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Carries on test server

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited December 2011 in Klingon Discussion
Here are a few things I have found on my first glance.
I just noticed that the carrier commands are live on Tribble. I spent an hour today playing with one of the flight deck carriers and trying things out.

Flights stay out and do not de-spawn now.

Summoning flights take far less time now to recharge and launch another flight.

The four current commands are Attack, Guard, Intercept and follow(Recall).

The item in the hanger slot was of blue quality so I guessing we now have several qualities levels

Attack – The flight attacks your currently selected target. It always attacks the current target so if you are flipping through targets your flights will also be jumping with you.

Guard – The flights will defend the selected target. I need to try this one out a little more to see if it is working.

Intercept – The flights are on over watch and will attack other fighters and torps.

Follow – It’s a recall order and follow command.

The command powers are a toggle with very little explanation of what your flights should be doing when no toggle is active.

List of bugs:
-Sometimes flights in the Follow command will not switch over to another command.
-Attack and Intercept do not have an auto follow added to the script when no target is selected or when they are awaiting a new command.
-I tried intercept when I was fighting Romulans to kill the torps but they did not shoot them down so I’m not sure if it is working at this point.



A few things that are needed:
-Better descriptions on how the commands work and how to use them.
-When you call out another flight to refill your lost numbers it will de-spawn one of the spawned flights and spawn a new one. The issue is that it might also be the same flight that is still at full strength and the second flight that only has one fighter left was not the one swapped out. The way it should work is to spawn more to fill in the missing ranks. Maybe you could add a new power called reinforce that holds a linked cool down to the spawn flight power.
-A recall and dock command for your flights.
-When a flight follows they cluster right next to the ship, easy for an aoe to kill them all. Could we get a set formations that could be selected from for the follow command. First thing comes to my mind are flights from the Homeworld games.
-A follow command added to a number of the other commands as a default action.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    We need a more precise way to give orders to two different flight wings.
    I found that my To'Duj fighters follow orders very well and often are the defualt flight wing when giving orders but I can't seem to give individual orders to my BoPs.
    The BoPs just do what the To'Duj do and are not independantly commandible.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I’ve been using my Vo’Quv on Tribble for a bit more than a week now and I’ve noticed quite a few things are possible now with it.

    The new skill system makes it possible to use many skills that were not has practical to the Vo’Quv in the past due to its horrible turn rate.

    The BOP are not very powerful; however, they are a bit more durable.

    The new commands that we can issue to our deployables all seem a bit buggy

    Attack Run only seems to work well when the target is about 3-4 k away from you

    Escort seems to do nothing at the moment. I’ve tried to have my Bop escort and ally and all they do is stick to my backside.

    Intercept seems like it should be called Attack Run. I use Intercept and my BOP go after my target and swarm it. Intercept does not seem to work on projectiles.

    Recall works when used my BOP return but then I cannot get them to do anything else and must spawn more BOP.

    Another thing that I’d like to point out is how much more effective the flying fish Carrier is now.

    I was teaming up with a person using Kar'Fi Battle Carrier last night while farming the Cure Space battle for Borg salvage and I was blown away at how effective his build was.

    Myself and the guy in the Kar’Fi were asked to defend the Kang while the rest of the team took out the Borg hubs.

    At one point our 2 Carriers were holding off 3 Borgafide Raptors and 2 Borgafide Battle Cruisers.

    It took me just about 4 minutes to take down one of the Cruisers and heavily damage one of the Raptors; however, in the same amount of time, the guy in the Kar’Fi was able to crush though all of his targets and help me finish off the Raptor :eek:

    I’m going to be experimenting with different Vo’Quv builds to try to take advantage of the new skill system, the possibility’s seem almost endless now.

    I’m not going to let some dude in a flying Tuna embarrass me and my Vo’Quv like that again :mad:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I have now tried all the pets beside the Kar' Fi pets on the test server.


    Currently if I needed to rate the pets it would go:
    1. Tachyon Drone(so going to be nerfed after people see it in pvp.)
    2. To'Duj (Still good and a perfect mix of dps and respawn time.)
    3. Orion Slaver (Very cool but the To'Duj's torps just win out over mines for me.)
    4. BOP (Serious drop in DSP and still a 45 sec respawn they are so not worth it. Also they lost the duel cannons and the AI for them atm is just bad.)
    5. Orion Interceptors (FAST! wow but they are really just good for helping you tank.)

