Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
05-03-2012, 02:43 AM
Quote:
Originally Posted by Teleon View Post
Again, I wish that the Vulcan D'Kyr support craft came with Carrier Commands. The Escort Command would be really, very helpful.
Also add it to the MVAE, Odyssey and Galaxy.
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Join Date: Dec 2007
Posts: 120
# 12
05-05-2012, 01:42 PM
Quote:
Originally Posted by DKnight1000
Also add it to the MVAE, Odyssey and Galaxy.
It'll probably appear in the C-Store-

"Purchasing this option allows your Vulcan D'Kyr Science Vessel to to use carrier commands" - 800C
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
05-07-2012, 03:37 AM
Quote:
Originally Posted by chastity1337
It'll probably appear in the C-Store-

"Purchasing this option allows your Vulcan D'Kyr Science Vessel to to use carrier commands" - 800C
i'd buy it, i would hate myself in the morning, but i would buy it
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Join Date: Dec 2007
Posts: 120
# 14
05-07-2012, 11:38 PM
Has anyone noticed odd behavior from Pets while using commands?

For example, if you put your pets on attack, they will not only just attack your target in range.. but will actively fly around attacking ANY Target near by.. or if targets are not close by.. will Fly off after targets they notice?

I Can't quite figure out what causes it. But I have witnessed it in PVP maps often enough. Might have something to do with Dieing and then respawning and summoning pets.
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Join Date: Dec 2007
Posts: 120
# 15
05-07-2012, 11:47 PM
As noted in the dev blog, fighters are part of your team. If your teammates engage another target, or some other enemy fires upon your fighters, they will continue to fight. If you are far away from the battle (because of being teleported, for instance), you may want to Recall your fighters, then select a nearby target to Attack. Otherwise they will continue to engage in combat with anyone that your team was fighting, or who was attacking them.
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# 16
05-07-2012, 11:59 PM
Quote:
Originally Posted by jheinig View Post
As noted in the dev blog, fighters are part of your team. If your teammates engage another target, or some other enemy fires upon your fighters, they will continue to fight. If you are far away from the battle (because of being teleported, for instance), you may want to Recall your fighters, then select a nearby target to Attack. Otherwise they will continue to engage in combat with anyone that your team was fighting, or who was attacking them.
One of the big issues for example is KA say I am fighting on the left gate and doing probes or transformer or what have you once the target is destroyed one of the problems we are having is that in most cases they would go to the right gate or opposite gate area than you are at and if they get too far away none of the commands will respond or either that target they are going after has to be destroyed or either you have to remove all your fighters after getting out of red alert and then put them back on. I find it frustrating and desperate need of a fix to that regard in which in most cases this happens in cure and ka for the most part and infected to a lesser extent since the team is engaged in the same area based on strategy.
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# 17
05-08-2012, 12:33 AM
Quote:
Originally Posted by jheinig View Post
Otherwise they will continue to engage in combat with anyone that your team was fighting, or who was attacking them.
This I was not aware of.. Hunh.. Explains why they were behaving that way.
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Join Date: Dec 2007
Posts: 120
# 18
05-08-2012, 08:29 AM
Quote:
Originally Posted by Zeuxidemus
One of the big issues for example is KA say I am fighting on the left gate and doing probes or transformer or what have you once the target is destroyed one of the problems we are having is that in most cases they would go to the right gate or opposite gate area than you are at and if they get too far away none of the commands will respond or either that target they are going after has to be destroyed or either you have to remove all your fighters after getting out of red alert and then put them back on. I find it frustrating and desperate need of a fix to that regard in which in most cases this happens in cure and ka for the most part and infected to a lesser extent since the team is engaged in the same area based on strategy.
Or just keep an eye on them and use recall if they decide to go do that.

At least in my experience it isn't really a problem. The only time I notice it in KA is after the cube pops, the person handling probes might engage before I start tackling the gates and so my pets will fly off towards that guy. But I just recall them, or summon new pets, and once I engage my targets they don't have the problem again.

Fighter controls could definately be more robust, but they're workable now. I doubt we'll ever get really solid fighter controls, you know, able to see at a glance how many of your fighters are alive, queu up attack commands, send fighters to one target while you engage another yourself, stuff like that. It would be sweet if we did, but I'm not holding my breath.
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# 19
05-08-2012, 08:55 AM
Quote:
Originally Posted by mellestad View Post
Or just keep an eye on them and use recall if they decide to go do that.

At least in my experience it isn't really a problem. The only time I notice it in KA is after the cube pops, the person handling probes might engage before I start tackling the gates and so my pets will fly off towards that guy. But I just recall them, or summon new pets, and once I engage my targets they don't have the problem again.

Fighter controls could definately be more robust, but they're workable now. I doubt we'll ever get really solid fighter controls, you know, able to see at a glance how many of your fighters are alive, queu up attack commands, send fighters to one target while you engage another yourself, stuff like that. It would be sweet if we did, but I'm not holding my breath.
Been there done that... and a lot of times they will go into full speed right after a kill so the issue is mute if I just kill 2+ probes and then some new player spawns and drags a cube on top of me and my pets go awol... I get the point that it needs a fix here from having to clickity click click every single time I blow up a target. Issue I have though is when I do summon new pets half the other ones cannot be recalled so I am fighting at half power so again it needs to be fixed... I'm not new at this I was pretty much using carriers long before people started noticing the problems... Heck I even complained for months about them not working and it wasn't really being acknowledged that they were broken until a lot of ppl got into carriers just to find out they were broken.
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# 20 platoons
05-08-2012, 10:53 AM
only thing i'd like added to ai is to make each spawn of fighters (3 fighters per hanger =1spawn) attack as a unit, or platoon.

This is so that i may give different orders to each platoon, say one attack target a), two attack target b), three escort ally x, four intercept incoming for ally y...

4 platoons =2 hangers

extra micro - management but then carrier pilots are used to that

maybe carrier pet commands/settings need a seperate window too
showing -
current activity
distance from carrier
health status
and what pet wants from santa claus :=)
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