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new hangar UI and rank system.. who thinks 5 minutes is too long?

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  • aarons9aarons9 Member Posts: 961
    edited July 2013
    another thing i am seeing..

    when i push out a replacement fighter.. its selected..

    if i choose to heal myself at any time in the mission.. that last pet that got put out gets the heal.. even if i unselected it..


    this in its own is causing me a lot of problems.. as right when i need that hull heal or shield heal or tac team.. that one fighter will get it instead :(
    [12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
    [12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
  • tekehdtekehd Member Posts: 2,032 Arc User
    edited July 2013
    You know, it's so awful how with this new AI you just can't rank up fighter pets...

    http://img689.imageshack.us/img689/5823/bmz5.jpg
  • aarons9aarons9 Member Posts: 961
    edited July 2013
    tekehd wrote: »
    You know, it's so awful how with this new AI you just can't rank up fighter pets...

    http://img689.imageshack.us/img689/5823/bmz5.jpg

    nobody is complaining about the rank system..
    what people are noticing is the fighter pets arent as strong at rank 5 as they were before the chage..

    we were all told they were supposed to get better.. not worse.
    [12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
    [12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited July 2013
    I have yet to see a Peregrine set to "attack" go past 3-stars in either Infected or Starbase Defense.
  • bignutterbignutter Member Posts: 125 Arc User
    edited July 2013
    I've made some Orion Slavers last to 5 stars in KASE. Actually, the said Slavers somehow managed to make it to the "right" gate while I was working on the "left" gate, on their own. Best EC I spent. (Yes, they were the weakest Slavers that are in game. They where assisted by two other players and a few Advanced Slavers, and their pets.)

    I suspected the pets did travel to the other Gate in KASE before the patch, I often got Voice chat about someone's BOPs helping out the other gate.

    As Atrox/"Cat Carrier" pilot, I use to get around 2K DPS on two hangers of EC roundabouts before the Update. KASE run Pets weapons in Green: http://ubuntuone.com/2aEjzla3Lk3zYiis26T3rX

    As a Suggestion, Can we have make it possible for us to track our pets with a length a little longer than the gates in KASE?
  • omegaphallicomegaphallic Member Posts: 101 Arc User
    edited July 2013
    aarons9 wrote: »
    nobody is complaining about the rank system..
    what people are noticing is the fighter pets arent as strong at rank 5 as they were before the chage..

    we were all told they were supposed to get better.. not worse.

    Bingo. You hit nail on the head.
  • kikanasskikanass Member Posts: 45 Arc User
    edited July 2013
    I like many others am disappointed in this update due to many of the problems mentioned. The update had such potential, but it hasn't worked out that way. The UI element is nice, but the other changes that came along with it are problematic. Below are a list of problems I see and potential ways of fixing them shown in green.

    Pets still die left and right to explosions/warp core breaches (even more so since the patch or maybe I'm just noticing it more now that it's easy to see how many fighters are alive at any given time) and it's worse in certain STF's because of something that hasn't been mentioned. There are many targets that explode immediately with no delay resulting in loss of all attacking pets and the only way I've found to avoid it is recalling the fighters long before the target explodes and by long I mean atleast 10 to 15 seconds. I tried less time, but it takes the pets so long to respond that I found unless I recalled them atleast 10 seconds early they'd be lost.
    This is a difficult one to easily fix as adjusting the pet AI isn't a simple matter according to what I've read and as such I'm at a loss for a simple easy solution other than making pets completely immune to explosions/warp core breaches

    As has been mentioned, now with the replacing pets lost instead of replacing full wings I find now that I have less pets out at any given time because you lose 1 or 2 say from the second wing you deployed and use the hangar to replace them, but it doesn't as at the time it's summoning wing 1 which needs no replacements then say you immediately lose another 1 or 2 you can't replace them for the duration of your hangar cooldown.
    For this replacement methodology to work I think pets most notably fighters need a boost in survivability and hangar cooldowns need to be reduced and changed in a manner that they don't work by wings (2 wings per hangar) but rather using the hangar ability once launches the full squad or if pets are already launched then replaces any in the squadron that are missing not just from whichever wing the hangar happens to be working on atm and if survivability is not boosted also may need to lower the cooldown for fighter type hangars so they can be replaced in a timely manner.

    Also as has been mentioned fighter pets have just no survivability with a mere 2777hp hull and as a result are hard pressed to survive long enough to make it to rank 2 or 3 or in the case of pvp often not even rank 1.
    In Fact all pets have a couple survivabilty problems that I think need to be addressed. They all need shield distribution capability or tac team. They need to regen shields as well as hull at accelerated rate when docked and when they rank up they should receive a shield and hull heal not just a hull heal. I also think the docking timer should be much lower than 15 seconds if not removed entirely. Alot of ppl have mentioned problems with pets not obeying commands or flying off on there own and becoming unresponsive ect... which I personally haven't witnessed to much except in cases where I move on to a different target area and have left my pets behind and get out of range of them. Lowering or removing the docking timer and having pets dock the moment they reach their carrier would help with pet survivability by getting them out of harms way faster and started on healing plus it would help let carriers keep up with there teammates better when moving from target to target when one must move from one combat area to another without worrying that pets will get left behind and be lost, become unresponsive ect....

