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Lieutenant
Join Date: Jun 2012
Posts: 61
I've had my Advanced Fer'Jai frigates carrier pets for a while now. Observing them in game it struck me how seldom they seemed to use their dual antiproton cannon which should be their main energy based damage dealer.

I decided to try to analyse the combat logs with the help of ACT and it confirmed what I've seen, 2 out of 3 times I logged the combat they dealt ZERO damage with their cannons and rest of the times the damage was neglectable. Essentially all antiproton damage they dealt came from their turrets.

The problem is that instead of doing attack runs like a tactical ship, head on with cannons and torpedoes and maybe dropping a mine on their way out, turn and do the same thing, they often get stuck in a cruiser type attack pattern circling the target with their turrets the only thing firing.

It can't be the intention that these ships hardly use their main energy weapon so maybe the devs can take a look at this and make an adjustment in their AI. I don't think I would invest any more resources in the tier 5 fleet version of this ship if I don't see an improvement as it is it feels hamstrung by its AI at the moment.
Captain
Join Date: Aug 2012
Posts: 844
# 2
01-30-2013, 09:28 AM
Agreed I don't have the logs but I have spend 120000 dilithium on these things across my alts

And although the aceton beams and combined weaponry is handy there dps isn't great and thee cannons don't fire
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
Lt. Commander
Join Date: Aug 2012
Posts: 160
# 3
01-31-2013, 07:55 PM
I've been flying the Karp on my main alt since it came out. The frigates have never used their cannons. I would be happy if the frigates had single cannons or all turrents, either would be better than those stupid duals.
Time played in game. as of 9/12/12 (on my mains) Total 2907 hours.K'zoontite has been on active duty for 34 days, 3 hours, Bot Fly has been on active duty for 55 days, 4 hours, Poppa Capp has been on active duty for 4 days, 12 hours, B'zooka has been on active duty for 12 days, 22 hours,Tater(fed) has been on active duty for 14 days, 10 hours,
Career Officer
Join Date: Jun 2012
Posts: 3,000
# 4
01-31-2013, 08:19 PM
BoPs do pretty much the same thing- they make one strong attack run, then circle the target plinking it with their turret.

The trick is to get your hangar CD down as low as possible and relaunch them as often as you can. When you launch them, they're freshly pointed at the enemy. I don't know if that works with Fer'jais, but it can't hurt.
Captain
Join Date: Aug 2012
Posts: 844
# 5
02-01-2013, 01:13 AM
Quote:
Originally Posted by futurepastnow View Post
BoPs do pretty much the same thing- they make one strong attack run, then circle the target plinking it with their turret.

The trick is to get your hangar CD down as low as possible and relaunch them as often as you can. When you launch them, they're freshly pointed at the enemy. I don't know if that works with Fer'jais, but it can't hurt.
No you don't understand

I run the ABOPS their problem is they fly past the target and yes they can be micromanaged not to do this

However the ferjai just don't use them they fly much slower at the target just for some reason chose not to use their "primary" weapon
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
Career Officer
Join Date: Jun 2012
Posts: 1,220
# 6
02-01-2013, 07:09 AM
As I understand it they were doing an AI pass on carrier pets, but stopped after they got the BoPs working, never managed to push the improvements to the other pets.

I moved on to elite scorps anyway. Who cares about the cannons, their turrets and torps are insane.
I once again match my character. Behold the power of PINK!

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Lieutenant
Join Date: Jun 2012
Posts: 61
# 7
02-08-2013, 07:46 PM
I saw this in the latest Tribble patch notes:

"All carrier pets will be more intelligent about favoring their forward firing arc, if they are fitted with cannons."

Thanks to the devs for trying to fix this problem and I will test this on Tribble and see if I can see an improvement.
Captain
Join Date: Jun 2012
Posts: 1,241
# 8
02-08-2013, 08:12 PM
Quote:
Originally Posted by kimmym View Post
As I understand it they were doing an AI pass on carrier pets, but stopped after they got the BoPs working, never managed to push the improvements to the other pets.
Uh.. no. They were fixing a glitch that affected all pets globally and ROYALLY screwed up the AI in the process.

The only way they could bring them back to work was to erase the old AI and copy/paste & tinker the crappy drone AI.

Back then pets were impressive to control and use. Now they're a retarded joke.

Sure would be nice if they would REALLY fix the AI and bring back the old AI.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
Lt. Commander
Join Date: Jun 2012
Posts: 150
Proof ferjai's are bugged with logs to prove it


to begin from the end
currently the Ferjai frigates and advanced ones firing solution is all messed up leaving what might have been the best pet in kdf side , a lesser version of even the brolths


people have been claiming it a long time to no avail or notice

also now comes the nerf of the tricos which of course affects the little guys and still no attention

so here is backed up date by combatlogparser ( upload of the said log in the end )

Testing Setup

1 karfi +4 ferjai advanced frigates .
1 recluse just self healing

6 minutes time where's in the slow recluse just circles around while only pets engage it


results ( for those 2 lazy to open the logs ) :

turrets with and without rapid fire II did a combined dmg of 139000.
the dual cannons with and without rapid fire II did a "whopping " 2132 dmg

yes this was not a typo. roughly 1/65 of that dmg

incase u were wondering ..the turrets got activated 3300 times during those 6 minutes and the cannons 1/100 times of that..a mere 30 times

even tricos had further actuations then the cannons - about 60 times combined .


now i know us KDF is a neglected side . but really enough is enough

the karfi supposed to be from the get go the best carrier in game no just KDF side

the Ferjai's stats make them on paper the best pets to have .

but ur firing solutions are not good to say the least ...if the ferjais cant fire their cannons at all then plz put beams and beam overload as u did with the new jamhaddar pets

if not then plz fix the cannons and tricos firing rate ( which should be doubled now that the CD is halfed )


here is the original combat log link:
http://www.mediafire.com/?cslmfwhaku6l7qe

if u want link to a scrnshot of that log :
http://www.mediafire.com/view/?z08b7sndt7bgk5i

plz oh plz devs fix the pets to reflect their actual weapons or replace them with ones that actually fire on something..anything
Captain
Join Date: Jun 2012
Posts: 1,241
# 10
02-22-2013, 04:10 PM
Look, this issue does not affect federation pets therefore they will never bother to fix it.


BTW, the problem is caused by the pets having the turret. The AI considers the turret a 'weapon' just like any other and so any coding it has to make it 'turn to bear weapon' on target is satisfied with the turret shooting.

How do we know this? To'Duj, Danubes, etc..all non-fore weapon only pets, aka those that have to face target to get weapon to bear, do not fly in such idiotic manner. They POINT their noses to target and when they overshoot they dont start flying in a stupid circle, they turn 180 and fire again..repeat. Only those pets with turrets do the stupid circle fights.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
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