If you are playing at a resolution that makes it prohibitive to utilize this new UI element, you may simply turn it off, and lose nothing. Your gameplay is likely to be completely unchanged.
To hide the Hangar UI elements, Press F12 and click the "Hide" button on the Window Frames that will appear.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
While at first, they do appear to be a bit large (I've only got 1440x900 real estate going for me) - it frees me up from having the commands on the actionbar and trying to remember what the keys were for them (or having to flip bars to find them). Heck, removes having to have the pets on the bars as well.
They do fit neatly down in the lower right-hand corner...not sure how that would play out on a Rom boat with the Singularity UI.
Being able to set separate commands for each hangar is definitely nifty (I did get overexcited reading the notes where it had said wing specific - trying to figure out why it didn't work on the single hangar guy I had there, rereading the notes more carefully, and then copying a two hangar guy over).
There's a curious issue on launching frigates that shows four of them briefly before setting the one in the UI.
There's also a curious issue with frigates, where the second launched frigate appears to get upranked before the first did - simple case that the second was put in the first slot or some other issue? Looks to be the case since the second guy 3-starred before the first - so the first was really the second. This doesn't happen with the fighter sized pets.
There's definitely some odd shuffling going on and a delay.
As for the delay, the UI will show that the pet is at 0% - it's gone - it's toast. You try to launch another pet, the CD starts - no new pet appears. So you have to wait until the box is empty to launch new pets.
When losing a pet from the first row, it will shuffle a pet from the second row to the first. Lose two pets, it moves two pets from the second to the first.
edit: Also, when launching a frigate sized pet - it shows four of them before displaying just the one added to the row (this isn't a case of launching multiple pets - just showing a vertical bar of four of them before showing just the one in the slot being filled). This didn't happen with the fighter sized pets.
If you are playing at a resolution that makes it prohibitive to utilize this new UI element, you may simply turn it off, and lose nothing. Your gameplay is likely to be completely unchanged.
To hide the Hangar UI elements, Press F12 and click the "Hide" button on the Window Frames that will appear.
Really? That's your suggestion?
"If you can't play the game with the current UI, disable the parts that you'd like to use, but can't due to visibility."
ThomastheCat did a great job reskinning the UI. But it is my fervent belief, that what the game truly needs is a full-on UI rebuild. Recoded from the ground up. I'm with the previous poster on this one. Too many UI elements. Too much bloat. And to make matters worse, none of the UI elements have even remotely the same size or shape, making it difficult to organise the UI layout.
Your suggestion reminds me of that Microsoft PR rep (who has since moved to Zynga); "If you can't handle running the Xbox One with it's 24 hour Internet requirement, stick with the 360."
The nice thing:
The UI is definitely clearer and less cluttered than the pet interface of Champions Online. It shows everything, including ranks, but leaves plenty of clear space. Compact, in fact.
Everyone, if you think this hangar interface is cluttered, wait till you built a pet-master in CO. Even at 5-summon (equivalent to 1 single hangar), My entire left side is filled up.
As a 2-hangar kar'fi flyer, I find the UI to be just fine, not too big, not too small.
Also, if the ship have a star, when pressing launch fighter they do not get replaced; instead they will just top up. Therefore I do not lose the "good" pets.
But Here's my complaint:
What's with the slow launch speed interval on all carriers?! I can understand if it's only the vesta that have the problem, but now EVERY SHIP?
If you have to balance it, fix the Vesta's launch speed so it's faster, not to make everyone's launch speed slower.
Verdict:
Implement the UI, but leave the new launch speed out - keep the old launch speed.
EDIT: Dev, can you please answer why did you lower all pet launch speed to those of Vesta's instead of bumping Vesta's pet launch speed?
So, my initial feelings toward this are mostly positive. I absolutely LOVE the new UI element, the sizing works for me personally. And I love the ability to easily select/heal my pets.
My single concern is with the amount of time it takes to get these pets to 5 stars. 5 combat minutes is a long time. I don't feel that anyone would get there by normally playing story missions. PvPers probably would, and long PvE queued missions probably will as well.
