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

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  • originpioriginpi Member Posts: 0 Arc User
    edited July 2013
    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.

    This is a great thing, since Fire at Will will hopefully get more popular in Pvp and move away from the very static metagame that is the bugship and wells.
  • captainednacaptainedna Member Posts: 0 Arc User
    edited July 2013
    originpi wrote: »
    This is a great thing, since Fire at Will will hopefully get more popular in Pvp and move away from the very static metagame that is the bugship and wells.

    /facepalm

    in PvP (as in right now ) everyone with a cruiser uses FAW ..FAW is the default power used (and a2b).You cant say "hopefully" when is used since A2B doffs were added to the game.

    I dont know how meta game is static...everyone is using a2b and faw ...all cruisers have it.
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited July 2013
    No, no, no.

    It's a nerf because a) you can't respawn your pets and b) you can't respawn your pets

    This is about someone complaining about pet spam.

    Up until now, the way you pilot a carrier is you respawn your pets to:

    1. Control the shield facing they attack
    2. Have them reload their abilities every 19 seconds, HY torpedo, beta pattern etc.
    (the reload timer if you let it run supposedly at 70 seconds before, you do the math)
    3. Unbug the AI when your pets stopped responding

    So basically, your pets are going to bug out where you can't do anything and will remember this here convo, you lose dps and you can't control the shield facing they attack.

    But in 5 minutes they will do 10% more damage!!111oneno1n1o!!!

    This is easily the biggest nerf to any ship I've seen my time here - someone really hates carriers to do this.

    Far be it from me to speculate on a developer playing pvp vs carriers though

    /edit.

    ps. also about the shield facing problem it has to be said pets will circle targets removing the usage of say cannons or torpedos.
    The timer might read 70 seconds or 30 now but that won't help if the pet is in moving into the wrong firering arc.

    So yeah, terrifc
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited July 2013
    Honestly most of my pets die often enough they most still effectly means they respawn anyways.

    Ironically this means very little to me as I primarily use Elite Slavers and thier dps is not based on ability based spike damage like scorps, but rather consistant rate of damage and two projectiles.
  • jellico1jellico1 Member Posts: 2,719
    edited July 2013
    This is a HUGE nerf to Carriers in PvE

    pets die so quickly in Elite STfs all this amounts too is a huge DPS nerf to Carriers of all factions

    Fed carriers are hit the worst because they dont have frigate class pets

    This rank up should last all day not just one STF or instance

    This seems like a pvp fix that royally Nerfs PvE players to me
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    vestereng wrote: »
    No, no, no.

    It's a nerf because a) you can't respawn your pets and b) you can't respawn your pets

    This is about someone complaining about pet spam.

    Up until now, the way you pilot a carrier is you respawn your pets to:

    1. Control the shield facing they attack
    2. Have them reload their abilities every 19 seconds, HY torpedo, beta pattern etc.
    (the reload timer if you let it run supposedly at 70 seconds before, you do the math)
    3. Unbug the AI when your pets stopped responding

    So basically, your pets are going to bug out where you can't do anything and will remember this here convo, you lose dps and you can't control the shield facing they attack.

    But in 5 minutes they will do 10% more damage!!111oneno1n1o!!!

    This is easily the biggest nerf to any ship I've seen my time here - someone really hates carriers to do this.

    Far be it from me to speculate on a developer playing pvp vs carriers though

    /edit.

    ps. also about the shield facing problem it has to be said pets will circle targets removing the usage of say cannons or torpedos.
    The timer might read 70 seconds or 30 now but that won't help if the pet is in moving into the wrong firering arc.