    Pets attack Range is to limited
    Pets should be able to be ordered to attack targets up to 15km maybe even 20km away, but currently don't seem to be able to attack unless a target has reached my firing range. This isn't an accurate representation of a carriers function. Carriers have fighters for a reason. To act as a screen of protection for the carrier and it's companion vessels and in the world of STO to offset the low speed/turnrate (lowest in game) of the carrier.

    DPS loss since patch.
    I could be wrong, but I recall reading that carrier dps wasn't considered a problem and this new system was never meant to be a nerf to carrier dps, but unfortunately that is what has occured. I average about 1k dps less since patch than before. This dps loss is due to a combination of things including loss of spammability of special attacks dispite the lowered cooldowns on the special abilities as well as the above mentioned lack of pet survivability and the replacement mechanic leading to less pets in the field at any given time. So I would propose a slight dps boost to pets most notably fighter class pets with there extremely low survivability.

    5 min to rank up is to long.
    This I tend to agree with especially in the case of fighters, but I think 5min would be fine if the above issues such as survivability ect... were adressed. Granted there would still be maps and missions where pets could not reach rank 5 due to the short duration of the map/mission, but I don't see a need to complain about that as a map/mission of that nature obviously doesn't require rank 5 pets anyway.
  • jsck82jsck82 Member Posts: 119 Arc User
    edited July 2013
    Re the spawning and replacing... Is this meant to say that if I have a total of 3 stalkers out (1 in squad 1, 2 in squad 2, on the same hangar), that my live pet(s) will be replaced if i spawn another set of 3?

    IE, just looking at one squad (assume squad 2 is missing 2 fighters, squad 1 is also), if using that info, I spawn a new squad of Stalkers, I do not get 3 new fighters in the 4 empty spaces, instead, I will get 2 new fighters in empty spaces, and 1 experienced one replaced.

    Is this as intended,or bugged?
  • knockyknocky Member Posts: 0 Arc User
    edited July 2013
    I don't care about the 5 minutes.

    I care VERY much about the fact they refuse to take to the time to code the hanger pets to stay at max effective range.

    My Yellowstones have no business crowding up to a Cube at point blank. Even pets with Cannons shouldn't come closer then 5km.

    Cube blows...there goes my Redshirts.



    For the love of all things Tribble....take the worthless buffs away and give us the ability to set minimum range to target for our pets.
    [SIGPIC][/SIGPIC]
  • bhthephoenixbhthephoenix Member Posts: 127 Arc User
    edited July 2013
    At least with any of the elite ships five minutes is not too long. In the Elite STFs I've played at least two of my four end up with 4 or 5 stars.
  • bhthephoenixbhthephoenix Member Posts: 127 Arc User
    edited July 2013
    knuhteb5 wrote: »
    I think they said tier 2 is basically the same as the pets are now, and I think a least a few of the pets should on average be able to get to tier 3 or tier 4. However, I do agree that it will be next to impossible to get the pets to tier 5 on most maps.

    Also, good point on the need for a despawn button. If they get stuck, they won't respawn again after hitting respawn b/c they haven't died. Guess Cryptic never thought of that.

    Sorry if someone has already said this, but Tier 1 is the same as ships were before (it was changed) so everything above that is a bonus.
  • kikanasskikanass Member Posts: 45 Arc User
    edited July 2013
    jsck82 wrote: »
    Re the spawning and replacing... Is this meant to say that if I have a total of 3 stalkers out (1 in squad 1, 2 in squad 2, on the same hangar), that my live pet(s) will be replaced if i spawn another set of 3?

    IE, just looking at one squad (assume squad 2 is missing 2 fighters, squad 1 is also), if using that info, I spawn a new squad of Stalkers, I do not get 3 new fighters in the 4 empty spaces, instead, I will get 2 new fighters in empty spaces, and 1 experienced one replaced.

    Is this as intended,or bugged?

