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First Impressions of the new Carrier UI

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  • lostmoonylostmoony Member Posts: 0 Arc User
    edited July 2013
    i vote for delete the full carrier Change, it destroys totally the great gameplay!!!!!
  • simeion1simeion1 Member Posts: 898 Arc User
    edited July 2013
    Unfortunately, I have not had time to play with new UI. But for those players that are auto targeting pet such as mine, torpedoes, and hanger craft you need to turn off auto target pets. This fixed my issue with targeting my own fighters. I too have seen fighters run off to target something across the map. It is usually because I have no target selected sand I have them in attack mode. I have had to train myself to recall when I don't have a target. But it seems recall now has a issue.
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  • corvallecorvalle Member Posts: 254 Arc User
    edited July 2013
    Ok, i expected that this patch was going to have many broken elements, as most of the stuff Cryptic releases is often unfinished , but this bug is really bothering me.

    I am doing a Khitomer Vortex Elite, with my Jem Hadar Dreadnought which has 2 Elite Scorpion fighter bays equipped.

    I have all 12 fighters out, all of them rank 3 or 4 and after about 3 minutes into this match, my fighters start dissapearing. Does not matter if they are docked, attacking something or flying patrol around me, the fighters are just vanishing. I try to resummon new fighters but that does not do anything. I started with 12, and ended up with 2 fighters before i became sickened and logged out.

    Thanks for this great update, talk about some high quality coding right?
  • pissycutapissycuta Member Posts: 40 Arc User
    edited July 2013
    Add to the list of problems (from an Infected ESTF experience after which i just closed the game seeing how much they ruined the carrier) Pets in question are Elite Birds of Prey.

    1) Pets vanish at random - not sure if "too far" would be the same issue here as they were 8km away from me.

    2) Pets totally ignore commands - either the old system / tray bar slot commands or the new one - Hard example" tried to recall my bops, nothing happened, tried to recall them by using the new interface buttons, they clipped for half a second, nothing happened... reslotted Recall to the tray bar, used it... they cloaked but half a second later decloaked and engaged on their own.

    3) Pet AI seems even stupider than before, at least with recall / attack you could of set up an alpha strike in the past... now they just fly in wide circles mostly using the turret...

    4) Read something in the patch notes about warp core breach starting 1 sec now or something in some cases... you sure you didn't add that to the borg? as the Elite tac cube went 0% and instant warp core breach before anyone could get out of range.
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited July 2013
    lostmoony wrote: »
    i have noticed the slaves get a massiv hull decrease?

    bevor patch they have same hulll like Orion interceptors 4652HP

    now they have 2777HP the half hull like bevor patch?:rolleyes:

    the biggest Problem on the new System ist the only dead pet replace Funktion. i pet is dead i Switch the button 1 pet Comes out in the next Moment all dead i have a cooldown for replacing only one pet lol.

    it do the replacing very slow so Overall the bigest TRIBBLE i have seen , heavy dps loose for never getting a fresh wing!!!!!!

    the new window is nice for seeing alive pets the ranking is nice to but all other changes destroing the carrier gameplay!!!

    one nice thinks gone forever, spawn a elite scorpion wing they shoot all a heavy Plasma Torpedo on a Boss then spawn a new wing, all fresh pets can shoot a new heavy Plasma coz all new, now.......:(

    for frigates this new petsstyle replace only dead pets is nice for fighters ist 100% a totally downgrade
    lostmoony wrote: »
    no nerf on all interceptor Versions, they have still the Basic Orion fighter HP, only the the elite slaves get halfed there HP, advanced slavers i dont have to tryout how much HP they have, thats why they die now 50% faster, i have wonder in the first try today why my loved slavers die like nuub puppets fast, then i check the HP and see what happend.

    the massivly loosing HP on the slavers + the only a dead pet replacing in slow Motion ist the biggest downgrade i have ever seen for a carrier Player.

    Even at 5 stars they will not regain the lost hps,which means the veteran system is less then useless for Slavers now.

    And for interceptors to keep the hps while the Slavers retain the nerf is baffling.

    They need to buff the hps not decrease them.

    Going live on holodeck with a half done or less system is utterly baffling and poor decision making on the part of management. I know I sound like a broken clock, but I just don't get why they'd release it so unfinished, what was the rush? Its insane.
  • homerdickhomerdick Member Posts: 13 Arc User
    edited July 2013
    I've had numerous instances of pets set on recall attacking stuff anyway.



    I am a bit of a new player, are BoP's supposed to have 360 degree torp launchers? I saw my BoP's launching on stuff they were flying away from.
  • orangeitisorangeitis Member Posts: 5,222 Arc User
    edited July 2013
    Why don't my multi-vector assault mode have this new U.I. now...?
  • brangel13brangel13 Member Posts: 0 Arc User
    edited July 2013
    After playing STF's and PvP's, providing constructive feedback to Cryptic here on the new carrier change.

