S'kul fighters should be able to ram anything that they can legitimately target. With the fix to targeting large structures, S'kul fighters should be able to suicide attack against them.
They are working great now all except one issue... They still are ignoreing commands in KA Space I was in elite when it was going on but they would just go attack whatever they wanted the bops that is couldn't really control them at all. Atleast they can attack gates now uncontrollably lol
BoP attack pattern is screwed to the point of making them almost useless in battle... to say a voquv with two dual beams at 50% power kills a borg bird of prey faster than 4 BoP pets says a lot.
BoP still stops in midair when receiving a new command (like recall).
Escort command does not work on ships from other factions (aka KDF ship cannot 'escort' FED ships). The pets just glitch and sit there in space twitching.
Pet AI is not resetting target when you assign a new one. Only freshly launched fighters (im not talking drones here) will correctly change target. For example, if the toDuj fighters kill the very first target they will INSTANTLY pick a new target on their own. If that target happens to be something that doesnt die quickly (aka borg cube, gate, etc) they will IGNORE your orders to attack an enemy ship because for some jackassed reason they will hit the afterburners and attack their self-chosen target. This happens to BoP's as well.
So the BOP had been getting better with each patch. But this one was a step backwards. The notes mention that pets fell behind and this was a fix for them. However, actually made them like snails. They seem to move like they are under water. When you hit the recall command it takes them forever to respond and when they do they return to you at 1/10 impulse. They also seem to have an issue with one or more wondering off across the map to attack something you do not have targeted more then before the patch. They seem to have issues with responding to commands and the attack runs they take like the a huge wide turn to get back for a second run. Sometimes because they take such a huge path to go for another run they end up get to far away and losing their minds never to return for the next run. Basically you have to respawn them after the first attack run because they are either across the map or returning at 1/10 impulse if at all. The little fighters seems to have some of the under water issues as well but since they are faster it is not as bad.
So the BOP had been getting better with each patch.
No, they have not been getting better with each patch. They've been continually SCREWED up every patch with ONE startling exception.
Before they started 'fixing' them they only had three issues:
1-They did not attack structures.
2-If more than 1 carrier was in the team the pets would stop responding. This was caused to BoPs 'receiving' order inputs from all carriers in the team not just their origin carrier.
3-BoP picks up its own target and prioritizes his choices over the carrier's commands. This is related to the BoP receiving inputs from sources other than its source carrier.
That was it. Of these three only 1 has been truly 'fixed':
#1 does not work still.
#2 has been fixed. This is perhaps the only patch in Cryptic history where they fixed something without TRIBBLE up anything else.
#3 still has not been fixed at all.
But this one was a step backwards. The notes mention that pets fell behind and this was a fix for them. However, actually made them like snails. They seem to move like they are under water. When you hit the recall command it takes them forever to respond and when they do they return to you at 1/10 impulse. They also seem to have an issue with one or more wondering off across the map to attack something you do not have targeted more then before the patch. They seem to have issues with responding to commands and the attack runs they take like the a huge wide turn to get back for a second run. Sometimes because they take such a huge path to go for another run they end up get to far away and losing their minds never to return for the next run. Basically you have to respawn them after the first attack run because they are either across the map or returning at 1/10 impulse if at all. The little fighters seems to have some of the under water issues as well but since they are faster it is not as bad.
That is a result of the TRIBBLE up they've been doing. You see, for some uncalled for and totally incomprehensible reason, someone in the dev team said :
'hey! The AI pets have all these bugs but I think we should change their attack pattern and change their damage outputs too!'
and the result is what you see now. The attack patterns of the BoP have rendered it so useless its really no difference from not launching them at all.
They also lowered the torpedo damage of the BoP by 20% . Allegedly because they had noticed it did too much damage but conveniently forgot or did not bother to actually see that it was the ONLY source of damage of the BoP since it never fired its dual cannons and the mk1 dmg turret was the only weapon that worked.
(further back they also tried to 'fix' the turret and turned off all the weapons in the BoP...and it wasnt switched back on for more than a month.. that should tell you something about their 'fix' process).
And they've kept on changing the attack pattern with increasingly dismal results because lo and behold, the changes to the attack pattern screwed their changes to the AI which in turn further screwed the attack pattern. You describe three issues with it in your paragraph above.
Its a typical case of the left hand not knowing what the right hand is doing. Its like these devs dont even play the game at all.
So no, they are not getting better. Keep track of what they have done and you will see the effectiveness and playability of the BoPs and carrier crashing down every patch.
