changes are being planned for the vo'quv anymore but what I would like is
1) the ability to have different pets (faster bop, more dps bop, bop with plasma torp)
2) the ability to use to use karfi pets and visa versa (is there a reason why it isn't implemented?) and the scorpion fighters
3) less spammy
4) less unspawning
5) a way to know what ships are out there (I know "ui is expensive" but after being a programmer for over 15 years I still don't know what you means)
6) a expensive c-store console that gives us another bay but increases the cooldown
7) 1 more variant
8) console that gives pets regeneration
9) skill table abilities that change pet stats
10) we have a sci carrier, tac carrier, why not an eng carrier?
11) if you can't fix the despawning pets, reduce the respawning cooldown after despawning
Some of the changes that are in the pipeline:
Reducing number of waves for carrier pets from 3 to 2; buffing the individual pets to make up the difference, with the intent to maintain the same level of power but with fewer pets
Enabling ability to launch pets without targeting an enemy
Increasing defense on all fighters and mobile drones (not BoP or frigates)
Adding a hanger bay to the Kar'fi (frigate does not get buffed, so this becomes a slight buff, not a major one)
New Phase Shift console for the Kar'fi
Lower-tier carriers
Reduced recharge time on hangers
Fighter AI commands (Attack, Recall, Escort, Intercept)
We are also reviewing and investigating a number of other possible changes and additions, including:
Additional rarities for hanger items
Loosening up which fighters can be put in which hangers
Possibly removing the Marauder's click interceptor power for a true hanger
Improving Syphon Pods and Repair Pods
Introducing more differentiation between the different types of fighters.
Related but non-carrier changes include reducing the time it takes the Garumba to fire its main weapon and vastly improving the Varanus' repair drones.
This in addition, of course, to figuring this bizarre carrier AI pet bug where the pets no longer want to use their powers. This last we are trying to figure out as soon as we can.
Reducing number of waves for carrier pets from 3 to 2; buffing the individual pets to make up the difference, with the intent to maintain the same level of power but with fewer pets
Enabling ability to launch pets without targeting an enemy
Increasing defense on all fighters and mobile drones (not BoP or frigates)
Adding a hanger bay to the Kar'fi (frigate does not get buffed, so this becomes a slight buff, not a major one)
New Phase Shift console for the Kar'fi
Lower-tier carriers
Reduced recharge time on hangers
Fighter AI commands (Attack, Recall, Escort, Intercept)
We are also reviewing and investigating a number of other possible changes and additions, including:
Additional rarities for hanger items
Loosening up which fighters can be put in which hangers
Possibly removing the Marauder's click interceptor power for a true hanger
Improving Syphon Pods and Repair Pods
Introducing more differentiation between the different types of fighters.
Related but non-carrier changes include reducing the time it takes the Garumba to fire its main weapon and vastly improving the Varanus' repair drones.
This in addition, of course, to figuring this bizarre carrier AI pet bug where the pets no longer want to use their powers. This last we are trying to figure out as soon as we can.
All sounds wonderful, and like loads of work-so im very appreciative of you taking time to let us know about it all. One slight curiosity-I remeber thoughts about a special console for the Karfi-some type of "Phase Cloak" any comments on that?
Reducing number of waves for carrier pets from 3 to 2; buffing the individual pets to make up the difference, with the intent to maintain the same level of power but with fewer pets
Enabling ability to launch pets without targeting an enemy
Increasing defense on all fighters and mobile drones (not BoP or frigates)
Adding a hanger bay to the Kar'fi (frigate does not get buffed, so this becomes a slight buff, not a major one)
New Phase Shift console for the Kar'fi
Lower-tier carriers
Reduced recharge time on hangers
Fighter AI commands (Attack, Recall, Escort, Intercept)
.
mmmm.... heres my pick on these:
1. This would bring the carrier back to season 2... reducing the number of pets, but buffing them overall, and giving us a faster deployment time can not maintain the same level. In the start of the battle, this route is more effective, but when a carrier is out in the field, having more toys out is always the win.
2. This is another you guys are rolling back to season 2. As i said, allowing a carrier to deploy pets b4 target gets in range, will allow a stronger carrier start. Especially when toys are buffed, and no "collection" time is required, which would make the carrier a bit strong, especially with stronger toys at the start.
3. Pets no longer despawn.... allows the collection of pets to be easier... which in turn will cause the carrier to have a power start. This is what you really want to avoid.
