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Join Date: Jul 2012
10-15-2012, 01:29 AM
Originally Posted by
1) yes, the annular warp ring is wonky. fit on the jem'hadar space set and see how bizarrely broken it is!
2) While it would be nice for the tal'kyr to be deployed more often, the tal'kyr isn't "truly" meant to be operated while in combat; it is a shuttle after all.
3) No, this is not a bug. It is designed so after it is destroyed/disabled, the player has to manually click the button and order the tal'kyr to rescind back into its warp ring. More importantly, the tal'kyr does not reach all the way to 0 health. Rather, it becomes disabled at around 10 - 5% health remaining, at which point the craft is untargetable.
4) In my opinion, this conflicts with your second suggestion; if you wish to spam the tal'kyr, then it must be weak; and if you want a strong and tanking tal'kyr, then it must have that long cool down period. Which one would you rather have?
Thank you for your input, it is much appreciated.
If number 3 isn't a bug then everyone will have to disregard this, will edit this.
As for points 2 and 4, I still believe the cooldown is an awfully long time, considering the Support Craft gets targetted by mobs and dies pretty quickly. Hanger Bay Fighters/support craft can be launched every 30 seconds and you can have 3 of them, not to mention give them specific instructions. The Support Craft you can have one of them, you can't give it specific instruction and the cooldown doesn't start until its destroyed, cooldown is roughly 3mins. Who would win in a fight, the Support Craft or 4 Advanced Delta Flyers? If the Support Craft can't win against 4 Advanced Delta Flyers, then this shows how bad the Support Craft actually is.
So taking into account the above and your original question, I have a better solution. If you feel it ought to be one or the other, then how about when you launch the Support Craft the timer goes on cooldown, meaning as soon as the Support Craft is destroyed, you can launch another one, which again the button goes stright to cooldown. Having the Hanger Command Buttons would also be a major plus for the D'Kyr science vessle also.
So if the cooldown starts as soon as the Craft is launched and we now have Carrier Commands, we can now buff the ship to have stronger shields, Hull and a higher regen when damaged and giving it slightly better weapons!
What do you think?
The trouble with only reducing the cooldown, doesn't solve the problem on how terribly it performs in large mob scenarios, it has to be both or the original problem won't be solved.
p.s. I noticed another visual bug, when using polarised hull...
Last edited by benmaxwell9; 10-15-2012 at