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Official Carrier Command UI Feedback Thread

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  • makburemakbure Member Posts: 422 Arc User
    edited July 2013
    Losing fighter/frigate ranks from map changing is an issue. The only reason a fighter should lose ranks is upon being destroyed - not from changing maps. Will this problem be corrected before this goes live.
    -Makbure
  • whoami2whoami2 Member Posts: 0 Arc User
    edited July 2013
    I want my fighters when I switch servers! D:
  • jestersagejestersage Member Posts: 8 Arc User
    edited July 2013
    kimmym wrote: »
    I didn't test BoP's, but my Elite Stalkers with Battle Cloak work well with the new docking procedures.

    When you pull them back with Recall, they cloak as usual. When they come out of being docked, they are still cloaked.

    Tested with Mirror vo'quv
    Confirmed that when recall, they will cloak, then dock in 15 sec.
    When using attack (to launch), they come out and remained cloaked.

    EDIT: Tested in kerrat. Works perfectly. When release from dock through attack command, they stay cloak until they engage. With working frontal disruptor.
  • kingstonalankingstonalan Member Posts: 1 Arc User
    edited July 2013
    jestersage wrote: »
    With working frontal disruptor.

    so...youre saying they fixed cannon rapid fire on BoPs? did you parse to confirm it?
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited July 2013
    Tested Escort in N'vak this time and it worked poorily much to my disappointment. This is just a hypothesis but I believe the AI becomes confused when surrounded by enemy targets attacking the carrier, and end up freezing up and doing nothing, so you can add fixing escort command as well.

    Maybe make the fighter prioritize either the highest damage dealer to who they are escorting or your target.
  • daan2006daan2006 Member Posts: 5,346 Arc User
    edited July 2013
    oh this going to go nice with my new simy drone pets :)
    [SIGPIC][/SIGPIC]
    swimwear off risa not fixed
    system Lord Baal is dead
    macronius wrote: »
    This! Their ability to outdo their own failures is quite impressive. If only this power could be harnessed for good.
  • balordezulbalordezul Member Posts: 0 Arc User
    edited July 2013
    Ok the patch for the pet power cool down is very nice. Now we need to get the Dual Cannon issue fixed.

    Fixed: and thank you for addressing these items
    -Pet's commands
    -Pet's powers cool down timer has been reduced

    Current issues:
    -Dual Cannon focused pets can?t use cannons because of AI.


    Items of an unknown state:
    -Torpedo RoF - It seems like it has been increased but I did not see it in patch notes. (Some more testing is required.)

    BoP Qaw'Dun hanger pet AI action from what I have observed:
    1. Enters red alert and has a short pause to activate powers.
    2. Starts attack run towards target up to 6.5km to 7km range.
    3. At 6.5km to 7km range BoP turns far enough away from the target so that it cannot use the dual cannons. This action has the BoP circling around the target similarly to the Kar?fi frigate.
    4. This AI pattern continues until target is killed, pet is killed or player is killed.
    5. BoP from time to time will use the cloaking device but that seems random at best. (This is only an issue when they cloak on the attack run and then I face palm for the silly AI.)

    Well that is my 2cent and let me know what you have seen and the issues you have run into so the Dev team can try and address them.

    Qaw'Dun is acting like the old AI did years ago .... could it have the old AI script attached to it? I will need to test the other BoP hanger pets to see if they do the same.
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited July 2013
    Maybe they could just widen the attack arch for pet dual cannons seems easier then an AI solution.
  • atalossataloss Member Posts: 563 Arc User
    edited July 2013
    makbure wrote: »
    Losing fighter/frigate ranks from map changing is an issue. The only reason a fighter should lose ranks is upon being destroyed - not from changing maps. Will this problem be corrected before this goes live.


    I agree, this does not help me. Every time I go to another map, I have to star all over again. What if the combat isn't "intesne" enough for me to call out my fighters?

    But at the same time I can understand that you (cryptic) may not have a way to keep track of how many ships have which star ranking. Therefore you just reset all ships to zero.