4. The karfi NEEDS BETTER BOFF SLOTS!! please and i beg please... replace one of the BOFF's with a LTCMD. Engie...
5. Lower tier carriers? I am lost... so we want to give captains and cmders carriers as well?
6. Fighter AI commands! WIN!!!! gives me more things i can do while i sit in the rear as a beachhead to support!! :eek:
Reducing number of waves for carrier pets from 3 to 2; buffing the individual pets to make up the difference, with the intent to maintain the same level of power but with fewer pets
Enabling ability to launch pets without targeting an enemy
Increasing defense on all fighters and mobile drones (not BoP or frigates)
Adding a hanger bay to the Kar'fi (frigate does not get buffed, so this becomes a slight buff, not a major one)
New Phase Shift console for the Kar'fi
Lower-tier carriers
Reduced recharge time on hangers
Fighter AI commands (Attack, Recall, Escort, Intercept)
We are also reviewing and investigating a number of other possible changes and additions, including:
Additional rarities for hanger items
Loosening up which fighters can be put in which hangers
Possibly removing the Marauder's click interceptor power for a true hanger
Improving Syphon Pods and Repair Pods
Introducing more differentiation between the different types of fighters.
Related but non-carrier changes include reducing the time it takes the Garumba to fire its main weapon and vastly improving the Varanus' repair drones.
This in addition, of course, to figuring this bizarre carrier AI pet bug where the pets no longer want to use their powers. This last we are trying to figure out as soon as we can.
Those pipeline topics sound very good I know I'd rather have it that way with 2 waves instead of 3 with same power as 3. That brings me to another issue I would like to address which you may have already addressed with the lower cool down times. The thing I am wondering about is compared to multi vector pets they can get back to you pretty fast but the pets from carrier if you are trying to keep them going they move at the speed of sloth. The only problem I could forsee if the speed issue is just countered with a lower cool down is an example I see a lot with fighters is that say you have 1 group of fighters still alive like 30+ km away and you have launched fighters at a new target and you need to launch again and the fighters 30+ km back they are still active and the fighters in battle are despawned and replaced instead of having 2 waves in the actual battle you are in (This often frustrates me ).
Please remember to include, among these very cool improvements to Pets, the Vulcan D'Kyr.
The repair shuttle needs some kind of commands, so that we can assign it to a new ally. Right now, if the ally flies out of range, the shuttle stops assisting and we cannot re-assign it without going through the docking procedure again and waiting for a cooldown.
But if you could give it the same command buttons you are giving to fighters, that would be swell.
Honestly, I really would rather have the enhanced plasma manifold instead of the phase shift.
Is there still a chance to get with other ships instead of just the carrier?
...please say yes... please say yes... please say yes...
Comments
I'm sorry, but I have to disagree with this. Don't BoPs already HAVE a Battle Cloak, that barely does less than the console? I say give it to the Raptors. They have the lowest non-Battle-Cloak hulls.
Any possibility that you guys can make an Orion T5 carrier variant also? I hate the way the Marauder looks now and a nice Orion ship on T5 would be awesome. Just use the NPC Battleship model, they don't look bad and they're already a semi-carrier because they launch them interceptors and stuff.
Also, why add the RI console to the BoP? That's completely useless. There isn't a single BoP captain with half a brain that would use that since we've got the Battle Cloak. Give it to the Carriers, they don't have cloaks.
If Photonic Displacement is on a separate cooldown from the battle cloak, I cannot say I agree that it would qualify as completely useless. That being said, including it as an option for BoP is primarily a courtesy to current BoP captains, since the BoP has been the de facto science ship for the KDF at lower tiers.
As for giving it to carriers, the sheer size of carriers in internal testing has shown it to cause some issues, as does any type of cloaking for carriers. The current plan is, however, for it to go to the true science ships - the Varanus and the new lower-tier science ships.
I hope you put a "true" science vessel in the VoQuv's Rank area then. I refuse to buy a vessels whose special power might compromise my fellow warriors.
the gorn, orian, and nasican all have 3 npc ships, the trio of frigates, the cruiser or escort, and the battleship. seems like perfect tier 2, tier 3 and tier 4 ships to me. adding more playable nasican ships too would be nice, but the rapter covers the whole escort range. this might be a good time to really define each species ship's roles in the kdf.
klingon- very tactical focused cruisers and raiders. maybe do away with the rapters, the battle cruisers and raders split the difference nicely here. making alot of other specie's ships playable too would allow for the battle cruisers to be made even more escort like, and really be something unique in game and properly klingon.
gorn- science ships that have a mine laying bonus instead of subsystem targeting. stats similar to starfleet science ships
orian- tank cruisers with limited carrier ability. these would fly more like federation cruisers then the tactical focused klingon battle cruisers i mentioned
nasican- tactical ships with disabling and draining science abilities. maybe a free energy siphon or siphon pods like the npcs have, and an advanced mask energy signature that operates exactly like a normal cloak, have these ships directly replace rapters
I'm not sure that a buff to BoP hit&run tactics is really needed, especially in the "run" department where deuterium (which does not have a global cooldown with evasive and has only minimal global cooldown between multiple deuteriums) is already providing a reliable way to get away when needed.
