•"Hit and Run" Starship Trait now has a 35 second lockout that begins when the buff effects expire.
•This matches up with Evasive Maneuvers' base cooldown, as this trait was not intended to benefit from cooldown reductions.
Well, I guess I'm glad I didn't exert any effort to get this trait. I consider Helmsman pretty much the most FUN trait in the game and evidently these two don't play well together. I don't need to be mentally tracking mis-matching cooldowns to see when my Evasive Maneuvers is going to sizzle or fizzle...
As far as actual feedback, hangar pets still can't use Full Impulse, and have reverted to randomly ignoring Carrier Commands.
I think it's like with the issue BOffs have, they DO use Sprint/Full Impulse (Unless Romulan or TOS BOffs (referring to BOffs that have the custom TOS animation and icon sets), they seem incapable of sprinting for some reason), but any speed faster than vanilla Sprint/Full Impulse (Frosted Boots for example will have BOffs lagging further and further behind).
For space, I believe the Full Impulse speed of Hangar Pets (which is also delayed by a few seconds when you engage it) is about what you would get with a Mk XII engine white (maybe even Mk X white), so it's consistently much slower than your ship if you have decent gear on it.
A system to teleport both BOffs AND Hangar pets to within 30m (for BOffs) and 10km (For Hangar Pets) if they stray say 60m (BOffs, which I believe is the distance they stop trying to follow you and just awkwardly stand there) and 25km (For Hangar pets, as this is the point on which they vanish from the UI and most ship's perception) away would be a very nice idea.
P.S. I know Hangar Pets can Full Impulse, as I have gone out of my way to watch the buggers, and they do (although I am convinced that some like the Herald Baltims are stuck in combat mode eternally and never follow), they just take a while to engage it, and when they do, they are noticeably slower than a Mk XIV Purple (or higher) ship's Full Impulse.
Also, I know this idea would be way too late for S13, but a S14 focused around quality of life things like this idea (and revamping older missions to play and look as nice as new ones) would be nice.
If you can't solve it logically, solve it like a moron.
51 + 1 Foundry Character Slots is NOT enough. Some of us love our characters. If I want to buy more character slots, why can't I? I couldn't experience the entire Delta Recruitment event without deleting a character.
The Iconians themselves can't time travel because their memories revert, but there is nothing to say an Iconian couldn't write everything she needed to do on a PADD, pin it to herself, travel back, read the PADD, do the tasks and return. Or just get one of her Non-Herald underlings to go back in time for her.
Oh yeah, I do Foundry missions for both KDFs and Feds. Just search KSTF (Short for Kinas Special Task Force, where Kinas is the name of the Admiral you will be serving under). The earlier ones are less story based and more combat based, while the later ones have a much heavier story element, but keep the large battles.
You do know that commenting on patch notes made the Friday before release is fairly worthless as they are basically just telling us the last changes made that ARE going into production.
That being said, all the commentary about the 'unclarity' about the Crit on 'Hit and Run' has gotten them to be MORE specific in the News Blog about the Privateer Ship stats. They actually use the words '...Chance' and '...Severity'.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
@robotsixtyfive You're right, its a lot like BOffs, but also not. Aside from Full Impulse, behavior in combat had been given a noticeable boost, this has since gone away and they are once again doing whatever they want at random, not what the player wants on command.
@Itminns Absolutely these changes aren't getting modified, and bugs we've brought up won't get fixed, before patch. But when told one thing, and presented another, when I know they had a mostly-working version of the first, I will point out that error.
Also it is not like issues, ideas, or posts will not be seen. bringing up issues, idea, and the like keeps things fresh both in the mind of the players, but also the devs even near the end of a patch, which than might stick in their mind an see them look into them when the new patching cycle comes up.
Whether posts do this or not. I would rather leave a post with issues, ideas, and sentiments for the devs to read than just do nothing. What changes happen are not only determined when they begin a patch cycle, but also from issues or thigns brought up even near the end of a previous cycle that can be dealt wiht in the start of the new one even prior to the ptr.
Comments
Well, I guess I'm glad I didn't exert any effort to get this trait. I consider Helmsman pretty much the most FUN trait in the game and evidently these two don't play well together. I don't need to be mentally tracking mis-matching cooldowns to see when my Evasive Maneuvers is going to sizzle or fizzle...
I think it's like with the issue BOffs have, they DO use Sprint/Full Impulse (Unless Romulan or TOS BOffs (referring to BOffs that have the custom TOS animation and icon sets), they seem incapable of sprinting for some reason), but any speed faster than vanilla Sprint/Full Impulse (Frosted Boots for example will have BOffs lagging further and further behind).
For space, I believe the Full Impulse speed of Hangar Pets (which is also delayed by a few seconds when you engage it) is about what you would get with a Mk XII engine white (maybe even Mk X white), so it's consistently much slower than your ship if you have decent gear on it.
A system to teleport both BOffs AND Hangar pets to within 30m (for BOffs) and 10km (For Hangar Pets) if they stray say 60m (BOffs, which I believe is the distance they stop trying to follow you and just awkwardly stand there) and 25km (For Hangar pets, as this is the point on which they vanish from the UI and most ship's perception) away would be a very nice idea.
P.S. I know Hangar Pets can Full Impulse, as I have gone out of my way to watch the buggers, and they do (although I am convinced that some like the Herald Baltims are stuck in combat mode eternally and never follow), they just take a while to engage it, and when they do, they are noticeably slower than a Mk XIV Purple (or higher) ship's Full Impulse.
Also, I know this idea would be way too late for S13, but a S14 focused around quality of life things like this idea (and revamping older missions to play and look as nice as new ones) would be nice.
That being said, all the commentary about the 'unclarity' about the Crit on 'Hit and Run' has gotten them to be MORE specific in the News Blog about the Privateer Ship stats. They actually use the words '...Chance' and '...Severity'.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
@Itminns Absolutely these changes aren't getting modified, and bugs we've brought up won't get fixed, before patch. But when told one thing, and presented another, when I know they had a mostly-working version of the first, I will point out that error.
Whether posts do this or not. I would rather leave a post with issues, ideas, and sentiments for the devs to read than just do nothing. What changes happen are not only determined when they begin a patch cycle, but also from issues or thigns brought up even near the end of a previous cycle that can be dealt wiht in the start of the new one even prior to the ptr.