Ok Cryptic. I agree with whatever decision you make if you think the pets are bugged, unbalanced, too powerful, fine. But at the very least make sure to correct their behavior FIRST.
1) After going at impulse to the next pack of enemies, i usually spend anywhere between 15-30 seconds fighting without my pets because they did not follow me. If I spent more than 30km at impulse, I usually just completely forget about my pets for this fight because they never catch up. Fix it.
2) Pets get way too close to enemies, which makes them die to warp core detonation. They have an attack range of 10km, make them use that range. Fix it.
3) Sometimes the general pet commands (sent to all pet squads), only get sent to one of them. Making half follow the command the other half, not. Fix it.
4) Pets shouldnt be circling around a big boss, for example like crystalline entity, moving them away from my carrier sometimes as far as 15-20 km making them impossible to heal. Add a distance check to the pet script to make sure they never wander too far.
5) Carriers are not exactly the best dps in the game. So please dont mess with the pet dps. If you do, then add more weapons to carrier ships.
6) If you're going to nerf the pets badly, also reduce their associated costs. Clearly their value will diminish, so should their cost.
TL;DR:
- Make sure pets always follow the player at less than 15km.
- Make sure pets never wander away more than 10km from player during fight.
- Make sure pets never get within warp core detonation range of enemies.
- Global pet commands dont always get sent to all pet squads.
- Nerf whatever you want, but not their dps. If you do, add more weapons to carriers.
- Reduce purchase cost of pets to match the amount of nerfage they are getting.
There's really no further nerfing required at this point. The fact that some frigate pets out-damage average players is irrelevant, average players are terrible at STO.
The fighter-class pets are extremely fragile. They need more HP, not less.
Ok Cryptic. I agree with whatever decision you make if you think the pets are bugged, unbalanced, too powerful, fine. But at the very least make sure to correct their behavior FIRST.
1) After going at impulse to the next pack of enemies, i usually spend anywhere between 15-30 seconds fighting without my pets because they did not follow me. If I spent more than 30km at impulse, I usually just completely forget about my pets for this fight because they never catch up. Fix it.
2) Pets get way too close to enemies, which makes them die to warp core detonation. They have an attack range of 10km, make them use that range. Fix it.
3) Sometimes the general pet commands (sent to all pet squads), only get sent to one of them. Making half follow the command the other half, not. Fix it.
4) Pets shouldnt be circling around a big boss, for example like crystalline entity, moving them away from my carrier sometimes as far as 15-20 km making them impossible to heal. Add a distance check to the pet script to make sure they never wander too far.
5) Carriers are not exactly the best dps in the game. So please dont mess with the pet dps. If you do, then add more weapons to carrier ships.
6) If you're going to nerf the pets badly, also reduce their associated costs. Clearly their value will diminish, so should their cost.
TL;DR:
- Make sure pets always follow the player at less than 15km.
- Make sure pets never wander away more than 10km from player during fight.
- Make sure pets never get within warp core detonation range of enemies.
- Global pet commands dont always get sent to all pet squads.
- Nerf whatever you want, but not their dps. If you do, add more weapons to carriers.
- Reduce purchase cost of pets to match the amount of nerfage they are getting.
I run with elite obelisk swarmers on my Vesta and they do a 1/3 of my total damage. That seems to be about right to me. Before I upgraded my gear for DR they were doing about under 1/2 of my damage, but that was because my ship dps is lower compared to others. From my experience pets don't need a nerf.
I don't think a good measure is that some pets were out-performing players, without knowing a player's build. Their build may be centred around their pets because they are carriers or just plain bad, but it doesn't make sense that they wish to nerf all pet users because a few players are out dps by them. That sort of thinking only generates more problems. I'm with others here who think this may be because they wish to introduce epic pets and want to re-scale pets because another tier may make a some pet types OP. So nerf everyone to cover their tracks.
Peregrine Fighters and To'Duj Fighters don't need any nerfing. Buff them if anything. Too much beam fire at will and gravity wells already. You know I just started liking my KDF carrier again, and the thread happens.
I agree about the Jem bug pets and KDF elite Bird of prey pets. The torpedo high yield III and some normal quantum torpedoes were hitting too hard. 40,000+ hit from torpedo high yield III and a 24,000+ hit from normal torpedoes . Torpedo high yield III hit's like 14,000+ four times. That's just from one pet, never mind the other 3!! :eek:
So sadly you have to Nerf my outstanding Qaw'Dun Elite Bird of preys. By the way cryptic you did a great job on those pets! Best buy Ever . I'm all for balance. Yeah, so nerf the Jem bug elite pets into oblivion. I was wondering people keep bringing Jem carrier into PVP versus me. It's like fighting 5 people in a 1vs1 LOL.
The dress is gold and white. Over 70% people says so. When viewed from a certain screen angle it appears blue and black. The dress displayed on amazon is a blue and black dress, but it's not the same dress in the picture. If you're seeing blue & black you're slightly colored blind. A normal upright screen = white and gold.
Ok Cryptic. I agree with whatever decision you make if you think the pets are bugged, unbalanced, too powerful, fine. But at the very least make sure to correct their behavior FIRST.
