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Possible Multi-vectrol Prometheus Improvement

adamkafeiadamkafei Member Posts: 6,539 Arc User
edited September 2012 in Federation Discussion
Having played a multi-vectrol prommy I have noticed it could use a couple of improvements as detailed below

The AI could do with some improvement for example: in Cure space elite it has a tendency to go after Cubes on it's own, which I find a little silly, a possible way to sort this could be to give it a sense of it's own capabilities and allow it to base target choice on that so it doesn't try to take on something it blatantly has no chance of beating. Another suggestion as to how one could fix this is that in Voyager they tell it what to target, perhaps this could be carried over in to the game perhaps a carrier and pet template Example commands could be: escort player, fire on player target and free roam. either/both (perhaps) would sort this issue, however the latter is easier and could be implemented with less additional code.

Another thing that could be done for it is to bring the AI vectors in line with the player vector in terms of damage and shield capacity, as proven by the fact that whichever vector the player uses gets the players chosen weapons and equipment, you could show in the equipment screen all three vectors independently of the main ship so they can be outfitted independently of the full ship (however only the AI vectors are equipped as such, the player one gets the 'docked' ship equipment) or perhaps simply set it up such that the player equips the 'docked' ship and when it splits all the vectors have the same equipment as in 'docked' mode, this would give all three vectors near the same combat capability (affected by their AI abilities and vector buffs/debuffs) all in all helping it to live up to "the ultimate tactical design" (C-store description).

I have suggested this as I have played the ship and I have seen the Voyager Episode "Message in a bottle" and felt having seen the actual ship in action the in game variant was disappointing, however as detailed above this would be quite easy to fix and have it live up to it's C-store description and it's Star trek performance.
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Comments

  • bluegeekbluegeek Member Posts: 0 Arc User
    edited September 2012
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  • cidevantcidevant Member Posts: 0 Arc User
    edited September 2012
    I was personally wondering if anything had been said about possibly reducing the cool-down?

    I'm recently at the point where I can buy a c-store ship. Despite it being my favorite ship design, I'm leaning away from the MVAE. There are just too many people that say the console is pretty worthless.

    This really applies to any separation pet. After all, with the release of the Fleet versions of these ships, you're essentially buying the zen store ships exclusively for the consoles. In the case of the MVAE you're paying 1,000 zen for that very gimmicky console. Compare it to the Heavy Escort Carriers console (Point Defense System) or any of the non-pet consoles. All of the pet consoles under-perform and in general cost more. Most people prefer to use the standard non-store consoles instead of the pets.

    5 minutes seems a bit excessive for what any of the separation pets actually bring to the table. There needs to be a happy medium between the Carriers 30 second cool-downs and the 5 minute pets. 2 or 3 minutes seems good to me.

    Regardless, as someone who's seen it happen too many times to other people, there definitely needs to be the ability to get pets away from exploding cubes. Adding carrier commands would go a long way.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited September 2012
    cidevant wrote: »
    There are just too many people that say the console is pretty worthless.

    The console isn't as worthless as i've seen people say it is, if you pick the right target (more often than not I found they stayed behind me) you will always pull more aggro than them (which is where the pet specs need improvements - suggested in first post) but despite this as long as they are behind you attacking the same thing it is quite a potent weapon
    cidevant wrote: »
    5 minutes seems a bit excessive for what any of the separation pets actually bring to the table. There needs to be a happy medium between the Carriers 30 second cool-downs and the 5 minute pets. 2 or 3 minutes seems good to me.

    5 minutes isn't THAT long if you keep them alive. although it is a tad much if you are half way through and find another vector is more suited to your situation for example: under heavy fire using Beta command but you need Alpha in order to get away because you just can't keep your shields and hull up and the main ship can't handle all the targets at once.

    the above is why the AI vectors need some upgrades both in AI and/or carrier commands and in firepower and survivability, if you look at the ship in the show it's equipped with (I think) 22 phaser banks of which enough are covered up in docked mode that you get at least twice the damage output in MVM than in docked, in addition to this (I believe) the deflector shields have the same capability on each vector as in docked mode, however none of this has been carried over into the game, I and I'm sure alot of other Prommy pilots would like to see this at the very least although i would like to be able to individually equip each vector or at least have my ship loadout put on all of them rather than them getting 1 phaser beam array probably Mk IX/X on each end and 1 Photon torp launcher probably Mk IX/X on each end, The performance of this is extremely disappointing considering it is "the ultimate tactical design"
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  • saiwotsaiwot Member Posts: 0 Arc User
    edited September 2012
    I think using the MVAE is a lot like taking care of small kids.