    Marauder Force - This is not a pet but just a boarding party power that hits several targets.

    Please remember this is just my opinion and the information is off me leveling up a carrier pilot on the test server.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    talbg wrote: »
    I have now tried all the pets beside the Kar' Fi pets on the test server.


    Currently if I needed to rate the pets it would go:
    1. Tachyon Drone(so going to be nerfed after people see it in pvp.)
    2. To'Duj (Still good and a perfect mix of dps and respawn time.)
    3. Orion Slaver (Very cool but the To'Duj's torps just win out over mines for me.)
    4. BOP (Serious drop in DSP and still a 45 sec respawn they are so not worth it. Also they lost the duel cannons and the AI for them atm is just bad.)
    5. Orion Interceptors (FAST! wow but they are really just good for helping you tank.)

    Marauder Force - This is not a pet but just a boarding party power that hits several targets.

    Please remember this is just my opinion and the information is off me leveling up a carrier pilot on the test server.
    Get a flight deck Doff, it cuts the BOP launch time down by about 10 seconds.

    I've only been using the BOP, yes I know they are quite lacking in the DPS but their durrablity is quite nice.

    The only to Carrier Commads worth using ATM are Atack run and Intercept, Intercept seem to work quite well.

    I still say the Vo'Quv needs Deployable Raptors ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Warning: It may suck.

    VoQ
    1 DBB mkX+ acc/crith/critd
    (2) Torpedo mkX+ your choice acc/crith/critd
    (3) beams mkX+ acc/crith/critd

    Positron defector mk11
    Partial Aegis set
    Subspace Field modulator
    Borg Universal console
    Field generator mkXI +35% shields
    (2) Neutronium Alloy XI
    (2) Emitter Array mkXI (Blue)
    53,965 hull
    11,434 shields
    8.2% Acc 3.4% CritH 59.1% CritS
    Kinetic resist: 2.1% base
    Energy damage resist: 12.1 % baseline all

    CPB2 -2,056 shields baseline
    - 3,084 shields buff by 125aux
    PSW3 - 8,167 Kinteic damage
    6.1 second stun (this may be capped lower by game)
    +54 repel
    SS Dampening Field + 58 all damage resist AoE for 30 secs baseline
    + 99 all damage resist AoE buffed by 125aux
    Sensor Scan -43 damage resist target baseline -68 buffed by 125aux
    -516 stealth
    + 5.2% stealthsight
    Gravity Well 1: 456 damage/sec 0.64 repel baseline
    754 damage/sec buffed by 125aux
    Gravity Well 2: 621 damage/sec -0.66 repel baseline
    1,005 damage/sec buffed by 125aux

    Though I have used the maruader Console and found its susbsyetm shutdown to be interesting, I have not played with alot of the other carrier pets.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    0Gambit0 wrote: »
    Get a flight deck Doff, it cuts the BOP launch time down by about 10 seconds.

    I've only been using the BOP, yes I know they are quite lacking in the DPS but their durrablity is quite nice.

    The only to Carrier Commads worth using ATM are Atack run and Intercept, Intercept seem to work quite well.

    I still say the Vo'Quv needs Deployable Raptors ;)


    Ok I never even guessed that there would be a Doff to help carriers out. With that information it may make a big difference on what pets I use. Yes the durability is good but now I would love them to denerf the durability of the Vo'Quv but I'm just wish listing at this point.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    On Tribble the " flying Tuna" is Epic Win. i'm sooooooo looking forward to taking my new upgraded "tuna" into PVP.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    On Tribble the " flying Tuna" is Epic Win. i'm sooooooo looking forward to taking my new upgraded "tuna" into PVP.

    Oddly I got one. A Kar'fi that is. Its the one boat my builds don't work in. The voQ is awesome fun though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Yeah it's a lot harder to fly the tuna than the vo-quv because it really has to be played like a beamscort on steroids.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Which is a new thing to me. Beamscorts..... Looking forward to trying it though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Funny thing is I fly a Kar' Fi right now over the Vo'Quv and Marauder as a single cannon boat and it does great with my engineer but my science officers flies my Vo'Quv.

    I think the Marauder console in the current state is silly as it is just a better boarding party power and not a flight or frigate. I believe it needs to be a heavy shuttle type craft that send out Marauding parties and can still fly around and use an energy weapon and a torp or mine. Also it needs to be a Marauder only pet. Maybe bigger then a fighter and smaller then BoP.