    I have a compromise that should make that easier for you (cryptic). Just allow us to customize our carrier pets the way we can our larger ships. That way, you won't need to worry about stars because every small ship we launch will pack some serious firepower.
    One day Cryptic will be free from their Perfect World overlord. Until that day comes, they will continue to pamper the whales of this game, and ignore everyone that isn't a whale.
  • shadowgirlshadowgirl Member Posts: 27 Arc User
    edited July 2013
    I don't know if this has been said yet or not... its not my job to read the 11+ pages.

    I'd like to add that the dev blog mentions that the craft heal hull very fast when docked, but no mention of the shields healing. If im using Frigates, and their shields are gone and I recall them to heal, it would be stupid to relaunch them again even at full hull if their shields are still down...

    SOOO PLEASE PLEASE add shield regeneration while ships are docked. THANK YOU.
  • shadowgirlshadowgirl Member Posts: 27 Arc User
    edited July 2013
    Oh and I agree with those speaking out about the ranks disappearing when changing maps. That's a bad move. Just take the time to program the pets better, so they retain rank, and you will have much happier players!
  • shadowgirlshadowgirl Member Posts: 27 Arc User
    edited July 2013
    Another thing id like to add some more weight to is as someone pointed out, the fact that the pets are not skilled in the abilities they use, thus their cooldowns are very long, which before was mitgated by relaunching.

    Can we just make it so the pets are fully skilled in the abilities they use???
  • kikanasskikanass Member Posts: 45 Arc User
    edited July 2013
    I was really Looking forward to this new carrier/Hangar/pet system, but now after having testing with my Recluse, Atrox, and Scimitar I have very mixed feelings about it and of course have noticed a number of issues as well that I hope will be fixed before it goes live however even if the issues I noticed are fixed it still leaves me with mixed feelings because based on my testing this new system is going to be an advantage for certain ship and a disadvantage for others.

    I performed my testing under actual combat conditions by taking each of my ships into Tau Dewa Enemy Signal contacts and killing as many Tholians as I could find. I'll first give a breakdown of the test results followed by why it appears this new system will give certain carriers/hangar equipped ships an advantage while disadvantaging others. I will then list the bugs/issues I noticed that are problematic.

    For Starters I took my Tholian Recluse carrier in for testing using the Tholian Mesh Weavers (Frigate class pets). Other than the issues I will list later the system was wonderful and within 5min I had 4 fully ranked up pets with no pets having died and not having to recall them to regen even once. Only healed a couple of them with TSS once.

    Next I took in my Scimitar with the Purple Quality Advanced Romulan Drone ships (again a frigate class pet). Again other than the bugs/issues I'll list later I found the system to be great for it as well and as with the Recluse I had 2 rank 5 drone ships after 5min with no deaths and only had to heal 1 of them 1 time with TSS.

    Finally I took my Atrox Carrier in for testing using Purple quality Advanced Stalkers and Advanced Peregrines (Fighter Class pets) and this is where things got really disappointing. Unlike in the Recluse and Scimitar with Frigate class pets I fought and killed everything I could find for approximately 45min before 2 fighters finally managed to reach rank 5. Most fighters never got past rank 2 as they die too easily and it took 45min for just 2 fighters out of 12 to reach rank 5 and I had to use constant recalls and extremely tedious pet management and incur much down time for the fighters to heal up (lowering my ships dps significantly for significant amounts of time)

    In my opinion this does not bode well for the Atrox or any hangar equipped ship that does not have a Frigate class pet available to them and thus they will suffer a disadvantage compared to the Ships that do have Frigate class pets available. This new system appears to be geared towards pushing captains to keep there pets alive by rewarding them with increased damage ect... based on how long pets live, but with the current low hull points of most pets other than Frigates ships without Frigates such as the Atrox (Only true carrier without a Frigate class pet) will be at more of a disadvantage than they already are compared to ships that have Frigates with much higher survivability and even dps than other pets.
    I'm of course not implying fighter class pets should have hull points of frigates by any means, but I think with this new system that fighters should get a boost to there base hull points and shields maybe somewhere in the neighborhood of 10k hull points (unsure about shields as don't know what the current shield values are for fighters or frigates) so they can survive a few hits. Even the recall command with the docking feature to protect ships and heal them up is useless because if fighters are in need of regeneration by the time the 15seconds pass before they dock they are most likely dead. Furthermore the time it takes to heal them while docked would be a larger dps loss than just simply replacing them when they die and letting them start new ranks. If fighter's are intended to continue to be spammed as they currently are on Holodeck then IMO They should Rank up much much faster than Frigate class pets so that they can still gain the full advantage as frigates can because currently chances of them reaching ranks 3 and up is very slim compared to frigate class pets

    Now for the issues I noticed during the testing other than the survivability issue of pets other than Frigates.

