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  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    Hangers should work on carrier hard points too. Then you could do 8 hangers and have your ship be totally weaponless if you so desired. Of course, with their sketchy A.I. that may not be the best idea.

    see this is is interesting i would choose to have my aft weapons as pets and keep the forward ones as normal weapons.
    what i have also done is speeced into the impulse expertise, as i like to make my carrier more maneuverable as i like to keep my forward weapons on my targets as best as i can, for my DBB's and torps, i know people wud say its stupid, but then just keep using beam arrays wud hardly ever shot off torps as some the carriers take ages to get on target, ok against fast moving escorts wudnt work at all but fast cruisers works well.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    edited February 2018
    Another handy trait is the tachyon beam aoe shield heal that I think is from the lukari triangle.

    i use this console for the healing Console - Universal - Reiterative Structural Capacitor
    also for that trait u have to use sci space magic stuff, which i never find any use for as i don't like that sort of stuff.

  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    also the console that comes off the lukari triangle ship cud be usefull im not too sure tho
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    what also might be nice is how tact console buff a certain energy type or weapon type, would be nice if the buff passed onto my pets too but i have tried it and it defo does not work.
  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    I was thinking traits but yes the lukari console does do well, as long as the pets are in range.

    Space magic blends quite well with pets as it helps you control enemies, certainly keeping them corralled is handy for mine spamming pets like those from last summers carrier.

    You mentioned used DBB's on a carrier thats exactly what I do with the t'laru as its a 4/2 layout so I instantly went for a park and fire style. And if you want some maneuvring silliness try a conductive RCS, with or without a turn mod it'll get most carriers swivelling like elvis was at the helm.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    yeah i use the rcs conductive console too but it still werent enough for me.
  • echattyechatty Member Posts: 5,916 Arc User
    also the console that comes off the lukari triangle ship cud be usefull im not too sure tho

    It's very useful. Click it and it will heal any pets in range of your ship, as well as heal your ship too.
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  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    echatty wrote: »
    also the console that comes off the lukari triangle ship cud be usefull im not too sure tho

    It's very useful. Click it and it will heal any pets in range of your ship, as well as heal your ship too.

    see the issue with that console is the effect it causes "bubble" is only 3km and i have my pets on escort, as they get added dmg bonus from the doffs, i dont know if they wud heal, i GUESS i cud use recall if i see them get low health etc...but as we know carrier commands dont work that well...
    I still think letting my boff abilities ESP healing ones be applied to my pets, cause in a way they are a part of my ship sort of....
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    see also as we are seeing there are some nice pet dmg boosts out there, we have no real way of knowing if there is a cap / diminishing returns on this things...
  • pottsey5gpottsey5g Member Posts: 4,234 Arc User
    edited February 2018
    see also as we are seeing there are some nice pet dmg boosts out there, we have no real way of knowing if there is a cap / diminishing returns on this things...
    You could run some solo parse runs and average it out with and without the boosts.

    As for the console I found it useless due to Scramble fighters trait. That trait heals so well and boosts damage at the same time that at least with Frigates I found I didn't need any other heals. Plus the trait is not limited to 3km.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    pottsey5g wrote: »
    As for the console I found it useless due to Scramble fighters trait. That trait heals so well and boosts damage at the same time that at least with Frigates I found I didn't need any other heals. Plus the trait is not limited to 3km.

    Aye tho have the issue of the lockout which prevents the trait from working with the lockout active.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    pottsey5g wrote: »
    As for the console I found it useless due to Scramble fighters trait. That trait heals so well and boosts damage at the same time that at least with Frigates I found I didn't need any other heals. Plus the trait is not limited to 3km.

    Aye tho have the issue of the lockout which prevents the trait from working with the lockout active.

    Ok so this trait - lockout is a total 20 secs cycle - that is 5 secs for the trait, then 15 secs for the lockout
    i think i should come up with a separate key-bind that would launch a pet every 20 secs for this to work effectively i think, only problem is i gotta work out how to do a new key-bind again lol
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    ok so just using normal skills buffs, cant remove them, removed all the traits, pets managed 5936dps
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    ok so ive been solo parsing my carrier, now i have been using the Foundry missions DPS FEDMARK as its done by the dps league (now im not a dps chaser, but i do like to see what im doing, like to stick about 30-50K depending on ship) so ive been running the mission on 2 pets the elite swarmers i am seeing an increase in dmg output but when im running the tzenkethi pets im not really seeing a increase compared to wat im seeing with the swarmers its rather puzzling....
  • humblesheephumblesheep Member Posts: 423 Arc User
    I'm curious to know if the [over] mod to weapons can cause it to proc.

    Tried it, couldn't get it to work. Not saying that's a definitive answer (but ran pets at 10K in ISA with me doing my own BOs, and pets at 4K with me relying only on (7 beams triggering) 'over' procs, the parser didn't boil it down to a definitive answer, but most likely the answer is no.

    Shame that, would have been nice.

  • asuran14asuran14 Member Posts: 2,335 Arc User
    It would be nice if they reworked, or gave us a new launching command. Kinda like a launch pets that is only usable while not in red-alert that launches a full set of pets (so six fighters, 4 frigates), while in red alert you would need to use the single wing launching command.

