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Hanger Pets - AOE immunity.

qqafgqegqe4agqqafgqegqe4ag Member Posts: 153 Arc User
I love my Vo'Quv, but one thing I can't get over is why hangar pets don't have AOE immunity.

Could you imagine how much escort captains would cry if 4-12 of their weapons were instantly disabled for up to 60 seconds every time they killed something? Or every time Donatra fired that thalaron pulse?

Even if it weren't true AOE immunity, even if it were just warp core explosion immunity, that'd be enough.

I just hate getting my BoPs up to 5 stars, only to see them vaporize because they decided to park next to the cube (and worse, lower their shields because I made the mistake of trying to recall them AWAY FROM THE CUBE).
Post edited by qqafgqegqe4ag on

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    dahminusdahminus Member Posts: 0 Arc User
    edited January 2014
    By that logic of escorts losing 4-6 weapons, how about we gain that instead?

    Recall should grant evasive maneuvers as a passive. Turns off when changing commands
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited January 2014
    would not an AOE immunity also work against GW, Tykens and CSV?

    Seems the issue is more that pets cling to targets (still) and die in the resulting warp core explosion.

    I think the Evasive manuevers on recall is a better option.
    Leonard Nimoy, Spock.....:(

    R.I.P
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    qqafgqegqe4agqqafgqegqe4ag Member Posts: 153 Arc User
    edited January 2014
    dahminus wrote: »
    By that logic of escorts losing 4-6 weapons, how about we gain that instead?

    Recall should grant evasive maneuvers as a passive. Turns off when changing commands

    That might actually work well. Not a bad thought.
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    anazondaanazonda Member Posts: 8,399 Arc User
    edited January 2014
    What I read:

    I don't want to wait for my Hangar-pets to respawn or micro manage them, so nerf everything that is effective against them.
    Don't look silly... Don't call it the "Z-Store/Zen Store"...
    Let me put the rumors to rest: it's definitely still the C-Store (Cryptic Store) It just takes ZEN.
    Like Duty Officers? Support effords to gather ideas
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    sonnikkusonnikku Member Posts: 77 Arc User
    edited January 2014
    Nevermind AOE, just protection from Warp Core breeches would be nice. Ideally, the A I for them could be greatly improved to the point where they aren't so stupid. But let's be honest, Cryptic will hardly rationalize the investment in resources to build AI from the ground up that works. Protection from warp core breeches and nothing else is a fair compromise.
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    l30p4rdl30p4rd Member Posts: 334 Arc User
    edited January 2014
    I don't get how you are loosing 4 - 12 weapons. You still have your ship weapons just like everybody else the pets are extra weapons if anything.

    Soon there will be an invulnerable carrier with 20 pets at their command all they need do is launch them and that's it the work is done for them !
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    omegaphallicomegaphallic Member Posts: 101 Arc User
    edited January 2014
    What escort has 12 weapon slots?
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    kjwashingtonkjwashington Member Posts: 2,529 Arc User
    edited January 2014
    What escort has 12 weapon slots?

    If you count fighters, the heavy escort carriers.
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    Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
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    dahminusdahminus Member Posts: 0 Arc User
    edited January 2014
    If you count fighters, the heavy escort carriers.

    Obviously not counting fighters...

    If fighters are weapons could non carriers get a few more slots to even it up?
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
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    dahminusdahminus Member Posts: 0 Arc User
    edited January 2014
    Edit: should've been a thread. No a post...
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
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    turbomagnusturbomagnus Member Posts: 3,479 Arc User
    edited January 2014
    With proper builds, any of them. I'll use the Tactical Escort Retrofit for my example.

    Four forward, three aft. That's seven.

    Add the Phaser PDS from the HE Refit and the HEC's Photon Torp PDS... that's nine.

    Then you have two device slots which you can fill with the turrets acquired through purchasing (dip or Marauding) or stealing the plans (espionage) and built by your ship's engineering department.

    That's a total of eleven weapons.

