That's a pity. I actually was kind of looking forward to this patch, but had a feeling they weren't going to address the existing wonky fighter AI. It's understandable that maybe fighters don't coordinate their attacks along one arc to maximize damage, but it would be nice if they would at least attack YOUR target instead of flying off wherever they felt like flying.
First of all, let me say that overall the changes are welcome.
For a long time many of us have been asking for a counter for the number of fighters we have out and the ability to have two seperate hangers doing two seperate things. Yet somehow they seem to have missed the mark a bit.
1.) The great big hanger boxes are way over done. All that was needed in reality are the command buttons at the top of the boxes, and a number to referance the amount of fighters/pets left from a launch. Did we really need a big blocky (or in my case two) extra window to find a place for?
2.) While yes the fighters/pets now are able to do two differant things...sort of, I think this is where they really missed the mark. I say 'sort of' because while you can set one hanger to escort, and one to attack/intercept/etc, you can't get both hangers to escort two differant targets. (ie. I can't set hanger one to escort ship A and hanger 2 to escort ship
This is due to the fact that as soon as you target ship B to set hanger 2 to escort, hanger 1 immediately begins to escort ship B rather than ship A.
As this was the extent of my testing thus far, I'll edit this as I get further into my carriers. I honestly think these will be the only major issues I have with the changes, unless my 120k+ dil worth of advanced slavers are still not taking contraband.
Quick update:
I just completed a CSN (it's my 'test bed' stf lol) with the Vo'quv. Recall has an issue. I had 12 Advanced Slavers out doing their wonderful zap and dash that they do. We knocked down the last cube, killed the remaining Negh'var, and were headed to the carrier spawn point. So, I figured I'd recall both hangers and let them ride to my usual point of attack. They recalled and docked with no problems; however, when the carrier spawned and I switched them to attack mode to relaunch them, only one fighter launched. Both hangers showed full wings (12). I was unable to do anything about it since being both were full there was nothing to replace, thus couldn't launch any new fighters. Also being under attack I was unable to unequip the hangers to effectively kill the current ones.
Now, this is going to be an issue for many people because recall can be a rather important command to use. You don't want to pop that gen early? recall. You don't want your fighters running amok? recall (though they still sometimes do). If the fighters are going to refuse to relaunch, then I thing we should just go back to recall just making them follow rather than docking.
More to follow (possibly)
One last Update for now.
Recall mode has serious issues. There seems to be some very random bugginess involved in which your wings/hangers/pets sometimes will not relaunch from recall. So far I've had (as mentioned above) a single fighter return to duty, one full hanger return (other wouldn't launch), and just a moment ago had both hangers relaunch do nothing at all then dock again as if i'd recalled them (which then they wouldn't return to duty.
In short avoid 'Recall' as if it carries a new strain of Ebola.
Escort doesn't seem to work right anyways, at least not all the time. They often does bother to shoot they're weapons in defense of the ship they're escorting which is frurastrating, I wish I knew how they pick targets and what not when on escort mode.
but it would be nice if they would at least attack YOUR target instead of flying off wherever they felt like flying.
That's the problem, right there. They should only attack the selected target. Of course, even if they are on your target and you want them to attack another, you have to wait for travel time now.
Well, I'm loading up now, we'll see just how bad it is.
I have never once in all my time commanding fighters ever have them fly off to the other side of the map...
This.
If your fighters are running away, it is because you are failing to properly manage them. Flying a carrier is different from any other ship in the game. Your fighters are an extension of your main ship, and a necessary component to your damage output and survivability. Why would you "fire and forget" them?
Pay attention to what your fighters are doing, and you'll have no problems with the new interface. If you had paid attention to your fighters before this patch, you also would not have had any problems.
The biggest offender is Khit Space. Hangar pets go completely bonkers there.
only time i've ever noticed pets acting wonky like flying off to attack other targets and such is if two or more carriers are using the same type of pets.
Escort doesn't seem to work right anyways, at least not all the time. They often does bother to shoot they're weapons in defense of the ship they're escorting which is frurastrating, I wish I knew how they pick targets and what not when on escort mode.
It's been my experience that fighters in escort mode will only fire if their escort target is fired upon.
