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new hangar UI and rank system.. who thinks 5 minutes is too long?

aarons9aarons9 Member Posts: 961
im really questioning the testing they put in this system..

at 5 minutes it will be impossible to rank the hangar pets up to t5 on most maps..

also.. what is going to happen with maps like azure nebula where the pets just hangout in the center and never move until you repsawn them?

is there a button to despawn them?
[12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
[12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
Post edited by aarons9 on
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Comments

  • knuhteb5knuhteb5 Member Posts: 1,831 Arc User
    edited July 2013
    aarons9 wrote: »
    im really questioning the testing they put in this system..

    at 5 minutes it will be impossible to rank the hangar pets up to t5 on most maps..

    also.. what is going to happen with maps like azure nebula where the pets just hangout in the center and never move until you repsawn then?

    is there a button to despawn them?

    I think they said tier 2 is basically the same as the pets are now, and I think a least a few of the pets should on average be able to get to tier 3 or tier 4. However, I do agree that it will be next to impossible to get the pets to tier 5 on most maps.

    Also, good point on the need for a despawn button. If they get stuck, they won't respawn again after hitting respawn b/c they haven't died. Guess Cryptic never thought of that.
    aGHGQIKr41KNi.gif
  • pwebranflakespwebranflakes Member Posts: 7,741
    edited July 2013
    While the interface will go live with the 5-min full rank-up time, and there is no plan to change it at this time, it is something that the systems team will be watching out for continued feedback about.

    When you do leave feedback about your pets' rank-up experiences, please be sure to include the types of missions, events or PvP modes you were in.

    Regarding de-spawning, I'll pass this feedback along.

    Cheers,

    Brandon =/\=
  • tekehdtekehd Member Posts: 2,032 Arc User
    edited July 2013
    aarons9 wrote: »
    im really questioning the testing they put in this system..

    at 5 minutes it will be impossible to rank the hangar pets up to t5 on most maps..

    also.. what is going to happen with maps like azure nebula where the pets just hangout in the center and never move until you repsawn them?

    is there a button to despawn them?


    In Azure nebula, my pets follow me around and attack targets on my carrier commands.
  • tangolighttangolight Member Posts: 777 Arc User
    edited July 2013
    knuhteb5 wrote: »
    I think they said tier 2 is basically the same as the pets are now, and I think a least a few of the pets should on average be able to get to tier 3 or tier 4. However, I do agree that it will be next to impossible to get the pets to tier 5 on most maps.

    Also, good point on the need for a despawn button. If they get stuck, they won't respawn again after hitting respawn b/c they haven't died. Guess Cryptic never thought of that.

    That changed that earlier on Tribble. Pets start out as they do now, and only get stronger.
  • knuhteb5knuhteb5 Member Posts: 1,831 Arc User
    edited July 2013
    tangolight wrote: »
    That changed that earlier on Tribble. Pets start out as they do now, and only get stronger.

    Oh, I see. That sounds more reasonable to me. :D
    aGHGQIKr41KNi.gif
  • artanisenartanisen Member Posts: 431 Arc User
    edited July 2013
    to me i think the 5 minutes is long enough, but
    could adjust the time for certain pets.
    but lets wait for tomorrow then comment
    more on it.

    but yea there are a few maps where the pets fly all weird.
  • contrarydecisioncontrarydecision Member Posts: 274 Arc User
    edited July 2013
    My bigger concern is that the Romulan Drone Ship got both its powers reduced in cooldown yet the BoPs, Far'Jels, and JHAS pets didn't. The reason given was that it was potentially unbalancing and they needed to test one power reduction at a time, yet the Drone Ship gets FaW and Overload reduced to 30 seconds with no such concerns?

    They didn't even do anything whatsoever to the Tholian pets, either. What the hell?
  • ruminate00ruminate00 Member Posts: 0 Arc User
    edited July 2013
    My bigger concern is that the Romulan Drone Ship got both its powers reduced in cooldown yet the BoPs, Far'Jels, and JHAS pets didn't. The reason given was that it was potentially unbalancing and they needed to test one power reduction at a time, yet the Drone Ship gets FaW and Overload reduced to 30 seconds with no such concerns?

    They didn't even do anything whatsoever to the Tholian pets, either. What the hell?

