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Vulcan Ship

benmaxwell9benmaxwell9 Member Posts: 18 Arc User
edited October 2012 in Federation Discussion
D'Kyr Support Craft:

Firstly I just wanted to say a big thank you to the Dev's for correcting the bug which prevented Federation Players from purchasing this craft in the Starship and Shuttle Requisitions area of Earth Space Dock.

Secondly I would like to start a petition for the Developers to re-look at the Vulcan D'Kyr and its support craft.

1) There is a visual bug when releasing the Support Craft from its docking cradle, and I believe this ruins the effect. It would be nice if the Developers could re-look at this and see if anything can be done?

2) The D'Kyr Support Craft cooldown timer seems to me to be a bit excessive, especially given the limited support this craft can actually give, most of the time especially in PvE it only lasts a minute or two before its destroyed. Therefore the time its active versus the time its inactive isn't balanced, its inactive for longer than its active ... I spend some of my time healing it to try and keep it alive for longer. Is it possible to reduce the cooldown for this Craft or enable the cooldown to start as soon as the Support Craft is deployed (see point 3)

3) D'Kyr Science Vessle, would it be possible for the this ship to have basic carrier commands such as the recall button and escort button?

4) Could we buff the D'kyr Support Craft, to enable it to last longer and be more useful, especially in huge PvE scenarios, such as Defending the Fleet Starbase. Maybe we could increase its sheild strength/hull strength and give it a better regen so it repairs itself of damage quicker? I would really love to use this little Support Craft more often, but most of the time I am supporting it (I assume by the design it was supposed to be the other way round). I really enjoy this ship overall, its one of my favourites in STO and I would really appreciate any Dev's feedback on the points raised above, even if its a no to all of them.

P.S. It would be really awsome if the points above could be looked at by the Devs, at the same time you are finally releasing the Andorian Combat Cruiser (escort).

Many thanks for a great game, and really hope a Dev can help/provide feedback.

Thank you, Ben

P.S.S. Would love to see the Sha'Ran Vulcan Class in STO one day!
Post edited by benmaxwell9 on

Comments

  • a3001a3001 Member Posts: 1,132 Arc User
    edited October 2012
    1) yes, the annular warp ring is wonky. fit on the jem'hadar space set and see how bizarrely broken it is!

    2) While it would be nice for the tal'kyr to be deployed more often, the tal'kyr isn't "truly" meant to be operated while in combat; it is a shuttle after all.

    3) No, this is not a bug. It is designed so after it is destroyed/disabled, the player has to manually click the button and order the tal'kyr to rescind back into its warp ring. More importantly, the tal'kyr does not reach all the way to 0 health. Rather, it becomes disabled at around 10 - 5% health remaining, at which point the craft is untargetable.

    4) In my opinion, this conflicts with your second suggestion; if you wish to spam the tal'kyr, then it must be weak; and if you want a strong and tanking tal'kyr, then it must have that long cool down period. Which one would you rather have?
    Rejoice JJ Trek people....

    http://www.arcgames.com/en/games/star-trek-online/news/detail/10052253

    Why are you not rejoicing?
  • benmaxwell9benmaxwell9 Member Posts: 18 Arc User
    edited October 2012
    a3001 wrote: »
    1) yes, the annular warp ring is wonky. fit on the jem'hadar space set and see how bizarrely broken it is!

    2) While it would be nice for the tal'kyr to be deployed more often, the tal'kyr isn't "truly" meant to be operated while in combat; it is a shuttle after all.

    3) No, this is not a bug. It is designed so after it is destroyed/disabled, the player has to manually click the button and order the tal'kyr to rescind back into its warp ring. More importantly, the tal'kyr does not reach all the way to 0 health. Rather, it becomes disabled at around 10 - 5% health remaining, at which point the craft is untargetable.

    4) In my opinion, this conflicts with your second suggestion; if you wish to spam the tal'kyr, then it must be weak; and if you want a strong and tanking tal'kyr, then it must have that long cool down period. Which one would you rather have?

    Thank you for your input, it is much appreciated.

    If number 3 isn't a bug then everyone will have to disregard this, will edit this.

    As for points 2 and 4, I still believe the cooldown is an awfully long time, considering the Support Craft gets targetted by mobs and dies pretty quickly. Hanger Bay Fighters/support craft can be launched every 30 seconds and you can have 3 of them, not to mention give them specific instructions. The Support Craft you can have one of them, you can't give it specific instruction and the cooldown doesn't start until its destroyed, cooldown is roughly 3mins. Who would win in a fight, the Support Craft or 4 Advanced Delta Flyers? If the Support Craft can't win against 4 Advanced Delta Flyers, then this shows how bad the Support Craft actually is.