    (In cruisers... The Avenger adds a fore weapon slot, a device slot and the VATA console for fourteen possible weapons. The Gal-X has eight weapon slots, the Phaser Lance, four device slots and can fit the two PDS consoles for a total of fifteen weapons.)

    Problem is, it basically turns your ship into a glass-jaw build if you're not careful... which makes it understandable that hanger pets have glass-jaws against AOE abilities and weapons.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross; but it's not for the timid." -- Q, TNG: "Q-Who?"
    ^Words that every player should keep in mind, especially whenever there's a problem with the game...
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    momawmomaw Member Posts: 0 Arc User
    edited January 2014
    My suggestion was that hangar pets should be immune to explosions from ships going down, because yes, the AI is TRIBBLE and will grind their face on the ship they are shooting at right up until its fiery end. Cryptic elected to try improving the AI instead so that pets run away from exploding ships, but they're only half way there.
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited January 2014
    Eh, goes with the territory. I use a mean TBR (the pull kind) on my Vesta. Stuff exlodes: half the time, half my pets explode with it. :) One way to look at this is: "My pets died!" Another way is "I made an enemy go boom!" I choose the latter: better for the soul. :)
    3lsZz0w.jpg
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    vetteguy904vetteguy904 Member Posts: 3,857 Arc User
    edited January 2014
    sonnikku wrote: »
    Nevermind AOE, just protection from Warp Core breeches would be nice. Ideally, the A I for them could be greatly improved to the point where they aren't so stupid. But let's be honest, Cryptic will hardly rationalize the investment in resources to build AI from the ground up that works. Protection from warp core breeches and nothing else is a fair compromise.

    or add a "harass" command where they stay outside of 5KM during their attacks. personally I would LOVE my scorps to stay right around me and just hammer away with their plasma torps, and only use their cannons on stuff coming inbound. that's theoretically how escort or intercept are suppose to work but they do not.
    Spock.jpg

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    qqafgqegqe4agqqafgqegqe4ag Member Posts: 153 Arc User
    edited January 2014
    anazonda wrote: »
    What I read:

    I don't want to wait for my Hangar-pets to respawn or micro manage them, so nerf everything that is effective against them.

    Clearly you fail at reading.
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    earlnyghthawkearlnyghthawk Member Posts: 0 Arc User
    edited January 2014
    anazonda wrote: »
    What I read:

    I don't want to wait for my Hangar-pets to respawn or micro manage them, so nerf everything that is effective against them.

    No, I think he's mainly referring to the borked AI (still) that has pets stupidly clinging to areas that any sane person would be moving away from, like a ship about to go critical. Or that GW that they happily fly into, even though where they started at, they would not have been affected.
    [SIGPIC][/SIGPIC]
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    lilchibiclarililchibiclari Member Posts: 1,193 Arc User
    edited January 2014
    Since there is a 3-5 second delay between when a ship dies and when the warp core breach deals damage, the fighters' AI response should be something like:

    IF targetdeath = yes
    THEN move away from target position until at least 3.0 km away.
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    foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited January 2014
    I just want the "Pets more reliably avoid warp core explosions" bit from a patch several months ago to actually be true.


    As it stands the only way I can be sure I'm getting some of my fighters back is by recalling when the enemy is at 5%.
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    leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited January 2014
    bitemepwe wrote: »
    would not an AOE immunity also work against GW, Tykens and CSV?

    Seems the issue is more that pets cling to targets (still) and die in the resulting warp core explosion.

    I think the Evasive manuevers on recall is a better option.

    I think NPCs including pets and the timeship copies should simply get immunity specifically to ship explosions, not all AoE.
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    alan171717alan171717 Member Posts: 0 Arc User
    edited January 2014
    How I feel watching my pets:
    http://www.youtube.com/watch?v=85t3aLQzTsI

    Yeah, it would be nice to have warp core breech immunity
    "I am a travelor of both time and space to be where I have been"
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    anazondaanazonda Member Posts: 8,399 Arc User
    edited January 2014
    No, I think he's mainly referring to the borked AI (still) that has pets stupidly clinging to areas that any sane person would be moving away from, like a ship about to go critical. Or that GW that they happily fly into, even though where they started at, they would not have been affected.