    First off as others have reported sometimes pets seem to just stop and linger right by a dying enemy ship instead of trying to avoid the warp core breach.

    Fighter class pets ability to avoid warp core breaches doesn't seem to be as reliable as Frigates (Though it could just be that fighters die instantly to even the smallest ships warp core breach while frigates can survive them and continue on)

    Also some pets seem to occasionally linger at the point of their last combat while you move on to more targets and don't respond to any commands until they are good and ready. In one instance I had 2 of my fighters remain at a previous combat location about 25km away from the new location I went to and started fighting and they didn't join me for over a min.

    Of the 4 pet types I tested only the Advanced Peregrines worked appropriately and replaced only the missing fighters when the hangar is used. Advanced Romulan Drone ships, Advanced Stalker fighters, and Tholian mesh weavers continue to operate as they do on Holodeck replacing all fighters with fresh ones when the hangar is used resulting in a loss of any ranks they've gained.



    Furthermore pets just as on live do not follow the mother ship as closely as they need to IMO especially if you go to full impulse or use evasive manuevers to get to another location. It would be ideal to dock the pets before moving on to a new location, but 15seconds is a long time to wait for them to dock especially when doing something that is time based and ships that don't have pets can zoom to the next location and in all likely hood have everything dead or close to dead before you catch up if you have to wait 15seconds for pets to dock. IMO when pets are issued the recall command they should begin returning to the carrier and immediately dock with it upon reaching it. This would help make the recall command a little bit more useful with the survivability issue of pets of lesser class than Frigates, but unless the regen rate when docked is increased by a large margin so that the fighters can be healed up and deployed in a timely manner I still don't see trying to save them as a viable alternative to just spamming and replacing the dead ones even if they aren't ever making it past rank 2 as the dps loss from having them docked and waiting to heal will be more than the dps loss of summoning a replacement that starts new ranking.
  • masterpunishmasterpunish Member Posts: 0 Arc User
    edited July 2013
    Will we be able to launch hangar ships in Romulan Starbase space?

    The option to choose Romulan Starbase for fleets starts when?
  • jorantomalakjorantomalak Member Posts: 7,133 Arc User
    edited July 2013
    The carrier UI is nice what i was able to experiance of it

    it crashed me to desktop repeaditly so looks like i wont be able to run carriers after the update to the holodeck.

    Ty cryptic your incompetence is reassuring that we get more bugs with each update such fine work indeed bravo *golf clap* encore...wait thats right your going to give an encore in season 9.
  • cabezadetortugacabezadetortuga Member Posts: 251 Arc User
    edited July 2013
    About the UI, I have managed to make some room for the new carrier interface by following some advice I found on these forums.

    You can get rid of the weapons interface, which is bulky, especially on an Atrox (because of carrier commands+subsystem attacks), and replace all of its contents on the hotbars. It seems easier to make room that way because you can combine vertical and horizontal bars pretty efficiently.

    My previous complaint about UI space stands retracted.
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited July 2013
    shadowgirl wrote: »
    Another thing id like to add some more weight to is as someone pointed out, the fact that the pets are not skilled in the abilities they use, thus their cooldowns are very long, which before was mitgated by relaunching.

    Can we just make it so the pets are fully skilled in the abilities they use???

    If you had bothered to read the dev posts in the threat or the Tribble updates you would know the answers to your statements.

    Pets lose their ranks because of how they are handled. They are treated as temporary structures like other summons ships and the deployable cannons. This worked fine before but they have added ranking up to them so its not enough any more. They are trying to see what they can do to change this but it is going to require a lot of programing.

    Pet abilities have had many of their timers reduced. The changes to the cooldowns are in the patch notes. Not all of the abilities were reduced this time as they want to do testing on one ability at a time. They also have to be careful with the sci abilities to keep from making them too powerful. They are doing internal testing and will push updates to other pet abilites in a future patch.

