Lt. Commander
Join Date: Dec 2007
Posts: 120
# 261
12-19-2010, 07:27 PM
Quote:
Originally Posted by garravesh View Post
I do not see that tactic at ALL any more.


I cannot recall the last time i saw a group of fed players ball up and cast endless amounts of mines. Most often they go their own ways and are cut up piecemeal or group loosely and die quickly.

It does happen but not as much as the endless supply of super pets that see beyond 25km and continue to follow you no matter what. THAT I do see on a daily basis.
Its still pretty regular... mine spam is out of control... Honestly I can agree with you on spam in general. If it where up to me (Its not but it should be) lol

1) Mines... when dropping a thrid bunch from any ship it would expire the first one dropped no matter what.. I know this would hurt things like photon mines... but who uses those anyway.

2) Carrier Spam would NOT follow cloaked ships... and would despawn when they are say 30k from the carrier. Call it running out of fuel.

I don't see any major issues with carrier spam in general... but I can agree that there is no way they should be following cloaked and mesed ships... and a range cut off isn't out of order.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 262
12-19-2010, 08:53 PM
I have had much worse trouble with lag fighting against Fed premades, than against klings. In Solar wind against SW or TSI, I'm going to get like 3 fps, & have no idea whats happening. However, dropping mines is a valid anticloak tactic, so i don't see any reason to nerf it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 263
12-20-2010, 01:44 AM
Quote:
Originally Posted by amidoinitright View Post
I have had much worse trouble with lag fighting against Fed premades, than against klings. In Solar wind against SW or TSI, I'm going to get like 3 fps, & have no idea whats happening. However, dropping mines is a valid anticloak tactic, so i don't see any reason to nerf it.
Agreed..

The one thing that does p**s me off, is fleets that purposefully spam a ton of mines, and fire off that detectiongrid.

That should be fixed, so the grid only hits friendly playerships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 264
12-20-2010, 01:46 AM
Quote:
Originally Posted by Husanak View Post
Its still pretty regular... mine spam is out of control... Honestly I can agree with you on spam in general. If it where up to me (Its not but it should be) lol

1) Mines... when dropping a thrid bunch from any ship it would expire the first one dropped no matter what.. I know this would hurt things like photon mines... but who uses those anyway.

2) Carrier Spam would NOT follow cloaked ships... and would despawn when they are say 30k from the carrier. Call it running out of fuel.

I don't see any major issues with carrier spam in general... but I can agree that there is no way they should be following cloaked and mesed ships... and a range cut off isn't out of order.
Id still say.. Limit the number by 33% (2 waves per bay) but give the player better control.

Or better yet, increase their stats, limit to 1 wave per bay and give direct control (via some sort of targetting panel)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 265
12-20-2010, 01:54 AM
Quote:
Originally Posted by MelineAaele View Post
Id still say.. Limit the number by 33% (2 waves per bay) but give the player better control.

Or better yet, increase their stats, limit to 1 wave per bay and give direct control (via some sort of targetting panel)
Both good sugestions as well. If there is a trade off like more control over the pets why not reduce the numbers... or increase the cool downs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 266
12-20-2010, 06:40 AM
Quote:
Originally Posted by Husanak View Post
Both good sugestions as well. If there is a trade off like more control over the pets why not reduce the numbers... or increase the cool downs.
Precisely the intention.. Also, this may indirectly fix the "Oh noes - Carriers can tank, heal and DPS at the same time" posts, simply because being a carrier captain now means you have to direct them

Wont fix the minespammers though, but then Im of the opinion that we should be limited to 1 minelauncher per ship (possibly increase their damage *and* CD) - Also potentially with the Tric running on a different system
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 267
12-20-2010, 03:13 PM
Exactly! Less pets easy to resummon on thier deaths with better fine controls. They would need tweaking to make them viable as far as persistant pets.
Simple controls
1- attack as group > target
2- individual pets > target
3- Guard/Escort mode - attack enemy when it gets within range or attacks "guarded vessel / selected area". SO yes can be assigned and will persit until killed.
4- passive mode- not hostile.

Of course I'm silly and would love to have the carrier class entered into the KDF fleet choices with a T3 through T5.

From Light: Assault Carrier T3
(Base statistics only, all before skill point modifiers)
•Ship Class: Breacher Class
•Crew: 1000
•Weapon Slots (Fore): 2
•Weapon Slots (Aft): 2
•Bridge Officer Stations:
◦Ens. Science
◦Lt. Tactical
◦Lt. Engineer
◦Lt. Comm. Science
•Engineering Consoles: 1
•Science Consoles: 2
•Tactical Consoles: 2
•Base Turn Rate: "what ever is applicable" I suggest 8-9
•Impulse Modifier: 0.13
•Hull: 26000
•Power Modifier: +10 sAuxillary +5 Weapons
Summoned pets.
4 - 3 fighter wings (12 total) wing can not be resummoned until 3of 3 fighters is dead.
•Cloak: No

to Medium: Tactical Carrier T4
•Ship Class: BeachHead class
•Crew: 2250
•Weapon Slots (Fore): 3
•Weapon Slots (Aft): 2
•Bridge Officer Stations:
◦Ens. Science
◦Lt. Engineer
◦Lt. Comm. Science
◦Comm. Tactical
•Engineering Consoles: 2
•Science Consoles: 2
•Tactical Consoles: 2
•Base Turn Rate: "what ever is applicable" I suggest a 7-8
•Impulse Modifier: 0.11
•Hull: 33000
•Power Modifier: +10 Auxillary +5 Weapons
Summoned pets.
4 - 3 fighter wings (12 total) wing can not be resummoned until 3of 3 fighters is dead.
2- 2 Bird-of Prey wings wing can not be resummoned until 2 or two is dead.
•Raider Pods: Operates much like boarding party except for a longer cooldown.


then the Vov, kafiri, Orion, Gorn and what not at T5.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 268
12-20-2010, 05:03 PM
Remove pets..enough of this NPC spam.

Lets just go back to the good ol days of 5v5 ..not this nonsense of 5v20 or 5v30. Pet spam is getting a little out of hand.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 269
12-20-2010, 06:03 PM
Quote:
Originally Posted by Nerubian_Assasin1
Remove pets..enough of this NPC spam.

Lets just go back to the good ol days of 5v5 ..not this nonsense of 5v20 or 5v30. Pet spam is getting a little out of hand.
Sure and delete the Photo Fleet skill... replace it with something else. And kill fleet support. And fine .. kill the carrier... give us an intrepid clone. Restrict all ships to max one mine launcher. Done. I am not even being a jerk... its not a bad idea.

Honestly the more I think of the idea of a one mine launcher restriction, it might even make mine patterns worth something... and it would force people to pay for there TCM spamming junk, by eating a slot for 1 min.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 270
12-20-2010, 06:20 PM
Quote:
Originally Posted by Nerubian_Assasin1
Remove pets..enough of this NPC spam.

Lets just go back to the good ol days of 5v5 ..not this nonsense of 5v20 or 5v30. Pet spam is getting a little out of hand.
Delete federation while we're at it as well. Stupid people have no place in a real war. Everyone knows Klingons are best at pvp so i think Federation should be banned for their own safety
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