    So taking into account the above and your original question, I have a better solution. If you feel it ought to be one or the other, then how about when you launch the Support Craft the timer goes on cooldown, meaning as soon as the Support Craft is destroyed, you can launch another one, which again the button goes stright to cooldown. Having the Hanger Command Buttons would also be a major plus for the D'Kyr science vessle also.

    So if the cooldown starts as soon as the Craft is launched and we now have Carrier Commands, we can now buff the ship to have stronger shields, Hull and a higher regen when damaged and giving it slightly better weapons!

    What do you think?

    The trouble with only reducing the cooldown, doesn't solve the problem on how terribly it performs in large mob scenarios, it has to be both or the original problem won't be solved.

    Kind reards,
    Ben

    p.s. I noticed another visual bug, when using polarised hull...
  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited October 2012
    If the Support Craft can't win against 4 Advanced Delta Flyers, then this shows how bad the Support Craft actually is.

    Imho you can't compare it to a carrier and it's pets. If you want to draw a comparision, you'd have to compare it to the Varanus and it's Repair Platform from which it was derived. For a shipboard ability which doesn't take up a console or hangar slot, the Tal'Kyr is actually quite powerful.

    I totally agree on the visual bugs, though.
  • badname834854badname834854 Member Posts: 1,186 Arc User
    edited October 2012
    Just simply reducing the threat of the Support craft a little bit should help its' survivability A LOT.
  • benmaxwell9benmaxwell9 Member Posts: 18 Arc User
    edited October 2012
    Just simply reducing the threat of the Support craft a little bit should help its' survivability A LOT.

    Actually you are correct, and by far this is the most simple soluion suggested, though I would still like the timer reduced slightly.

    Any Dev feedback on this post would be awsome.
  • fiberteksyfirfiberteksyfir Member Posts: 1,207 Arc User
    edited October 2012
    Honestly I hope they do fix the ring issue with this ship. It's the only thing keeping me from actually getting it.
  • shredder75shredder75 Member Posts: 89 Arc User
    edited October 2012
    Actually you are correct, and by far this is the most simple soluion suggested, though I would still like the timer reduced slightly.

    Any Dev feedback on this post would be awsome.


    The problem with support craft in general is horrible AI. With my Armitage, it's not as big of a deal because the cooldowns aren't too bad except on the shield ships (which I rarely use anyway.) and I have a bit of limited control on their behavior.

    For the Oddy though, the cooldowns are obnoxious and basically I have to focus the saucer or Aquarius so I can keep tabs on their silly death wishes.

    The biggest problem with support craft are warp core explosions. Aggro or not, the explosions will obliterate them in ESTFs (and often just in a normal mission.) For carriers or the HEC, you can at least anticipate that and recall the ships, or send them to intercept/escort another target to get them out of harms way. With other ships, you can't and that's highly frustrating.

    Having better AI, and/or the option to issue limited orders would be a nice addition.

    As for aggro, that seems to be mostly a proximity thing.
  • benmaxwell9benmaxwell9 Member Posts: 18 Arc User
    edited October 2012
    shredder75 wrote: »
    The problem with support craft in general is horrible AI. With my Armitage, it's not as big of a deal because the cooldowns aren't too bad except on the shield ships (which I rarely use anyway.) and I have a bit of limited control on their behavior.

    For the Oddy though, the cooldowns are obnoxious and basically I have to focus the saucer or Aquarius so I can keep tabs on their silly death wishes.

    The biggest problem with support craft are warp core explosions. Aggro or not, the explosions will obliterate them in ESTFs (and often just in a normal mission.) For carriers or the HEC, you can at least anticipate that and recall the ships, or send them to intercept/escort another target to get them out of harms way. With other ships, you can't and that's highly frustrating.

    Having better AI, and/or the option to issue limited orders would be a nice addition.

    As for aggro, that seems to be mostly a proximity thing.

    ou are correct about the Warp Core Explosions, which is why I have asked for a reduced timer, I doubt the Devs would have the time or care enough to implement a more advanced AI, but a reduced timer would mean that even though it died, you know you can respawn it again very quickly.

    It would be nice if all ships that have support craft, have two basic commands rather than the full 4 (thugh the full 4 would be better) attack and defend.

    If the AI simply kept a certain distance from enemy ships this would solve the warp core issue and if it has a reduced threat and timer I believe the Support Craft would become a lot more viable.

    As you say, most of the time the Support Craft are more of a hinderance, as you have to keep an eye on them and there silly death wishes, using your precious healing abilities on them to keep them alive, its supposed to be the other way around surely, isn't it why its called a Support Craft.
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