    AI sections:
    They get distracted easily.
    They do not listen to you.
    They like running into traffic.
    You have to pick them up every time they fall down and hurt their knee.

    When I use MVAE console, the AI sections usually never make it through to the end of whatever I am doing. They attack something I do not want them to attack or the #1 problem for me they fly too close to an exploding ship.

    AI sections really need:
    1. An avoidance system to stay a minimum distance away from targeted or exploding ships. (The AI in general in this game needs some kind of self-preservation instinct.)
    2. A small passive heal over time or a low-level healing ability. (They should not be able to survive an all out assault on them, but they are easily worn down over a short period of time from indirect fire and other dangers.)
    3. Some basic commands like carrier pets.

    AI sections have none of the advantages of carrier pets and no real advantage over carrier pets. When they are taken out, they are out for the rest of the mission normally. In normal level PVE they are fine, but anything else they are not much good. I believe it really is just a GIMMICK for the most part. I do the same with or without it, so what is the point?
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited September 2012
    saiwot wrote: »
    A small passive heal over time or a low-level healing ability. (They should not be able to survive an all out assault on them, but they are easily worn down over a short period of time from indirect fire and other dangers.)

    This is all well and good but they need to do more damage aswell, the idea is that you get them to help you out, not they sit and look pretty while you try to kill something with less firepower than normal...
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  • razellisrazellis Member Posts: 176 Arc User
    edited September 2012
    saiwot wrote: »
    I think using the MVAE is a lot like taking care of small kids.


    AI sections really need:
    1. An avoidance system to stay a minimum distance away from targeted or exploding ships. (The AI in general in this game needs some kind of self-preservation instinct.)
    2. A small passive heal over time or a low-level healing ability. (They should not be able to survive an all out assault on them, but they are easily worn down over a short period of time from indirect fire and other dangers.)
    3. Some basic commands like carrier pets.

    AI sections have none of the advantages of carrier pets and no real advantage over carrier pets. When they are taken out, they are out for the rest of the mission normally. In normal level PVE they are fine, but anything else they are not much good.

    QFT. The things need to be tougher or controllable with Hanger DOFF abilities working on them. Preferably both.
  • cidevantcidevant Member Posts: 0 Arc User
    edited September 2012
    adamkafei wrote: »
    5 minutes isn't THAT long if you keep them alive.

    I thought the timer started after you reform. Also, I'd recommend 3 minutes based on the fact that that's what every other non-pet consoles timer seems to be. In general, the consensus is the non-pet consoles are a better use of a console slot.
    if you look at the ship in the show it's equipped with (I think) 22 phaser banks of which enough are covered up in docked mode that you get at least twice the damage output in MVM than in docked, in addition to this (I believe) the deflector shields have the same capability on each vector as in docked mode, however none of this has been carried over into the game,

    Memory Beta says 18 arrays, 3 torpedo launchers. I don't like to get into Show vs. Game comparisons. No ship is going to have 21 weapon slots.
    I and I'm sure alot of other Prommy pilots would like to see this at the very least although i would like to be able to individually equip each vector or at least have my ship loadout put on all of them rather than them getting 1 phaser beam array probably Mk IX/X on each end and 1 Photon torp launcher probably Mk IX/X on each end, The performance of this is extremely disappointing considering it is "the ultimate tactical design"

    "Ultimate tactical design" it is not. That distinction goes easily to the Jem'hadar escort. Quad cannons aren't the best weapon in the game either. But, being forced to use phasers should not be a thing. This goes for any ship-bound weapons. You should get your choice of weapon types. There is a reason Phaser MK XII [Acc]x3 are so expensive on the exchange in comparison to other damage types. Most of the ships force you to use phasers if you want to be optimized.

    My big thing is, with the new fleet ships, this pet consoles represent a $10 investment. That is a monthly subscription to another MMO. The Galaxy saucer is a $5 investment. With the rework of the Galaxy-X saucer separation and introduction of fleet ships, pet consoles should be looked at. I think it would be a good fix to code them as special kind of carrier pet with a substantially longer cooldown.

