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  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    I've always felt that the subsystem target attacks should have been pet commands rather than the boring (and not that useful) player attack tweaks.

    Four attacks would currently be

    1. Cowardice, lurk 30km while the carrier does the work after you trigger aggro from that same 30km away.
    2. Insubordination, refuse to follow the most basic of orders like docking
    3. Strafe, fly past the enemy ship guns blazing in such a way that most of the shots fail to land (cannon specific ability)
    4. Glory hound, arrive just in time to land the killing blow to somehow try and justify the fact you AFK'd the majority of the fight.

    As for launching pets, Why not simply have the cooldown reduced (or removed) when out of combat so you can launch all and be ready then if a section of a wing dies mid fight you resummon them as they work at present with a cooldown. Would work wonders if cryptic insist on designing episodes where you hop from one single encounter to another single encounter on different maps, rather than doing some jiggery pokery on a large map where you move between sections and keep the pets active from the start.
  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    They could even tie that into the scramble fighters trait, no red alert status means a complete wing is launched if you are traited for it and during combat the same healy thing applies.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    I've always felt that the subsystem target attacks should have been pet commands rather than the boring (and not that useful) player attack tweaks.

    Four attacks would currently be

    1. Cowardice, lurk 30km while the carrier does the work after you trigger aggro from that same 30km away.
    2. Insubordination, refuse to follow the most basic of orders like docking
    3. Strafe, fly past the enemy ship guns blazing in such a way that most of the shots fail to land (cannon specific ability)
    4. Glory hound, arrive just in time to land the killing blow to somehow try and justify the fact you AFK'd the majority of the fight.

    As for launching pets, Why not simply have the cooldown reduced (or removed) when out of combat so you can launch all and be ready then if a section of a wing dies mid fight you resummon them as they work at present with a cooldown. Would work wonders if cryptic insist on designing episodes where you hop from one single encounter to another single encounter on different maps, rather than doing some jiggery pokery on a large map where you move between sections and keep the pets active from the start.

    im a bit baffled by what ur suggestions, some make the pets even more usless,
    flying 30km away doing nothing, the idea for me with pets is that they are my primary source of dmg, i am just their support etc...
    and the insubordination is kinda what they do now lol.
    strafe wanting them to attack and most attacks miss hmmm.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    saw a wee comment on the facebook group about a ship would like to see, the mirror flagship, ISS Charon. id like them to make it similar to the Universe class 8 weapons 2 hangars Lance the full works with heavy on TACT focus, universal console the lot, even a 360 Lance that wud be awesome :smile: droool lol
  • sovereign010sovereign010 Member Posts: 636 Arc User
    edited March 2018
    I like the Jupiter, even though aesthetically it could use some work- either enlarge the lower pair of warp nacelles or remove them entirely. And I just had to name mine Beluga! :D
  • jtoney3448jtoney3448 Member Posts: 642 Arc User
    I've always felt that the subsystem target attacks should have been pet commands rather than the boring (and not that useful) player attack tweaks.

    Four attacks would currently be

    1. Cowardice, lurk 30km while the carrier does the work after you trigger aggro from that same 30km away.
    2. Insubordination, refuse to follow the most basic of orders like docking
    3. Strafe, fly past the enemy ship guns blazing in such a way that most of the shots fail to land (cannon specific ability)
    4. Glory hound, arrive just in time to land the killing blow to somehow try and justify the fact you AFK'd the majority of the fight.

    As for launching pets, Why not simply have the cooldown reduced (or removed) when out of combat so you can launch all and be ready then if a section of a wing dies mid fight you resummon them as they work at present with a cooldown. Would work wonders if cryptic insist on designing episodes where you hop from one single encounter to another single encounter on different maps, rather than doing some jiggery pokery on a large map where you move between sections and keep the pets active from the start.

    im a bit baffled by what ur suggestions, some make the pets even more usless,
    flying 30km away doing nothing, the idea for me with pets is that they are my primary source of dmg, i am just their support etc...
    and the insubordination is kinda what they do now lol.
    strafe wanting them to attack and most attacks miss hmmm.