I noticed during an attempted raid daily (those "Raid these systems" ones) while trying for the optional/bonus, the first freighter was targeted by all four BoP's, and instead of getting punched down to disabled/friendly status, the BoP's utterly destroyed it. Is this to be expected and should I just recruit somebody else to raid the freighters?
I have not messed with my Carrier for a while, I read through a few pages looking for the answer and can't find it.
Is it intentional now that BoP's and fighter while can be launched at 15k, don't attack till you are at 10k?
even when insulators is all fixed, that's still a LOT of power syphon drones. a single carrier can launch a ton of these, that many proboly should be able to drain you dry even with 75% or whatever resist working.
once insulators is fixed, you might want to consider limiting how many you can use or nerfing them i hate to say it. on one hand we shouldn't have immunity from them with just skill point specing, but on the other getting swarmed by that many from 1 carrier is absurd.
I don't believe you just suggested a nerf. Are you crazy?
As politely as possible, will you please SHUT UP with the nerftalk?!?
I don't believe you just suggested a nerf. Are you crazy?
As politely as possible, will you please SHUT UP with the nerftalk?!?
AHGHHHHHHHH!
They've already been nerfed since that post (though, unlikely because of). Returned power remains the same, but power insulators keeps them from taking as much from the attacked.
I don't believe you just suggested a nerf. Are you crazy?
As politely as possible, will you please SHUT UP with the nerftalk?!?
AHGHHHHHHHH!
maybe you should kindly learn to play if you need the crutch of an instant and permanent disable to win. or if you are just ignorant on the subject, read up about it. this thread also contains a dev response about addressing the problem. this is a fix, not a nerf, the pets are completely broken.
insulators are useless for a siphon that doesn't end, it gives you maybe an extra second befor your dead in the water and powerless. this has been the case since the skill tree change, that broke them and turned them into the i win button they are today. it just took people a wile to notice.
I have a sneaking suspicion that this is why carriers have gotten so much love lately.
Not sure whether to be happy or sad.
-Forjo
Actually, fighter AI updates came about because Heretic mentioned that it would be neat to implement some kind of command scheme for carriers, but he didn't think it could be done in our engine. I took this as a challenge.
Actually, fighter AI updates came about because Heretic mentioned that it would be neat to implement some kind of command scheme for carriers, but he didn't think it could be done in our engine. I took this as a challenge.
. . . also, I fly a Vo'Quv.
Now I know to be HAPPY!
Now if we could just get you guys to look at command queuing and powers not activating...
The main issue i see right now is not DPS. I find they do well stripping shields and getting crits. 30k crits i have seen. I run a torp boat and they do well poking a hole for my torps.
I do think there is 1 huge problem with them..
They are attached to my current target. This is just dumb. So much potential with them as sometimes i see 4 frigates coming in 1 direction and a cruiser the other. I cant send my pets to intercept the frigates and move to attack the cruiser myself... If i do... the bop's turn around after the cruiser. Fix this broken mechanic...
To make them usable you need 2 types of commands.
Stance - Aggressive, intercept, Recall
Target - Their target
Aggressive = attack anything in range of themselves, if none return to carrier
Intercept = attack any ships/projectiles around carrier or target
Target is a button you press for selecting what you want your pets to target. friendly or hostile.
Pressing it again can change their target... changing my target should not change their order.
Until this is done, your AI changes are useless.
Hey hey now!
BAD ZOMBIE BAD GO BACK TO THE GROUND!
Seriously folks, if a thread hasn't been responded to in 30 days please don't bring it back up If you feel you need to continue the thread by all means make a new one!
Comments
BoP attack pattern is screwed to the point of making them almost useless in battle... to say a voquv with two dual beams at 50% power kills a borg bird of prey faster than 4 BoP pets says a lot.
BoP still stops in midair when receiving a new command (like recall).
Escort command does not work on ships from other factions (aka KDF ship cannot 'escort' FED ships). The pets just glitch and sit there in space twitching.
Pet AI is not resetting target when you assign a new one. Only freshly launched fighters (im not talking drones here) will correctly change target. For example, if the toDuj fighters kill the very first target they will INSTANTLY pick a new target on their own. If that target happens to be something that doesnt die quickly (aka borg cube, gate, etc) they will IGNORE your orders to attack an enemy ship because for some jackassed reason they will hit the afterburners and attack their self-chosen target. This happens to BoP's as well.
I am pretty sure it has been since the last patch but it isn't anymore.