    Read the following patch notes very carefully and you'll understand why the cooldowns wern't changed yet:

    All qualities of the following pets are still replacing active pets if launched while all hangar wings are full:
    Tholian Mesh Weavers
    Jem'Hadar Attack Ships
    Fer'jai Frigates
    Bird of Prey Raiders
    Marauding Force
    Stalker Fighters
  • corvallecorvalle Member Posts: 254 Arc User
    edited July 2013
    While the interface will go live with the 5-min full rank-up time, and there is no plan to change it at this time, it is something that the systems team will be watching out for continued feedback about.

    When you do leave feedback about your pets' rank-up experiences, please be sure to include the types of missions, events or PvP modes you were in.

    Regarding de-spawning, I'll pass this feedback along.

    Cheers,

    Brandon =/\=

    You guys have been getting feedback about that 5 minutes for along time now...no one is happy about it, but no one seems to be listening to the community there are Cryptic. :(
  • captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited July 2013
    corvalle wrote: »
    You guys have been getting feedback about that 5 minutes for along time now...no one is happy about it, but no one seems to be listening to the community there are Cryptic. :(

    from what i understand (and maybe ive misread something) not only do pets now launch at the same level we have now and only get stronger, they have also had their cooldowns reduced for their special abilities. pets are being buffed. reaching rank 5 should be difficult to keep alive and time consuming to get to as the buffs will be significant over what we have now.

    people generally want everything handed to them on a plate and while it may be difficult for a pet to reach 5 mins of being alive, its certainly not impossible and what a few people say on tribble does not always show what will happen when thousands of players have access to it live which is why they want to view it over a longer period of time rather than making snap choices they have to take back.
  • smoovioussmoovious Member Posts: 264 Arc User
    edited July 2013
    What I would like to see with my fighters, is to be able to command them to targets outside of my weapon range.

    Right now I can't select an enemy 18km away, and tell my fighters to go attack it while I still close in. They won't go until I'm already firing on it, which kinda defeats the purpose of having a carrier in the first place.

    Same with escort.

    If I can see them on my sensors, even if they're unidentified yet, I should be able to tell my fighters to go to the target and do whatever, and have them do it.

    They are, after all, independent manned craft, with their own targetting systems.

    Maybe on a future update.

    -- Smoov
  • scififan78scififan78 Member Posts: 1,383 Arc User
    edited July 2013
    smoovious wrote: »
    What I would like to see with my fighters, is to be able to command them to targets outside of my weapon range.

    Right now I can't select an enemy 18km away, and tell my fighters to go attack it while I still close in. They won't go until I'm already firing on it, which kinda defeats the purpose of having a carrier in the first place.

    Same with escort.

    If I can see them on my sensors, even if they're unidentified yet, I should be able to tell my fighters to go to the target and do whatever, and have them do it.

    They are, after all, independent manned craft, with their own targetting systems.

    Maybe on a future update.

    -- Smoov

    On holodeck right now, I am able to launch my fighters and attack targets at up to 15 km. I did it in each of the space STFs and sat outside of enemies' weapons range and lauched my fighters to attack. I have not tried it on tribble due to time constraints.
  • captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited July 2013
    scififan78 wrote: »
    On holodeck right now, I am able to launch my fighters and attack targets at up to 15 km. I did it in each of the space STFs and sat outside of enemies' weapons range and lauched my fighters to attack. I have not tried it on tribble due to time constraints.

    I thought that too, and I know I've done it in the past, but i just tried it and it did not work. Perhaps its buggy or not working on all ships/fighters?
  • cabezadetortugacabezadetortuga Member Posts: 251 Arc User
    edited July 2013
    What about making it 5 minutes for frigates, 4 minutes for shuttles and runabouts, 3 minutes for fighters?
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited July 2013
    The 5 minutes isn't the issue - you are completely overlooking what's going on here.
    But yes it is completely unrealistic to think it will ever happen.


    vestereng wrote: »
    That quote right there tells me you never piloted a carrier. Oh yeah you equipped one and you sat in it but you didn't pilot it.

    Even after I explained it to you, you still don't get it.

    http://www.i.imgur.com/KdhdjGL.jpg

    So that's for you, maybe a picture will help you warp your head around it. In this here case we talking 2 bays of scorpions.

    Everytime you reload or respawn a wing they will fire HY again - you of course don't wait for the cooldown which they posted was 70 seconds. (which I disagree with from what I tested albeit granted it's rare you keep them alive for that long)

    Which means you lose 6 x HY at the correct shield facing per 19 seconds from this here nerf.

    That aside, you are still looking at the shield facing problem and unresponsive pets.