    He was saying thats what the pets do now. Notice he said 'currently'. His post was full of wit and humor.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    oops yeah i just reread that lol
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    do love those brel pets that can get on the Voquv, shame nothing similar for feds, imagine defiant pets lol, well we now have the callistos
  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    I've always felt that the subsystem target attacks should have been pet commands rather than the boring (and not that useful) player attack tweaks.

    Four attacks would currently be

    1. Cowardice, lurk 30km while the carrier does the work after you trigger aggro from that same 30km away.
    2. Insubordination, refuse to follow the most basic of orders like docking
    3. Strafe, fly past the enemy ship guns blazing in such a way that most of the shots fail to land (cannon specific ability)
    4. Glory hound, arrive just in time to land the killing blow to somehow try and justify the fact you AFK'd the majority of the fight.

    As for launching pets, Why not simply have the cooldown reduced (or removed) when out of combat so you can launch all and be ready then if a section of a wing dies mid fight you resummon them as they work at present with a cooldown. Would work wonders if cryptic insist on designing episodes where you hop from one single encounter to another single encounter on different maps, rather than doing some jiggery pokery on a large map where you move between sections and keep the pets active from the start.

    im a bit baffled by what ur suggestions, some make the pets even more usless,
    flying 30km away doing nothing, the idea for me with pets is that they are my primary source of dmg, i am just their support etc...
    and the insubordination is kinda what they do now lol.
    strafe wanting them to attack and most attacks miss hmmm.

    It's what we'd end up with as cryptic don't like putting a lot of effort into fringe stuff. Or stuff that isn't going to help push their agenda of escorts for all.

    The 30km away is what they currently do, you spawn them and they linger about 10-20km behind you but as you approach a target they'll still trigger aggro and redalert when you are 15km out same as they should on the assumption that the pilot can find the gearstick and pedals.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    Sort of kick in the teeth for us carrier lovers is that newish eng boff skill, Overload integrity field, it dont work on pets or other deployables, that would of been a very useful carrier skill to have!!! damn u cryptic!!! :neutral::(
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    Im going to give the breen carrier trait a try again just to see if it helps keep pets alive more longer! :)
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    just had a wee thought there, see how weve been discussing how cryptic could make changes to carriers & pets, and how we would like better commands etc...., when looking at the Ship weapons "window, there it has the same carrier commands as on the pets, now they could either replace these ones, with other types of commands, like hit & run, regroup (heal), and others, and that way we can select a given command at any one time to ALL hangers, whilst each individual still had the current (outdated) commands, or reverse that, meaning we could tell 1 squad to hit&run, and the other cud be like defend carrier etc.... that would be alot more fun as would feel more like we are running our own little squadron constantly changing things to suit the requirements of the battle at any given time!! :)
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    Ok so ive been running this event like most other people, and having a slight issue, whilst pets are out im constantly being knocked into red alert which is a pain in the rear!
  • leutenantesser0leutenantesser0 Member Posts: 1 New User
    I like Carriers too, i've got the Xindi Aquarian Biostrys Dreadnought with the frigates, but the frigate pets doesn't launch their Quantum Mines what sucks a lot.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    Ok so ive been running this event like most other people, and having a slight issue, whilst pets are out im constantly being knocked into red alert which is a pain in the rear!

    Normally while using a carrier int he trench part I just don't launch them, as unless I get to the breach point first they are de-spawned. Even if I think I will get there first I dock them, and any that don't dock an die are just left dead till the breach point.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    thing is i think ill need put a ticket in its happening now even before i launch the pets and even on CCA
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    edited March 2018
    I hoping next Lockbox will contain a New tactical dreadnought carrier :):) cannae wait for it
    Post edited by chrisevans34 on
  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    With the breach event pets are more of a liability than ever.

    The trench section you could summon them at the braking zones around the nodes but they are then unable to follow. The shell game section they will happily shoot the wrong core, die to that aoe or die by getting squished. And at the end bit they'll more than likely be shooting the immune shield that rotate around the target.

    Best bet is to use the doff that gives you a buff when they're docked, recall them asap and maybe spit them out at the end.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    With the breach event pets are more of a liability than ever.