    :confused:
    My questions for the Devs would be, are pet consoles are working as intended, or would they like to make changes? Resources to make changes not withstanding.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited September 2012
    cidevant wrote: »
    I thought the timer started after you reform

    no, the timer starts when you split so if you time it right you can split again as soon as you finish reforming
    cidevant wrote: »
    "Ultimate tactical design" it is not

    No, it's not... but it could be with a few boosts and realistically as Starfleet designed it to be such and the last design in the TV series it really aught to be the best damned escort out there and needs boosting to be that

    QUOTE=cidevant;5637681]I don't like to get into Show vs. Game comparisons. No ship is going to have 21 weapon slots[/QUOTE]

    Well no, I don't compare the game to the show, I was simply using it as evidence to show that each section when in MVM has the same amount of fire power as all the others and that by splitting the ship you should get at least 2 times (though by your info 3 times) the power of the docked ship which itself is pretty damned powerfull
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  • saiwotsaiwot Member Posts: 0 Arc User
    edited September 2012
    adamkafei wrote: »
    This is all well and good but they need to do more damage aswell, the idea is that you get them to help you out, not they sit and look pretty while you try to kill something with less firepower than normal...

    I would like to see more DPS too, but I thought I was already asking for too much..;)
  • tlamstriketlamstrike Member Posts: 0 Arc User
    edited September 2012
    If they could copy the engagement doctrines from the fighters (the default doctrine of engage the target you are shooting at for example.) it would go a long way to making the MVAE a useful and fun ship.

    Reducing the cool down seems like a bad idea. We have fighters with short cool downs, the Odyssey's chevron separation (with full Oddy set) is 3.75 minutes (same goes for the Aquarius escort), an Oddy with just Chevron sep and the Galaxy with Saucer sep have a 5 min cool down, same as the MVAE. We already have a low, middle and high range for all the pet launching abilities.
    My Romulan Liberated Borg character made it to Level 30 and beat the (old) Defense of New Romulus with the skill point bug. :D
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited September 2012
    saiwot wrote: »
    I would like to see more DPS too, but I thought I was already asking for too much

    if we're going to ask them to improve something lets have it all happen in the same project, then they only need to do it once
    tlamstrike wrote: »
    If they could copy the engagement doctrines from the fighters (the default doctrine of engage the target you are shooting at for example.) it would go a long way to making the MVAE a useful and fun ship.

    that and the carrier command system (slightly modified for the ship, see one of my initial posts) and yes it would be far more useful
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  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    edited September 2012
    The only thing that is needed is the ability to seperate and reform while in motion. (Unless it has that already, I ahvent played mine in a long time.)
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited September 2012
    The only thing that is needed is the ability to seperate and reform while in motion. (Unless it has that already, I ahvent played mine in a long time.)

    I think you need to take it for a spin then...
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  • red01999red01999 Member Posts: 0 Arc User
    edited September 2012
    For what it's worth, the MVAE pets seem to be a bit smarter than the Aquarius, at least to me. They actually seem to survive a decent amount of time most of the time.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited September 2012
    red01999 wrote: »
    For what it's worth, the MVAE pets seem to be a bit smarter than the Aquarius, at least to me. They actually seem to survive a decent amount of time most of the time.

    don't give them reasons to ignore the poor thing...
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  • thxfortakingmyidthxfortakingmyid Member Posts: 0 Arc User
    edited September 2012
    adamkafei wrote: »
    This is all well and good but they need to do more damage aswell, the idea is that you get them to help you out, not they sit and look pretty while you try to kill something with less firepower than normal...

    The damage component is fine, anything more would be OP. Its the AI that needs work the fact they run right next to a borg cube is TRIBBLE they should either have AI to try to maintain 7km distance, or be more under player control.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited September 2012
    The damage component is fine, anything more would be OP. Its the AI that needs work the fact they run right next to a borg cube is TRIBBLE they should either have AI to try to maintain 7km distance, or be more under player control./QUOTE]

    The last time I played it (a couple of weeks ago) I was doing all the work in MVM while they flew round in circles and pew pewed in vain at the enemies shields...
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