    Currently Stalkers and certain other pets are still operating as they did before the patch where using the hangar simply replaces the whole wing and not just the missing ones as is the way it's supposed to be now.
  • havokreignhavokreign Member Posts: 0 Arc User
    edited July 2013
    Pets are supposed to be squishy. Move along.
  • aarons9aarons9 Member Posts: 961
    edited July 2013
    havokreign wrote: »
    Pets are supposed to be squishy. Move along.

    so i ditched my adv slavers and got some qaw'dun bird of preys.. because of the slaver nerf to the HP..


    guess what.. in normal combat.. just like a fleet alert..

    these 100k fc 45k dil ships die more often then the slavers did.. you only get 2 per hangar and the 1st one is usually blown up before the CD on launching a 2nd one comes up :(



    it wasnt this bad before the patch..
    [12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
    [12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
  • decroniadecronia Member Posts: 0 Arc User
    edited July 2013
    knocky wrote: »
    I don't care about the 5 minutes.

    I care VERY much about the fact they refuse to take to the time to code the hanger pets to stay at max effective range.

    My Yellowstones have no business crowding up to a Cube at point blank. Even pets with Cannons shouldn't come closer then 5km.

    Cube blows...there goes my Redshirts.



    For the love of all things Tribble....take the worthless buffs away and give us the ability to set minimum range to target for our pets.

    I do agree the five minutes would be fine if the AI had them staying at effective range. However they just don't seem to be bothered to do it. Even the so called improved AI is not really improved.
  • the1tiggletthe1tigglet Member Posts: 1,421 Arc User
    edited July 2013
    As a vesta captain I'm concerned about the despawning problem as well but moreso about how many powers all of the new minis have that the feds don't it's like 10 skills compared to 3 on the fed minis..where the heck is the balance in that?
  • badname834854badname834854 Member Posts: 1,186 Arc User
    edited July 2013
    Add this to the feedback, Bran ~

    At level 5, my slavers are STILL less then they were pre-patch.

    WHY?
  • aarons9aarons9 Member Posts: 961
    edited July 2013
    also feedback to bran..
    my slavers stopped collecting contraband and rare commodities..

    they just steal provisions, medical supplies, arrays, probes and energy credits.
    [12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
    [12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
  • darkhorse281darkhorse281 Member Posts: 256 Arc User
    edited August 2013
    I decided to break out the carrier, start working on my sci and try out the new pet AI. For the most part I like the changes and have enjoyed playing with my carrier but 5 min. is a little long being as my pets tend to seek out warp core explosions. I have gotten a few to 5 stars but for most part they cap out at 3-4 stars before committing suicide. I have extended a few by recalling or healing but the timer should be 4 min max the way the pets are acting at this point.

    Edit: Not to mention most end game missions just aren't that long these days
  • corvallecorvalle Member Posts: 254 Arc User
    edited August 2013
    aarons9 wrote: »
    also feedback to bran..
    my slavers stopped collecting contraband and rare commodities..

    they just steal provisions, medical supplies, arrays, probes and energy credits.

    not sure why people continue to use slavers in PVE..their DPS is terrible and what you get from them is so insignificant.
  • aarons9aarons9 Member Posts: 961
    edited August 2013
    corvalle wrote: »
    not sure why people continue to use slavers in PVE..their DPS is terrible and what you get from them is so insignificant.

    since i got elite ones on one of my chars i feel obligated to use them..

    with the photons they are not so bad.. but they dont steal anything anymore and this change seems permanent (the only official post we got so far was a dev saying that they actually increased the amount the steal 3x). so i wouldnt get them again on any of my other chars..
    [12:35] Vessel Two of Two Unimatrix 01 deals 225232 (271723) Plasma Damage to you with Plasma Lance.
    [12:44] Vessel One of Two Unimatrix 01 deals 1019527 (1157678) Kinetic Damage to you with Plasma Energy Bolt Explosion.
  • roborovzkiroborovzki Member Posts: 10 Arc User
    edited August 2013
    It's frustrating to fly a carrier at the moment, but that's what I think.

    As described by some other posters, sometimes you buff you own pets or plasma torpedoes instead of your own ship. It's an annoying bug and it is in the game for a pretty long time now. The last time I did CC Elite I died because I accidentally healed my To'Duj fighter...

    But back to the point, the new hangar system.
    It has some improvement, but it also still has some bugs. I like the fact that I can see how many pets are alive, just like the levelling system. The only thing is that 5 minutes is way too long for fighters, they die too quickly. This should be brought back to, something like, 3 minutes, due to they're poor survivability. I also think that they should have the option to balance their shields.
    5 minutes for the BoP's seems doable, but they should also have the option to balance their shields.

    The pets do not always listen to commands, the BoP's, for instance, wont fight after I recalled them. They stay cloaked. The only way to fix this is to spawn new BoP's.
    Commanding (To'Duj) fighters seems to work partially. Today in an CCE the fighters didn't want to stop fighting when I recalled them. The result was that al pets were destroyed. Also the 15 seconds before the fighters board the carrier is too long, this should be brought back to 5 second or so. I haven't tried the 'escort' and the 'intercept' command yet.

    I hope these bug will be fixed soon.
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