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Carrier Pet buff not enough!

ssbn655ssbn655 Member Posts: 1,894 Arc User
Yes a good idea and much needed BUT I feel very strongly that Carrier users really don't know what a carrier is. I have lost count of the times I have watched a carrier go charging in and do minimal damage and get blown to bits due to the user flying it like a full fledged crusier or escort. I really feel that carrier themselves should have gotten a nerf to thier weapons so the users finally have to play them the way they should be stand off ships that depend on thier fighters for both offense and defense. In other words true carriers. Maybe this fighter buff will help in that. If anything the fighters should have been buffed more from the description inthe news article. We shall see on tribble.
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Comments

  • arionisaarionisa Member Posts: 1,421 Arc User
    So basically you are saying that because some people don't use ships the way you think they should be used, those ships should be nerfed ?
    LTS and loving it.
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  • davefenestratordavefenestrator Member Posts: 10,512 Arc User
    This would make sense if you could launch something like a modern Earth carrier's 40 fighters (plus intel craft and helicopters).

    And if your consoles, weapons and space set affected your carrier pets.

    And if your carrier pets could use your bridge officer and captain abilities on themselves.

    And if they had the AI to do that properly.

    So no.
  • jslynjslyn Member Posts: 1,784 Arc User
    Hm. Perhaps the option to equip additional Carrier Pets in to the Tactical Console Slots would be to your liking. It would weaken the Carrier and strengthen the Pets. It would also allow for people to continue to play the way that they currently do by keeping the Tactical Consoles and forgoing the extra Pets.

    On a semi-related note, Mr. Ssbn655, there is actually a different board for making suggestions. If you want your ideas to be seen by the right people, you should post them over on the Feedback Board.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    Honestly a carrier pack that had each carrier having three variants of the normal three consoles (tactical, engineer, science,), which would impart a portion of your ship's slotted consoles type to your active pets would be interesting. Giving us a revamped Ui that was a bit more like the ground boff system that would allow us to give more micro-management command options for each set of hanger pet set.
  • tempus64tempus64 Member Posts: 806 Arc User
    I'm just happy they won't blow up from warp core breaches all the time now.
  • arionisaarionisa Member Posts: 1,421 Arc User
    On second thought, I actually like the idea. Let's make the carriers more like modern aircraft carriers. But, not only give them a full fighter wing of 40+ fighters, but they also get the entire strike group that modern carriers never go anywhere without "... CSG or CVBG normally consist of 1 Aircraft Carrier, 1 Guided Missile Cruiser (for Air Defense), 2 LAMPS (Light Airborne Multi-Purpose System) Capable Warships (focusing on Anti-Submarine and Surface Warfare), and 1–2 Anti Submarine Destroyers or Frigates..."

    Granted, the Devs would have to figure out exactly what space ships would correspond to the current naval ships, and coding a decent AI for them all to work as an actual carrier strike group might be a daunting task, but that would give us a carrier in STO that could be used the same as a current day carrier......

    Or we could just leave well enough alone and let people fly the ships they own in STO however the heck they feel like flying them.
    LTS and loving it.
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  • bcwhguderian1941bcwhguderian1941 Member Posts: 804 Arc User
    Carriers benefit a great deal from this effort. Not enough? Far better than nothing at all.

    BCW :)
  • lianthelialianthelia Member Posts: 7,825 Arc User
    ssbn655 wrote: »
    Yes a good idea and much needed BUT I feel very strongly that Carrier users really don't know what a carrier is. I have lost count of the times I have watched a carrier go charging in and do minimal damage and get blown to bits due to the user flying it like a full fledged crusier or escort. I really feel that carrier themselves should have gotten a nerf to thier weapons so the users finally have to play them the way they should be stand off ships that depend on thier fighters for both offense and defense. In other words true carriers. Maybe this fighter buff will help in that. If anything the fighters should have been buffed more from the description inthe news article. We shall see on tribble.

    Hate the player not the game? How is nerfing the carrier itself going to change those people who charge in and get blown up...it just means they will do less damage before they die...nothing more.
  • vampeiyrevampeiyre Member Posts: 633 Arc User
    The standard level of discourse we've come to expect from this particular OP.
    "I'm sorry, I can't hear you over the sound of how awesome I am."
  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    This would make sense if you could launch something like a modern Earth carrier's 40 fighters (plus intel craft and helicopters).

    And if your consoles, weapons and space set affected your carrier pets.

    And if your carrier pets could use your bridge officer and captain abilities on themselves.

    And if they had the AI to do that properly.

    So no.