And federation science ships are already tanky enough when they are within 10km of the battle due to the amazing fed cross healing, so why should they get a free 10 seconds as well? It works both ways.
But here is the difference: If a sci ship gets a 10s time-out because of the console and stays in the battle, you can just shoot it again when it re-appears. This does not work with a ship that has battlecloaked and is hiding 30km away.
Now obviously one could also run in a science ship, but not only is the science ship slower, it also lacks the battle cloak, so that there is a high probability that it will remain in sensor range after the 10s are over.
Maybe I'm overly concerned, but I would hate to see an ability that gives alpha strike teams virtually unlimited attempts to "get it right" and oneshot someone. Scenario: 5 BoPs go in, decloak with APO or AtID (to avoid being shockwaved), shockwave the opposition, attempt to kill one or two targets and then use the console to break out of any tractors beams and avoid taking fire while running away, and then battlecloak.
Once the chance to kill the target is higher than losing a ship in the attack run, this becomes a viable strategy. We had this situation when shockwave stunlocks were possible; chaining shockwaves was good enough to overpower the enemy team to score the kill and secure the escape. And it was not a fun strategy, for neither side.
Science ships which, with combination of massive healing, fly around all day without worrying about a single thing. Then you finally catch a sci ship off guard and the enemy heals low, and get him down to ~20%. Then, due to this power, all he does is slip away, even if its only for a few seconds (you seem to get a second or so of invulnerability as well), and by then 10 heals have gone to him making him invincible.
As for your concern, there are so many ways to stop a bird its ridiculous, and without proper healing support (ie 5 man bird team) birds get annihilated. If the ability can be given to a sci vessel with over 15k of shields and loaded with heals, they can put it on a 31k hull/9k shields bird.
As for "both sides can cross heal", yes, except sci ships arent a primary focus on the Klingon side. The varanus is simply inferior to every fed sci, so trying to run a varanus heavy setup is silly when youre going to be outmatched (might as well play feds). Birds are the main science platforms, and thus should have this console.
Sorry, but it works both ways. Anything overpowered for a bird is going to be overpowered for a fed sci ship.
(I love carriers a lot mostly because of their hangar abilities can make a huge impact on what kind of role they can play by what you place in them.)
I would pay 500 emblems in a second for this ship. Try it out on Tribble for free to see if you like it first, & if you want I'll send you a link to my DPS build.
Yeah a month ago I tested it out on a tact in a DSE solo'd a Enemy Flagship fleet with one. The main thing is i view these carriers as more powerful as a Sci because of the fact that some of the things you spoke of with shielding the Sci Officers Specialize in that... My issue is if Cryptic staff was working on completely new Sci ship for KDF that I would be interested in picking up instead... Right now though I'm just 25 emblems short so I prolly should be able to pick it up sometime tommorrow. If they do make another Sci ship I could just do it over again and have them all lol. One thing I haven't tested out on it is how well you can balance the Weapons power and aux... it would definately be the most awesome DPS ship for me as a Sci if i can hold 125 weapons and 100 Aux power in it
1. I want that mdule from the Oberth. The one that boost auxiliary and shields.
2. I want the spam (BOP or Fithers) to stay out and not redock everytime I am not at red alert.
Both of these, I think, are good improvements that would really help game play.
I don't think they would affect PvP that much since the Oberth module only affects power levels and not capacity.
The pets staying out would really help in KA when you have to wait for the next spawns and have nothing to keep you in red alerrt. When the gate opens and drops a little Borg love right on top of you, it would be nice to have the carrier spam waiting.
Just giving my $0.02.
Both of these should eventually be coming. #1 should be happening with the release of the rest of the new ships as I understand it. #2 should happen even sooner; it's done internally, and is gurgitating through the system's arteries to Tribble and eventually to Holodeck.