I have never once in all my time commanding fighters ever have them fly off to the other side of the map...
You're really lucky then lol.
As stirling said, KASE is one of the biggest offenders. After the tac cube blows up all my pets (well, the few that survive anyway) run to the right side of the map and start attacking the gate no matter where I go. They ignore all my commands and just sit there and then die. It seems to happen to me in every STF though. For ISE they like to head to the right side and start attacking the cube above the transformer, and in CSE they go to the left side and start shooting the cube over there. Doesn't matter where I go or what I do, they ignore my commands and do whatever they want.
I usually have to just respawn them to get them to do what I want, but it looks like I can't do that anymore. I guess I'm going to have to get used to yanking the hangar bay to reset them.
I posted this in another thread but I'll post it here as well since it's relevant.
Guys - the problem with Advanced Slavers wasn't their effective drop rate -it was the fact that they DIDN'T WORK AT ALL.
Their former raiding rate was just fine. You guys missed the ball and the point. :mad:
I can imagine this new loot table is likely very much bereft of contraband.
My first thought was loot drops of zero contraband will happen more often now ;p
Seriously I'll be happy if contraband drops at all now.
And I keep hearing about prisoner drops I never seen one.
Seriously its impossible to tell if its working as intended if they do not share with us what the loot table is like and the chance of looting something is. We have nothing to compare it to as we don't know how much and how often stuff should be dropping.
Please show us the loot table/loot chance with us!
If your fighters are running away, it is because you are failing to properly manage them. Flying a carrier is different from any other ship in the game. Your fighters are an extension of your main ship, and a necessary component to your damage output and survivability. Why would you "fire and forget" them?
Pay attention to what your fighters are doing, and you'll have no problems with the new interface. If you had paid attention to your fighters before this patch, you also would not have had any problems.
Oh yeah, because 4buttons for 4 basics IA setting (attack, defend, stand ground and protect target) is a whole "manage your pet" thing. Don't be silly, it's just a fire and forget thing, a true pet system involve a lot of micromanagement, and a lot less non pet skills.
Well I tested in T'Kanis on tribble and that's basically what they did, but I tried it in N'Vak also on tribble, and most of the time they just sat there while I was being shot at by probes. So perhaps it just situtational problem I don't know.
Maybe this is just a problem for certain battles like Karrat and N'Vak, maybe those maps just aren't escort friendly in which case I might be better off putting them on intercept instead (I have two Ferasan Purple Escort Doffs and Two Ferasan Purple Intercept Doffs and one Purple Rarity cute Orion female Launch Doff which I alway keep equipted).
My first thought was loot drops of zero contraband will happen more often now ;p
Seriously I'll be happy if contraband drops at all now.
And I keep hearing about prisoner drops I never seen one.
Seriously its impossible to tell if its working as intended if they do not share with us what the loot table is like and the chance of looting something is. We have nothing to compare it to as we don't know how much and how often stuff should be dropping.
Please show us the loot table/loot chance with us!
5 runs in fleet actions, stfs and a system instance...not one item dropped (I thought the slavers got 1 astrometric probe, but I was wrong..and no ec either (I have zero ec on the toon as I collate it in my bank )
I'm only running one hangar of elite slavers, but considering 5 runs is plenty of time, allied to 'raised' rates of raiding, the fact I have had zero returns is slightly worrying to say the least
-Pets did make an obvious, if not always successful, attempt to avoid Core breaches.
-Launch timer needs to go bye-bye now. Kind of redundant, since you can't spam launch anymore. You launch one fighter, to replace one fighter, you have to wait the entire cool-down. Of course, as soon as you launch that one little fighter, the rest of the wing dies.
-Initial impression is a loss of DPS over spam launching. Launching a full wing of ability-ready fighters every 8 seconds vs waiting 30 secs for cool down.
-Had an issue with partial wing not launching new fighters. I would hit the launch key, the timer would be set off, but nothing would launch. This went on for multiple attempts. When I reentered combat however, they did finally launch.