    Can we get some dev feedback on this please.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Try getting in close & comboing that power with a target engines subsystem, and a subnucleonic beam & your opponent now needs all 3 teams on him, which can be brutal if you're 1v1 or if his buddies aren't giving out teams like candy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I like the random subsystem shutdown of Maurauding parties.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    im messing with a DHC/Quad Kar-Fi with the new marauding force (which is really nice now) and orion interceptors...

    CRF1,BOL3,APB1, HYT1 and Tac Team1

    Grav Well III, photonic officer II, energy syphon I
    Front= DHC,Quad,Dual Beam and Tricobalt
    Rear= 2x Turret and Transphasic cluster
    Breen set for the bonuses

    Active Defence is a little thin (TSS/HAZ/RSP 1) but the disables from the deployables act as passive defense and the tradeoff seems well worth it, think of it as a carrierscort (designed kill before being killed)

    Its complimented with Blue Space DOFF's for grav well and photonic and a Green flight deck officer

    In short OMG.......anything in the frontal arc is in serious trouble and with all the disables from the deployables, energy syphon and grav well its easy to make that happen

    Defensivly its not too bad with the phase shift and the mass disables and shes not the same ship she was at release anymore...

    Finding with a Sci capt at the helm she is easily into the t5.5 range which is quite a big upgrade from the t4-t4.5 zone she was at.

    The ship with Orion deployables, the phase shift generator and DHC's finally feels like its got the synergy it was missing before.

    Its certainly fun to fly and finally feels like a "Battle Carrier" now, I'm not sure about pvpperfomance cos its non existant on tribble but i get the feeling 1v1 with all those disables and so much full frontal firepower...she'd be a handful ;)

    Its a Sci ship.... but not... and now it finally feels worth flying beyond novelty value and is viable alongside BOP's, Raptors and BC's
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    For PvE I found the voQ is fun with a lot of Turrets and a torp/DBB load out up front.
    I must say that the Tribble mechanics do make the carrier more entertainig to play.
    I'm still working on my Kar'fi.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I admit the new deployable options give a lot more versatility than before...as do the pet controls.

    Kar-Fi was always a nice concept but the execution of a Battle Carrier was never quite right... it was always the "not quite" ship (short 1 bay so not quite a carrier, didnt quite have the teeth due to no cannons, didnt quite have the turn rate to use dual beams/cannons anways, didnt quite have the tank to be able to use the Cmdr SCI offensivly without totally gimpimg DEF...wasnt quite T5)

    With the hvy torp changes, an extra fighter bay, the phase gen mod and dual heavy cannon access...its now a ship thats fun and different to anything else in the game... but most importantly... its now viable and different but NOT "Better" than other ships.


    I DEFINITLY think Carriers as of last Tribble patch are close to perfect now...hopefully they dont change too much with the deployables or hulls from this point on.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Only problem I see with that setup you have is they need to give transphasic projectiles a revamp before they get done with the projectile changes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Zeuxidemus wrote:
    Only problem I see with that setup you have is they need to give transphasic projectiles a revamp before they get done with the projectile changes.

    Assuming you're referring to the Breen set, it's been changed on Tribble to a kinetic buff rather than Transphasic. It's a +30% kinetic weapons buff so a little more than a rare Mk XI console which is +26% for weapon specific consoles and almost double a generic torpedo console which is +16% IIRC.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    talbg wrote: »
    Ok I never even guessed that there would be a Doff to help carriers out. With that information it may make a big difference on what pets I use. Yes the durability is good but now I would love them to denerf the durability of the Vo'Quv but I'm just wish listing at this point.

    It seems that certain Doffs like Engineering, Science and Medical and can only have one Doff slotted at a time; however, Operations can slot multiple Doffs.

    Have you guys found good Doff setups for your Carriers?

    This is what I’ve got going for my Vo’Quv ATM.

    Slotted Space Doffs:
    Engineering 1 maintenance Engineer (Reduce Cool Downs for ET and ASIF)
    Operations 2 Flight Deck Officers (Speeds up Launch Times for Carriers)
    Science 1 Gravimetric Officer (Sometimes Creates 2 Gravity Wells)
    Medical 1 Emergency Medical Hologram (Speeds up Crew Recovery)

    I’ve slotted two Flight Deck Doffs on my Vo’Quv and cut my launch time down on my Orion Slavers from 30 seconds to 15 seconds per wave.

