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Carrier BoP's get ninja nerfed?

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Any eta on when this fix might go to live?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Any eta on when this fix might go to live?

    It's currently on Tribble so hopefully Thursday.

    From the Tribble patch notes (9/9/2011)
    General:
    Special ship consoles can now be added to ships while on a ground map.
    Increased the damage and reduced the charge time of the Guramba Javelin.
    Pets with self buff abilities will now work properly.
    Such as a BoP pet with cannon rapid fire or cloak
    The 600 day veteran reward perk is in.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Heretic wrote:
    To my knowledge, that fix hasn't made it to live yet.

    But... but... the fix was on Tribble... but not in the just-published release notes... :(:(:(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    yeah. the fix isn't in the release notes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    UM>...............So the brel fix goes live tomorrow, but NOT the carrier Pets AI fix thats been on tribble ALL week? I'm confused. I wanna pway wif my wiw carrier pets now!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Hoping the fix is going in but just got left off the announcement list. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Seems the fix went live but its screwed the BoP's up even worse than they were before, they now use the skills again but after the target they are summoned against dies they refuse to attack any other targets, they just follow the carrier doing nothing.....:mad:.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    @specter22

    When was the fix put in? It was doing that last night but they tried to use the skills nothing would happen and then they would site stationary and not move for a several seconds.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    talbg wrote: »
    @specter22

    When was the fix put in? It was doing that last night but they tried to use the skills nothing would happen and then they would site stationary and not move for a several seconds.

    I assume the fix went live with todays patch, the BoP's now use the skills again just like they used to before it was broken, but after the first target dies they just stop attacking at all and just follow the carrier doing absolutely nothing untill they either despawn or the mission ends.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    specter22 wrote:
    Seems the fix went live but its screwed the BoP's up even worse than they were before, they now use the skills again but after the target they are summoned against dies they refuse to attack any other targets, they just follow the carrier doing nothing.....:mad:.

    Looking into this now.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    specter22 wrote:
    Seems the fix went live but its screwed the BoP's up even worse than they were before, they now use the skills again but after the target they are summoned against dies they refuse to attack any other targets, they just follow the carrier doing nothing.....:mad:.

    I've ben having this happen as well.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Heretic wrote:
    Looking into this now.

    GOGO Heretic space magic of carrier happiness!!!

    Thanks Heretic
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    We've figured out the problem. Jheinig is working on a fix, which we will push out in an incremental as soon as possible.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Heretic wrote:
    We've figured out the problem. Jheinig is working on a fix, which we will push out in an incremental as soon as possible.

    Good to hear, thanks.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Heretic wrote:
    We've figured out the problem. Jheinig is working on a fix, which we will push out in an incremental as soon as possible.

    great to hear. You guys are really on the ball lately, thanks again for the all the fixes!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Heretic wrote:
    We've figured out the problem. Jheinig is working on a fix, which we will push out in an incremental as soon as possible.

    Incrementally indeed
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    I've sent a fix in for testing. Somehow the pet AI lost a transition conditional.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    jheinig wrote: »
    I've sent a fix in for testing. Somehow the pet AI lost a transition conditional.

    NOoooooo! Not a transition conditional!


    So, when it changed targets, it didn't know what to do, is what I assume you mean. Lost the "open the can of whoop buttocks" function.

    Appreciate the effort.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    jheinig wrote: »
    I've sent a fix in for testing. Somehow the pet AI lost a transition conditional.

    A transition conditional?

    How many isolinear chips did you have to reconfigure to fix that one?

    Hope you didn't suffer any coolant leaks. You'd lose a lot of good people over there.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    jheinig wrote: »
    I've sent a fix in for testing. Somehow the pet AI lost a transition conditional.

    I assume you found this during a Level 1 diagnostic of the Artificial Intelligence subroutines?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Okay so we think we know what the issue is, so when is it going to be fixed? :confused:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    I just wanted to add some input. The Fer'Jai frigates also suffer from this idle, non-aggressive stance issue.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    A transition conditional?

    How many isolinear chips did you have to reconfigure to fix that one?

    Hope you didn't suffer any coolant leaks. You'd lose a lot of good people over there.

    Did the neural gel packs catch *another* cold?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    jheinig wrote: »
    I've sent a fix in for testing. Somehow the pet AI lost a transition conditional.

    If ya let us know when/if it hits Tribble, maybe we can help test it to be sure it's fixed...?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    If ya let us know when/if it hits Tribble, maybe we can help test it to be sure it's fixed...?

    Fix is on tribble now I believe. Mad at myself for not testing the first fix on tribble, could have helped catch this bug way earlier.
    http://forums.startrekonline.com/showthread.php?t=231932
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    BlueYak wrote:
    I just wanted to add some input. The Fer'Jai frigates also suffer from this idle, non-aggressive stance issue.

    To someone who has the Kar'fi - is that fixed on Tribble now also?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    I am hoping the patch I got for holodeck wasn't the one for the carrier pets AI since they still fly around like a drivers ed student.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    BlueYak wrote:
    I just wanted to add some input. The Fer'Jai frigates also suffer from this idle, non-aggressive stance issue.

    I noticed this aswell. The Fer'Jai spawns , but almost never moves out to attack the targeted enemy.

    The same thing applies to the BOP pets, they will not attack the Borg boss ship at all, but other targets they seem ok with, but after the original target goes boom, they just follow the carrier around.

    What I find strange is that the To'Duj and S'Kul fighters are not affected, since one should think that if the Fer'Jai or the BOP pets do not work correctly, should that not affect all pets?? Or do they work differently??
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    seems like the bops on vo'quv they use skills again but their AI is still screwed up even on redshirt if you launch before you get 10km from target they just stick to you like glue and then they just slowly do stuff to a target like they got a pilot in drivers ed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    Zeuxidemus wrote:
    seems like the bops on vo'quv they use skills again but their AI is still screwed up even on redshirt if you launch before you get 10km from target they just stick to you like glue and then they just slowly do stuff to a target like they got a pilot in drivers ed.

    Jheinig has a fix in the pipeline for this.
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