As stirling said, KASE is one of the biggest offenders. After the tac cube blows up all my pets (well, the few that survive anyway) run to the right side of the map and start attacking the gate no matter where I go. They ignore all my commands and just sit there and then die. It seems to happen to me in every STF though. For ISE they like to head to the right side and start attacking the cube above the transformer, and in CSE they go to the left side and start shooting the cube over there. Doesn't matter where I go or what I do, they ignore my commands and do whatever they want.
I usually have to just respawn them to get them to do what I want, but it looks like I can't do that anymore. I guess I'm going to have to get used to yanking the hangar bay to reset them.
^This... You can Recall them to bring them back BUT if you start shooting the wrong thing (like a generator or the like) they will immediately rush off to the other side and tell you to shove it.
Comments
For a long time many of us have been asking for a counter for the number of fighters we have out and the ability to have two seperate hangers doing two seperate things. Yet somehow they seem to have missed the mark a bit.
1.) The great big hanger boxes are way over done. All that was needed in reality are the command buttons at the top of the boxes, and a number to referance the amount of fighters/pets left from a launch. Did we really need a big blocky (or in my case two) extra window to find a place for?
2.) While yes the fighters/pets now are able to do two differant things...sort of, I think this is where they really missed the mark. I say 'sort of' because while you can set one hanger to escort, and one to attack/intercept/etc, you can't get both hangers to escort two differant targets. (ie. I can't set hanger one to escort ship A and hanger 2 to escort ship
This is due to the fact that as soon as you target ship B to set hanger 2 to escort, hanger 1 immediately begins to escort ship B rather than ship A.
As this was the extent of my testing thus far, I'll edit this as I get further into my carriers. I honestly think these will be the only major issues I have with the changes, unless my 120k+ dil worth of advanced slavers are still not taking contraband.
Quick update:
I just completed a CSN (it's my 'test bed' stf lol) with the Vo'quv. Recall has an issue. I had 12 Advanced Slavers out doing their wonderful zap and dash that they do. We knocked down the last cube, killed the remaining Negh'var, and were headed to the carrier spawn point. So, I figured I'd recall both hangers and let them ride to my usual point of attack. They recalled and docked with no problems; however, when the carrier spawned and I switched them to attack mode to relaunch them, only one fighter launched. Both hangers showed full wings (12). I was unable to do anything about it since being both were full there was nothing to replace, thus couldn't launch any new fighters. Also being under attack I was unable to unequip the hangers to effectively kill the current ones.
Now, this is going to be an issue for many people because recall can be a rather important command to use. You don't want to pop that gen early? recall. You don't want your fighters running amok? recall (though they still sometimes do). If the fighters are going to refuse to relaunch, then I thing we should just go back to recall just making them follow rather than docking.
More to follow (possibly)
One last Update for now.
Recall mode has serious issues. There seems to be some very random bugginess involved in which your wings/hangers/pets sometimes will not relaunch from recall. So far I've had (as mentioned above) a single fighter return to duty, one full hanger return (other wouldn't launch), and just a moment ago had both hangers relaunch do nothing at all then dock again as if i'd recalled them (which then they wouldn't return to duty.
In short avoid 'Recall' as if it carries a new strain of Ebola.
It's not more beneficial to KEEP the same fighters out rather than zerging them. The longer they stay out, the better they become.
This simply does not work properly anyway.
Try killing a gate, you have to bring your fighter in at around 10-15 %. Otherwise they all will still be in range and go pop when the gate does.
You should not have to be pulling them out at such a high number.
That's the problem, right there. They should only attack the selected target. Of course, even if they are on your target and you want them to attack another, you have to wait for travel time now.
Well, I'm loading up now, we'll see just how bad it is.
Where you are attempting to heal/buff yourself, then it just goes to one of your random pets.
Using f1, f2 etc gets around this (not ideal I know).
Bleed Green and Gold
its a big help to frigates, irrelevant to fighters
they are still getting killed by warp core breaches though.
The biggest offender is Khit Space. Hangar pets go completely bonkers there.
That's not a bug, Its a setting in the options.
Kanharn's Memory Alpha.
Guys - the problem with Advanced Slavers wasn't their effective drop rate -it was the fact that they DIDN'T WORK AT ALL.
