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Fighters immune to explosions, Yes or no?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
so, who things fighters should be immune to the warp core explosions from enemy ship? I mean I know you can launch them really fast, but is just feels stupid to have to launch more because their too dumb to move away from explosions. Also I dont know about other people but I like to be immersed when I play games, but those stupid fighters ruin it for me when they just sit next to an exploding ship.

To make it fare, if a player uses self destruct, that explosion will kill the fighters, like if someone wants to make a kamikaze run or something. But the normal explosion from reaching 0hp, they should be immune to.

And dont tell me a recent patch fixed their behavior so they run from explosions cause I read that too but just an hour ago I saw all of my fighters just chilling next to the last Galor in the area until it blew up and took all 12 of my fighters.
Post edited by Unknown User on

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    No, they should not be. As a responsible carrier captain, call those fighters back early enough.

    Then again, we have transporter locks on our pilots all the time anyway, so it is not as if anybody dies, and we apparently replicate new fighters in the hangars once every 20 seconds or so, so why bother.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Are you sure there are even pilots in those things
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    kdf have lots to pilots that are seeking honor and would be honnored to die in a glorious battle.

    that why i didnt want feds to ave carriers its no very federation of them to send pilots out to die.

    but yea it would be nice if they moved to the next target faster. but plenty of pilots on kdf side ;p
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    The federation uses Androids , escaped borg drones and other unliving types
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    MadDog0000 wrote:
    [...]
    that why i didnt want feds to ave carriers its no very federation of them to send pilots out to die.
    [...]

    Transporter? Ever heard of that thing? They don't die. :p
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    You can't beam through shields
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    sophlogimo wrote:
    No, they should not be. As a responsible carrier captain, call those fighters back early enough.

    Then again, we have transporter locks on our pilots all the time anyway, so it is not as if anybody dies, and we apparently replicate new fighters in the hangars once every 20 seconds or so, so why bother.

    Have you see the size of the vo'quv or atrox hanger bays? Those are MASSIVE.

    Also to OP, it's like saying "Those ships in First Contact shouldn't have exploded from the cube going up, or the debris is flung away."
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Kalavier wrote: »
    Also to OP, it's like saying "Those ships in First Contact shouldn't have exploded from the cube going up, or the debris is flung away."

    Ya i get that, the only thing I want to prevent is losing all of your fighters just because their too stupid to move away from an exploding ship. If Cryptic can program them to fly AWAY from explosions, not sit right next to them like months to a flame I would be fine but that hasnt happened yet.

    And yes, I do try to recall them, but they seem to be very slow on understanding my orders, it usually takes them a while to react. And if I call them back early enough for them to get away that makes the fight last longer.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    I would have to say no.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    No they shouldn't be immune, Cryptic should fix the AI to not sit on top of ships/Cubes/whatever and actually utilize some weapon distance.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    sollvax wrote:
    You can't beam through shields

    You can, if you configure your shields properly.

    From Memory Alpha:
    [...]
    it was possible to take advantage of EM "windows" that were created by the normal rotation of shield frequencies. During these periods, a hole opened, through which a transporter beam could pass. To use this window, timing needed to be absolute and usually required substantial computer assistance.

    Carrier and carrier pet shields are obviously optimized for this kind of emergency transport. And that is why nobody has a problem with carriers in 2409.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Spartan118 wrote: »
    [...]
    And yes, I do try to recall them, but they seem to be very slow on understanding my orders, it usually takes them a while to react. And if I call them back early enough for them to get away that makes the fight last longer.

    Phrased more correctly, it makes the target die faster if you disregard safety measures. ;)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Welcome to Carrier ownership, the KDF have been complaining about this behavior for awhile now, but the Federation thought it was only fair. I guess it's changed now that the Federation has Carriers that the pets shouldn't die in explosions.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Morell wrote: »
    No they shouldn't be immune, Cryptic should fix the AI to not sit on top of ships/Cubes/whatever and actually utilize some weapon distance.

    Better yet, how about if the AI was smart enough to override fighter behavior and have them flee the site of an impending explosion for just a few seconds when a ship is destroyed? I think even Klingon pilots would be less than eager to die uselessly in an explosion and would prefer to live long enough to help blow up more ships.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    I must agree in the AI area aspect of the game well i must say its not that great.And its not the good either.I don't mind challenges Borg have be come pretty easy for me.With My Fleet Escort setup.I mean the Pets AI some times it seems that its does not exsits when things breaks.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Kalavier wrote: »
    Have you see the size of the vo'quv or atrox hanger bays? Those are MASSIVE.

    Eh, Compared to the size of the ship, the Atrox hangar deck really isn't all *that* big. It looks like it should be, but if you look underneath the ship, a lot of the 'wings' are empty or engines. There's actually much less area than I think there should be in the hangar area, while there's a *lot* of space in the 'crew' area.

    The Vo'quv, while nowhere near as graceful appearing, does at least seem to have the space to store/maintain its fighters/BoPs along with launching them.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    If these were EVE Online style fighters, where if you lose them in battle, they were gone forever, then absolutely immune, either that, or a hell of a lot tougher to kill.

    Since these are simply fire and forget spawnables, who cares? You don't even have to recall them before you warp off, so what's the point? Push button, make more copies.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    I have to vote NO they need to be succeptable to explosions. Aside from the fact it hopefully teaches one to better manage your pets. I forsee a bug developing from well we made the pets immune to explosions now they are immune to splash/AOE damage makeing topedo spread and all AOE attacks/abilities useless for killing them. Yes I do use Torpedo Spread to help clear clusters of small ships on my torpedo equiped ships.

    The A.I. needs improvement, but we do need to give the devs time as the current A.I. is better then it use to be, not perfict, but serviceable. First K.D.F. carrier I selected Vo'Que and being a player that joined after F2P started. I can say that what we have now is a heck of a lot better then what we had then. The fighters would launch get one attack run then the A.I. broke and they flew off and I needed to summon more. The Birds of Prey would not break as often but you did have times where they could cloak and never de-cloak. I am a little saddened by the step back the Birds of Prey took in the A.I. department and corridinated attack pattern.

    As for piolots never die ya they maybe all equiped with an emergency one way transporter like Data used to save Picard in Insurection. But lets face it nothing works 100% and chances are if you are close enough to a warp core breach to destroy your ship chances are 50/50 the explosion or something else on the battle field could disrupt the transporter signal.

    *edit* One thing I would realy like is a display for pet both pet health and number remaining. Currently I think we need 6-10 blocks 2 for each each hanger, and 2-6 for consumeable pet clickies. I have only aquired the Scorpion figters as a consumeable combat clicky so I don't know if they can be summoned with the other consumeable combat pets added with Frengi lock boxes.
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