Rihannsu
Join Date: Jun 2012
Posts: 1,398
# 1 Tribble Carrier Pet changes..
07-16-2013, 08:56 PM
So apparently Tribble is bringing out some new changes to Carriers and their Pet functionality.

Located here:
http://sto-forum.perfectworld.com/sh...21&postcount=1

Quote:
Originally Posted by salamiinferno View Post
We already brought down the Tribble server for maintenance to apply a new update.
ST.31.20130714a.1

Feature:
Updated Carrier Command Interface
Hangar Pet Interface
  • All ships that possess at least one Hangar Bay will see a new UI element on their screen, as long as they have an item equipped in their Hangar Bay slot.
  • This UI element will display all hangar craft currently active from that bay.
  • The following stats are displayed on this UI:
    • Number of Active Pets, Hitpoints, Shields and Rank (details further below)
  • Each hangar bay may be activated using a button that has been placed on this UI, to summon a wing of pets.
    • This does not remove the option of hotkeying your Hangar Bay summons in your power tray.
  • Wing-specific Carrier Commands can also be accessed from this UI, allowing you send separate Carrier Commands to each hangar, if you have more than one Hangar Bay.
  • Duty Officers that required a specific Carrier Command to be active in order to function have been updated. They will now activate if either Hangar Bay is issuing the necessary command.
    • NOTE: This may allow Carriers to benefit from two different Duty Officer active roster abilities simultaneously. However, the max number of Flight Deck Officers which may be equipped has not been altered, still 3 max.
  • Players may still utilize the buttons on their Weapon Tray to send Carrier Commands to both wings of pets at the same time.
    • For starships with only a single hangar, there is no functional difference between the new Carrier Command buttons and the existing ones.
Hangar Pet Ranks
  • All Hangar Craft are now capable of gaining up to 5 Ranks which will improve their performance over time.
  • These Ranks are slowly gained based upon the time they spend in combat without dying.
    • Reaching Rank 5 requires a total of 5 minutes of active Combat time.
  • Each time a Hangar Craft ranks up, it receives a 25% Hull HP heal, as well as gaining additional stat buffs:
  • +5/10/15/20/25% Maximum Hull HP
    • Tachyon Drones, Siphon Drones and Shield Repair Drones will instead gain +10/20/30/40/50% Max HP, due to their limited combat utility.
    • Runabouts, Delta Flyers and all Frigate Hangar Craft will instead only gain +2/4/6/8/10% Max HP, due to their higher starting base value.
  • +2/4/6/8/10% Damage Bonus
  • Non-Damaging Hangar Pets gain unique bonuses:
    • Tachyon Drones will drain -10 more shields per tick, per Rank.
    • Shield Repair Drones will repair 10% more shields per tick, per Rank.
    • Siphon Drones do not currently gain in effectiveness as they Rank Up, other than Max HP.
Additional Features
  • In order to balance Hangar Pets? new ability to Rank Up, all combat pets have received a slight reduction in outgoing damage.
  • The damage penalty is 4.0%, and is completely offset by reaching Rank 2.
    • All Hangar Craft launch timers have been standardized.
      • For example, some ships used to wait 1 second between each pet summon, and others would wait up to 4 seconds.
      • These have all been standardized to a 2 second interval between each pet summon.
  • Activating your Hangar Bay while pets are already summoned will no longer replace active pets, but will only fill in missing pets.
  • All Carrier Commands have had their descriptions updated to reflect their functionality.
    • Carrier Command : Recall has been improved:
      • Hangar Craft will still disengage from combat and return to their Carrier when put into Recall Mode.
      • After 15 seconds in Recall Mode, all active Hangar Craft will now attempt to dock with their Carrier.
        • When a Hangar Craft successfully docks, it will disappear from view but all of its applicable stats will remain (Shields, HPs, Ranks)
        • Docked Hangar Craft regenerate Hull HP at a highly accelerated rate.
        • Docked Hangar Craft cannot be affected by AOE abilities, or gain Ranks, as long as they remain Docked.
        • Docked Hangar Craft will immediately and automatically re-deploy upon receiving any Carrier Command other than Recall.
    • All Hangar Craft will now be far more likely to avoid the explosions caused by any Warp Core Breach.
      • This AI improvement also applies to other ship pets, such as MVAM and Saucer Separation.
From what I can tell, The changes mostly are trying to make using the bigger more survivable Pets more useful, while also giving the smaller more fragile pets a way to accomplish more. And adding in a New UI change also seems like a nice touch.

From what I can also tell, it looks like it might make some pets even more powerful then they were before if they are fragile but can survive long enough, like Tachyon Drones and Shield Repair Drones. How ever it is more likely that these changes will be more PVE central but they were careful not to include Siphon Drones in the boost of ability unlike the other two. Which was good and smart. (Good job Cryptic!)

It is also obvious they are trying to give a reason to use multiple Carrier Pet Doffs, such as 2 Recharge Doffs and 1 + Defense Doffs so you can put one hanger on Recall while leaving the other on attack or what not and continue to spew things out. And they are also trying to discourage constant pet spaming by making them stronger. How ever we all know in PVP That is going to be highly unlikely even with Rank 5 To'Duj/Fighters.

Personally, I'll try to do some testing on these features, but I can't promise I'd be able to give much feedback since to be fair most of my focus lately has been on the romulans and the Scimitar would hardly be a fair and justified test unlike the Kar'fi or what not.
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Survivor of Remus
Join Date: Jul 2012
Posts: 310
# 2
07-16-2013, 09:06 PM
Quote:
Originally Posted by webdeath View Post
So apparently Tribble is bringing out some new changes to Carriers and their Pet functionality.