I could see the time being cut to 3 minutes more reasonable. However, I'd prefer to see the star rating become persistent (meaning not get flushed away when you map move) and instead only be cleared once a pet is destroyed. 5 Minutes or even longer would be much easier to swallow if this were the case, and you'd be much more invested in attempting to keep you pets healed and alive.
I have a feeling this may not be possible in the game's current state which is why things are the way they are presently. Perhaps this mechanic could be added in the future?
Tested with Tholian Recluse Carrier + Advanced Tholian Widow Fighters (from Dil Store).
Outside the 4% DPS loss you mean right?
I am already losing something, in fact I taken it into a deep encounter with Romulan ships, -30 and 5 minutes? are you kidding me? even with -30 enemies they cannot even survive beyond rank 2, there is no point in this nerf, none.
If I'm not mistaken, your pets will still rank up in this veteran system (gaining stars) even if you hide your pet's UI. You literally lose nothing except the visual health indicator, and the ability to command wings separately.
Perhaps one way to save on space could be to alter the UI a bit to have the option to have/not have Carrier Pet commands on display on either the weapon UI window, or the Hangar UI window?
That way the people that prefer them only over the weapons win, the people wanting them over the hangar UI win, the people that want them on both win, and the people that want them nowhere or whom would rather have those commands in their hotbars also win.
At the same time, you get some economy of space also possible.
Also, could the FX of pets gaining a star (which flashes above each pet) be made to stick around just a little bit longer? This way anybody who decides to hide the UI element is more likely to notice that their pets have ranked up.
This UI element is better then I could have hoped for.
I'll concur that it would be nice to be able to remove the carrier controls form the weapon bar now that there is a new control for it. Maybe have a selector like the power tray and Ability Trays do.
I'm not sure about the delays others were talking about, ships seem to launch the same with the same CD as they ever had for me. I will say that if you hit the launch button when you still have a full set of ships out that it still puts the hangar on CD, that seems odd behaviour when it doesn't do anything. The launch button for the hangat should probably grey out when max ships are deployed.
I'm not sure about the delays others were talking about, ships seem to launch the same with the same CD as they ever had for me. I will say that if you hit the launch button when you still have a full set of ships out that it still puts the hangar on CD, that seems odd behaviour when it doesn't do anything. The launch button for the hangat should probably grey out when max ships are deployed.
If the ship you have in holodeck (normal server) is a Vesta, then you will not notice it.
On holodeck, the speed of per-pet launch for all carrier EXCEPT vesta is about once per half second, may be less, so player can keep spawning dead pets.
However, a Vesta will be once per second (at least) - same as now, due to the extra animation to put the pet on the launching deck.
The cooldown is the same, but the delay means it takes longer time to get back to full fight conditions.
EDIT: NOticed that it is a "working as intended":
All Hangar Craft launch timers have been standardized.
For example, some ships used to wait 1 second between each pet summon, and others would wait up to 4 seconds.
These have all been standardized to a 2 second interval between each pet summon.
I noticed a few issues, which I will also post as a bug.
1st-The Carrier Commands seem to carry over to other characters. I was testing with a Vesta, and then went over to a Vo'Quv, and the "Escort" command was still active on Hangar 1.
2nd-The hangar pets seem to disappear after about 15-20 seconds, and you are unable to summon anymore.
3rd-Sometimes, I was unable to summon all wings of pets. I could only summon 3 of 4 wings of Slavers, for example.
Regarding the cluttered UI - wouldn't it be possible to give us two versions of this particular tab? One that displays the pets' icons and shields, and the other that's just the HP and "power level"? Something, anything that would minimize the size of it? Because I have to agree that in the case of a ship such as the Scimitar that already has 5 fore weapon slots (wider weapons tab) and singularity powers, the hangar pet UI is just too much on some monitors.
Sure, assuming that pets will no longer be "overridden" the overall gameplay should remain the same and we won't lose much by removing it, but still, some smaller alternative would be appreciated.
