I'd like to make a request regarding the speed at which the hangars deploy their ships on the Vesta Class. We paid real money for these ships, at the very least they should deploy their maximum vessel deployments in one button click just like the Carrier ships that are from the dominion lockboxes.
It's insulting to have to wait for something like this, if it's true that these ships are classified as carriers and they have a launch bay they can send out their ships all in one swoop just like the other carriers.
You do know that the Vesta is not technically designed for launching fighters as quickly as the Akira-class or the Atrox. It's using the shuttlebay - and think about how slowly those shuttles launch out of one door as opposed to two - or in the case of the Atrox, two landing decks which are wide enough to launch 2 fighters each.
stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
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Balance-wise, none of c-store carriers - be it Atrox, Armitage, Vesta, Kar'Fi, or any of the three Flight-Deck Cruisers - have one-click swarms. Also, for all of the true carriers (Atrox, Vo'quv, Kar'Fi, Recluse, Dreadnought), it takes four clicks: twice on each hangar.
To amplify StarDestroyer001's point: it makes no sense for the Vesta to have a faster launch cycle when compared to the Armitage, which has the single pass-through bay, or the Atrox, with its two huge pass-through bays.
As to raptor's point as to whether it should have a hangar, that heads quickly into "if the Vesta has a hangar, why aren't the large cruisers retrofitted to have a hangar" territory.
I do think they could use a bit of speed up, although not to the extent the OP suggests. As it is the launch cycle for fighters takes almost the whole max aux cooldown cycle, which is a bit much. I'd say keep the current mechanism of launching one ship at a time, but just reduce the time between individual launches by a third to a half (that is, to 2/3 to 1/2 what it currently is). Obviously the total cooldown time would be left the same, so you just get more downtime. But I'd much rather see that effort devoted to making science abilities functional again than to this minor annoyance.
I think it's fine personally. After all, it's got the one launch bay... so it can only launch one shuttle at a time. Makes sense to me! Not like it's an Atrox which have wide open hangers to launch multiple fighters at a time.
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Doesn't having more power in Aux cut down the pet recharge time? Seeing that the Vesta is an Aux powered based type of ship you shouldn't really have much problems with the pet cooldown timer.
You do realize that the hanger launches faster with higher Aux power. At nearly full Aux, you can launch a wing within 20 seconds. More than enough. You can also lock onto a target, close in, and start launching and engaging fighters at 15 km.
And in the end, the fighters on a Vesta class are meant to complement your abilities, not be the base of them. So having a full complement of fighters out is nice, but not having them will not cripple you.
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I have the Vesta as well. I use the Runabouts rather than the fighters. They seem to be a little sturdier. Adding a Purple quality Flight Deck Officer Doff to your Active Duty Space roster should reduce the cooldown and launch times. But spamming fighters is not something the Vesta is intended to do anyways. They are an adjunct to the ship's capabilities, not its main reason for being.
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I have a vesta and I've been noticing a problem too
It's not an issue of the Ability recharging - I have no problem with a 19s cooldown @ 120 aux power
The problem is with the actual launch delays between each fighter entity. On an Atrox, a full wing of 3 peregrine fighters would take about a total 5s to deploy; on a vesta, a full wing of 3 peregrines takes about 10s totally to fully deploy.
i think its the micro managment thats the issue.
fighters would be better if they where automatically maintained rather than all this "click, click, click, click, click, click, click, click" nonsense with every flippin thing in this game that could be a sustained ability.
Agreed. All carriers should have the ability to set their hangars on autofire (just like weapons).
stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
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Doesn't having more power in Aux cut down the pet recharge time? Seeing that the Vesta is an Aux powered based type of ship you shouldn't really have much problems with the pet cooldown timer.
yep, it was balance enough. and I like the current system, because I can take advantage of it (launching a new wing of fighters, will not erase the fighters instantly they are replacing, but one by one as they are spawned, so in the end you can keep a nice constant dmg up opposed to the insta spawn on other carriers).
It's a Science ship with a hangar, not a carrier with sci ship performance. The fact you paid real money for a science ship and think you bought a carrier is no reason to change the ship. If you want a carrier, go buy a carrier.
Sounds like somebody isn't using it as a science ship and running power to aux..
My kinetic specialist spams out runabouts for days with her Vesta just fine.
Also, yes, I agree that it really didn't need a hanger, but my kinetic specialist does appreciate the extra point defense it provides. Having its hanger compliments the torpedo boat role extremely well.
(launching a new wing of fighters, will not erase the fighters instantly they are replacing, but one by one as they are spawned, so in the end you can keep a nice constant dmg up opposed to the insta spawn on other carriers).