    I would expect the shields to recover while docked at the same rate as the hull. i have not tested it though and no one has mentioned it. Will know in about 9 hours.
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited July 2013
    Iagree docking shouldn't yake 15 seconds, maybe 5 seconds.
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited July 2013
    I'm glad the text for Elite Slavers got fixed, not so happy that thier hp got nerfed.

    Now that the chance of raiding has been increased, what is the chance of these ships looting? What the formula for figuring out if slavers will steal something?
  • shadowgirlshadowgirl Member Posts: 27 Arc User
    edited July 2013
    Iagree docking shouldn't yake 15 seconds, maybe 5 seconds.


    Id actually prefer them to dock as soon as they reach the ship. doesn't take 5 or 15 sec to launch, shouldn't take 5 or 15 sec to dock either :P
  • shadowgirlshadowgirl Member Posts: 27 Arc User
    edited July 2013
    ikuruyo wrote: »
    If you had bothered to read the dev posts in the threat or the Tribble updates you would know the answers to your statements.

    Pets lose their ranks because of how they are handled. They are treated as temporary structures like other summons ships and the deployable cannons. This worked fine before but they have added ranking up to them so its not enough any more. They are trying to see what they can do to change this but it is going to require a lot of programing..

    Regardless of whatever the dev's have said, its obvious that that people would much prefer ranks be retained when moving zones, even if you had to say dock them first. Yes it will take more programing, but isn't that what we have a right to expect from cryptic? It's our job to tell them what we want, and get them to stop being lazy and get it done. Im sure the dev's realized people would prefer the ranks remain, and just didn't feel like putting in the work/effort to get that to work.

    Don't be afraid of asking for what you what, as the more people speak up, the more likely they are to improve this and do a better job.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited July 2013
    shadowgirl wrote: »
    Id actually prefer them to dock as soon as they reach the ship. doesn't take 5 or 15 sec to launch, shouldn't take 5 or 15 sec to dock either :P
    Either that ^^ or dont dock at all unless I give them the order for it
  • shadowgirlshadowgirl Member Posts: 27 Arc User
    edited July 2013
    I've already said this, but im going to say it again because of just how important it is. Dev's please pay attention to this:

    Docked ships MUST regenerate shields, not just hull, otherwise that option is POINTLESS!!


    A docked ship heals up its hull fully over a number of seconds, however the shields take perhaps 5minutes to heal up! If you care about your ships rank, it would be stupid to relaunch with no shields but full hull as it wont last long. This makes docking at this moment totally useless. Considering that you cannot keep mini ship rank when you change zones, why would anyone ever dock their ship?


    Here's a programming suggestion:
    When a player dock's their ships, have the game save the ship info. Erase when launched. Yes maybe you have to use another 1kilobyte of data to record that info, but that's not much to ask.
  • crusty8maccrusty8mac Member Posts: 1,381 Arc User
    edited July 2013
    I'm really liking the UI. I have a much better idea of what my pets are up to.
    __________________________________
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  • captainwestbrookcaptainwestbrook Member Posts: 228 Arc User
    edited July 2013
    Advanced Romulan Drones sometimes do not recharge (neither hull or shields) on recall mode. Not sure if this was intended, but the pets now die if you die.. rather than staying and fighting.
    @captainwestbrook
    EPG builds / SCI ground enthusiast
  • softtop97softtop97 Member Posts: 35 Arc User
    edited July 2013
    Wasn't sure were to place this since this Tread started on the 16th of July and patch came out on the 25th of July. Not sure there was actually enough time to get correct feedback from enough players.


    Kikanass Post #165 is true and sounds about what i did myself.


    If and only if your a "PVP" player you may like the changes to carrier pets, this is uncertain but these are my opinions and feedback.

    Well, to start off with the respawn concept is down the tubes. The concept of the UI is a great one, that should have came out when they made there first Carrier for the game.


    My KDF, FED & Romulan all Run carriers as there primary ship. And the UI was a great idea but now just trying to get my kids to live long enough to make it to lvl 2, heal my teammates and myself. "Its nuts considering now my pets don't spawn 3 or 2 at a time now." "Tested drones on Scimitar, Orion Slavers on my Vo'Quv & Elite scorpion fighters, Delta Flyers on my Jem Hadar Dreadnought.


