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Official Carrier Command UI Feedback Thread

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  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited August 2013
    ikuruyo wrote: »
    In case you missed it... They now start as strong as they were before the update and only grow stronger the longer they survive...
    Oh, see now I *DID* miss this. I was bummed because some of my builds that use Fighters were losing DPS (fighters don't tend to stick around long).

    It's good to hear. Thank you.

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • ruminate00ruminate00 Member Posts: 0 Arc User
    edited August 2013
    Did pets always have full impulse? Its not in the patch notes, but pets now use full impulse when they've been out of combat for awhile, just like the player. If they always had it, it seems the 12km attack range helps them use it because they now disengage combat if you're too far away.

    With that change, the DPS gap for elite scorpions before and after the carrier update is now right on the money. Thanks Cryptic!
  • ruminate00ruminate00 Member Posts: 0 Arc User
    edited August 2013
    After the recent patch, I had a couple of smooth AI runs in KASE until today. The fighters were continuously attacking the wrong gateway on the other side of the map. Nothing I could do would get them to attack my current target. That 12km parameter was being ignored entirely.

    The Attack target command needs to ignore enemies targetting you. When the command is turned on, it needs to attack whatever you have selected and ignore everything else.
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