Their former raiding rate was just fine. You guys missed the ball and the point. :mad:
I can imagine this new loot table is likely very much bereft of contraband.
If your fighters are running away, it is because you are failing to properly manage them. Flying a carrier is different from any other ship in the game. Your fighters are an extension of your main ship, and a necessary component to your damage output and survivability. Why would you "fire and forget" them?
Pay attention to what your fighters are doing, and you'll have no problems with the new interface. If you had paid attention to your fighters before this patch, you also would not have had any problems.
only time i've ever noticed pets acting wonky like flying off to attack other targets and such is if two or more carriers are using the same type of pets.
I know I wasnt the only one to see this coming.
I already swapped out my carriers for other ships BEFORE the patch lmao.
You never fail to live up to my expectations cryptic.
Still love the game anyway.
Your Javelin deals 125417 (89066) Disruptor Damage(Critical) to Tholian Recluse. > lol
You're really lucky then lol.
As stirling said, KASE is one of the biggest offenders. After the tac cube blows up all my pets (well, the few that survive anyway) run to the right side of the map and start attacking the gate no matter where I go. They ignore all my commands and just sit there and then die. It seems to happen to me in every STF though. For ISE they like to head to the right side and start attacking the cube above the transformer, and in CSE they go to the left side and start shooting the cube over there. Doesn't matter where I go or what I do, they ignore my commands and do whatever they want.
I usually have to just respawn them to get them to do what I want, but it looks like I can't do that anymore. I guess I'm going to have to get used to yanking the hangar bay to reset them.
Mine Trap Supporter
My first thought was loot drops of zero contraband will happen more often now ;p
Seriously I'll be happy if contraband drops at all now.
And I keep hearing about prisoner drops I never seen one.
Seriously its impossible to tell if its working as intended if they do not share with us what the loot table is like and the chance of looting something is. We have nothing to compare it to as we don't know how much and how often stuff should be dropping.
Please show us the loot table/loot chance with us!
Oh yeah, because 4buttons for 4 basics IA setting (attack, defend, stand ground and protect target) is a whole "manage your pet" thing. Don't be silly, it's just a fire and forget thing, a true pet system involve a lot of micromanagement, and a lot less non pet skills.
Maybe this is just a problem for certain battles like Karrat and N'Vak, maybe those maps just aren't escort friendly in which case I might be better off putting them on intercept instead (I have two Ferasan Purple Escort Doffs and Two Ferasan Purple Intercept Doffs and one Purple Rarity cute Orion female Launch Doff which I alway keep equipted).
5 runs in fleet actions, stfs and a system instance...not one item dropped (I thought the slavers got 1 astrometric probe, but I was wrong..and no ec either (I have zero ec on the toon as I collate it in my bank )
I'm only running one hangar of elite slavers, but considering 5 runs is plenty of time, allied to 'raised' rates of raiding, the fact I have had zero returns is slightly worrying to say the least
Get the Forums Enhancement Extension!
http://sto-forum.perfectworld.com/showthread.php?t=804141
This is about how screwed the carriers are now.
Your Javelin deals 125417 (89066) Disruptor Damage(Critical) to Tholian Recluse. > lol
-Pets did make an obvious, if not always successful, attempt to avoid Core breaches.
-Launch timer needs to go bye-bye now. Kind of redundant, since you can't spam launch anymore. You launch one fighter, to replace one fighter, you have to wait the entire cool-down. Of course, as soon as you launch that one little fighter, the rest of the wing dies.
-Initial impression is a loss of DPS over spam launching. Launching a full wing of ability-ready fighters every 8 seconds vs waiting 30 secs for cool down.
-Had an issue with partial wing not launching new fighters. I would hit the launch key, the timer would be set off, but nothing would launch. This went on for multiple attempts. When I reentered combat however, they did finally launch.
Think that's about it for now.
Play Khitomer Vortex or The Cure Space. They frequently wander off to the other side of the map to kill things you never ordered.
^This... You can Recall them to bring them back BUT if you start shooting the wrong thing (like a generator or the like) they will immediately rush off to the other side and tell you to shove it.
Slavers are part and parcel about carriers. Their discussion is perfectly germane to the discussion.