Set up my Jem Hadar Dreadnought, with 2 bays of Elite Scorpion fighters. I went to space around ESD, launched both wings of fighters just fine.
When I went to switch them to docked mode, they came back to ship but they did not dissapear for about 30 seconds, and after they dissapeared, I went to resummon them both by giving them a new command and relaunching the fighters with the launch fighter button but nothing happened. The fighters did not reappear and I can not launch any new fighters unless I log out of the game and back in.
I believe the entire new UI system is bugged, or broken completely.
Other than the fact that it does not work, the layout looks nice, and if it is ever fixed, im sure it will make a fine and needed addition to the carrier captains quality of life.
I'm testing with the Scimitar (Romulan Dreadnought Warbird), and I tried the Recall and Dock feature.
My ship docked just fine...but when I go to issue new carrier commands my Docked pets don't come back out.
From the Tribble Patch Notes:
Yes, same exact problem here, this happened on my jem hadar dreadnought and Fleet HEC. The recall mode brings them into dock just fine, but if you try to issue a new command, they will not reappear and you will not be able to summon any more fighters unless logging out and back in..please fix this
Recall is killing carrier pets. Have to summon new ones after issuing Recall.
Also pets badly need a catch-up feature ala seen in racing games if they fall to far behind. STO is a very high paced DPS/Movement game, there's no time for pets which idle 15-20km out of range.
The Recall command its a known issue, wich i dont know if it was edited after the patch notes came out, outherwise ppl should read them more carefull. Just dont recall the pets for now and they work.
I like the new UI, i dont find it so big, i just put it in the right bottom corner and is not bothering me at all.
On the new veterancy system, i did a little testing in Taw Deva patrols - japori system, on a recluse carrier with a mix of elite mesh weavears and elite widow fighters.
The fighters suck a bit cuz of the other known bug where u cant refresh a wing if all are dead so cant say for sure how they would behave, but still they seem to gain slowly in ranks then the frigate types, gaining only rank 2 and hardly rank 3. Here may i sugest to increase maybe a little their defence value, since they move alot, so they can be harder to hit a bit. Actually i dont know if they even gain defence if they move since u cant see their stats.
The mesh weavers behave ok, like allways i would say, hardly died and reached rank 3 allmost everytime.
I think the 5 mins time to get to max lvl is a bit too high, maybe a 3 mins would be better cuz in all patrols i did the pets reached only lvl 3.
The drop in DPS stays constant between 30-40% across 3 runs each.
The biggest culprit in the DPS loss is not being able to replace existing fighters.
Not only do you lose out on refreshing torpedos and abilities, but the fighters also need to play catch up if you move around the battlefield a lot. There is roughly ~10 seconds of deadtime before a scorpion attacks starbase 234 because I had to destroy the trash leading up to the target(this parse isn't included, but the DPS here is higher on holodeck). On holodeck, I had half my scorpions up as soon as I started firing on the test target.
Also, it seems the new AI is staying further away from the target. While this may make them more survivable, this also means a fighter's warp core breach isn't damaging the enemy target nearly as often. Double-edged sword there.
While I agree the UI is getting terribly cluttered. I made a quick mock-up of a configuration that may reduce yours a bit.
Basically: Increase your main power tray to three rows, move your weapons to that third row, and close your weapon tray. Then move your new Hangar tray to the former-weapon tray location (as pictured in my mock-up below), or move the Singularity tray to where the weapons were and the Hanger down a bit.
Anyway, you'd've probably figured something like this out anyway, and I agree they need to do something with the UI that would allow us to better scale/control all these windows, but it was just a thought.
I really wish they'd make all these UI pieces fit together better, so there's less wasted space. Take the oddly shaped Singularity tray. It takes more room than necessary. I'd've preferred it be rectangular, and had the "power-up gauge" be a straight "power-up bar" across the top, instead of this more spacious half-circle. Further:
Perhaps one way to save on space could be to alter the UI a bit to have the option to have/not have Carrier Pet commands on display on either the weapon UI window, or the Hangar UI window?