It just flies away.
But the Skull fighters are doing there job!
No, they have not been getting better with each patch. They've been continually SCREWED up every patch with ONE startling exception.
Before they started 'fixing' them they only had three issues:
1-They did not attack structures.
2-If more than 1 carrier was in the team the pets would stop responding. This was caused to BoPs 'receiving' order inputs from all carriers in the team not just their origin carrier.
3-BoP picks up its own target and prioritizes his choices over the carrier's commands. This is related to the BoP receiving inputs from sources other than its source carrier.
That was it. Of these three only 1 has been truly 'fixed':
#1 does not work still.
#2 has been fixed. This is perhaps the only patch in Cryptic history where they fixed something without TRIBBLE up anything else.
#3 still has not been fixed at all.
That is a result of the TRIBBLE up they've been doing. You see, for some uncalled for and totally incomprehensible reason, someone in the dev team said :
'hey! The AI pets have all these bugs but I think we should change their attack pattern and change their damage outputs too!'
and the result is what you see now. The attack patterns of the BoP have rendered it so useless its really no difference from not launching them at all.
They also lowered the torpedo damage of the BoP by 20% . Allegedly because they had noticed it did too much damage but conveniently forgot or did not bother to actually see that it was the ONLY source of damage of the BoP since it never fired its dual cannons and the mk1 dmg turret was the only weapon that worked.
(further back they also tried to 'fix' the turret and turned off all the weapons in the BoP...and it wasnt switched back on for more than a month.. that should tell you something about their 'fix' process).
And they've kept on changing the attack pattern with increasingly dismal results because lo and behold, the changes to the attack pattern screwed their changes to the AI which in turn further screwed the attack pattern. You describe three issues with it in your paragraph above.
Its a typical case of the left hand not knowing what the right hand is doing. Its like these devs dont even play the game at all.
So no, they are not getting better. Keep track of what they have done and you will see the effectiveness and playability of the BoPs and carrier crashing down every patch.
I noticed during an attempted raid daily (those "Raid these systems" ones) while trying for the optional/bonus, the first freighter was targeted by all four BoP's, and instead of getting punched down to disabled/friendly status, the BoP's utterly destroyed it. Is this to be expected and should I just recruit somebody else to raid the freighters?
Is it intentional now that BoP's and fighter while can be launched at 15k, don't attack till you are at 10k?
I don't believe you just suggested a nerf. Are you crazy?
As politely as possible, will you please SHUT UP with the nerftalk?!?
AHGHHHHHHHH!
They've already been nerfed since that post (though, unlikely because of). Returned power remains the same, but power insulators keeps them from taking as much from the attacked.
maybe you should kindly learn to play if you need the crutch of an instant and permanent disable to win. or if you are just ignorant on the subject, read up about it. this thread also contains a dev response about addressing the problem. this is a fix, not a nerf, the pets are completely broken.
http://forums.startrekonline.com/showthread.php?t=267653
insulators are useless for a siphon that doesn't end, it gives you maybe an extra second befor your dead in the water and powerless. this has been the case since the skill tree change, that broke them and turned them into the i win button they are today. it just took people a wile to notice.
Not sure whether to be happy or sad.
-Forjo
Actually, fighter AI updates came about because Heretic mentioned that it would be neat to implement some kind of command scheme for carriers, but he didn't think it could be done in our engine. I took this as a challenge.
. . . also, I fly a Vo'Quv.
Now I know to be HAPPY!
Now if we could just get you guys to look at command queuing and powers not activating...
-Forjo
I do think there is 1 huge problem with them..
They are attached to my current target. This is just dumb. So much potential with them as sometimes i see 4 frigates coming in 1 direction and a cruiser the other. I cant send my pets to intercept the frigates and move to attack the cruiser myself... If i do... the bop's turn around after the cruiser. Fix this broken mechanic...
To make them usable you need 2 types of commands.
Stance - Aggressive, intercept, Recall
Target - Their target
Aggressive = attack anything in range of themselves, if none return to carrier
Intercept = attack any ships/projectiles around carrier or target
Target is a button you press for selecting what you want your pets to target. friendly or hostile.
Pressing it again can change their target... changing my target should not change their order.
Until this is done, your AI changes are useless.
Hey hey now!
BAD ZOMBIE BAD GO BACK TO THE GROUND!
Seriously folks, if a thread hasn't been responded to in 30 days please don't bring it back up If you feel you need to continue the thread by all means make a new one!
/Closed
~Askray