    You just lost the entirety of your dps and control over your pets - this is exclusively about people complaining about "pet spam", nothing more

    It seems there is only a handful of us who knows how to fly a carrier and realize this is a huge nerf centered around "pet spam" and nothing more.
  • aarons9aarons9 Member Posts: 961
    edited July 2013
    vestereng wrote: »
    The 5 minutes isn't the issue - you are completely overlooking what's going on here.
    But yes it is completely unrealistic to think it will ever happen.





    It seems there is only a handful of us who knows how to fly a carrier and realize this is a huge nerf centered around "pet spam" and nothing more.

    yes i figured this out the first time i heard of it..

    right now as it is, new pets have no CD timers.. they usually power up HY or whatever and are right in position to attack..


    but they said they "normalized" the CD timers.. the post said some were 4 seconds and now are only 1 second..

    so that should help..
    [12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
    [12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited July 2013
    True it's better than 70 seconds.

    But you are still looking at pets attacking the wrong shield facing with you losing dps plus when the AI bugs out and they stop respawning you have nowhere to go.

    It's just hilarious when you look at it - if this is supposedly such a bonus to dps why aren't we allowed to respawn them no more?
    Supposedly we'd lose by resetting their level right, well, why is that no longer allowed?

    I would just lose dps doing it, right ?
  • erei1erei1 Member Posts: 4,081 Arc User
    edited July 2013
    from what i understand (and maybe ive misread something) not only do pets now launch at the same level we have now and only get stronger, they have also had their cooldowns reduced for their special abilities. pets are being buffed. reaching rank 5 should be difficult to keep alive and time consuming to get to as the buffs will be significant over what we have now.

    people generally want everything handed to them on a plate and while it may be difficult for a pet to reach 5 mins of being alive, its certainly not impossible and what a few people say on tribble does not always show what will happen when thousands of players have access to it live which is why they want to view it over a longer period of time rather than making snap choices they have to take back.
    They are not the same. The pets we have pre-patch are roughly equivalent to rank 2 post-patch pets. Which mean, to have the same DPS from the pets, you will have to wait until they are rank 2. Everything that comes after is a bonus.

    Honestly, I find the update interesting, while I agree 5m is far too long. However, I would have love any IA update on the pets using cannons. They are the dumbest pets we have, since they don't use their cannons, but their turret. Usually, I spam the pet spawn, since they use both torp and cannon on a first strike against a target, then start hugging it. I will not be able to do that anymore.

    I think they should have revamp the IA first, or in the same time. The warp core breach IA was needed, but insufficient. I don't really care if my BoP can earn XP, if they are hugging a cube (getting OS by the HY torp) while shooting with their turrets.
    [SIGPIC][/SIGPIC]
  • aarons9aarons9 Member Posts: 961
    edited July 2013
    vestereng wrote: »
    True it's better than 70 seconds.

    But you are still looking at pets attacking the wrong shield facing with you losing dps plus when the AI bugs out and they stop respawning you have nowhere to go.

    It's just hilarious when you look at it - if this is supposedly such a bonus to dps why aren't we allowed to respawn them no more?
    Supposedly we'd lose by resetting their level right, well, why is that no longer allowed?

    I would just lose dps doing it, right ?

    yes im assuming that this change was due to the yellowstones and pvp..

    right now as it is, you can spam them, resetting the tractors and the plasma..

    pretty much as soon as they pop out they tractor and plasma..

    pvp people has been complaining about this for awhile..
    [12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
    [12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
  • decroniadecronia Member Posts: 0 Arc User
    edited July 2013
    from what i understand (and maybe ive misread something) not only do pets now launch at the same level we have now and only get stronger, they have also had their cooldowns reduced for their special abilities. pets are being buffed. reaching rank 5 should be difficult to keep alive and time consuming to get to as the buffs will be significant over what we have now.

    I agree here. From what I read on Tribble at first with the nerf of hanger pets so that rank 2 would be what we have now I would have said 5 minutes was too long as well. With the change that hanger pets are launched as is, and with the cooldown reduction to their skills, 5 minutes seems reasonable as it is a decent buff and so should not be quick to attain.
  • captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited July 2013
    erei1 wrote: »
    They are not the same. The pets we have pre-patch are roughly equivalent to rank 2 post-patch pets. Which mean, to have the same DPS from the pets, you will have to wait until they are rank 2. Everything that comes after is a bonus.

    I think you will find a later tribble patch undone this.

    they now launch with no reduction.