Oh, in relation with the launch intervals leave those damn well alone ... those werent put for arbitrary reasons, they look TERRIBLE because they made so in some cases like the Vesta they dont spawn on top of each other and congratulations, its now broken.
Revert those to the previous timers, stop fixing what isnt broken.
Has there been any thought as to how this affects S'kul fighters? At first glance, it seems like all they get out of this is a nerf to their already low combat damage. Veteran status really isn't something to shoot for with these guys.
The hangar pets that can only come out one at a time up to 2 maximum per hangar slot (Like the Advanced Jem'Hadar Attack Ship or the Advanced Romulan Drone Ship) will replace current pets if you use the summon power, but any pets where you launch 2 or more ships at a time up to 4-8 total per hangar must wait for at least 1 slot to open up before launching will be allowed.
From the patch notes:
Activating your Hangar Bay while pets are already summoned will no longer replace active pets, but will only fill in missing pets.
Also concerning those pets that launch 2-4 at a time up to 4-8 maximum...If I have the maximum allowed all out in space and I activate the summon power, the summon power goes on cooldown. Would it not be more intuitive to fade the summon power icon on that hangar until at least 1 pet is destroyed?
Another concern of mine is with fighters that will use Ramming Speed. I use Jem'Hadar Attack pets in my Jem Dreadnaught and I find them desirable since they will Ram when below 50% health.
Now with the veteran system in place, this becomes very undesirable for a few reasons. The lower starting DPS, the 5 minutes it takes to rank them up, and keeping them above 50% health is going to mean I'll have no heals left for myself.
Could there be a way to prevent them from using Ramming Speed? Or, my previously posted idea is to lower the time it takes to rank them up.
Didn't have much time to play around with it, but I mostly like what I see. I agree that 5 minutes for full power is a bit much, and starting with less than full power is salt on the wound. I'd suggest that the fighters launch at the power they are now and that full power is quicker to get and less than you you have now, maybe like level three or four. Yes, we get less max power, but realistically that probably what we are going to end up at most of the time and we would stat with more power.
Also, I noticed that when a fighter was destroyed and I sent out a replacement, I had to wait for the full launch cycle for one to appear. I could literally count the launches off and I knew that the program was saying launch fighter, wait, have one, launch fighter, wait have one, launch fighter, okay we need one. It would be nice if you could just launch a replacement fighter and it would pop up right then instead of having to wait for two not-launches.
The drop in DPS stays constant between 30-40% across 3 runs each.
The biggest culprit in the DPS loss is not being able to replace existing fighters.
Not only do you lose out on refreshing torpedos and abilities, but the fighters also need to play catch up if you move around the battlefield a lot. There is roughly ~10 seconds of deadtime before a scorpion attacks starbase 234 because I had to destroy the trash leading up to the target(this parse isn't included, but the DPS here is higher on holodeck). On holodeck, I had half my scorpions up as soon as I started firing on the test target.
Also, it seems the new AI is staying further away from the target. While this may make them more survivable, this also means a fighter's warp core breach isn't damaging the enemy target nearly as often. Double-edged sword there.
My suggestion for a fix for this, reduce fighter ability CD by 50-66%, this 30-40% reduction in DPS is mainly caused by fighters not being able to spam abilities via refresh, bring the ability CD down to the old fighter refresh time.
Hi, my name is: Elim Garak, Former Cardassian Oppressor
LTS, here since...when did this game launch again?
Is the UI team objective putting so much TRIBBLE we can no longer see a damn thing because it clutter with XBOX HUGE TRIBBLE because can we size the individual sections? NO, either we scale everything down to the point I cannot KNOW what the hell I am clicking let alone READ THE DESCRIPTION because the font also "scales down" to the point IT GIVES ME A HEADACHE trying to read it.
*sigh*
This is UNACCEPTABLE!
Oh, in relation with the launch intervals leave those damn well alone ... those werent put for arbitrary reasons, they look TERRIBLE because they made so in some cases like the Vesta they dont spawn on top of each other and congratulations, its now broken.
Revert those to the previous timers, stop fixing what isnt broken.
