Lt. Commander
Join Date: Dec 2007
Posts: 120
Whenever I use the Multi-Vector Advanced Escort in STFs, the AI controlled sections always find a way to get themselves killed pretty quickly. They either decide to solo a cube/gateway & ignore my target, sit on a warp core breach, or find something else that leads to them going boom.

Are they just naturally suicidal & I should get used to watching my gimmicky bits going down in flames, or is there some way I can manage/alter their behaviour to get them to live longer?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-29-2012, 05:49 AM
Quote:
Originally Posted by MallowOni
Whenever I use the Multi-Vector Advanced Escort in STFs, the AI controlled sections always find a way to get themselves killed pretty quickly. They either decide to solo a cube/gateway & ignore my target, sit on a warp core breach, or find something else that leads to them going boom.

Are they just naturally suicidal & I should get used to watching my gimmicky bits going down in flames, or is there some way I can manage/alter their behaviour to get them to live longer?
Yup Im having the same issues with mine. That they either select random targets or somehow get left behind like members of my away team during ground missions. All the negative aside I really like my MVAE but there needs to be a few tweaks IMHO.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-29-2012, 05:52 AM
It'd be great if we got basic carrier style command functions (attack, retreat, etc) and a HUD of some kind letting us know the health of each section, but I'm positive those won't happen, so I'm hoping for some secret technique that will let me work around their suicidal tendencies.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-29-2012, 06:29 AM
They're not particularly intelligent, but I tend to usually use the mode at the beginning of a large boss fight or when I'm well away from objectives that should not be attacked as a safety precaution. They've been making changes to the pets, but it might be a while before the AI is changed or before we see pet commands like carriers have if we see the commands at all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-29-2012, 06:50 AM
I've found with a decent enough cruiser pilot I can launch the MVAE with relative safety, but otherwise yeah I have to save them for boss fights.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-29-2012, 08:15 AM
Unfortunately the AI is bad, there should be a built in don't fly next to the Warp Core breach built into all NPCs.

I wish they had better ability to heal their shields and rebalance them too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-29-2012, 08:19 AM
its a problem not only with the MVAE but the odyssey sep and escort ship both do it aswell

http://forums.startrekonline.com/showthread.php?t=267012

◦Combat support craft have better detection of when there are no enemies left and will return to their owner immediately.
■This will help to keep separated saucers, fighters, and other support craft from hanging around next to warp core breaches at the end of a battle.


yeah sure that worked
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-29-2012, 09:49 AM
The pets aren't the real bonus. For both the MVAM and Oddy the turn rate boost is what matters.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
04-29-2012, 10:42 AM
it's a multi vector attack escort. by that logic, the pets should only attack what YOU are attacking. that's not an unreasonable fix
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
04-29-2012, 12:51 PM
The pets in general are completely useless, it's not just their AI it's seems they fire weapons with only dealing 2 percent their actual damage. That is all I have to say about pets.

The really disappointing thing to me is the multi-vector mode of this ship.
A) In cannon it separated at WARP speeds when the romulans stole it. In STO it has to get to a complete stop. I don't care give me smoke at the seams that covers my ship like it's in a cloud of theta radiation.

B) 10 minute cool down for a selected part? Does the bridge crew take that long to clean up the bridge or does the engineer need to fix a power coupling that blows apart every time a specific module is used? If the ship is below 75% hull, don't let me separate. If it's above let me chose anyone I want at my discretion. Make it more glass cannony if you have too.

C) The assault modules don't make much sense either. The smallest (the top) isn't the fastest OR most maneuverable. The Middle has less hull points then the top section, and that (the top) looks like the size of a delta flyer. The Last is meh, I don't notice much of an impact with running more auxillary power, and I never use this part.

Now, the Boff layout with the Lt. cmdr science isn't really enough. My initial impressions was omg an escort that can run Gravity Well Wow that will help my fleet run STFs. Practically GW1 with 122 graviton generators and 84 particle gen feels worthless. I even tested this out with popping a battery to boost Gravity Well and not even remotely the results i wanted. The only thing that works well here is repulsars but that's far too you have to be in the right place and right time in STFs.

I guess I'll have to spend the Dil and get the regular advanced escort, and enjoy the better tac layout.

Besides all these issues it's a wonderful ship.

-Hornet.
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