    So yeah, terrifc

    I use a Vo'quv and have never had it bug out like your saying, not saying it is not possible but it has never happened to me. technically, using the respawn to get them to reuse abilities could be considered an exploit. They apparently upgraded the UI at least a little bit, so that will probably help. I do not see this as a nerf, if anything it is a buff and a fix.
  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    jellico1 wrote: »
    This is a HUGE nerf to Carriers in PvE

    pets die so quickly in Elite STfs all this amounts too is a huge DPS nerf to Carriers of all factions

    Fed carriers are hit the worst because they dont have frigate class pets

    This rank up should last all day not just one STF or instance

    This seems like a pvp fix that royally Nerfs PvE players to me

    they have not been nerfed in damage at all, so how is it a nerf??? if they do die so quickly, then the shield facing thing should not be a problem, because they just get killed and respawned any way.
  • jellico1jellico1 Member Posts: 2,719
    edited July 2013
    they have not been nerfed in damage at all, so how is it a nerf??? if they do die so quickly, then the shield facing thing should not be a problem, because they just get killed and respawned any way.


    Respawn time
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    jellico1 wrote: »


    Respawn time

    They reduced the cooldown on pet abilities by a lot and i see nothing on actual cooldown timing for summoning. the only thing i see about cooldowns is the how long it takes to summon them, 1-4 seconds has been changed to 2.
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited July 2013
    Respawning has been removed entirely, that's the whole nerf and the point of this "update".

    The best thing us carrier pilots can do now is come up with an answer on how to kill our pets faster.

    I've been thinking maybe threat consoles and see if the cube will go for my pets and send them for the gate on khit to reload the whole hangar.
  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    vestereng wrote: »
    Respawning has been removed entirely, that's the whole nerf and the point of this "update".

    The best thing us carrier pilots can do now is come up with an answer on how to kill our pets faster.

    I've been thinking maybe threat consoles and see if the cube will go for my pets and send them for the gate on khit to reload the whole hangar.

    But according to you, they die really fast already in the places they really matter, so how does this affect you? you say one thing, and then say the exact opposite. They reduced the cooldown of pet abilities by a lot, meaning they can use their abilities a lot more.
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited July 2013
    When did I ever say anything about "places that matter".

    I said they won't last 5 minutes.

    And

    The way you play a carrier, before, is you respawn them controlling the shield facing they attack and getting 6 x HY torpedos every 19 seconds - to the correct shield facing.
    Plus keeping them from circling targets at which point they will use the wrong weapons;
    the cooldown on torpedos and cannons are useless when your pets are broadsiding the npc.

    ... in addition to using it as un-bug mode.

    Honestly it should be painfully obvious to you.
  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    vestereng wrote: »
    When did I ever say anything about "places that matter".

    I said they won't last 5 minutes.

    And

    The way you play a carrier, before, is you respawn them controlling the shield facing they attack and getting 6 x HY torpedos every 19 seconds - to the correct shield facing.
    Plus keeping them from circling targets at which point they will use the wrong weapons;
    the cooldown on torpedos and cannons are useless when your pets are broadsiding the npc.

    ... in addition to using it as un-bug mode.

    Honestly it should be painfully obvious to you.

    But if they die really fast, then they reset and attack the correct shield facing again. Also, if they broadside, why not use pets that have the ability to broadside better? and then if they last, they get stronger.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited July 2013
    I look forward to seeing this mechanic in action. I confess that I have no idea how long my Peregrines last, so I look forward to seeing just how far they rank up. I doubt they'll ever reach rank five.
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited July 2013
    With the new mechanic you are forced into waiting until all pets are dead until you replace them.

    So it's going to be key to give them additional aggro if possible to make sure you don't have 1 or 2 that's not being shot and not doing anything.

    Alternately you hit the replace button everytime one of them dies in which case you are getting the same cooldown for single pets vs previously a full wing.
    You replace 1 the others die you sitting there with a full timer cooldown in exchange for 1 pet.

    I don't know, maybe run a delta pattern with increase aggro doff on an aux2bat just problem is it's a single target aggro.

    The discussion of the 10% dps buff after 5 minutes is never going to be on the table, this is exclusively about how to counteract the respawn nerf - if at all possible
  • cptskeeterukcptskeeteruk Member Posts: 559 Arc User
    edited July 2013
    I welcome new options like formations or more control but i dont welcome anything from stopping me from launching fresh pets all the time when cd is ready. I like the way my fighters spawn now i dont think i will like the limits of what they are proposing in this patch.