Comments
LTS, here since...when did this game launch again?
To hide the Hangar UI elements, Press F12 and click the "Hide" button on the Window Frames that will appear.
Cryptic - Lead Systems Designer
"Play smart!"
They do fit neatly down in the lower right-hand corner...not sure how that would play out on a Rom boat with the Singularity UI.
Being able to set separate commands for each hangar is definitely nifty (I did get overexcited reading the notes where it had said wing specific - trying to figure out why it didn't work on the single hangar guy I had there, rereading the notes more carefully, and then copying a two hangar guy over).
There's a curious issue on launching frigates that shows four of them briefly before setting the one in the UI.
There's also a curious issue with frigates, where the second launched frigate appears to get upranked before the first did - simple case that the second was put in the first slot or some other issue? Looks to be the case since the second guy 3-starred before the first - so the first was really the second. This doesn't happen with the fighter sized pets.
There's definitely some odd shuffling going on and a delay.
As for the delay, the UI will show that the pet is at 0% - it's gone - it's toast. You try to launch another pet, the CD starts - no new pet appears. So you have to wait until the box is empty to launch new pets.
When losing a pet from the first row, it will shuffle a pet from the second row to the first. Lose two pets, it moves two pets from the second to the first.
edit: Also, when launching a frigate sized pet - it shows four of them before displaying just the one added to the row (this isn't a case of launching multiple pets - just showing a vertical bar of four of them before showing just the one in the slot being filled). This didn't happen with the fighter sized pets.
Really? That's your suggestion?
"If you can't play the game with the current UI, disable the parts that you'd like to use, but can't due to visibility."
ThomastheCat did a great job reskinning the UI. But it is my fervent belief, that what the game truly needs is a full-on UI rebuild. Recoded from the ground up. I'm with the previous poster on this one. Too many UI elements. Too much bloat. And to make matters worse, none of the UI elements have even remotely the same size or shape, making it difficult to organise the UI layout.
Your suggestion reminds me of that Microsoft PR rep (who has since moved to Zynga); "If you can't handle running the Xbox One with it's 24 hour Internet requirement, stick with the 360."
Vesta
HEC
Kar'fi
Test zone: kerrat
The nice thing:
The UI is definitely clearer and less cluttered than the pet interface of Champions Online. It shows everything, including ranks, but leaves plenty of clear space. Compact, in fact.
Everyone, if you think this hangar interface is cluttered, wait till you built a pet-master in CO. Even at 5-summon (equivalent to 1 single hangar), My entire left side is filled up.
As a 2-hangar kar'fi flyer, I find the UI to be just fine, not too big, not too small.
Also, if the ship have a star, when pressing launch fighter they do not get replaced; instead they will just top up. Therefore I do not lose the "good" pets.
But Here's my complaint:
What's with the slow launch speed interval on all carriers?! I can understand if it's only the vesta that have the problem, but now EVERY SHIP?
If you have to balance it, fix the Vesta's launch speed so it's faster, not to make everyone's launch speed slower.
Verdict:
Implement the UI, but leave the new launch speed out - keep the old launch speed.
EDIT: Dev, can you please answer why did you lower all pet launch speed to those of Vesta's instead of bumping Vesta's pet launch speed?
My single concern is with the amount of time it takes to get these pets to 5 stars. 5 combat minutes is a long time. I don't feel that anyone would get there by normally playing story missions. PvPers probably would, and long PvE queued missions probably will as well.
I could see the time being cut to 3 minutes more reasonable. However, I'd prefer to see the star rating become persistent (meaning not get flushed away when you map move) and instead only be cleared once a pet is destroyed. 5 Minutes or even longer would be much easier to swallow if this were the case, and you'd be much more invested in attempting to keep you pets healed and alive.
I have a feeling this may not be possible in the game's current state which is why things are the way they are presently. Perhaps this mechanic could be added in the future?
Tested with Tholian Recluse Carrier + Advanced Tholian Widow Fighters (from Dil Store).