It doesn't work that way, at least not out of combat where I've been able to watch carefully and when using Elite Scorpions. As the first fighter of the new wing is launched all remaining fighters of the previous wing begin to fade out. Then it takes several seconds for the next to launch, then the one after that, and by the time the last fighter is launched the remaining cooldown on the hangar is shorter than the time it would take to launch a fighter (at least with my 124 Aux).
It's a Science ship with a hangar, not a carrier with sci ship performance. The fact you paid real money for a science ship and think you bought a carrier is no reason to change the ship. If you want a carrier, go buy a carrier.
You haven't done much PvE sci, have you? It takes everything we've got to try (and usually fail) to match the damage output of the cruisers, and our abilities (apart from GW and TBR, which are fairly situational and don't take up all the slots) scarcely do anything. As I mentioned earlier in the thread, I'd sooner see that problem addressed at its source with the weak sci abilities, but this would be nice too.
It doesn't work that way, at least not out of combat where I've been able to watch carefully and when using Elite Scorpions. As the first fighter of the new wing is launched all remaining fighters of the previous wing begin to fade out. Then it takes several seconds for the next to launch, then the one after that, and by the time the last fighter is launched the remaining cooldown on the hangar is shorter than the time it would take to launch a fighter (at least with my 124 Aux).
what I am saying is, if you have 2 groups in the air and you start launching a third one, the third group will not eradicate the first group totally when the first fighter is in the air, but one by one, meaning that while the replacement of a first group fighter is coming, it is not deleted yet (they are deleted the moment a new fighter is in the air, and just tested it).
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Missing the good ol' days of PvP: Legacy of Romulus to Season 9
My List of Useful Links, Recently Updated November 25 2017!
To amplify StarDestroyer001's point: it makes no sense for the Vesta to have a faster launch cycle when compared to the Armitage, which has the single pass-through bay, or the Atrox, with its two huge pass-through bays.
As to raptor's point as to whether it should have a hangar, that heads quickly into "if the Vesta has a hangar, why aren't the large cruisers retrofitted to have a hangar" territory.
Always an EXCELLENT reason for a ship to get a buff.
LOL.
silly me. i never knew!
And here i thouht i bought the vesta because of the 3 cheeseconsoles thast make stf's a lol'a'thron.
Borg nuking themselves with their imba torps, massive damage mitigation....
In-effing-vulnerability....
Scrappy hangars, not a fck is given.
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Doesn't having more power in Aux cut down the pet recharge time? Seeing that the Vesta is an Aux powered based type of ship you shouldn't really have much problems with the pet cooldown timer.
And in the end, the fighters on a Vesta class are meant to complement your abilities, not be the base of them. So having a full complement of fighters out is nice, but not having them will not cripple you.
It's not an issue of the Ability recharging - I have no problem with a 19s cooldown @ 120 aux power
The problem is with the actual launch delays between each fighter entity. On an Atrox, a full wing of 3 peregrine fighters would take about a total 5s to deploy; on a vesta, a full wing of 3 peregrines takes about 10s totally to fully deploy.
also, I admit there's a bit of thread necro
Agreed. All carriers should have the ability to set their hangars on autofire (just like weapons).
Missing the good ol' days of PvP: Legacy of Romulus to Season 9
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^^^ This. ^^^
yep, it was balance enough. and I like the current system, because I can take advantage of it (launching a new wing of fighters, will not erase the fighters instantly they are replacing, but one by one as they are spawned, so in the end you can keep a nice constant dmg up opposed to the insta spawn on other carriers).
10k DPS Vesta threads: 1; 2
My kinetic specialist spams out runabouts for days with her Vesta just fine.
Also, yes, I agree that it really didn't need a hanger, but my kinetic specialist does appreciate the extra point defense it provides. Having its hanger compliments the torpedo boat role extremely well.
It doesn't work that way, at least not out of combat where I've been able to watch carefully and when using Elite Scorpions. As the first fighter of the new wing is launched all remaining fighters of the previous wing begin to fade out. Then it takes several seconds for the next to launch, then the one after that, and by the time the last fighter is launched the remaining cooldown on the hangar is shorter than the time it would take to launch a fighter (at least with my 124 Aux).
You haven't done much PvE sci, have you? It takes everything we've got to try (and usually fail) to match the damage output of the cruisers, and our abilities (apart from GW and TBR, which are fairly situational and don't take up all the slots) scarcely do anything. As I mentioned earlier in the thread, I'd sooner see that problem addressed at its source with the weak sci abilities, but this would be nice too.
what I am saying is, if you have 2 groups in the air and you start launching a third one, the third group will not eradicate the first group totally when the first fighter is in the air, but one by one, meaning that while the replacement of a first group fighter is coming, it is not deleted yet (they are deleted the moment a new fighter is in the air, and just tested it).
10k DPS Vesta threads: 1; 2