Go Back   Star Trek Online > Information and Discussion > Star Trek Online General Discussion
Login

Notices

Reply
 
Thread Tools Display Modes
Empire Veteran
Join Date: Jun 2012
Posts: 4,261
# 11
11-03-2012, 09:07 PM
Quote:
Originally Posted by stevehale View Post
Give me immunity to pets and we can talk.
Now there is an idea. Makes pets slightly less effective so they are more a nuisance than such pivitol pieces in combat.
Captain
Join Date: Jul 2012
Posts: 1,305
# 12
11-04-2012, 01:37 AM
Quote:
Originally Posted by crusty8mac View Post
My pets died!!!! Oh noes!!!! Send out moar!!!! - Problem solved.
and for those of us flying the MVAE? we have a 5 minute cooldown on ours, 10 minutes if we want the same configuration. so no, not problem solved
Lieutenant
Join Date: Sep 2012
Posts: 86
# 13
11-04-2012, 01:40 AM
Solution: Give all non-Hangar pets immunity to warp core breach. Or at least a slightly stronger Brace for Impact.
Captain
Join Date: Jun 2012
Posts: 1,101
# 14
11-04-2012, 02:37 AM
Quote:
Originally Posted by bitemepwe View Post
Now there is an idea. Makes pets slightly less effective so they are more a nuisance than such pivitol pieces in combat.
Using the most powerful pets available to me (B'rolth bird of prey refits), dual photon tubes with 3 projectile officers, and a build focused on getting the enemy's shields down so that torpedoes can pummel them to death, my mission average DPS is around 5000 DPS.

A well built escort can reach 9000 mission DPS.

Soooooo... I guess I have no idea where you're coming from. Pets too powerful? When my carrier AND pets AND specialized character build AND boff abilities can only have half the impact on the enemy that an escort can, I'm not really seeing how it would be a huge balance problem to have my pets not instantly die when something explodes near them while retaining the same vulnerabilities which already exist when it comes to active counters.
Commander
Join Date: Jun 2012
Posts: 282
# 15
11-04-2012, 03:52 AM
Isn't it better to remove warp core breach at all. Let's face it the starship has a warp core, when taking damage the core can co critical and go boom ... and boom is really boom.

What is the point of having escape pods? Perhaps you can make it to them. Perhaps you can launch them ... to go boom in space with the warp core breach.

It looks to me that a starhip with a warpcore isn't suitable for combat. The risk/loss isn't acceptable unless you want to work with kamikaze concepts.

The option is that we have warp driven starships that bring, only impulse driven, ships without a warp core, warships to a combat zone or during combat the warp core is shut done or put in a state that a breach is impossible.
Captain
Join Date: Jul 2012
Posts: 1,305
# 16
11-04-2012, 04:02 AM
Quote:
Originally Posted by fovrel View Post
The option is that we have warp driven starships that bring, only impulse driven, ships without a warp core, warships to a combat zone or during combat the warp core is shut done or put in a state that a breach is impossible.
Ummm... problem... The warp-core powers all non-essential systems that includes tactical systems
Empire Veteran
Join Date: Jun 2012
Posts: 4,261
# 17
11-04-2012, 07:37 AM
Quote:
Originally Posted by momaw View Post
Using the most powerful pets available to me (B'rolth bird of prey refits), dual photon tubes with 3 projectile officers, and a build focused on getting the enemy's shields down so that torpedoes can pummel them to death, my mission average DPS is around 5000 DPS.

A well built escort can reach 9000 mission DPS.

Soooooo... I guess I have no idea where you're coming from. Pets too powerful? When my carrier AND pets AND specialized character build AND boff abilities can only have half the impact on the enemy that an escort can, I'm not really seeing how it would be a huge balance problem to have my pets not instantly die when something explodes near them while retaining the same vulnerabilities which already exist when it comes to active counters.
Its called sarcasm.

Especially considering a carrier can spit out pets like rabbit on fertility drugs to replace any that are killed.

Ive seen plenty of good carriers in PvP/PvE so I dont understand the damage references as being important to your issue with warp core breaches.

If having your pets die because a target WC breaches is a problem then ask for a smarter Pet AI that knows when to break off and leave instead of buff to resist the damage.

Last edited by bitemepwe; 11-04-2012 at 07:39 AM.
Career Officer
Join Date: Jun 2012
Posts: 41
# 18
11-04-2012, 07:50 AM
giving them immunity is a bit much I think. I also agree that everyone is forgetting about the non-carrier pets that take like 5min or more until you can re-launch them. What I do think we need is that patch we had a while ago where after an enemy died pets would go to full impulse and fly *far* away.

What I actually find more annoying though are when pets fly strait into pockets of warp plasma. That is something they need to avoid more than warp core explosions.
Empire Veteran
Join Date: Jun 2012
Posts: 488
# 19
11-04-2012, 07:54 AM
I have two toons in Carriers and will have 3 when I can buy the Vesta.

My answer to the OP is No
Starfleet Veteran
Join Date: Jun 2012
Posts: 151
# 20
11-04-2012, 08:18 AM
I like the suggestion of getting rid of the de facto warp core breach. Otherwise the pet AI needs to be revisited. At this point, I pretend that all carrier craft is automated cause the fatality rate associated with piloting one would be staggering.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -8. The time now is 03:20 PM.