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On XBox and PS4, could we get a way to better tell which hangar is "top" and "bottom"?

thetrekspertthetrekspert Member Posts: 31 Arc User
On console, especially if we're launching two of the same hangar pet, the LB radial doesn't make it clear which activator is which hangar - top or bottom.

Could we get some sort of indicator, like "Hangar 1- Launch <craft>" and "Hangar 2 - Launch <craft>" with 1 being top (and the single hangar) and 2 being bottom, so we can tell which is which?

Also, especially when we're launching two different kinds, the two hangars can be very much split across the radial. Would it be possible to put hangars in a "fixed" location, for consistency?

Thanks!
Post edited by baddmoonrizin on

Comments

  • leemwatsonleemwatson Member Posts: 5,331 Arc User
    Setting each hangar to auto-launch pretty much reduces the necessity to even look.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    Some sort of consistency with where the hangars appear would make it look a bit more professional.

    If you happen to run a carrier with the firefart trait it does help to manually stagger the pet spawns so its once every 5 seconds rather than every 10.
  • davefenestratordavefenestrator Member Posts: 10,501 Arc User
    Some sort of consistency with where the hangars appear would make it look a bit more professional.

    If you happen to run a carrier with the firefart trait it does help to manually stagger the pet spawns so its once every 5 seconds rather than every 10.

    For that, could you set one hangar to autolaunch and then trigger the other one manually in between?
  • garaffegaraffe Member Posts: 1,353 Arc User
    Hangar pet auto launch was a huge QoL update for carrier captains. Before auto launch, if I was in a carrier, I would never build it out as a carrier and would only ever launch pets at the beginning of the map. The issue is exactly the stupid radial menus.

    I really wish they would have built a skills menu in the start screen were you could set your auto triggers, hot keys, and pick and choose which skills to have on your radial menus and which slots to put them in. With functioning auto-triggers, you only ever need 8 skills on each radial, max, so they could have limited the radials to 8 skills and given us the ability to choose which skills go in which spot. Instead they took the lazy route and just piled everything in the radials with no set order.
  • thetrekspertthetrekspert Member Posts: 31 Arc User
    leemwatson wrote: »
    Setting each hangar to auto-launch pretty much reduces the necessity to even look.

    Except we're "auto-executes whenever possible" (so, upon recharge) and 10 or 20 seconds "after the start of combat" on console, so if we're in an always-in-combat TFO (like SB1) they'd never trip, so the manual radial is helpful, and "AEWP" is sometimes not needed because if it trips and we have a full load, but then I lose four while waiting for the recharge, it's mildly irritating.
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