    - Absolutely love the UI for carrier pets, now I know how many pets are deployed.
    - The leveling system is interesting, however mute considering pets rarely ever get past 2-3 stars in STF's, PvP not even past 1 star.
    - AI for pets are still random and erratic to commands.
    - Micro-management of pets to ensure they don't get destroyed can be a little debilitating, takes focus off healing-buffing team members.

    Overall consensus, unfortunately hangers pets are basically nerfed. Utilizing carriers in PvP is mute now. Suggestions, either remove leveling system for pets, or decrease leveling time and/or increase shielding across the board on all hanger pets. If user hits EPtS or ET on self, would love to see those healing buffs spread across all deployed hanger pets.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited July 2013
    Pleease TURN OFF that leveling-up sound effect ... I hear it 20 times on some maps and its just distracting and irritating
  • shevetshevet Member Posts: 1,667 Arc User
    edited July 2013
    Having played around with this, now, for a bit...

    I've yet to get a pet above level 3 - heck, most maps I'm lucky if they reach level 1! This isn't a surviveability issue (at least, not for my Mesh Weavers) - it really is just a case of the combats not lasting long enough for the fighters to level up. Since they don't reach parity with their pre-patch abilities until level 2.... well, essentially, this means they've lost performance overall. Or, in cruder terms: they've been nerfed.

    I'm finding some of the same issues with targeting and ships wandering away that others have described. This might just be down to changes in the AI's strategies, which I will get used to over time. (The fighters do seem to avoid core breaches better, for me at least.)

    One problem - what the heck am I supposed to do when a fighter gets stuck in something? (Passing over the basic fact that - what with space being mostly empty, that's why it's called space - there is no rational reason why this should ever happen.) In the old days, if a fighter was nose-down in an asteroid and not moving - no problem, I could simply respawn it. What do I do now?

    There is room, I would think, for an emergency respawn button on that UI element. There is a lot of room on the UI element. Pity there isn't a lot of room on my screen. A bit of juggling has left me just enough room to see out of, but I'm still squinting a lot.

    .... I think this one still needs work, I'm afraid.
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  • orangeitisorangeitis Member Posts: 5,222 Arc User
    edited July 2013
    So uh... us captains that fly multi-vector assault ships and saucer/chevron separations don't get a new UI?
  • tpolebreakertpolebreaker Member Posts: 266 Arc User
    edited July 2013
    The UI element is pretty bad... lot of useless information on it.. do we really need graphic depictions of the shield facings of each fighter? How is that information at all relevant or useful to the captain on the carrier? I cant tell them to attack from one direction, run a tac team, or whatever... Just gimme a green/yellow/red dot for overall strength, like the hull. And they are so big, each as big as a player (ship) portrait. The thing needs to be resizeable at the very least. That said, it's nice to see at a glance how many are active instead of having to do a 720 and count...

    As said, the AI has not improved at all, they get close to things and blow up when the target does. Whatev, but those that dont die, I tell to dock and I guess they are supposed to regenerate quickly... they dont? I kept my pets docked for a full minute and the one (level 4!!) pet I was keeping track of had damaged shields that never regenned... maybe it was stuck somewhere, I dont know. But as mentioned, no way to just respawn it so kind of sucks.
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    The doors, Mister Scott!
  • corvallecorvalle Member Posts: 254 Arc User
    edited July 2013
    Honestly, I do not believe Cryptic is reading this forum thread, and I do think they really care how bad this AI system is acting and how let down alot of the carrier community feels.

    We seen patch notes that stated something completely different than what we are getting in game and the sad part is that no Cryptic employees have stopped by in this thread at all to acknowledge that there is any kind of problem..

    Terrible customer service and interaction with your customers Cryptic, and alot of them are paying customers..very sad indeed.
  • jd6885jd6885 Member Posts: 0 Arc User
    edited July 2013
    shevet wrote: »
    Having played around with this, now, for a bit...

    I've yet to get a pet above level 3 - heck, most maps I'm lucky if they reach level 1! This isn't a surviveability issue (at least, not for my Mesh Weavers) - it really is just a case of the combats not lasting long enough for the fighters to level up. Since they don't reach parity with their pre-patch abilities until level 2.... well, essentially, this means they've lost performance overall. Or, in cruder terms: they've been nerfed.

    I'm finding some of the same issues with targeting and ships wandering away that others have described. This might just be down to changes in the AI's strategies, which I will get used to over time. (The fighters do seem to avoid core breaches better, for me at least.)