    No I am pretty sure he specifically stated that he wants his pets to be immune to the only real effective counter against them, and as such wants the counter removed from the damage list for them.

    Mainly because thats exactly what he said.
    Don't look silly... Don't call it the "Z-Store/Zen Store"...
    Let me put the rumors to rest: it's definitely still the C-Store (Cryptic Store) It just takes ZEN.
    Like Duty Officers? Support effords to gather ideas
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    gonaliusgonalius Member Posts: 893 Arc User
    edited January 2014
    I think NPCs including pets and the timeship copies should simply get immunity specifically to ship explosions, not all AoE.

    I don't think they should be immune, but perhaps a spot of damage reduction vs. ship explosions wouldn't be out of order, just enough so that they have a good chance of surviving, but throw in a few seconds of some debuff or another to go with it.
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited January 2014
    This is what you guys get for flying flimsy fighters.

    Frigates don't suffer as much. They do, but not like fighters that die when someone sneezes in the same quadrant.

    The AI does need improving. They're like moths to a source of light when that warp / singularity core is about to explode.
    XzRTofz.gif
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    momawmomaw Member Posts: 0 Arc User
    edited January 2014
    Since there is a 3-5 second delay between when a ship dies and when the warp core breach deals damage


    Not actually true. In some cases there's two different explosions. I've had entire fighter squadrons wiped out the INSTANT a borg cube hits zero hull. A fighter can only attempt to evade the second larger explosion if they survived the first one.
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    qqafgqegqe4agqqafgqegqe4ag Member Posts: 153 Arc User
    edited January 2014
    This is what you guys get for flying flimsy fighters.

    Frigates don't suffer as much. They do, but not like fighters that die when someone sneezes in the same quadrant.

    The AI does need improving. They're like moths to a source of light when that warp / singularity core is about to explode.

    Except the BoP pets lower shields when you recall them. So they either eat both explosions and get killed, or you recall them and they lower their shields and hover there for a few seconds, and die to a single explosion.
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited January 2014
    Except the BoP pets lower shields when you recall them. So they either eat both explosions and get killed, or you recall them and they lower their shields and hover there for a few seconds, and die to a single explosion.

    I have usually found that even when I lose those Frigates, they last so long that my Hangar is always fully charged, ready to replace them as soon as any are lost. Compare that to Fighters, if the fighting is even somewhat significant, they're dying so fast that I'm waiting for the Hangar to recharge, regardless if they were 5 star Fighter units or not.
    XzRTofz.gif
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    foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited January 2014
    alan171717 wrote: »
    How I feel watching my pets:
    http://www.youtube.com/watch?v=85t3aLQzTsI

    Yeah, it would be nice to have warp core breech immunity

    Knew what it was before I clicked. lol
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited January 2014
    Do NPC ships actually die from their fellow-NPC's core breaches? my pets usually die heftily from a bundled-up bunch of NPC's exploding in the wake of my (pulling) TBR. If NPC get the core breach immunity, so should my pets. :) Otherwise, fair is fair.
    3lsZz0w.jpg
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    wildweasalwildweasal Member Posts: 1,053 Arc User
    edited January 2014
    anazonda wrote: »
    What I read:

    I don't want to wait for my Hangar-pets to respawn or micro manage them, so nerf everything that is effective against them.

    Hmmm I read that too
    3ondby_zpsikszslyx.jpg
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    qqafgqegqe4agqqafgqegqe4ag Member Posts: 153 Arc User
    edited January 2014
    I have usually found that even when I lose those Frigates, they last so long that my Hangar is always fully charged, ready to replace them as soon as any are lost. Compare that to Fighters, if the fighting is even somewhat significant, they're dying so fast that I'm waiting for the Hangar to recharge, regardless if they were 5 star Fighter units or not.

    Fighters aren't so bad, the hangars have such a short cool down, they can be spammed. My BoPs take roughly 45 seconds when I don't have 100 in aux power. Lots of things can die in 45 seconds that take the pets with them.
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