    I have to agree with this. Though now I wish that hangar pets for full carriers worked this way! Even if they took two weapons away! :D
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  • dracounguisdracounguis Member Posts: 5,358 Arc User
    edited March 2017
    Let hangers be mounted at weapon hardpoints, then you'd see ships with a couple omni-directional beams and 6 hangers! ;)
    And obviously... increase fighter ranges to 20 or 30km.
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited March 2017
    tempus64 wrote: »
    I'm just happy they won't blow up from warp core breaches all the time now.

    They don't now either..

    Because they're always at least 20km from the battle.


    They have tried to fix this multiple times and failed every time. If this 'buff' doesn't fix the full impulse issue then everything else they do is completely pointless.

    As for the OP's idea, it's a fine idea if the game mechanics supported it, but they don't. Even if they did, I would oppose forcing the change on all players in favor of making it an option. Perhaps giving carriers different modes or 'stances' where they play different styles. One could be a mode where the Carrier takes massive offensive penalties in exchange for increased defense and sizable buffs to hangar pets.

    It's a good idea, as long as it's not forced on everyone.
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  • nikephorusnikephorus Member Posts: 2,744 Arc User
    tempus64 wrote: »
    I'm just happy they won't blow up from warp core breaches all the time now.

    They don't now either..

    Because they're always at least 20km from the battle.


    They have tried to fix this multiple times and failed every time. If this 'buff' doesn't fix the full impulse issue then everything else they do is completely pointless.

    Quoted for truth...
    Tza0PEl.png
  • kiralynkiralyn Member Posts: 1,576 Arc User
    This would make sense if you could launch something like a modern Earth carrier's 40 fighters (plus intel craft and helicopters).

    And if your consoles, weapons and space set affected your carrier pets.

    And if your carrier pets could use your bridge officer and captain abilities on themselves.

    And if they had the AI to do that properly.

    And do all that at a range of 30km+ ;)


    But...
    They don't now either..

    Because they're always at least 20km from the battle.


    They have tried to fix this multiple times and failed every time. If this 'buff' doesn't fix the full impulse issue then everything else they do is completely pointless.

    ...yeah :/

    So much fun taking my alt with the Sarr Thein into the Borg RA, and having my frigates be constantly one group of enemies behind. And then have the pickle explode before they ever reach it. /sigh
  • kodachikunokodachikuno Member Posts: 6,020 Arc User1
    This would make sense if you could launch something like a modern Earth carrier's 40 fighters (plus intel craft and helicopters).

    And if your consoles, weapons and space set affected your carrier pets.

    And if your carrier pets could use your bridge officer and captain abilities on themselves.

    And if they had the AI to do that properly.

    So no.

    ^this is bang on the money
  • tigerariestigeraries Member Posts: 3,492 Arc User
    did they fix the pet lag? often times they hang back and dont follow or by the time they get to you all the enemy ships are dead... unless they fix this... pets will always suck
  • davefenestratordavefenestrator Member Posts: 10,512 Arc User
    tigeraries wrote: »
    did they fix the pet lag? often times they hang back and dont follow or by the time they get to you all the enemy ships are dead... unless they fix this... pets will always suck

    Nope. I can only get them to stick with me if I set the throttle at just under 50% for full impulse.

    Other games use "companion teleporting" to solve companions getting lost or stuck as they try to follow you, perhaps STO needs to add that for pets.

  • legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    tigeraries wrote: »
    did they fix the pet lag? often times they hang back and dont follow or by the time they get to you all the enemy ships are dead... unless they fix this... pets will always suck

    Nope. I can only get them to stick with me if I set the throttle at just under 50% for full impulse.

    Other games use "companion teleporting" to solve companions getting lost or stuck as they try to follow you, perhaps STO needs to add that for pets.

    not enough games do it...elder scrolls, for instance, doesn't - at least not in the base game; mods, as usual, fix an issue that never should've been allowed to exist in the vanilla game​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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  • warpangelwarpangel Member Posts: 9,427 Arc User
    tempus64 wrote: »
    I'm just happy they won't blow up from warp core breaches all the time now.

    They don't now either..

    Because they're always at least 20km from the battle.


    They have tried to fix this multiple times and failed every time. If this 'buff' doesn't fix the full impulse issue then everything else they do is completely pointless.
    Yeah, if anything, the pets dying from warp core breach is a good thing, as it lets you respawn them at the next engagement instead of having them forever lag behind. o:)
  • nikephorusnikephorus Member Posts: 2,744 Arc User
    warpangel wrote: »
    tempus64 wrote: »
    I'm just happy they won't blow up from warp core breaches all the time now.

    They don't now either..

    Because they're always at least 20km from the battle.


