Go Back   Star Trek Online > Feedback > Klingon Fleetyards
Login

Notices

Reply
 
Thread Tools Display Modes
Join Date: Dec 2007
Posts: 148
# 171
04-09-2012, 04:42 AM
UPDATE

The To'Duj are attacking the Borg again, albeit with slightly less enthusiasm as before. They will still not attack Borg structures, so whatever that problem is it's still there.

The S'Kul fighters are as peppy as ever, but will not attack structures and seem to miss with their ramming more often then they used to. I'm not saying the explosion missed, I'm saying they fly to hit their target and actually miss it...

The Power Siphon Drones... They're still sick, but I've noticed a decrease in the amount of power they drain.

-Quiiliitiila
Join Date: Dec 2007
Posts: 148
# 172
04-09-2012, 06:19 AM
When is the new ai that will make pets & ability pets run away from exploding ships going to be implented?
Join Date: Dec 2007
Posts: 148
# 173
04-09-2012, 10:39 AM
Quote:
Originally Posted by Hardolin-Vosh
I think what may have been lost in regards to the BoP is that they are the Vo'Quv's 'premier' pet.
They are supposed to out damage other pets, that's why they are restricted to the underpowered 6-gun space slug that is the Vo'Quv.

I was actually more dissapointed with the 'attack pattern' changes then the damage nerf, then I played my Kar'Fi for a couple days. OMG, I had forgotten how OP that carrier is in comparison to the Vo'Quv.

I like that the BoP now cloak when 'following' the carrier, but they still drop cloak any time they go 'agressive'.
They should not be dropping thier cloak untill the moment before they begin firing. It's the Romulans who like to drop cloak and start launching insults, not the Klingons.

The 'hate list' issues have yet to be adressed. If the carrier is not within 10k of an enemy the BoP will turn and bolt in different directions to other random engagments. Forcing the carrier to recall them and wait 10-15 seconds to find all his pets again.

Aside from the tendancy to blow up faster then you can respawn them, the 'cloak on exit' isn't terrible.
Problem is that they decloak before starting thier next attack run. The 'normal' state for the BoP should be cloaked. After finishing an attack run and evade, they should remain cloaked as they set up the next run.
The next run should not begin untill they are a set distance from target, with nose on target. Then they should drop cloak as they begin firing.
This could not have been said better.

The Vo’Quv’s DPS was pretty linked to its BOP IMO.

The BOP was the best of all the Deployable that the Vo’Quv had available to it and when they worked properly the Vo’Quv saw great success.

I flew the Vo’Quv for the longest time till I broke down and tried the Kar’Fi.

The Kar’Fi far surpasses the Vo’Quv in almost all Carrier aspects.

The Kar’Fi can be deadly with almost any Deployable that it can use.

The Vo’quv is still gimped when it comes to Weapon slots and turn rate and without its BOP it’s very hard to get any real damage out of it.

The BOP need to be made useful again so that the Vo’Quv can still post some DPS.

The Vo’Quv needs to be updated to at least get the missing forward weapon slot.

A vessel the size of the Vo’Quv should have 4 x 4 weapon slots.
Join Date: Dec 2007
Posts: 148
# 174
04-09-2012, 12:19 PM
Quote:
Originally Posted by Quiiliitiila
The S'Kul fighters are as peppy as ever, but will not attack structures and seem to miss with their ramming more often then they used to. I'm not saying the explosion missed, I'm saying they fly to hit their target and actually miss it...
My S'Kul will attack structures... depending on the launched wave. I've had part of my S'Kul fighters that were launched at the time attack structures, whereas part would fly up to the gate in Cure and sit there while I had a large Nanite structure targeted (they would fly back down to attack probes and spheres once those were targeted). Launching a new wave to replace the ones having tea with the gate usually got the new wave to attack.
Join Date: Dec 2007
Posts: 148
# 175
04-09-2012, 12:35 PM
Quote:
Originally Posted by tom61 View Post
My S'Kul will attack structures... depending on the launched wave. I've had part of my S'Kul fighters that were launched at the time attack structures, whereas part would fly up to the gate in Cure and sit there while I had a large Nanite structure targeted (they would fly back down to attack probes and spheres once those were targeted). Launching a new wave to replace the ones having tea with the gate usually got the new wave to attack.
Thanks for the correction, I should have said they will not attack the large nanites and gates, but they will attack the small nanite transformers.
Join Date: Dec 2007
Posts: 148
# 176
04-09-2012, 01:21 PM
Quote:
Originally Posted by Quiiliitiila
Thanks for the correction, I should have said they will not attack the large nanites and gates, but they will attack the small nanite transformers.
Mine will attack the small all the time, it's the large that seems to confuse part of them, with part attacking and part sitting around some of the time.
Join Date: Dec 2007
Posts: 148
# 177
04-09-2012, 05:29 PM
Quote:
Originally Posted by 0Gambit0 View Post
This could not have been said better.

The Vo’Quv’s DPS was pretty linked to its BOP IMO.

The BOP was the best of all the Deployable that the Vo’Quv had available to it and when they worked properly the Vo’Quv saw great success.

I flew the Vo’Quv for the longest time till I broke down and tried the Kar’Fi.

The Kar’Fi far surpasses the Vo’Quv in almost all Carrier aspects.

The Kar’Fi can be deadly with almost any Deployable that it can use.

The Vo’quv is still gimped when it comes to Weapon slots and turn rate and without its BOP it’s very hard to get any real damage out of it.

The BOP need to be made useful again so that the Vo’Quv can still post some DPS.

The Vo’Quv needs to be updated to at least get the missing forward weapon slot.

A vessel the size of the Vo’Quv should have 4 x 4 weapon slots.
+1 to 95% of this! Also no tweak this week on the test server for AI?
Join Date: Dec 2007
Posts: 148
# 178
04-09-2012, 06:24 PM
Good news, one of the programmers has implemented a preliminary fix that may solve the issue of non-player entities unable to attack large structures (Borg transwarp gates, for instance).
Join Date: Dec 2007
Posts: 148
# 179
04-09-2012, 06:56 PM
Quote:
Originally Posted by jheinig View Post
Good news, one of the programmers has implemented a preliminary fix that may solve the issue of non-player entities unable to attack large structures (Borg transwarp gates, for instance).
I thought this day would never come! Many pictures will have to be taken to show the turning point in the timeline... Headline news pets attack big things now!
Join Date: Dec 2007
Posts: 148
# 180
04-09-2012, 07:54 PM
Good news indeed.

Now if only my Skul fighters would stop blowing themselves up when I select an ally and the fighters are still in attack mode...
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -8. The time now is 06:28 AM.