Carries on test server
Here are a few things I have found on my first glance.
I just noticed that the carrier commands are live on Tribble. I spent an hour today playing with one of the flight deck carriers and trying things out.
Flights stay out and do not de-spawn now.
Summoning flights take far less time now to recharge and launch another flight.
The four current commands are Attack, Guard, Intercept and follow(Recall).
The item in the hanger slot was of blue quality so I guessing we now have several qualities levels
Attack – The flight attacks your currently selected target. It always attacks the current target so if you are flipping through targets your flights will also be jumping with you.
Guard – The flights will defend the selected target. I need to try this one out a little more to see if it is working.
Intercept – The flights are on over watch and will attack other fighters and torps.
Follow – It’s a recall order and follow command.
The command powers are a toggle with very little explanation of what your flights should be doing when no toggle is active.
List of bugs:
-Sometimes flights in the Follow command will not switch over to another command.
-Attack and Intercept do not have an auto follow added to the script when no target is selected or when they are awaiting a new command.
-I tried intercept when I was fighting Romulans to kill the torps but they did not shoot them down so I’m not sure if it is working at this point.
A few things that are needed:
-Better descriptions on how the commands work and how to use them.
-When you call out another flight to refill your lost numbers it will de-spawn one of the spawned flights and spawn a new one. The issue is that it might also be the same flight that is still at full strength and the second flight that only has one fighter left was not the one swapped out. The way it should work is to spawn more to fill in the missing ranks. Maybe you could add a new power called reinforce that holds a linked cool down to the spawn flight power.
-A recall and dock command for your flights.
-When a flight follows they cluster right next to the ship, easy for an aoe to kill them all. Could we get a set formations that could be selected from for the follow command. First thing comes to my mind are flights from the Homeworld games.
-A follow command added to a number of the other commands as a default action.
We need a more precise way to give orders to two different flight wings.
I found that my To'Duj fighters follow orders very well and often are the defualt flight wing when giving orders but I can't seem to give individual orders to my BoPs.
The BoPs just do what the To'Duj do and are not independantly commandible.
I’ve been using my Vo’Quv on Tribble for a bit more than a week now and I’ve noticed quite a few things are possible now with it.
The new skill system makes it possible to use many skills that were not has practical to the Vo’Quv in the past due to its horrible turn rate.
The BOP are not very powerful; however, they are a bit more durable.
The new commands that we can issue to our deployables all seem a bit buggy
Attack Run only seems to work well when the target is about 3-4 k away from you
Escort seems to do nothing at the moment. I’ve tried to have my Bop escort and ally and all they do is stick to my backside.
Intercept seems like it should be called Attack Run. I use Intercept and my BOP go after my target and swarm it. Intercept does not seem to work on projectiles.
Recall works when used my BOP return but then I cannot get them to do anything else and must spawn more BOP.
Another thing that I’d like to point out is how much more effective the flying fish Carrier is now.
I was teaming up with a person using Kar'Fi Battle Carrier last night while farming the Cure Space battle for Borg salvage and I was blown away at how effective his build was.
Myself and the guy in the Kar’Fi were asked to defend the Kang while the rest of the team took out the Borg hubs.
At one point our 2 Carriers were holding off 3 Borgafide Raptors and 2 Borgafide Battle Cruisers.
It took me just about 4 minutes to take down one of the Cruisers and heavily damage one of the Raptors; however, in the same amount of time, the guy in the Kar’Fi was able to crush though all of his targets and help me finish off the Raptor :eek:
I’m going to be experimenting with different Vo’Quv builds to try to take advantage of the new skill system, the possibility’s seem almost endless now.
I’m not going to let some dude in a flying Tuna embarrass me and my Vo’Quv like that again :mad:
I have now tried all the pets beside the Kar' Fi pets on the test server.
Currently if I needed to rate the pets it would go:
1. Tachyon Drone(so going to be nerfed after people see it in pvp.)
2. To'Duj (Still good and a perfect mix of dps and respawn time.)
3. Orion Slaver (Very cool but the To'Duj's torps just win out over mines for me.)
4. BOP (Serious drop in DSP and still a 45 sec respawn they are so not worth it. Also they lost the duel cannons and the AI for them atm is just bad.)
5. Orion Interceptors (FAST! wow but they are really just good for helping you tank.)
Marauder Force - This is not a pet but just a boarding party power that hits several targets.
Please remember this is just my opinion and the information is off me leveling up a carrier pilot on the test server.
I've only been using the BOP, yes I know they are quite lacking in the DPS but their durrablity is quite nice.
The only to Carrier Commads worth using ATM are Atack run and Intercept, Intercept seem to work quite well.
I still say the Vo'Quv needs Deployable Raptors ;)
For whats its worth a Sci/voQ build.
Warning: It may suck.
1 DBB mkX+ acc/crith/critd
(2) Torpedo mkX+ your choice acc/crith/critd
(3) beams mkX+ acc/crith/critd
Positron defector mk11
Partial Aegis set
Subspace Field modulator
Borg Universal console
Field generator mkXI +35% shields
(2) Neutronium Alloy XI
(2) Emitter Array mkXI (Blue)
8.2% Acc 3.4% CritH 59.1% CritS
Kinetic resist: 2.1% base
Energy damage resist: 12.1 % baseline all
CPB2 -2,056 shields baseline
- 3,084 shields buff by 125aux
PSW3 - 8,167 Kinteic damage
6.1 second stun (this may be capped lower by game)
SS Dampening Field + 58 all damage resist AoE for 30 secs baseline
+ 99 all damage resist AoE buffed by 125aux
Sensor Scan -43 damage resist target baseline -68 buffed by 125aux
+ 5.2% stealthsight
Gravity Well 1: 456 damage/sec 0.64 repel baseline
754 damage/sec buffed by 125aux
Gravity Well 2: 621 damage/sec -0.66 repel baseline
1,005 damage/sec buffed by 125aux
Though I have used the maruader Console and found its susbsyetm shutdown to be interesting, I have not played with alot of the other carrier pets.
Ok I never even guessed that there would be a Doff to help carriers out. With that information it may make a big difference on what pets I use. Yes the durability is good but now I would love them to denerf the durability of the Vo'Quv but I'm just wish listing at this point.
On Tribble the " flying Tuna" is Epic Win. i'm sooooooo looking forward to taking my new upgraded "tuna" into PVP.
Yeah it's a lot harder to fly the tuna than the vo-quv because it really has to be played like a beamscort on steroids.
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