If I'm not mistaken, your pets will still rank up in this veteran system (gaining stars) even if you hide your pet's UI. You literally lose nothing except the visual health indicator, and the ability to command wings separately.
some times after combat has ended, they stay at where the last combat took place.
After recall don't seem to repair shields.... even after giving new commands.
**********************************
calling a new Bird of prey after having 2 active for hangar replaces active ship. (good/not of concern)
calling new shield repair units does not replace active ships. (bad)
(*I'm guessing that's intentional?) {fighters and shield repair units not being replaced when calling new units}
*************************************
Reason for post:
take look at shield repair units and look for "odd" behavior
That way the people that prefer them only over the weapons win, the people wanting them over the hangar UI win, the people that want them on both win, and the people that want them nowhere or whom would rather have those commands in their hotbars also win.
At the same time, you get some economy of space also possible.
I'm testing with the Scimitar (Romulan Dreadnought Warbird), and I tried the Recall and Dock feature.
My ship docked just fine...but when I go to issue new carrier commands my Docked pets don't come back out.
From the Tribble Patch Notes:
I'll concur that it would be nice to be able to remove the carrier controls form the weapon bar now that there is a new control for it. Maybe have a selector like the power tray and Ability Trays do.
I'm not sure about the delays others were talking about, ships seem to launch the same with the same CD as they ever had for me. I will say that if you hit the launch button when you still have a full set of ships out that it still puts the hangar on CD, that seems odd behaviour when it doesn't do anything. The launch button for the hangat should probably grey out when max ships are deployed.
If the ship you have in holodeck (normal server) is a Vesta, then you will not notice it.
On holodeck, the speed of per-pet launch for all carrier EXCEPT vesta is about once per half second, may be less, so player can keep spawning dead pets.
However, a Vesta will be once per second (at least) - same as now, due to the extra animation to put the pet on the launching deck.
The cooldown is the same, but the delay means it takes longer time to get back to full fight conditions.
EDIT: NOticed that it is a "working as intended":
1st-The Carrier Commands seem to carry over to other characters. I was testing with a Vesta, and then went over to a Vo'Quv, and the "Escort" command was still active on Hangar 1.
2nd-The hangar pets seem to disappear after about 15-20 seconds, and you are unable to summon anymore.
3rd-Sometimes, I was unable to summon all wings of pets. I could only summon 3 of 4 wings of Slavers, for example.
Sure, assuming that pets will no longer be "overridden" the overall gameplay should remain the same and we won't lose much by removing it, but still, some smaller alternative would be appreciated.
When I went to switch them to docked mode, they came back to ship but they did not dissapear for about 30 seconds, and after they dissapeared, I went to resummon them both by giving them a new command and relaunching the fighters with the launch fighter button but nothing happened. The fighters did not reappear and I can not launch any new fighters unless I log out of the game and back in.
I believe the entire new UI system is bugged, or broken completely.
Other than the fact that it does not work, the layout looks nice, and if it is ever fixed, im sure it will make a fine and needed addition to the carrier captains quality of life.
Yes, same exact problem here, this happened on my jem hadar dreadnought and Fleet HEC. The recall mode brings them into dock just fine, but if you try to issue a new command, they will not reappear and you will not be able to summon any more fighters unless logging out and back in..please fix this
Also pets badly need a catch-up feature ala seen in racing games if they fall to far behind. STO is a very high paced DPS/Movement game, there's no time for pets which idle 15-20km out of range.
I like the new UI, i dont find it so big, i just put it in the right bottom corner and is not bothering me at all.
On the new veterancy system, i did a little testing in Taw Deva patrols - japori system, on a recluse carrier with a mix of elite mesh weavears and elite widow fighters.
The fighters suck a bit cuz of the other known bug where u cant refresh a wing if all are dead so cant say for sure how they would behave, but still they seem to gain slowly in ranks then the frigate types, gaining only rank 2 and hardly rank 3. Here may i sugest to increase maybe a little their defence value, since they move alot, so they can be harder to hit a bit. Actually i dont know if they even gain defence if they move since u cant see their stats.