    I hope they remove this limitation while keeping the other stuff that can be of benefit. Also i think pets are fine well frigates at least so i dont really see the need of the ranking system for em unless they were permanent and didnt go away and was more based on your pet managing skills rather than pets themselves being ranked that way the buffs for pets wouldnt go away if they died or map moved.

    Tbh at the end of the day, my pets were fine, they didnt want or need anything new. Would have been nice if a opt in option was considered even tho it would be hard to do. I thought cryptic had rules about not effecting things that were already established and ingame. I think it was geko that used to say that on interviews. Kinda makes you think less of them when they bend the rules when it suits them. :(
    [SIGPIC][/SIGPIC]
  • stumpfgobsstumpfgobs Member Posts: 297 Arc User
    edited July 2013
    I ran a crazy round of starbase 24 with a jem dreadnought and the stock pets.

    A few of them made it to 5 stars here and there, the brunt of the fighters was between 2-3 stars and i had to spawn new fighters slightly slower than the cooldown would let me.

    Just to see how those things perform once things go sideways, i used bfaw while speeding around and had about 20+ ships on my back. The result was quite promising since most enemies kept targeting me (thanks to threat-control) while the fighters buzzed around wreaking havoc.
    Yeah, they died more often, especially at times when i forgot to top off the threat with some more bfaw but once i got it down properly things worked out quite nicely.

    Now all i need is a proper federation carrier. :rolleyes:
  • artanisenartanisen Member Posts: 431 Arc User
    edited July 2013
    i miss read the patch notes lol

    they might need to extend the
    timer to 10 minutes for the big
    hanger pets and 5 minutes for the
    smaller pets.

    and they might need to adjust the
    timer or disable bonus feature for the
    pets in pvp.
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited July 2013
    artanisen wrote: »
    i miss read the patch notes lol

    they might need to extend the
    timer to 10 minutes for the big
    hanger pets and 5 minutes for the
    smaller pets.

    and they might need to adjust the
    timer or disable bonus feature for the
    pets in pvp.

    No, ask any tester, this is not needed. The fighters don't last long enough most of the time for rank to matter and the damage boost to frigates does not make up for not being able to respawn them even with the new CDs on some abilities.

    Also why oh why did they go live with this before Bort was finished fixing it, it seems really unfair and disrespectful to Bort. I just don't see what the rush is.
  • smoovioussmoovious Member Posts: 264 Arc User
    edited July 2013
    Ok, while I don't agree with the position that hangar pets got nerfed (just because you can't hit your big red Easy Button to make the old ones dissapear to replace then as fast as you want), it does definitely change the tactics.

    There is one bug I noticed tho.

    When I recall them to dock for repair, sometimes I don't see them again when I set them back to attack (and they seem to take forever to recharge shields while docked)

    I know they're there because I can see the damage numbers flying and the mines they're laying, but the fighters and their beams, I sometimes can't see again until I recall and attack again. Perhaps it is because I am doing it too quickly, and the timer to hide them while docked, isn't resetting when I go back to attacking. (I use Orion Slavers)

    Also, the thing that bugs me, is when I finish a fight, and go back to sector space, when I go into my next fight, all of my fighters are rookies again. I think that those pilots that have gained experience, should return in my next fight.

    Bonuses to fighter effectiveness, aren't because of the equipment, but because of the skill/experience of the pilot flying it, and if I'm only launching rookies, well, getting better at dogfighting seems to be a career-ending move for a pilot.

    My earlier complaint about the attack range, someone said was working out to 15km on the test server, so perhaps it was intended to stay that way but it didn't get grafted into the main server properly. Hopefully this was the case, and we'll get the 15km on the next update. I personally think that I should be able to command my fighters to fly out to any target I can get a sensor lock on, or at least be 20km, but 15km is a lot better than what we have now, I'll take it and be happy about it. :)

    This fighter update just seems like a tactical update, and I hope we have more tactical updates to follow for other ships, breaking away from the 'everything has a 10km firing range' nonsense and then we can get into some more realistic tactical play.