    The trench section you could summon them at the braking zones around the nodes but they are then unable to follow. The shell game section they will happily shoot the wrong core, die to that aoe or die by getting squished. And at the end bit they'll more than likely be shooting the immune shield that rotate around the target.

    Best bet is to use the doff that gives you a buff when they're docked, recall them asap and maybe spit them out at the end.

    Yeah they are a bit of a pain with their random targeting, i have discovered tho, that using the pets in attack and escort mode, both deliever the same type of usage in that they can go quite far off to attack, even tho in the description the escort mode is meant to stay near the carrier to sort of protect the carrier. So that is def y i use the 3 hangar escort doffs to provide an additional 30% dmg boost to the pets. Even tho with all the buffs running they really dont seem that boosted still.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    I like Carriers too, i've got the Xindi Aquarian Biostrys Dreadnought with the frigates, but the frigate pets doesn't launch their Quantum Mines what sucks a lot.

    yeah they can be a lil tricky with what they will do and when, they really sud give us a overhaul of all the OLD pets, they should of re-released the pets when the made T6 versions of the ships.
  • ichaerus1ichaerus1 Member Posts: 986 Arc User
    I hoping next Lockbox will contain a New tactical dreadnought carrier :):) cannae wait for it

    The current lockbox HAS a tactical dreadnought carrier in it. Stop being greedy.
  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    I looked at that carrier, thought it looked nice and then saw the pets were not just fighters but effectively manned torpedos. And they pad the gamble boxes with too much junk to make them worth opening.

    Traits not bad although tends to be a very popular price gouge at weekends for those that do that sort of thing.

    What I'd really like to have is a t6 kar'fi, a long overdue upgrade given that the t5 was one of the original store ships. Unless something exceptional comes along in terms of actual store stuff my zen stash isn't going to be used until it is.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    ichaerus1 wrote: »
    I hoping next Lockbox will contain a New tactical dreadnought carrier :):) cannae wait for it

    The current lockbox HAS a tactical dreadnought carrier in it. Stop being greedy.

    its only a KDF one tho
  • ichaerus1ichaerus1 Member Posts: 986 Arc User
    ichaerus1 wrote: »
    I hoping next Lockbox will contain a New tactical dreadnought carrier :):) cannae wait for it

    The current lockbox HAS a tactical dreadnought carrier in it. Stop being greedy.

    its only a KDF one tho

    Romulan KDF toons can use it as well. You wanted a tactical dreadnought carrier, and one was delivered. You don't want to pay the price though? Sacrifice is too much? Roll up a redside toon, or a green/red. Always a blueside that sees something we have and wants it for no real cost. Or something super broken with everything and no downside.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    well i went and got myself the temporal Heavy dreadnought :)
  • jtoney3448jtoney3448 Member Posts: 642 Arc User
    well i went and got myself the temporal Heavy dreadnought :)

    Take it on a breach run. Every time i go to ESD i think all the sudden the sun burned out as everything goes dark, nope just another Ent-J warping in above me.
  • nikeixnikeix Member Posts: 3,972 Arc User
    I like Carriers too, i've got the Xindi Aquarian Biostrys Dreadnought with the frigates, but the frigate pets doesn't launch their Quantum Mines what sucks a lot.

    My Xindi-Aquautic frigates definitely launch their mines, at least when operating from a Narcine.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    Well I aint used the xindi carrier for some time, but I am now using the Universe and man its HUGE lol not sure on the pets yet as i aint really got the elite version yet, still using the blue ones, i do see them using their temp stuff alot so thats good, no really idea what it does yet lol but i assume its good lol
  • postagepaidpostagepaid Member Posts: 2,899 Arc User
    Used the romulan pancake for an elachi run and had two frigates decide they would fly into the superstructure of the gate and get stuck. The other pair wandered about looking lost.

    Oddly though the vorgon frigates have actually been making themselves useful of late. Although when they dip below about 40% health they get a dose of the kurlands and start spamming about ramming speed even after going back to full hull.
  • chrisevans34chrisevans34 Member Posts: 260 Arc User
    Well so far using the blue version of the Cestus Class Frigate, they doing not that bad, so when i do eventually get the elite versions im hoping for much better results :smile:
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