    One problem - what the heck am I supposed to do when a fighter gets stuck in something? (Passing over the basic fact that - what with space being mostly empty, that's why it's called space - there is no rational reason why this should ever happen.) In the old days, if a fighter was nose-down in an asteroid and not moving - no problem, I could simply respawn it. What do I do now?

    There is room, I would think, for an emergency respawn button on that UI element. There is a lot of room on the UI element. Pity there isn't a lot of room on my screen. A bit of juggling has left me just enough room to see out of, but I'm still squinting a lot.

    .... I think this one still needs work, I'm afraid.

    Did you try recalling that wing for 15 secs and then relaunching it by switching to attack mode? I like the new system because I have frigates which have innately better survivability. And I can easily pack them up by redocking and zooming off to the next fight.

    I can't imagine i would like the new system much if I were stuck with squishy fighter pets.
  • lostmoonylostmoony Member Posts: 0 Arc User
    edited July 2013
    for frigates the System is in some parts ok, lvling + see there stats Overall form heal them or there shilds.

    for samll figthers the only interesting Point is to know how much alive and when the time is to call a fresh wing, all other Option spezialy the only recall a dead pet not a fresh full wing with full loadet skill is a insane DPS decrease!!!

    bevor the patch i kill a tak cube with only elite jem hadar fighters, i stay 12km away from the cube and call 4 wings they all spam there rapid fire skill, one shild side goes near down, ~12 sec later recall 2 new wings they spam again there rapid fire,... do that some times and tak cube dies faster then you can look from simply pets!!!

    now nothing more of this great Features works.

    and a Overall dps decrease of 70%+ is the reality.
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited July 2013
    Pet AI is wonky, some fighters do as they're told and other go off to do nothing.

    Other then fighers disobeying orders and an unneeded.nerf to Slavers hull, I'm okay with the UI, veteran status is largely useless on most maps with fighters with no survivablity, but at least they got ride of the -4 damage penalty. The Vet system is really only for Frigates most of the time.
  • neoakiraiineoakiraii Member Posts: 7,468 Arc User
    edited July 2013
    Pet AI is wonky, some fighters do as they're told and other go off to do nothing.

    Other then fighers disobeying orders and an unneeded.nerf to Slavers hull, I'm okay with the UI, veteran status is largely useless on most maps with fighters with no survivablity, but at least they got ride of the -4 damage penalty. The Vet system is really only for Frigates most of the time.

    You might have a future Captain Kirk in your squad.
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  • brigadooombrigadooom Member Posts: 0 Arc User
    edited July 2013
    I love my slavers :( I'm going to miss them now that they're useless for stealing let alone staying alive.
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  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited July 2013
    lostmoony wrote: »
    for frigates the System is in some parts ok, lvling + see there stats Overall form heal them or there shilds.

    for samll figthers the only interesting Point is to know how much alive and when the time is to call a fresh wing, all other Option spezialy the only recall a dead pet not a fresh full wing with full loadet skill is a insane DPS decrease!!!

    bevor the patch i kill a tak cube with only elite jem hadar fighters, i stay 12km away from the cube and call 4 wings they all spam there rapid fire skill, one shild side goes near down, ~12 sec later recall 2 new wings they spam again there rapid fire,... do that some times and tak cube dies faster then you can look from simply pets!!!

    now nothing more of this great Features works.

    and a Overall dps decrease of 70%+ is the reality.
    neoakiraii wrote: »
    You might have a future Captain Kirk in your squad.

    Kirk would never leave in the middle of a fight to twiddle his thumbs while other pilots get blown up.
  • shevetshevet Member Posts: 1,667 Arc User
    edited July 2013
    jd6885 wrote: »
    Did you try recalling that wing for 15 secs and then relaunching it by switching to attack mode? I like the new system because I have frigates which have innately better survivability. And I can easily pack them up by redocking and zooming off to the next fight.

    I can't imagine i would like the new system much if I were stuck with squishy fighter pets.
    It's worth a try - but does one have that long out of combat to spare, in some situations? I can't imagine this solution going down well with one's teammates in an STF, for instance.
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  • cpc2011acpc2011a Member Posts: 0 Arc User
    edited July 2013
    shevet wrote: »
    It's worth a try - but does one have that long out of combat to spare, in some situations? I can't imagine this solution going down well with one's teammates in an STF, for instance.

    As i've stated clearly before, if you use recall there is a good chance that your fighters/pets will only partially relaunch (and sometimes not at all). Don't say I didn't warn you folks lol.
  • cabezadetortugacabezadetortuga Member Posts: 251 Arc User
    edited July 2013
    I think that the complaints about hanger pet survivability are overblown. Since the changes, it has been pretty easy to get the runabouts to 5 stars. The only reason that my stalker fighters don't make it right now is because they are bugged and launching doesn't only replace destroyed fighters. I have hit launch on my stalker fighters only to look lower and see that I was replacing a pair of stalker fighter with 4 stars.