    -- Smoov

    edit: Not agreeing with standardizing the launch intervals to 2 seconds tho. Launching a frigate shouldn't be as fast as launching a runabout.

    edit2: One actual gripe tho... I'm used to my photonic escorts dissapearing when I get blown up. Ok. That makes total sense... but the fleet support I call in when I go below 50%, should NOT dissapear. Further, before the update, I could sit there burning, and watch my remaining fighters carry on until they get blown up. That made sense, as just because they lose their carrier, doesn't mean they suddenly stop existing. They're just on a bitter-end fight now. However, since the update, as soon as I get blown up, my fighters cease to exist. This shouldn't happen, they should still exist. They should also remain when I respawn, but ok... I can see the argument to wipe them and I have to start over when I respawn, even tho I completely disagree with it, I can see the logic in it, but UNTIL I respawn and sit there as a burning lifeless hulk, my fighters should continue to do their thing.
  • lostmoonylostmoony Member Posts: 0 Arc User
    edited July 2013
    Honestly most of my pets die often enough they most still effectly means they respawn anyways.

    Ironically this means very little to me as I primarily use Elite Slavers and thier dps is not based on ability based spike damage like scorps

    me to but this pets get the craziest nerf Overall 4652HP vs now 2777HP they poping now sometimes bevor they can start a attak circle.:mad:

    at Moment the carrier gameplay ist a big ****, and i waste 2 weeks ago alot of dil to buy 8x elite pets so this Point is more frustrating.
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited July 2013
    Probably the fleet that gave away free access to elite pets made them rush this change out the door.

    I still say this is about a developer playing pvp and hating carriers.

    Firstly, because you'd have to hate carriers to do this and second can you find 1 single carrier pilot in pve that would like to sign up for not being able to respawn his pets ?

    The elite pets got into pvp via a fleet recently and so it was time to nerf their own upgrades, so *someone* could still like his ship.

    Here we are with 20,000 pve ships you can throw out the window so 1 guy could enjoy himself, it's just so pitiful and pathetic.

    I've been a dedicated carrier pilot since day 1 and I spent a year building that ship.

    Now I hate flying it. I would have taken ANY dps reduction over losing the respawn function.

    The way the carrier is piloted now is you keep your pets on constant recall having to STILL keep them away from ships that blow up - making them a secondary ability with a huge cooldown that often circumstances don't allow you to use.
    How often is something about to blow up ?

    Plus, it adds constant stress and pressure to the point I don't even like carriers now.

    I got a carrier so I didn't have to work. I like having the relaxed position of just sitting back and watching. Now it's by far the most stressful experience of any ship.

    Think about what it does to people's mentality of dying in an eSTF alone. You really think you are looking at more solidarity and team contributions from carrier pilots ?

    Or can you count on carriers being the first out the door dodging work?

    Basically, to keep your pets alive you have to keep them as much out of the game as possible so the pet nerf works perfectly.

    So good job carrier haters, you got your wish.
  • tekehdtekehd Member Posts: 2,032 Arc User
    edited July 2013
    Initially I was finding 1-2 of my scorpions getting up to t4-t5..... recently I swapped the blues for purples and now it tends to be 3-4 making it to T4-T5.

    I'm not sure of the complaints on Azure as I have not been able to play it since the update yet. But before that I had no problem with pets hanging out in the center of the map. I would put them in recall mode between engagements and they would hang out near my scim, and just before approach of enemy place them in attack mode and they would engage my selected target. Since the UI update I've found them to be a lot more useful in intercept mode, but as stated, haven't tried this in Azure yet. Since there is supposedly a fix for it, I'll try it later when I am off work and see how it goes on that one.
  • neoakiraiineoakiraii Member Posts: 7,468 Arc User
    edited July 2013
    vestereng wrote: »
    Probably the fleet that gave away free access to elite pets made them rush this change out the door.

    I still say this is about a developer playing pvp and hating carriers.