The mesh weavers behave ok, like allways i would say, hardly died and reached rank 3 allmost everytime.
I think the 5 mins time to get to max lvl is a bit too high, maybe a 3 mins would be better cuz in all patrols i did the pets reached only lvl 3.
Test Environment: Starbase 234, Tau Dewa Sector
Test Target: Starbase 234
Test Equipment: Vesta, 130 auxiliary, 2 flight deck officers, elite scorpions
Abilities Used: TSS, Hazard Emitters, Brace for Impact, Aux2Struc, CRF, TT, EPtW, APB
Tribble Parse: http://i.imgur.com/48tD7Hb.png
Holodeck Parse: http://i.imgur.com/kRigxYy.png
The drop in DPS stays constant between 30-40% across 3 runs each.
The biggest culprit in the DPS loss is not being able to replace existing fighters.
Not only do you lose out on refreshing torpedos and abilities, but the fighters also need to play catch up if you move around the battlefield a lot. There is roughly ~10 seconds of deadtime before a scorpion attacks starbase 234 because I had to destroy the trash leading up to the target(this parse isn't included, but the DPS here is higher on holodeck). On holodeck, I had half my scorpions up as soon as I started firing on the test target.
Also, it seems the new AI is staying further away from the target. While this may make them more survivable, this also means a fighter's warp core breach isn't damaging the enemy target nearly as often. Double-edged sword there.
Basically: Increase your main power tray to three rows, move your weapons to that third row, and close your weapon tray. Then move your new Hangar tray to the former-weapon tray location (as pictured in my mock-up below), or move the Singularity tray to where the weapons were and the Hanger down a bit.
http://i.imgur.com/KuGxNpD.jpg
Anyway, you'd've probably figured something like this out anyway, and I agree they need to do something with the UI that would allow us to better scale/control all these windows, but it was just a thought.
I really wish they'd make all these UI pieces fit together better, so there's less wasted space. Take the oddly shaped Singularity tray. It takes more room than necessary. I'd've preferred it be rectangular, and had the "power-up gauge" be a straight "power-up bar" across the top, instead of this more spacious half-circle. Further:
Agree 100%.
I agree. I'm not pleased that my Carriers launcher slower now, and the Vesta's increase only makes it broke, by ruining the cool launch animation.
You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
The hangar pets that can only come out one at a time up to 2 maximum per hangar slot (Like the Advanced Jem'Hadar Attack Ship or the Advanced Romulan Drone Ship) will replace current pets if you use the summon power, but any pets where you launch 2 or more ships at a time up to 4-8 total per hangar must wait for at least 1 slot to open up before launching will be allowed.
From the patch notes:
Also concerning those pets that launch 2-4 at a time up to 4-8 maximum...If I have the maximum allowed all out in space and I activate the summon power, the summon power goes on cooldown. Would it not be more intuitive to fade the summon power icon on that hangar until at least 1 pet is destroyed?
Now with the veteran system in place, this becomes very undesirable for a few reasons. The lower starting DPS, the 5 minutes it takes to rank them up, and keeping them above 50% health is going to mean I'll have no heals left for myself.
Could there be a way to prevent them from using Ramming Speed? Or, my previously posted idea is to lower the time it takes to rank them up.
Previous Post: http://sto-forum.perfectworld.com/showpost.php?p=11426601&postcount=9
Also, I noticed that when a fighter was destroyed and I sent out a replacement, I had to wait for the full launch cycle for one to appear. I could literally count the launches off and I knew that the program was saying launch fighter, wait, have one, launch fighter, wait have one, launch fighter, okay we need one. It would be nice if you could just launch a replacement fighter and it would pop up right then instead of having to wait for two not-launches.
Overall, promissing, but needs work.
Nouveau riche LTS member
My suggestion for a fix for this, reduce fighter ability CD by 50-66%, this 30-40% reduction in DPS is mainly caused by fighters not being able to spam abilities via refresh, bring the ability CD down to the old fighter refresh time.
LTS, here since...when did this game launch again?
Your chat box is huge sir