    I have a feeling that this update favors the tiny PVP driven compared to the other Large amount of PVE players. ""The math really blows my mind, the needs of the few out way the needs of the many..."" :eek:
  • belatricisbelatricis Member Posts: 13 Arc User
    edited July 2013
    Hi all.
    First of all, my english isn't very good i'll try my best.

    I like the new fighter UI. It has almost all about fighters. but they lack at least marking wich wing is for heach hangar in order to fill the proper wing of fighters with the proper hangar bay.
    In the other hand, about fighters itselfs. Her AI is almost stupid. They don't aboid explosions, really, they don't do it symply go to carrier in the shorth path even when go trhought exploding ships. Also go out of range to attack, not attack your really target, that means that when go out of range dissappear from UI and you don't know if destroyed or simply out of range. When they are inside carrier (recall mode) and then launched in an attack they spread all at same time, cool really cool, but...Why the hell then they are launched separately?? one of the two launching modes is wrong, wich one is wrong i leave at designers choice. The time for docking in recall mode is excessively long and for repairs too specially the shields. Most combats starts and ends even before time for docking comes up.
    The time for reaching even level 3 is too long for wich combats lasts specially seeing when your fighters are so fragile and stupids to survive between waves of enemies. I only see leve 5 in the Khitomer Vortex when i'm stopping probes and even in that way most of the fighters are caught in the probes explosions and destroyed. Jem'hadar attack fighters from my Dreadnought Jem'hadar almost never can do it, most of the times they suicide long before reach even level 2 or 3 (if not destroyed in a ship explosion of course)
    So the Fighter UI, Is really good but fighters AI...err humm they don't have AI they are stupid things flying arround looking cross of the explosion of a destroyed ship or fighting far away of my target....
    I hope that can be fixed in a not too many far away time
    Lomng live and prosper!!
  • mamoruoshiimamoruoshii Member Posts: 3 Arc User
    edited July 2013
    I've played around with the new hanger system on the Scimitar and Kar'Fi without having had too much trouble recalling and releasing those same pets. One problem I did have is the shield repair units tend to become unresponsive after combat.
    The biggest issue that NEEDS to be fixed ASAP is a bug that won't let me buy Fer'Jai Frigates for the Kar'Fi. It claims that I don't own the carrier ship, but my Zen account says differently.
    One bit of input for the UI system that would be nice is some sort of icon change when a pet is docked after a recall. It would cut some time down searching and waiting for all the pets to "get in my belly".
  • idontknow200idontknow200 Member Posts: 59 Arc User
    edited July 2013
    hi like the ideal that fighters can earn experience and level up. do they remember that they are at 5 stars??? will this be going to the doff system?? will the romulans be getting their own carriers??? will the federation be getting any new carriers??how about improving the dreadnought??? are we going to be able to earn our new ship ???
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited August 2013
    softtop97 wrote: »
    Wasn't sure were to place this since this Tread started on the 16th of July and patch came out on the 25th of July. Not sure there was actually enough time to get correct feedback from enough players.


    Kikanass Post #165 is true and sounds about what i did myself.


    If and only if your a "PVP" player you may like the changes to carrier pets, this is uncertain but these are my opinions and feedback.

    Well, to start off with the respawn concept is down the tubes. The concept of the UI is a great one, that should have came out when they made there first Carrier for the game.


    My KDF, FED & Romulan all Run carriers as there primary ship. And the UI was a great idea but now just trying to get my kids to live long enough to make it to lvl 2, heal my teammates and myself. "Its nuts considering now my pets don't spawn 3 or 2 at a time now." "Tested drones on Scimitar, Orion Slavers on my Vo'Quv & Elite scorpion fighters, Delta Flyers on my Jem Hadar Dreadnought.


    I have a feeling that this update favors the tiny PVP driven compared to the other Large amount of PVE players. ""The math really blows my mind, the needs of the few out way the needs of the many..."" :eek:

    In case you missed it, just wanted to point out that there is no pressing need to get your kids to rank 2 anymore. They first had them starting out weaker and only being of equal strength when they reached level 2 but they decided to remove that after feedback on Tribble. They now start as strong as they were before the update and only grow stronger the longer they survive. A lot of them have had their cooldowns reduced as well.
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