Located here:
http://sto-forum.perfectworld.com/sh...21&postcount=1



From what I can tell, The changes mostly are trying to make using the bigger more survivable Pets more useful, while also giving the smaller more fragile pets a way to accomplish more. And adding in a New UI change also seems like a nice touch.

From what I can also tell, it looks like it might make some pets even more powerful then they were before if they are fragile but can survive long enough, like Tachyon Drones and Shield Repair Drones. How ever it is more likely that these changes will be more PVE central but they were careful not to include Siphon Drones in the boost of ability unlike the other two. Which was good and smart. (Good job Cryptic!)

It is also obvious they are trying to give a reason to use multiple Carrier Pet Doffs, such as 2 Recharge Doffs and 1 + Defense Doffs so you can put one hanger on Recall while leaving the other on attack or what not and continue to spew things out. And they are also trying to discourage constant pet spaming by making them stronger. How ever we all know in PVP That is going to be highly unlikely even with Rank 5 To'Duj/Fighters.

Personally, I'll try to do some testing on these features, but I can't promise I'd be able to give much feedback since to be fair most of my focus lately has been on the romulans and the Scimitar would hardly be a fair and justified test unlike the Kar'fi or what not.
I like the theory behind this, because it discourages/stops the people who simply spam the launch button to get the best abilities that the ships come out and then just summon more so they don't have to deal with the cooldown. No more poor fighters vanishing into oblivion. If you used to do this (it was super effective with many types of fighters, especially elite scorpions and mesh weavers) it will be a big nerf to you.

Overall, other than that, and the niceness of getting to see your fighters health, I think it will not change much.
Rihannsu
Join Date: Jun 2012
Posts: 1,398
# 3
07-16-2013, 10:22 PM
Quote:
Originally Posted by originpi View Post
I like the theory behind this, because it discourages/stops the people who simply spam the launch button to get the best abilities that the ships come out and then just summon more so they don't have to deal with the cooldown. No more poor fighters vanishing into oblivion. If you used to do this (it was super effective with many types of fighters, especially elite scorpions and mesh weavers) it will be a big nerf to you.

Overall, other than that, and the niceness of getting to see your fighters health, I think it will not change much.
Unfortunately it will really be a PVE mechanic. It is more or less a PVP Nerf because most pets won't last that long, and it still encourages the use of pets that are still being used in PVP. But it is neat if you can get your pets to stay out that long under the normal type of builds that are already out there for Anti Pet prevention.
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Captain
Join Date: Nov 2012
Posts: 1,409
# 4
07-17-2013, 03:59 AM
FINALLY! all those accidently wasted heals on pets might actually be a good thing!
Quote:
Originally Posted by mancom View Post
Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
Science pvp at its best-http://www.youtube.com/user/matteo716
Do you even Science Bro?
Rihannsu
Join Date: Jun 2012
Posts: 1,398
# 5
07-17-2013, 10:59 AM
Quote:
Originally Posted by maicake716 View Post
FINALLY! all those accidently wasted heals on pets might actually be a good thing!
Yeah, I agree with that. Though I am wondering how this might effect the Elite versions of Pets. I Dont' have any so I can't test those. I was only able to test some Basic generic versions.
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Rihannsu
Join Date: Jun 2012
Posts: 1,398
# 6
07-17-2013, 11:06 AM
Salami said in the tribble thread that the changes won't be happening tomorrow.. Thank god..
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Rihannsu
Join Date: Jun 2012
Posts: 1,398
# 7
07-17-2013, 01:51 PM
And they decided to make a Dev Blog about it.. cool.

http://sto.perfectworld.com/blog/?p=940251
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Captain
Join Date: Aug 2012
Posts: 9,087
# 8
07-17-2013, 01:54 PM
Quote:
Originally Posted by maicake716 View Post
FINALLY! all those accidently wasted heals on pets might actually be a good thing!
Maybe they can add 5 star ranks to torps and mines depending on how long they've been active so those heals aren't wasted either.

As for the overall changes, it just felt kind of mixed bag - mixed enough that I walked away from it. Odd little goofy bugs here and there - the size of it - and oh well...I left my feedback for them in salami's thread.
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Join Date: Jun 2012
Posts: 1,163
# 9
07-17-2013, 02:48 PM
The UI changes and the sort of "Repair and Reload" feature of the Pets when being called back is somewhat nice and makes sense. I also like the "Replace the dead ones" feature except that it will limit my ability to fast cycle their abilities That will put another nail in the Fer'Jai's coffin.

No mention of them actually learning to AIM better in all this. Also no mention of fixing the fact that in many STF's they just wander off and do their own thing or nothing at all.

I really see this is more of a nerf than an aid. I agree with the OP that they are trying to make things like the Shuttles a bit more inciting with their survivability but it still does not make up for the fact that they are horrible. Trying to fix what is broken by breaking everything else is pretty weak IMHO.

The other thing is the Drone Ships will be even MORE OP now... Joy... and This will utterly trash S'kul fighters which were the Kar'Fi's best weapon. I do not see how it is fair to implement this on those unless they change them NOT to suicide all the time.
Rihannsu
Join Date: Jun 2012
Posts: 1,398
# 10
07-18-2013, 09:58 AM
Quote:
Originally Posted by hasukurobi View Post
and This will utterly trash S'kul fighters which were the Kar'Fi's best weapon. I do not see how it is fair to implement this on those unless they change them NOT to suicide all the time.
LOL Yeah the S'kul fighters won't really take advantage of it unless it is in PVE.. Because while testing I actually had ONE Fighter actually reach Rank 5. And that fighter's Ram did pretty good damage... to a Borg Sphere in Ker'rat...
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
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