    There seems to be a bit of diminished returns with slotting the same type of Doff but I can live with it.

    I’m hoping that Cryptic fixes the Bug that keeps all of the Carriers Deployable Craft from attacking except the Orion Slavers, I want my BOP back!


    The slavers are just too soft and their damage is downright laughable.

    Back to Doff slotting for a second:

    I’m not sure what the limit is on ground Doffs.
    On my KDF Science Captain I currently have:
    1 Doctor (Seems to be limited to 1)
    3 Medics (Does not seem to have a limit) (Nice when you get the proxy)
    1 Biologist (Seems to be limited to 1)

    Science Captains really got the short end of the stick when it comes to available Doffs that boost ground science skills.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    0Gambit0 wrote: »
    It seems that certain Doffs like Engineering, Science and Medical and can only have one Doff slotted at a time; however, Operations can slot multiple Doffs.

    Have you guys found good Doff setups for your Carriers?

    This is what I’ve got going for my Vo’Quv ATM.

    Slotted Space Doffs:
    Engineering 1 maintenance Engineer (Reduce Cool Downs for ET and ASIF)
    Operations 2 Flight Deck Officers (Speeds up Launch Times for Carriers)
    Science 1 Gravimetric Officer (Sometimes Creates 2 Gravity Wells)
    Medical 1 Emergency Medical Hologram (Speeds up Crew Recovery)

    I’ve slotted two Flight Deck Doffs on my Vo’Quv and cut my launch time down on my Orion Slavers from 30 seconds to 15 seconds per wave.

    There seems to be a bit of diminished returns with slotting the same type of Doff but I can live with it.

    I’m hoping that Cryptic fixes the Bug that keeps all of the Carriers Deployable Craft from attacking except the Orion Slavers, I want my BOP back!


    The slavers are just too soft and their damage is downright laughable.

    Back to Doff slotting for a second:

    I’m not sure what the limit is on ground Doffs.
    On my KDF Science Captain I currently have:
    1 Doctor (Seems to be limited to 1)
    3 Medics (Does not seem to have a limit) (Nice when you get the proxy)
    1 Biologist (Seems to be limited to 1)

    Science Captains really got the short end of the stick when it comes to available Doffs that boost ground science skills.

    Out of curiosity, was there a particular reason you decided to restrict the duty officers you are slotting to your captain's career?

    Slotting limitations is entirely based on balance; if we couldn't find a way to make the effect scale in a noticeable fashion without breaking the balance, we restricted that specialization to one slotted. We would like to add additional specializations as time goes on.

    We'll review the Orion Slavers.

    There is not, btw, any diminishing return for slotting multiple duty officers of the same specialization. It all stacks.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Heretic wrote:
    Out of curiosity, was there a particular reason you decided to restrict the duty officers you are slotting to your captain's career?

    Slotting limitations is entirely based on balance; if we couldn't find a way to make the effect scale in a noticeable fashion without breaking the balance, we restricted that specialization to one slotted. We would like to add additional specializations as time goes on.

    We'll review the Orion Slavers.

    There is not, btw, any diminishing return for slotting multiple duty officers of the same specialization. It all stacks.

    If your takling about the Ground Doffs that I sloted, then yes I went with Doffs that boost the skills that my science Captain uses.

    I have not been running anything solo since I started testing on Tribble about a month or so ago.

    I'm not sure if slotting Doffs that help Tactical or Engineering will yield any benfit to my Bridge Officers so I slotted Doffs that I knew that I'd be able to use when I'm teaming with other Players.

    If Doffs do help out my NPC Bridge Officers, I'll find a set of Doffs that help them out for when I run solo missions and just switch them out when I'm teaming.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    0Gambit0 wrote: »
    If your takling about the Ground Doffs that I sloted, then yes I went with Doffs that boost the skills that my science Captain uses.

    I have not been running anything solo since I started testing on Tribble about a month or so ago.

    I'm not sure if slotting Doffs that help Tactical or Engineering will yield any benfit to my Bridge Officers so I slotted Doffs that I knew that I'd be able to use when I'm teaming with other Players.

    If Doffs do help out my NPC Bridge Officers, I'll find a set of Doffs that help them out for when I run solo missions and just switch them out when I'm teaming.