    They have tried to fix this multiple times and failed every time. If this 'buff' doesn't fix the full impulse issue then everything else they do is completely pointless.
    Yeah, if anything, the pets dying from warp core breach is a good thing, as it lets you respawn them at the next engagement instead of having them forever lag behind. o:)

    This is especially true for frigate pets... they tend not to listen to any carrier commands, but they are tough enough to survive extended battle and warpcore explosions so you can never re-launch them closer to the battle. Bleh~
    Tza0PEl.png
  • asuran14asuran14 Member Posts: 2,335 Arc User
    It might be nice if you used the launch hanger pet command, that if your hanger-pets are outside a certain range, than they are teleported to your ship. The range at which your pets despawn, and where they are going to lag so far behind that they are useless while not being able to despawn yet is quite a big difference.
  • sierra078sierra078 Member Posts: 334 Arc User
    When you repair a disabled ship in the Undine zone and go to full impulse it keeps up with you, then goes away if it's heavily damaged or after a certain amount of time. If pets worked the same way they would be more useful. On a side note in that battlezone it would be nice if you repaired a ship then captured a zone with that ship's help it stays there after you capture the zone to reinforce the three frigates that come to maintain the point's security.
  • yorethelyorethel Member Posts: 125 Arc User
    I'd like to see an addition to carrier pets, if told to dock, fighters within 5km are beamed aboard. Considering they did this in Nemesis with 1 Scorpion, it's not a hard to imagine that becoming standard practice in battle, they should also be looking at why they don't respond to commands or dock when they do come back to the ship.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    How's about they FIX detachable pets first?!
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  • asuran14asuran14 Member Posts: 2,335 Arc User
    yorethel wrote: »
    I'd like to see an addition to carrier pets, if told to dock, fighters within 5km are beamed aboard. Considering they did this in Nemesis with 1 Scorpion, it's not a hard to imagine that becoming standard practice in battle, they should also be looking at why they don't respond to commands or dock when they do come back to the ship.

    My question is with how many times they have tried to fix, and patch the commands so far, might it be more prudent an effective to scrap them in favor of making a new Ui for them. The amount of work an resources put into fixing the existing commands could have gone into a carrier/hanger/seperation pet Ui revamp, and which would also have bypassed the entire issue of what ever underlining issue in the code/ai of the pets that is causing the issue.
  • ssbn655ssbn655 Member Posts: 1,894 Arc User
    edited March 2017
    vampeiyre wrote: »
    The standard level of discourse we've come to expect from this particular OP.

    Wow really? So I am in favor of something LONG overdue and have an opinion counter to yours and you instead of constructive exchange like some other responders instead act like a richard head. Yup The type of reply everyone has come to expect from you ... narrow minded and arrogant.
    Post edited by ssbn655 on
  • tempus64tempus64 Member Posts: 806 Arc User
    tempus64 wrote: »
    I'm just happy they won't blow up from warp core breaches all the time now.

    They don't now either..

    Because they're always at least 20km from the battle.
    Huh? I've only 3-4 ships that have pets and they're always right in the battle so don't know what you're talking about.

  • tempus64tempus64 Member Posts: 806 Arc User
    ssbn655 wrote: »
    vampeiyre wrote: »
    The standard level of discourse we've come to expect from this particular OP.

    Wow really? So I am in favor of something LONG overdue and have an opinion counter to yours and you instead of constructive dialogoe like some other responders act like a richard head. Yup The tyrp of reply everyone has come to expect from you narrow minded and arrogant.
    I suspect it's in response to your long, long history of posting flaming troll posts berating and name calling anyone and everyone.
  • ssbn655ssbn655 Member Posts: 1,894 Arc User
    edited March 2017
    This would make sense if you could launch something like a modern Earth carrier's 40 fighters (plus intel craft and helicopters).

    And if your consoles, weapons and space set affected your carrier pets.

    And if your carrier pets could use your bridge officer and captain abilities on themselves.

    And if they had the AI to do that properly.

    So no.

    I have to agree with this. Though now I wish that hangar pets for full carriers worked this way! Even if they took two weapons away! :D

    Indeed the only "carriers" that are even remotely the way a carrier should be are the Breen Sarr Theln and Obelisk. I concur that an option of hanger console in place of other type consoles (does not have to be weapons slot) or an option to replace a ship weapon slot with a hanger module should be an option for ships designated as carriers. This doesn't mean ships like the Temporal dreadnaught with a hanger bay but ships that are designated as carriers in the ship description. I hope that the change to carrier pets marks the first moves to an over all change to carrier ships. Oh yeah some one posted something about escorts to carriers well you can with the Sarr theln they can launch the frigate raider as a pet.
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