1) After going at impulse to the next pack of enemies, i usually spend anywhere between 15-30 seconds fighting without my pets because they did not follow me. If I spent more than 30km at impulse, I usually just completely forget about my pets for this fight because they never catch up. Fix it.
2) Pets get way too close to enemies, which makes them die to warp core detonation. They have an attack range of 10km, make them use that range. Fix it.
3) Sometimes the general pet commands (sent to all pet squads), only get sent to one of them. Making half follow the command the other half, not. Fix it.
4) Pets shouldnt be circling around a big boss, for example like crystalline entity, moving them away from my carrier sometimes as far as 15-20 km making them impossible to heal. Add a distance check to the pet script to make sure they never wander too far.
5) Carriers are not exactly the best dps in the game. So please dont mess with the pet dps. If you do, then add more weapons to carrier ships.
6) If you're going to nerf the pets badly, also reduce their associated costs. Clearly their value will diminish, so should their cost.
TL;DR:
- Make sure pets always follow the player at less than 15km.
- Make sure pets never wander away more than 10km from player during fight.
- Make sure pets never get within warp core detonation range of enemies.
- Global pet commands dont always get sent to all pet squads.
- Nerf whatever you want, but not their dps. If you do, add more weapons to carriers.
- Reduce purchase cost of pets to match the amount of nerfage they are getting.
Thanks,
Your valued customer.
They could make it easy and just make carrier pets immune to warp core explosions, that would solve a lot of problems right there without having to mess with their AI.
But yes, they really need to be faster when following you at full impulse, when doing the mirror event for example I was flying around the map killing things and closing portals and my pets were playing catch-up the entire time.
How about increase the pet movement speed. The pet are worthless most of the time, the fight is over before they can fly into combat range and contribute to the fight.
Here's a death blow to dedicated carriers.
Pets die too much as it is - nerfing them further means just as well cutting them from the game.
If your ship is being outpreformed by a pet (crappy AI , tier 1 specials , no traits , no specializations , no boff's etc etc) i'm not sure this game is for you.
Comments
1) After going at impulse to the next pack of enemies, i usually spend anywhere between 15-30 seconds fighting without my pets because they did not follow me. If I spent more than 30km at impulse, I usually just completely forget about my pets for this fight because they never catch up. Fix it.
2) Pets get way too close to enemies, which makes them die to warp core detonation. They have an attack range of 10km, make them use that range. Fix it.
3) Sometimes the general pet commands (sent to all pet squads), only get sent to one of them. Making half follow the command the other half, not. Fix it.
4) Pets shouldnt be circling around a big boss, for example like crystalline entity, moving them away from my carrier sometimes as far as 15-20 km making them impossible to heal. Add a distance check to the pet script to make sure they never wander too far.
5) Carriers are not exactly the best dps in the game. So please dont mess with the pet dps. If you do, then add more weapons to carrier ships.
6) If you're going to nerf the pets badly, also reduce their associated costs. Clearly their value will diminish, so should their cost.
TL;DR:
- Make sure pets always follow the player at less than 15km.
- Make sure pets never wander away more than 10km from player during fight.
- Make sure pets never get within warp core detonation range of enemies.
- Global pet commands dont always get sent to all pet squads.
- Nerf whatever you want, but not their dps. If you do, add more weapons to carriers.
- Reduce purchase cost of pets to match the amount of nerfage they are getting.
Thanks,
Your valued customer.
The fighter-class pets are extremely fragile. They need more HP, not less.
Agree with this post 100..... no 1000%
I don't think a good measure is that some pets were out-performing players, without knowing a player's build. Their build may be centred around their pets because they are carriers or just plain bad, but it doesn't make sense that they wish to nerf all pet users because a few players are out dps by them. That sort of thinking only generates more problems. I'm with others here who think this may be because they wish to introduce epic pets and want to re-scale pets because another tier may make a some pet types OP. So nerf everyone to cover their tracks.
I agree about the Jem bug pets and KDF elite Bird of prey pets. The torpedo high yield III and some normal quantum torpedoes were hitting too hard. 40,000+ hit from torpedo high yield III and a 24,000+ hit from normal torpedoes . Torpedo high yield III hit's like 14,000+ four times. That's just from one pet, never mind the other 3!! :eek:
So sadly you have to Nerf my outstanding Qaw'Dun Elite Bird of preys. By the way cryptic you did a great job on those pets! Best buy Ever . I'm all for balance. Yeah, so nerf the Jem bug elite pets into oblivion. I was wondering people keep bringing Jem carrier into PVP versus me. It's like fighting 5 people in a 1vs1 LOL.
They could make it easy and just make carrier pets immune to warp core explosions, that would solve a lot of problems right there without having to mess with their AI.
But yes, they really need to be faster when following you at full impulse, when doing the mirror event for example I was flying around the map killing things and closing portals and my pets were playing catch-up the entire time.
The changes already were made last patch.
Pets die too much as it is - nerfing them further means just as well cutting them from the game.
If your ship is being outpreformed by a pet (crappy AI , tier 1 specials , no traits , no specializations , no boff's etc etc) i'm not sure this game is for you.