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Carrier BUGS and current issues.

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited December 2011 in Klingon Discussion
I'm starting this thread to cover some of the bugs that I have found and game mechanic issues with carriers. This thread is not for wish listing or buff this or nerf that.

Carrier commands are not currently working that well below are a list of a few bugs I have found:

1: The attack command will send your pets off to attack a random non-selected target after you have finished a combat even if you have no ship selected. I believe that the enemy ships need to be within max viewing range or a little close for your pets to auto agro.

Work around: Use the “Recall” command or select a new target.

2: Locked into combat issues! Currently carrier pilots should notice that you are stuck in combat way longer then you should be.

Work around: The bug solution for this is that you still have a carrier command selected and you need to deselect that command to break from combat.

3: Locked into Recall command: Your pets have returned to you but some or all of them will not attack your target when prompted.

Work around: Re summon your ships or fly right into the target hoping to take aoe damage to kill your pets or have them re-agro your target.

4: More than one Carrier in a group: AKA Don’t cross the streams…. So this one is very annoying and funny at the same time. If you have two carriers in a group sometimes one of the two carriers will take full command of the local allied pets and while the other carrier’s commands no longer work.

Work around: Don’t use carrier commands and I know that is not a good solution but that is all I have on that one.


We do need a dock command for the carrier pets and for the pet commands to get fixed. If you have found any other bugs please post them here as well as solutions.

Thanks
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Many thanks for the info. Jheinig is looking into these and other carrier issues.

    Additional specifics like this are very useful to us towards narrowing the field to figure out where the various issues are.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    I always though the locked in combat thing was there to prevent the Carrier from being able to send out its attack vessels to hit other targets while the Carrier would be able to full Impulse away from combat.

    If the above is a bug fix it so I can play hide N seek with my Carrier and Mask Energy Signature 3

    Problem 3 can be solved by hitting full Impulse and selecting a new attack target.

    I experienced problem 4 for the 1st time this past weekend.

    All my fighters ran off to cover some Kar’Fi carriers back side; however, it seems that even after I respawned new fighters, the ones that went to the Kar’Fi remained till they were destroyed.

    I imagine that the Carriers and their AI must be quite the challenge for Cryptic.

    Now that we have versions of the Carrier available at lower tiers, it will be important that they function properly for when the f2p crowd gets here and joins the ranks of the KDF ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Summoning pets issue: or maybe this is as intended?

    After you summon your full complement of fighters or drones the issue starts to come up after you have lost a few. When you go to re-summon more flights to refill the ranks of the lost ships you will de-spawn one full flight randomly. This could be the damaged one or the one that is completely fine. This issues is you can repeat this over and over again and not able to fill in those lost ships if it keeps re-spawning the fully intact flight.

    Note: That you cannot have this issue with frigate class ships as it’s a single ship.
    Correction to this point: You can still have this issue if you are using two hangers with both of them using frigates. Info via a fellow carrier pilot.

    Workaround: Get all your ships killed so you can recall a full new set. As this is poor way to fix this I’m open for other workarounds.


    The way I believe it should work is that the summon flight adds to your fighter population cap and not replacing them with a new flight. Alternately the summon button rotates between wave 1 and then wave 2 so that it will re-spawn all ships after one full cycle.


    BTW: Do we know if flight deck Doffs stack?

    Edited: Corrected firgate info.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    I get around # 2 by just not using any carrier commmands at all. being stuck in red alert in a C&H sucks, as i'm forced to spend the whole match trying to get to the fight.
    # 4 explains why my frigates where following a VoQ around Kerrat.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    I think it would be great to add status bar for those pets so that we know how many is still "alive"
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    talbg wrote: »
    Summoning pets issue: or maybe this is as intended?

    After you summon your full complement of fighters or drones the issue starts to come up after you have lost a few. When you go to re-summon more flights to refill the ranks of the lost ships you will de-spawn one full flight randomly. This could be the damaged one or the one that is completely fine. This issues is you can repeat this over and over again and not able to fill in those lost ships if it keeps re-spawning the fully intact flight.

    Note: That you cannot have this issue with frigate class ships as it’s a single ship.

    Workaround: Get all your ships killed so you can recall a full new set. As this is poor way to fix this I’m open for other workarounds.


    The way I believe it should work is that the summon flight adds to your fighter population cap and not replacing them with a new flight. Alternately the summon button rotates between wave 1 and then wave 2 so that it will re-spawn all ships after one full cycle.


    BTW: Do we know if flight deck Doffs stack?

    Yes flight deck doffs do stack.

    I dev responded to one of my post in this section and confirmed that they do stack and there are no diminished returns :eek:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Thanks 0Gambit0
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    0Gambit0 wrote: »
    I always though the locked in combat thing was there to prevent the Carrier from being able to send out its attack vessels to hit other targets while the Carrier would be able to full Impulse away from combat.

    If the above is a bug fix it so I can play hide N seek with my Carrier and Mask Energy Signature 3

    The bug is that you stay in combat AFTER your target dies and nothing else is engaging you, not that you won't exit combat if just your pets fight.

    You will enter combat if your pets go off fighting something, and that is intended. So no hide and seek for you. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    talbg wrote: »
    I'm starting this thread to cover some of the bugs that I have found and game mechanic issues with carriers. This thread is not for wish listing or buff this or nerf that.

    To add another one:

    If you launch fighters when the client says you are within 15k of your target, but the server thinks you are not, you will get no fighters and the fighter launch button will go into its full cooldown. You will be unable to launch fighters until the launch button has refreshed.

    Edit: if you don't have a target, you can freely launch the fighters, regardless of range. It is only if you have a target that it cares about range and can TRIBBLE up your launch.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    STF Large Target issues: Your pets either will not attack or gets stuck and stops attacking the large non-ship targets. Namely gates, event cubes and main gate shield generators (sorry I don't know the name of them). Also as it is in the middle of a timed STF it has been hard for me to keep track of my pets but when you are down to large targets they seem to add nothing to the fight. Even the Ka'fi Frigates will not even drop the mines when they are on top of the target.

    Workaround: N/A atm
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    talbg wrote: »
    STF Large Target issues: Your pets either will not attack or gets stuck and stops attacking the large non-ship targets. Namely gates, event cubes and main gate shield generators (sorry I don't know the name of them). Also as it is in the middle of a timed STF it has been hard for me to keep track of my pets but when you are down to large targets they seem to add nothing to the fight. Even the Ka'fi Frigates will not even drop the mines when they are on top of the target.

    Workaround: N/A atm

    I mentioned this before has well.

    None of the Deployable Attack craft will fire on any of the larger stationary targets, for a time they would not fire on the smaller ones has well.
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