Lt. Commander
Join Date: Dec 2007
Posts: 120
I'm starting this thread to cover some of the bugs that I have found and game mechanic issues with carriers. This thread is not for wish listing or buff this or nerf that.

Carrier commands are not currently working that well below are a list of a few bugs I have found:

1: The attack command will send your pets off to attack a random non-selected target after you have finished a combat even if you have no ship selected. I believe that the enemy ships need to be within max viewing range or a little close for your pets to auto agro.

Work around: Use the ďRecallĒ command or select a new target.

2: Locked into combat issues! Currently carrier pilots should notice that you are stuck in combat way longer then you should be.

Work around: The bug solution for this is that you still have a carrier command selected and you need to deselect that command to break from combat.

3: Locked into Recall command: Your pets have returned to you but some or all of them will not attack your target when prompted.

Work around: Re summon your ships or fly right into the target hoping to take aoe damage to kill your pets or have them re-agro your target.

4: More than one Carrier in a group: AKA Donít cross the streamsÖ. So this one is very annoying and funny at the same time. If you have two carriers in a group sometimes one of the two carriers will take full command of the local allied pets and while the other carrierís commands no longer work.

Work around: Donít use carrier commands and I know that is not a good solution but that is all I have on that one.


We do need a dock command for the carrier pets and for the pet commands to get fixed. If you have found any other bugs please post them here as well as solutions.

Thanks
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-02-2011, 05:47 PM
Many thanks for the info. Jheinig is looking into these and other carrier issues.

Additional specifics like this are very useful to us towards narrowing the field to figure out where the various issues are.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-05-2011, 12:19 PM
I always though the locked in combat thing was there to prevent the Carrier from being able to send out its attack vessels to hit other targets while the Carrier would be able to full Impulse away from combat.

If the above is a bug fix it so I can play hide N seek with my Carrier and Mask Energy Signature 3

Problem 3 can be solved by hitting full Impulse and selecting a new attack target.

I experienced problem 4 for the 1st time this past weekend.

All my fighters ran off to cover some KaríFi carriers back side; however, it seems that even after I respawned new fighters, the ones that went to the KaríFi remained till they were destroyed.

I imagine that the Carriers and their AI must be quite the challenge for Cryptic.

Now that we have versions of the Carrier available at lower tiers, it will be important that they function properly for when the f2p crowd gets here and joins the ranks of the KDF
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-05-2011, 04:45 PM
Summoning pets issue: or maybe this is as intended?

After you summon your full complement of fighters or drones the issue starts to come up after you have lost a few. When you go to re-summon more flights to refill the ranks of the lost ships you will de-spawn one full flight randomly. This could be the damaged one or the one that is completely fine. This issues is you can repeat this over and over again and not able to fill in those lost ships if it keeps re-spawning the fully intact flight.

Note: That you cannot have this issue with frigate class ships as itís a single ship.
Correction to this point: You can still have this issue if you are using two hangers with both of them using frigates. Info via a fellow carrier pilot.

Workaround: Get all your ships killed so you can recall a full new set. As this is poor way to fix this Iím open for other workarounds.


The way I believe it should work is that the summon flight adds to your fighter population cap and not replacing them with a new flight. Alternately the summon button rotates between wave 1 and then wave 2 so that it will re-spawn all ships after one full cycle.


BTW: Do we know if flight deck Doffs stack?

Edited: Corrected firgate info.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-05-2011, 05:09 PM
I get around # 2 by just not using any carrier commmands at all. being stuck in red alert in a C&H sucks, as i'm forced to spend the whole match trying to get to the fight.
# 4 explains why my frigates where following a VoQ around Kerrat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-05-2011, 05:16 PM
I think it would be great to add status bar for those pets so that we know how many is still "alive"
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-06-2011, 08:10 AM
Quote:
Originally Posted by talbg View Post
Summoning pets issue: or maybe this is as intended?

After you summon your full complement of fighters or drones the issue starts to come up after you have lost a few. When you go to re-summon more flights to refill the ranks of the lost ships you will de-spawn one full flight randomly. This could be the damaged one or the one that is completely fine. This issues is you can repeat this over and over again and not able to fill in those lost ships if it keeps re-spawning the fully intact flight.

Note: That you cannot have this issue with frigate class ships as itís a single ship.

Workaround: Get all your ships killed so you can recall a full new set. As this is poor way to fix this Iím open for other workarounds.


The way I believe it should work is that the summon flight adds to your fighter population cap and not replacing them with a new flight. Alternately the summon button rotates between wave 1 and then wave 2 so that it will re-spawn all ships after one full cycle.


BTW: Do we know if flight deck Doffs stack?
Yes flight deck doffs do stack.

I dev responded to one of my post in this section and confirmed that they do stack and there are no diminished returns
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
12-06-2011, 08:26 AM
Thanks 0Gambit0
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
12-06-2011, 11:42 AM
Quote:
Originally Posted by 0Gambit0 View Post
I always though the locked in combat thing was there to prevent the Carrier from being able to send out its attack vessels to hit other targets while the Carrier would be able to full Impulse away from combat.

If the above is a bug fix it so I can play hide N seek with my Carrier and Mask Energy Signature 3
The bug is that you stay in combat AFTER your target dies and nothing else is engaging you, not that you won't exit combat if just your pets fight.

You will enter combat if your pets go off fighting something, and that is intended. So no hide and seek for you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
12-06-2011, 04:30 PM
Quote:
Originally Posted by talbg View Post
I'm starting this thread to cover some of the bugs that I have found and game mechanic issues with carriers. This thread is not for wish listing or buff this or nerf that.
To add another one:

If you launch fighters when the client says you are within 15k of your target, but the server thinks you are not, you will get no fighters and the fighter launch button will go into its full cooldown. You will be unable to launch fighters until the launch button has refreshed.

Edit: if you don't have a target, you can freely launch the fighters, regardless of range. It is only if you have a target that it cares about range and can screw up your launch.
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