So we can expect the changes Sep 22? Everything seems to happen on Sept 22 so I'm just guessing.
come on... give us a hint, please, and i'll give you some cake
There are a number of internal dates, but lots of dependencies and requirements for QA and Production stamps-of-approval, so it's really hard to guesstimate exactly when individual pieces will ship.
That being said, most of this work is either done or actively under development, so is well in the pipeline.
Well.....based off of the feedback here, what are you/yall leaning towards doing and what are yall planning for the future balance/modifications of carriers as a functional part of the Klingon fleet?
One thing I would really like to see is that spec tree shortened to either you can fly any type of ship battle cruiser, raptor, bop, etc to its maximum stats/functions. Instead of when you come out with a new variant that makes us say wow I gotta get me one of those now, except for the fact I don't have a character set up for that so lemme go make another LG just for that ship. Granted if you do all the lower tier you mostly get that 50% but to me its just not the same, I would just like to hop in different kinds of ships given the occaision/type of mission. Being weekend is over now that you were more than likely not allowed to answer the question about the Kar'fi but I ended up taking my 500 emblems and buying it anyway and don't know what I would do without it now especially when it gets that phase cloak (in theory ) Anyways can't wait to see your new stuff when it comes out
1) the ability to have different pets (faster bop, more dps bop, bop with plasma torp)
2) the ability to use to use karfi pets and visa versa (is there a reason why it isn't implemented?) and the scorpion fighters
3) less spammy
4) less unspawning
5) a way to know what ships are out there (I know "ui is expensive" but after being a programmer for over 15 years I still don't know what you means)
6) a expensive c-store console that gives us another bay but increases the cooldown
7) 1 more variant
8) console that gives pets regeneration
9) skill table abilities that change pet stats
10) we have a sci carrier, tac carrier, why not an eng carrier?
11) if you can't fix the despawning pets, reduce the respawning cooldown after despawning
Some of the changes that are in the pipeline:
We are also reviewing and investigating a number of other possible changes and additions, including:
Related but non-carrier changes include reducing the time it takes the Garumba to fire its main weapon and vastly improving the Varanus' repair drones.
This in addition, of course, to figuring this bizarre carrier AI pet bug where the pets no longer want to use their powers. This last we are trying to figure out as soon as we can.
All sounds wonderful, and like loads of work-so im very appreciative of you taking time to let us know about it all. One slight curiosity-I remeber thoughts about a special console for the Karfi-some type of "Phase Cloak" any comments on that?
mmmm.... heres my pick on these:
1. This would bring the carrier back to season 2... reducing the number of pets, but buffing them overall, and giving us a faster deployment time can not maintain the same level. In the start of the battle, this route is more effective, but when a carrier is out in the field, having more toys out is always the win.
2. This is another you guys are rolling back to season 2. As i said, allowing a carrier to deploy pets b4 target gets in range, will allow a stronger carrier start. Especially when toys are buffed, and no "collection" time is required, which would make the carrier a bit strong, especially with stronger toys at the start.
3. Pets no longer despawn.... allows the collection of pets to be easier... which in turn will cause the carrier to have a power start. This is what you really want to avoid.
4. The karfi NEEDS BETTER BOFF SLOTS!! please and i beg please... replace one of the BOFF's with a LTCMD. Engie...
5. Lower tier carriers? I am lost... so we want to give captains and cmders carriers as well?
6. Fighter AI commands! WIN!!!! gives me more things i can do while i sit in the rear as a beachhead to support!! :eek:
Those pipeline topics sound very good I know I'd rather have it that way with 2 waves instead of 3 with same power as 3. That brings me to another issue I would like to address which you may have already addressed with the lower cool down times. The thing I am wondering about is compared to multi vector pets they can get back to you pretty fast but the pets from carrier if you are trying to keep them going they move at the speed of sloth. The only problem I could forsee if the speed issue is just countered with a lower cool down is an example I see a lot with fighters is that say you have 1 group of fighters still alive like 30+ km away and you have launched fighters at a new target and you need to launch again and the fighters 30+ km back they are still active and the fighters in battle are despawned and replaced instead of having 2 waves in the actual battle you are in (This often frustrates me ).
Have Fun
But I do like the changes that are in the works.
The repair shuttle needs some kind of commands, so that we can assign it to a new ally. Right now, if the ally flies out of range, the shuttle stops assisting and we cannot re-assign it without going through the docking procedure again and waiting for a cooldown.
But if you could give it the same command buttons you are giving to fighters, that would be swell.
Is there still a chance to get with other ships instead of just the carrier?
...please say yes... please say yes... please say yes...