    Snip

    Tinfoil, it can also be a hat :rolleyes:
    GwaoHAD.png
  • matrix0matrix0 Member Posts: 261 Arc User
    edited July 2013
    Pet ranking and AI are a joke, so is the new UI.

    My pet can get to lvl5 easily because I'm the target due to my threat lvl. However, it's pointless because they are destroyed when the cube/gate blow up. The patch note said that pet AI has been improved to avoid such action, but apparently it's total bs. adding to this, it's the way the pets are launched. Before the patch, you will always launch a full wing. Now, launching pet will only replace the lost one - priority to the 1st wing. You lose damage if your 1st wing got 1 pet killed and the 2nd got 2 destroyed. In some case, you cant refill the 2nd squadron if the pets in 1st wing die during the CD.

    AI and the pet launch need to be fixed.
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited July 2013
    neoakiraii wrote: »
    Tinfoil, it can also be a hat :rolleyes:

    Trolling, it can also be an identity :rolleyes:



    Seems pretty straight forward to me...

    Anyway my personal solution to all of this is use cooldown reduction officers and then just play it like I normally do and let the chips fall where they may.

    Stressing over keeping them alive is game breaking to me like I said I got a carrier to relax.
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited July 2013
    matrix0 wrote: »
    Pet ranking and AI are a joke, so is the new UI.

    My pet can get to lvl5 easily because I'm the target due to my threat lvl. However, it's pointless because they are destroyed when the cube/gate blow up. The patch note said that pet AI has been improved to avoid such action, but apparently it's total bs. adding to this, it's the way the pets are launched. Before the patch, you will always launch a full wing. Now, launching pet will only replace the lost one - priority to the 1st wing. You lose damage if your 1st wing got 1 pet killed and the 2nd got 2 destroyed. In some case, you cant refill the 2nd squadron if the pets in 1st wing die during the CD.

    AI and the pet launch need to be fixed.

    So boosting your own threat level helps excellent to know.

    I still say make pets immune to warp core breaches.
  • brigadooombrigadooom Member Posts: 0 Arc User
    edited July 2013
    I like the UI and the ability to keep track of the numbers of pets I have out, but I find it disheartening to see them disappear randomly or just die in explosions so very often. I hate that the slaver nerf - that my slavers no longer steal anything of worth, and that my JHAS pets often decide to just vanish; that my pets often ignore all of my commands on both the tray and their dedicated UI elements, and go off and do their own thing.

    Overall, horrible update for carriers.
    ----
    [SIGPIC][/SIGPIC]
  • aarons9aarons9 Member Posts: 961
    edited July 2013
    brigadooom wrote: »
    I like the UI and the ability to keep track of the numbers of pets I have out, but I find it disheartening to see them disappear randomly or just die in explosions so very often. I hate that the slaver nerf - that my slavers no longer steal anything of worth, and that my JHAS pets often decide to just vanish; that my pets often ignore all of my commands on both the tray and their dedicated UI elements, and go off and do their own thing.

    Overall, horrible update for carriers.

    my thoughts exactly.. just like everything else in this game this update had such potential.

    but with all of the nerfs, its a downgrade..

    for one, the UI could have just been a simple number, 1 to 6..
    no need for shield facings, or pictures of the fighter.. it doesnt do anything.

    its huge..

    all i wanted was a simple way to see how many fighters you had left alive.
    i dont even care how many stars they have.. most of the time they dont even get to 1 star before blown up.
    [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.
  • andrestartrekandrestartrek Member Posts: 48 Arc User
    edited July 2013
    Yes this update is pushed too early to live server. The pets are just uncontrollable also they are still too stupid, they are killed to many times by blast of a schip explosion or a thelaron blast from donatra.

    Also I think the pets should stay wen I am dead, That I died has nothing to do with my pets, also this is the only way that you could benefit from levelling system of the pets. The pets should reunite with me after I respawn.

    Also micro abilities for every pet that give you the abilitie in the gui next to every pet to give a hull and shield heal if you are within the 10km of your pet should be on every carrier. This could be done as shared cooldown with the hanger.
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