    Slotted duty officers will affect your bridge officers' abilities.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Heretic wrote:
    Slotted duty officers will affect your bridge officers' abilities.
    Question about a specific doff type. The Purple Engy Fab Doffs (Armory, Fabrication, Explosives), are they supposed to be 100% 1 extra turret (like the tooltip) or 20% 2 Extra Turrets (like they were acting)?

    Oh, By the way, you have made my day. I once have a massive amount of procs on my Turret Squad and had like 11 Type 3 Turrets in Play. It was amazing.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Heretic wrote:
    Slotted duty officers will affect your bridge officers' abilities.

    That's great to know!

    I'll start looking for Doffs that I'll be able to use when I do solo runs.

    Thanks
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Question about a specific doff type. The Purple Engy Fab Doffs (Armory, Fabrication, Explosives), are they supposed to be 100% 1 extra turret (like the tooltip) or 20% 2 Extra Turrets (like they were acting)?

    Oh, By the way, you have made my day. I once have a massive amount of procs on my Turret Squad and had like 11 Type 3 Turrets in Play. It was amazing.

    That particular one is a chance to proc an additional turret. A purple duty officer of that type is a 20% chance to proc two additional turrets.

    So yes, it is operating as expected. Purple are awesome.

    I actually hadn't thought of having multiple engineers with turrets...that could result in some rare circumstances with turrets replicating like bunnies. Neat.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Heretic wrote:
    That particular one is a chance to proc an additional turret. A purple duty officer of that type is a 20% chance to proc two additional turrets.

    So yes, it is operating as expected. Purple are awesome.

    I actually hadn't thought of having multiple engineers with turrets...that could result in some rare circumstances with turrets replicating like bunnies. Neat.
    Then there's a problem with the description. The purples are described as an automatic, 100% 1 extra.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Ok I played again on the test server and I have a little more feedback.

    What you all did to the Kar'Fi is great and if I have not said it yet already I love the new build. What you have on tribble is just amazingly good. Both of the Kar'fi pets work better then I could have hoped for.

    I also got to check out the power change for the Marauder pets. I have played with them both as the boarding party spread and now as the shuttle beaming pets. I do like the changes to those pets. They do a small amount of dps but what they give you makes up for it.

    I do have two question I would like to ask the Devs.

    1. Will we see a different model for the Marauder Force and not the standard shuttle something more Orion styled?

    2. As I transferred over one of my guys that has a Kar'Fi to the test server I did not see the new console anywhere. When we get the updated to live how will players already using this ship get the new console?

    Thank you Cryptic for really working hard on STO and helping us Klingons out big time.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Then there's a problem with the description. The purples are described as an automatic, 100% 1 extra.

    The regular description looks good on the data side, so it looks like an issue with the autodesc function. I will look into it, thanks.

    talbg wrote: »
    I do have two question I would like to ask the Devs.

    1. Will we see a different model for the Marauder Force and not the standard shuttle something more Orion styled?

    2. As I transferred over one of my guys that has a Kar'Fi to the test server I did not see the new console anywhere. When we get the updated to live how will players already using this ship get the new console?

    Thank you Cryptic for really working hard on STO and helping us Klingons out big time.

    We've discussed a different model for Marauder Force, and it's a possibility. We'd been hesitating on it because we weren't honestly sure how many people would even notice the difference given the size of the shuttles.

    On Holodeck, players who already have a ship like the Kar'fi who are getting a console should automatically receive it. It's all done by script, though, which is probably why your transferred Kar'fi didn't see the additional console.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    As a Fanatic carrier pilot I can say that I know that most do look at our fighter wings. That is mostly the Devs fault for making them so cool looking. As an example I noticed and do like to new model for the Orion Slavers and thank you very much for making a new model for them.

    Beyond all the other things discussed about the carriers here are two things I would like to see added or maybe talked about over at Cryptic.

    1. A counter to show how many fighter/ships you have out at any given time and then a number next to it showing the total number of ships you can have out. Ex: 0/4 or 10/16

    This would help you keep track of your ships in the middle of heavy combats and not waste your cool downs when it is unneeded.

    2. Give us crazy carrier players a reason to play Fed! Even if they only get a fight deck carrier and not a full on carrier that would give me and some of the others reasons to explore the rest of the game.
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