    It would be nice to give us as players the ability to switch our pets to specific attack-run pattern, like figure eight or circling types of runs, as right now it seems that all of the pets use just the circling pattern that is just worthless if they are using cannon type weapons. Though I would even just say that giving all hanger-pets a wider than normal firing arc on all non-beam array or turret weapons would be good, as really it would be much easier to get your weapons on a target in a fihter/shuttle/frigate when dealing with even escorts that are quite abit bigger than your shuttle/fighter/frigate.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    I definetly dont think the new tzenkethi pets are getting a major boost in comparison to other pets, from all the pets buffing items/traits.... the numbers i saw from the swarmers compared to the tzenkethi we totally different, in thi si mean i ran both pets without any boosts, and both with all boosts, and the increase to the swarmers was very clear, but the tzenkethi was very very marginal....
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    One thing that is nice about the new tzenkethi pets is they are universal, can be used on any carrier! :)
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    so i di d a test with the bug ships with no buffs managed 10K with all buffs 15K
  • pottsey5gpottsey5g Member Posts: 4,234 Arc User
    Been testing as well, it seems like 30% doff damage, Scrabble fighters and dominion coordination all stack. Also of note Beam Overload and Rapid fire do not stack but triggering either one refreshes the 33% damage from dominion coordination. As they do not share a cooldown I have fitted both.

    Not got Coordinated Assault yet but that should synergise really well with dominion coordination with Jem’Hadar Attack frigates.
    Anytime you use Beam overload or Rapid Fire the Jem’Hadar Attack frigates get a 33% damage boost and beam overload /or Rapider fire themselves.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    pottsey5g wrote: »
    Been testing as well, it seems like 30% doff damage, Scrabble fighters and dominion coordination all stack. Also of note Beam Overload and Rapid fire do not stack but triggering either one refreshes the 33% damage from dominion coordination. As they do not share a cooldown I have fitted both.

    Not got Coordinated Assault yet but that should synergise really well with dominion coordination with Jem’Hadar Attack frigates.
    Anytime you use Beam overload or Rapid Fire the Jem’Hadar Attack frigates get a 33% damage boost and beam overload /or Rapider fire themselves.

    aye true, but only the bug frigates have the ability to use both, see the concentrate fire power works too, as it grants the effect to any player inc pets, meaning the bug ships can have crf/bo/HY which is awesome!
    I am just running 2 copies of CRF1 to proc the buff from dom trait every 15secs..
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    there is one possabiltiy but again only fighters, but the dom fighters can be used on any ship...
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    I really like the Jupiter Console, it's a massive buff for you, your pets, and allies. It effects your Fergates and Fighters from you hangar, it effects special allies you summon, like sabotage Drones and Boarding Party Shuttles, Guardian Drones, it effects other nearby players massive boosting their damage output for a time, it even effects my tractor mines.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    > @lordgyor said:
    > I really like the Jupiter Console, it's a massive buff for you, your pets, and allies. It effects your Fergates and Fighters from you hangar, it effects special allies you summon, like sabotage Drones and Boarding Party Shuttles, Guardian Drones, it effects other nearby players massive boosting their damage output for a time, it even effects my tractor mines.

    It may be ok but its limited to just the jupiter so can be used on other carriers, and the jupiter is again a science carrier so meh
  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    Had to do a second run of the FE to get this weeks box so I used my rommie and during the hoppity zone phase at the start managed to get 1 drone docked out of 4 for one of the transitions and it vanished by the time we arrived at the next sector.

    Was sure that would happen but as it was mentioned felt I should double check.
  • xstaythirstyxxstaythirstyx Member Posts: 51 Arc User
    I want the U.S.S. Typhon, the Federtion Carrier from the PS1 game "Star Trek Invasion" - I know Cryptic can obtain the rights to use the ship.

    Click link for a peek at it: :smiley:
    http://media.moddb.com/images/mods/1/27/26737/20161212222653_1.jpg
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  • xstaythirstyxxstaythirstyx Member Posts: 51 Arc User
  • avoozuulavoozuul Member Posts: 3,215 Arc User
    The Typhon only had 4 nacelles, that appears to be a variant of it with 6.
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  • avoozuulavoozuul Member Posts: 3,215 Arc User
    edited February 2018
    I actually like the look of the Typhon more than the Jupiter.
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  • asuran14asuran14 Member Posts: 2,335 Arc User
    edited February 2018
    I would not mind seeing them give us a Typhon using that model, as it was I believe known as a mobile command base basically. Also it had a feature of being able to switch between two different modes as well, which could be quite interesting. I personally think it would be interesting to have it come out with a mobile mode that is typical of the standard carriers, but than a juggernaut/fortress mode that along with giving it increased defenses might also improve the stats of the weapons on the ship while in this mode (maybe increasing the firing rate, arc, and damage), yet also heavily reducing the speed of the ship (maybe even negating the ability to move outside of turning.) while in this mode too.
    Post edited by asuran14 on
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