    This is taken from July 22 notes

    "The 4% penalty to all pets to account for the new Rank system has been removed. Pets can now only improve due to the Rank system"
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited July 2013
    For alpha strikes I believe you can still do them by hitting recall and then attack, and it even causes cloaking pets like Elite Stalkers and BoPs to cloak before attacking.

    As for the 5 minute timer for 5 stars, the only way a fighter will ever realistically survive that long on most maps is dumb luck, they simply die too easily and fast, FAW and bye bye or some other attack. On the brightside the max damage bonus is all of 10 percent so its not a big lose.

    The only pets that will be able to regularly take advantage of the stars will be frigates, Armoured Maurading Force Shuttles, and maybe in some cases shield repair pets and runabouts/Deltas.

    I believe Crystaline Entity does not target pets so a cleaver player that aviods they're pets dying in the AOE maybe be able to get pets to 5 stars there.
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited July 2013
    Well I guess there has to be a high ranking developer that plays pvp and don't like to fly a carrier eh :D

    Glad we could make you happy son at the cost of 25,000 carriers no longer working.

    You know if you'd at least be honest about it I might not blame you as much for taking away my 2500 zen ship from me.

    Anyway doomsday is today if you checked the patch notes.

    I wish picard was here, I am sure he'd have something comforting to say and frankly I'd like to hear it myself.
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited July 2013
    aarons9 wrote: »
    im really questioning the testing they put in this system..

    at 5 minutes it will be impossible to rank the hangar pets up to t5 on most maps..

    also.. what is going to happen with maps like azure nebula where the pets just hangout in the center and never move until you repsawn them?

    is there a button to despawn them?



    I agree with this completely. Most missions go by far too quickly to get to Rank 5. Furthermore, AoE will ensure most fighters do not stay alive that long. Fer'jai would have if they had not borked their not replacing themselves thing right out of the gate LOL.


    My main concern still revolves around the S'kul fighters and I suppose the Jem'Hadar attack ships. These are DESIGNED to suicide with Ramming Speed which means they are going to get an effective nerf from this change because they may not even get to Rank 2 before they die. Most S'kul's last about 20~40 Seconds during most engagements because of their self-sacrifice and have to be constantly replaced BUT they are AWESOME fighters currently.
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited July 2013
    aarons9 wrote: »
    yes im assuming that this change was due to the yellowstones and pvp..

    right now as it is, you can spam them, resetting the tractors and the plasma..

    pretty much as soon as they pop out they tractor and plasma..

    pvp people has been complaining about this for awhile..

    It seems far more likely this change is an attempt to make the more durable pets more useful whereas up until now the weaker small fighters have always been superior to Frigates. Shuttles being the worst offenders of being useless.

    However, fixing something that is broken by breaking the things that are working well is a pretty sad way to go about it.
  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    Why are people saying this is a nerf? There does not seem to be any difference other than easier to keep track off and ability to get stronger.
  • decroniadecronia Member Posts: 0 Arc User
    edited July 2013
    Why are people saying this is a nerf? There does not seem to be any difference other than easier to keep track off and ability to get stronger.

    Because originally when hanger pets were launched when this was introduced on Tribble they had their damage reduced by 4% so they had to get to level 2 just to be as they are now. Not everyone knows this has been gotten rid of, so now they can only get stronger.
  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    decronia wrote: »
    Because originally when hanger pets were launched when this was introduced on Tribble they had their damage reduced by 4% so they had to get to level 2 just to be as they are now. Not everyone knows this has been gotten rid of, so now they can only get stronger.

    4%....and they are saying that was a nerf...really.:confused:
  • captainednacaptainedna Member Posts: 0 Arc User
    edited July 2013
    decronia wrote: »
    Because originally when hanger pets were launched when this was introduced on Tribble they had their damage reduced by 4% so they had to get to level 2 just to be as they are now. Not everyone knows this has been gotten rid of, so now they can only get stronger.

    Like that cares anyway .In PvP FAW spam exists by default so carrier pets cant exist for more than 1-2 seconds.This change is for PvE or for PvP but only in some cases.
  • originpioriginpi Member Posts: 0 Arc User
    edited July 2013
    My bigger concern is that the Romulan Drone Ship got both its powers reduced in cooldown yet the BoPs, Far'Jels, and JHAS pets didn't. The reason given was that it was potentially unbalancing and they needed to test one power reduction at a time, yet the Drone Ship gets FaW and Overload reduced to 30 seconds with no such concerns?

    They didn't even do anything whatsoever to the Tholian pets, either. What the hell?

    FaW and Overload share a cooldown. The two (or 3) independent powers on all those other pets don't.
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