    I think that people have a tendency to overstate complaints.
  • xapocalypseponyxxapocalypseponyx Member Posts: 577 Arc User
    edited July 2013
    lostmoony wrote: »
    i vote for delete the full carrier Change, it destroys totally the great gameplay!!!!!

    Second. It's nice seeing the pet status, but it's not worth what we lost.

    In related news, I dusted off my Advanced Delta Flyers and got a whole set up to level 5! Yeah, they still sucked.
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited July 2013
    I think that the complaints about hanger pet survivability are overblown. Since the changes, it has been pretty easy to get the runabouts to 5 stars. The only reason that my stalker fighters don't make it right now is because they are bugged and launching doesn't only replace destroyed fighters. I have hit launch on my stalker fighters only to look lower and see that I was replacing a pair of stalker fighter with 4 stars.

    I think that people have a tendency to overstate complaints.

    If you had any tricks for this please share them.
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited July 2013
    Who makes the decision to release stuff before its finished and tested?
  • cpc2011acpc2011a Member Posts: 0 Arc User
    edited July 2013
    Who makes the decision to release stuff before its finished and tested?

    Honestly not sure, but they need to be demoted to scrubbing toilets.
  • cabezadetortugacabezadetortuga Member Posts: 251 Arc User
    edited July 2013
    If you had any tricks for this please share them.

    Well, I just did a starbase defense (the one with 20 players) and ended up with 3 runabouts at five stars and even had two stalker fighters that reached four stars, although these were replaced in two separate launches as I replaced two other downed fighters.

    If you are not using a lot of AOE and are only getting the aggro of your main target, escort mode works quite well with the appropriate flight deck officer, as your pets will focus on your target. You can lose your fighters on escort pretty easily, though, if you get a lot of different ship's aggro quickly and your wings attack different targets. If I get the aggro of a bunch of ships, I switch to simple attack so that my wings will focus on my intended target.

    If no one on your team needs support and one of the fighters is down on shields or hull, toss em a heal. I suggest doing triage. If you have a damaged three star fighter and a damaged no star fighter, then give priority to the 3 star fighter, as he is more valuable in the fight and is more likely to survive, anyways. Always give priority to a teammate, though, unless he or she is just useless.

    I use purple runabouts and stalker fighters. That combo has served me well and at the moment, seems to continue serving me well.

    I fly an Atrox, so I make sure to have a tractor beam and tractor beam repulsors. Before the patch, tractor beam repulsors was one of the better ways to protect your fighters from warp core breaches, and is still helpful in putting distance between the exploding enemy ship and your wings.

    Do not use the recall buttons on the standard hotbar. Use the carrier commands in the new user interface. When I have used the hotbar ones, my fighters have bugged out. I really have only been using recall when I am going to move a distance or, if I remember, to avoid Borg cube warp core breaches.

    Speaking of Borg cube warp core breaches, the AI is absolutely terrible at avoiding these. In red alerts, I have practically given up on having wings last any decent amount of time there precisely because they die every time a cube blows up.
  • homerdickhomerdick Member Posts: 13 Arc User
    edited July 2013
    shevet wrote: »
    It's worth a try - but does one have that long out of combat to spare, in some situations? I can't imagine this solution going down well with one's teammates in an STF, for instance.

    Kirk wouldn't be in a fighter, he'd be in a Marauding Force shuttle....so he could beam over and two-handed chop people in person. Then he'd seduce the alien chicks after his shirt got torn.
  • neoakiraiineoakiraii Member Posts: 7,468 Arc User
    edited July 2013
    homerdick wrote: »
    Kirk wouldn't be in a fighter, he'd be in a Marauding Force shuttle....so he could beam over and two-handed chop people in person. Then he'd seduce the alien chicks after his shirt got torn.

    fixed that for you
    GwaoHAD.png
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited July 2013
    My biggest gripe is the energy damage was low before this nerf and now its at 20% - 25% of what it was before they nerfed the carriers. Based on what I've seen of my KDF carriers pretty much advanced from d-store are the safer bet and no need for elite because there is no damage difference as energy damage wise between turrets, beams, and heavy cannons.

    Not to mention this UI thing is worthless I don't see any need to be able to have them on two seperate commands when in the first place those commands were so bugged and never fixed to where in STF's they usually are only following one players commands.

    If the whole purpose of this was to annoy players who use carriers than I guess its working as designed.
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