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Request: Carrier Command - Break

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Fighters are notorious for getting pulverized in explosions, particularly for a ship that's up close and personal like the Heavy Escort Carrier. Since teaching pets to automatically move away from exploding ships is (apparently) hard, can we just have a way to tell them?

I've never gotten around to levelling a KDF with a carrier, but I'm amazed that people have been able to put up with it until now. Even if I recall my fighters and start to move away, I find things die so quickly, with such a large explosion radius, and the fighters loiter in the blast radius long enough, that they're almost always blown away by the explosion of things like Cubes and Spheres.

Even two Probes dying in rapid succession is enough to trash my delta flyers or runabouts, to say nothing of peregrines. On low-aux ships like an escort carrier and subsequently, long hangar cooldowns, this becomes problematic.

So, why don't we add a carrier command ability that is a little more robust than recall? Carrier Command - Break.

Duration of, oh, three or four seconds. Combination of 'brace for impact', 'evasive maneuvers' and recall, for fighters; a good kinetic resist buff and a movement speed buff. Recharge of ~thirty seconds or so.
I dunno about anyone else, but I would certainly like to keep my fighters alive rather than treating them like torpedoes and having to launch new every single cooldown.

Now obvious objections would be:

1. Launching fighters over and over is fine! [lightningbolt] we beam back the pilots when they explode and replicate new ones anyway! [/lightningbolt]

2. Besides, they wouldn't be balanced otherwise.

3. There's no room on my action bars!

4. Invulnerable fighters???

All valid concerns. I think there's ways of working around them, though. This would just be a small quality-of-life change for carrier pilots, on both sides. You can still only have so many wings, after all. And they wouldn't be available for retasking for the duration of the ability, so it's potential for abuse to create invulnerable fighters shooting you is pretty low; all they'll be doing is running away.

At the end of the three or four seconds, they're just as fragile as before, and that's not long enough to get out of weapons range of a ship's beam weapons. They have to fly back to do damage again, and their hull recharge rate isn't that fast.

Now, I'll freely admit, I don't PVP. My perspective is as someone who does PVE content and a lot of it. Maybe the PVP warriors on the forums will ream me a new one about some aspect of this idea that I've inevitably overlooked which ruins their pudding.

Anyway, whatever. Just thinking out loud.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    I usually just set them to passive/return when the explosion seem foreseeable. Doesn't always work, but that is a matter of training.

    That said, I help myself over the destruction of fighters by realizing what carriers in STO must really be: Flying fighter production machines with special shield-penetrating transporters (using pattern enhancers and knowledge of the involved ships' shield frequencies)that beam the crew of exploding daughtercraft out, so they'll be ready for manning the next batch of freshly-replicated fighters.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    I don't like it that my fighters get wasted so easy by a warp core breach. This is not 24th century at all. Why do they get so close by anyway? Beams, torpedoes, they are all ranged weapons. A distance between 10 and 5 km is close enough.

    On a side note. I do like it that we have here some kind of friendly fire. Doesn't anybody find it strange and silly that you can fire a spread of torpedoes into a cluster of friendly and enemy ships, then you can miss some enemies by accident, but you will never hit your friends by accident.

    Another side note. That warp core breach explosion is a pretty nasty one. Can't it be used in some kind of weapon. A small unmanned vessel that is guided towards an enemy ship and then goes boom?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    I've never gotten around to levelling a KDF with a carrier, but I'm amazed that people have been able to put up with it until now. Even if I recall my fighters and start to move away, I find things die so quickly, with such a large explosion radius, and the fighters loiter in the blast radius long enough, that they're almost always blown away by the explosion of things like Cubes and Spheres.

    KDF Complained about the issues with Fighters, we got ignored. All of a sudden the Carriers go Fed side and these issues are again a hot topic. I remember seeing the Federation claiming it was only fair that Carriers work the way they do. So I'm guessing broken functions aren't fair now?

    Also Invulnerable or just AOE immune fighters is a terrible idea.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Doesn't seem to bother me to be honest and I have enough butons to push with my sci-caitian ship. What bothers myself more is the number of pesky fighters on the screen that clutters the screen up and hides targets. Also I would like to see the names of the fighters removed while in combat and just have say, Bay 1 has x amount of fighters and see the count drop down so you know when to re-send some more out.... since obviously they get beemed back before the explosion and the ship replicates more fighter craft.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    venatacia wrote:
    [...]Also I would like to see the names of the fighters removed while in combat

    There are options settings that allow that.
    and just have say, Bay 1 has x amount of fighters and see the count drop down so you know when to re-send some more out....

    That would be cool indeed.
  • synkr0nizedsynkr0nized Member Posts: 0 Arc User
    edited June 2012
    , Bay 1 has x amount of fighters and see the count drop down so you know when to re-send some more out.

    Been agreeing with this / also asking for it in any carrier-related thread I can, but so far no dice...
    _______
    equal parts cynical and helpful
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