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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
05-07-2012, 11:59 AM
Quote:
Originally Posted by Heretic
We have been continuing to work on refining the AI on carrier pets, and have spent and continue to spend a significant amount of time to improve the AI's effectiveness and responsiveness, even before the Federation carrier was considered.

and yet, somehow, every pet AI patch makes the birds of prey significantly worse. Sad thing is, they would be insta-fixed if their original attack run behavior was restored (the one they had prior to the 20% torpedo damage nerf).


All you guys need to do to make the old attack run behavior perfect is to simply have it slow down to half impulse when they fire their forward weapons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
05-07-2012, 02:50 PM
I have been running the B'rolth BoP's since the launch of the Atrox, while they do not seem to attack as much of the time as player escorts, there first attack run does deal very high dps, they are fixed enough to mean i can take on two escorts and easily survive and kill them both. So they're not worse than before, at least they attack properly
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
05-07-2012, 03:30 PM
Quote:
Originally Posted by benda2293
I have been running the B'rolth BoP's since the launch of the Atrox, while they do not seem to attack as much of the time as player escorts, there first attack run does deal very high dps, they are fixed enough to mean i can take on two escorts and easily survive and kill them both. So they're not worse than before, at least they attack properly
First attack run is somehow okay, but after that it gets just worse. While trying(well, i'm not even sure if it tries) to get its target in front of it, the BoP is flying with full speed and turning like a space-whale (turn rate comparable to a carrier). Adding multiple mobs on their way because of the big circle they do. Using battle-cloak constantly like a no-brain, thus giving away dps. All that together makes them pretty useless.

Proposal: Better turnrate, lower speed while turning, take away battle-cloak, make them smarter so they attack one side together.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
05-07-2012, 03:40 PM
No, they should just return them to their original flight behavior. Before they screwed them with the current one.

Like they do in this pre-change video. Watch what the BoPs do when i clicked the recall/attack buttons.

http://youtu.be/xuQpeQxF2s8
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
05-08-2012, 01:26 AM
Quote:
Originally Posted by Heretic
We have been continuing to work on refining the AI on carrier pets, and have spent and continue to spend a significant amount of time to improve the AI's effectiveness and responsiveness, even before the Federation carrier was considered.
Only problem I have besides them not following the owners specific commands is the frigate and bird of prey AI. Just feels like they take too long before opening fire back on a target or mostly just using the turrets. Thats one of the main problems I see being that the way this works the torpedoes they fire are doing 90% of the actual damage. Besides that with all the counters to energy stealing it just feels like there if you stop total power from being drained its almost the same thing as if you are attacking a player or npc that they can scream time out and get their shields back up. I just feel in relation to pets being siphon drones I know it reduces resistances but it also nullifies a lot of long standing setups. As well it reminds me about the specialty of KHG engines is they restart if engines are knocked offline where as it would be extremely rare to the point of impossible for this to happen so if the energy stealing issue isn't going to be reversed or made better... Is there going to be a revamp of the engines for KHG set to make them have some type of use after this change?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
05-08-2012, 10:58 AM
Look at the video in my post Zeux. That is how they behaved before this horrid new attack run pattern.

They did fire..they did turn quick, they did respond quickly. They did everything right except slow down when firing the dual cannons (they flew so fast they only fired twice before disengaging).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
05-09-2012, 10:13 AM
Quote:
Originally Posted by Heretic
We have been continuing to work on refining the AI on carrier pets, and have spent and continue to spend a significant amount of time to improve the AI's effectiveness and responsiveness, even before the Federation carrier was considered.
Heretic, sir, with all due respect - we are not disparaging your efforts, or your sincerity, nor are we questioning that you have worked hard on this project.

We are disparaging the results of your efforts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
05-09-2012, 11:42 AM
Others have already stated which can be launched from what but I will try to give you a bit more insight OP.

You can support up to 6 To'Duj fighters per Hangar (3 Launch at a time), and these have Disruptor cannons and Torpedoes to lob at your enemy.

The S'Kul fighters come in waves of 3 up to 6 per Hanger just like the To'Duj but these have Anti-Proton cannons and instead of having a Torp they RAM enemy ships and blow themselves up. Basically they are vicious Kamikaze style fighters.


BoP's can be launched 1 at a time for a total of 2 for Hangar. These have Disruptor Cannons and Turret. They have Torpedoes. They are significantly tougher than the "Fighter" class ships. They can use battle cloak and Torpedo High Yield & Cannon Rapid Fire Abilities.

The Fer'Jai Frigates can be launched 1 at a time for a total of 2 for Hangar. These are the toughest pets in the entire game. They have Anti-Proton Cannons and Turret. They have Chroniton Torpedoes and Tricobalt Torpedoes (For the Advanced version), and Tricobalt Mines. They have High Yield, Cannon Rapid Fire, and Aceton Beam Abilities.


I would say that the To'Duj and S'Kul fighters are a toss up as to which you prefer but the Fer'Jai leave BoP's in their Dust. The Fer'Jai are absolutely devastating and very powerful. If enemies worry about trying to kill the Fer'Jai they will waste a lot of time for nothing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
05-09-2012, 11:55 AM
Quote:
Originally Posted by Heretic
We have been continuing to work on refining the AI on carrier pets, and have spent and continue to spend a significant amount of time to improve the AI's effectiveness and responsiveness, even before the Federation carrier was considered.
There are some wonky bugs with controls. In particular in Khitomer Accord and The Cure (to a lesser degree) your pets can seemingly fly off and do whatever they want. They often fly way off across the battlefield. This also happens with Saucers and other pets. They seem to do this more often if you are telling them to attack Structures in KA and especially if the structure is behind another structure. It almost seems like if they cannot figure out a good path to attack they just pick a different target maybe? They also will get dead-set on attacking this new target be it a gate, generators, etc, and no command can call them back. The only way to get them back is to deequip your Hangar and reequip it.

Also, as others have stated a bit more unpleasantly, the pets do seem to have a bit of a tendency to just circle an opponent and fire at all facings, mostly using their turrets, rather than ever focusing on a single facing which greatly lowers their effectiveness. This is more of a problem on Player ships because the amount shields heal even naturally can sometimes overwhelm damage being spread out so thinly across all facings in this way.


As for those of you who wish to lob insult however... I would not be disparaging Heretic here. He is without a doubt my favorite Dev (Sorry, to the rest of you guys, I like you too! I swear! lol). He always works with us and tries real hard to work out ship and coding problems to get everything working the way it is supposed to be. If you can provide him specifics and help him better understand what ships are doing in the field he can usually help get them behaving properly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
05-09-2012, 02:09 PM
Quote:
Originally Posted by CmdrSkyfaller
Look at the video in my post Zeux. That is how they behaved before this horrid new attack run pattern.

They did fire..they did turn quick, they did respond quickly. They did everything right except slow down when firing the dual cannons (they flew so fast they only fired twice before disengaging).
I've been using them for over a year so I'm well aware of how they have performed from season 3 to current... They used to be a lot better they just were broken around late summer of last year and now they are giving us a nerfed halfway functional version than how they originally worked.
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