First of all, thank you for all the pet love in the new system. It has helped their performance considerably However, fully upgraded, they are currently accounting for only about 10% of my damage when flying an escort carrier or a dreadnought. This is with high end gear. Their contribution doesn't really warrant the cost of all the points.
The main problem is that other powers scale better. They scale with power, they scale with consoles, powers , and a lot more buffs. The pet damage for standard equipped characters is doing fairly well, they cover a reasonable portion of output damage. At the high end, and assuming the captain uses non pet abilities well, the pets should be capable of doing about 30% of the damage on an escort carrier, and on a full carrier about 60%. That is just not possible now. They are just not keeping up with the scaling of other abilities when fully upgraded. but there isn't really a trade off between tuning for pet damage and regular damage out side of the new skill purchases. So those purchases cannot be augmented by focusing the abilities around them.
So here are a few suggestions, not sure if some or all would be useful but here are some things I would love to see that would help make pets more viable at the high end.
First, Allow "improvement" upgrades on pets. Current pets should be set at MK 12. with damage scaling up for up to mk XIV, and "epics" adding a standard ability such as aux2sif 1.
This would allow pet damage to be improved, but at a similar cost to other upgrades, keeping their scaling in line with the amount invested into the build. They wouldn't be the same power for entry level and casual players, but allow higher end players to have the pet damage keep up with the rest of the gear. It would also require along the same type of investment as other improvements.
Second, add some pet specific abilities to allow better scaling for pets based on ability usage, directing more of your build towards their output. I was thinking something in the neighbor hood of abilities like:
A. Engineering. "auxiliary to flight deck Control" This line should share global cool down with aux to sif and aux 2 bat, be 15 second duration with 20 second refresh. It should scale with aux power and result in about the following buffs at 1- 100 aux: Ensign : 10-20% , Lieutenant 20-30% and LTCMDR: 30- 40% energy weapon damage.
B. Science Line "resonant energy transfer"
15 second duration, 45 second cool down, on the cool down line of hazard emitters with affects along the lines of ::
Ensign: + 50 - 150 hull and 100-200 shields healing per second. 15 seconds to all pets within 5-7 KM Adds 15 to all resists for pets.
LT: + 75 - 225 hull and 150-300 shields healing per second. 15 seconds to all pets within 5-7 KM Adds 25 to all resists for pets.
LTCMDR: + 100 - 300 hull and 200-400 shields healing per second. 15 seconds to all pets within 5-7 KM Adds 25 to all resists.
I'm not sure about the scaling however, should be similar to hazard emitters but scaled down a bit for the AE nature because can apply to multiple pets. Same aux and ability scaling however.
C. Tactical line: Attack Pattern: Kappa pets get 10 % chance to apply a stacking resistance debuff for each attack on target. With a .5-1% per hit debuff at ensign, 1-2% at at lt , and 2-3% at ltcmdr. 10 stacks max. At 10 stacks , target gets x- y kinetic damage per second for 10 seconds after which and all stacks are cleared and target gets immunity to addition stacks during the damage. This would be on the attack pattern cool down line with attack patterns Im not sure what a decent X should be. The idea would be secondary explosions from the multitude of pinprick attacks.
Anyhow, hope this is mildly useful.
0
Comments
Frankly i think it's incredible that, after all this time, we STILL don't have any pet-specific BOFF skills for the aspiring carrier captain. If pets are still supposed to be the Carriers main weapon let them have some kind of abilities to actually give them 'teeth' just like everyone else can.
I would love a Flight Deck Officer BOFF. With some very Fighter friendly abilities that would boost speed, survivablity and damage.
That is a very interesting idea too. Make "Flight deck" a specialization line line like pilot or intel... add abilities like these to it. then give the new carriers one of their seats with this specialization enabled. Like the new Jupiter could get these in the cmdr sci slot...
Although they would have to upgrade it and release a version 2, and that could get them into copyright trouble. The "Jupiter II" having already been taken. Danger Will Robinson, Danger.
What I really wish they would do is take away the ship restrictions. If you own(ed) the ship, and unlocked the pets, you should be able to use them on any other ship. Keeping it that ships that can only use fighters, still only be able to use fighters.
I would like t pull out some of my other pets from time to time, but I don't like the ship they are attached too.
Twilight, Particle Physicist that stole the ship.
Original Signup date: August 4, 2008
LTS since Pre-Order
when i focus on using Fighters in my Carriers i make sure i am able to replace them instantly
they are never reaching level 5
( max Aux Power + 3 Flight Deck Officers - Hangar Bay Cooldown)
frigates survive for a very long time but because most of them
have very unfortunate Weaponry they don´t have a really hard time
to deal damage, mostly because of the flight path which bringing
the Hangar pets to cuddle distance + a circling around the target enemy
- - result in - - during a fight the pet Turret is the only thing that is firing at all
THE best Pets are build like the Romulan Drone Ship,
with 3 Beam Arrays+ very good ability pool
That is the real problem with pets the Skill System is okay
Wish list for the future :-D
the Thing i would like to see one Day in future
" Hold Formation " / " Stay in Formation"
- all pets stay close to you and mimik ALL the Player movements
- that way you (the player) is responsable to maintain all the (pet) Weapon arc's (at the right angle)
"second Attack run" / "re-group"
- all pets (at once) "fly" ; "impulse burst" or "jump" to one spot at10 km of their current target
- and fly towards the target (to target the same shield angle) guns blazing (of course)
and a set of buttons to control the flight paths of your hangar pets,
- Flybys manouver
- Circle manouver
- hold position close range
- hold postion max range
- constant Evade manouvers (+ Defense)
Another solution would be to allow atleast part of your captain skills to modify your pets. So if I have a control build with 600 control my pets get part of that bonus. But honestly I like my pets having their own unique and customizable equipment. A new fleet holding could introduce this functionality.