How much tougher would they get when used by a player with all the traits/skills/gear etc that boost them? Granted i'm also not using traits or other to boost/buff my launched crafts since they are just added to outbound DPS. I do use them on my Atlas Prototype Dread if/when I drive it though. But a ship's core breach will kill any launched craft and when ships are melting all around you as your ship is at full throttle, they can/do die very quickly. ![]() Yeah the D Flyers are very tough for launch craft. I bought the Elite Delta Flyers ones to compare them with the Elite Kelvin Timeline Assault Drones on my Kelvin Intel Dread. Those do have quite the lengthy launch time though. Originally posted by Dave of Infamy:i use the t6 jupiter and i have the elite delta flyers i find they are less squishy than normal fighters granted theres only 4 in a wing but they do far more damage too It just happens so you gotta get used to it. Don't hug big targets that have attacks like these so it gives your fighters enough space to make a u-turn and burn away from the blast and with some luck they might clear it before they get hit but more often than not your losing them like is outside of your control. The best you can do is pull your fighters back if you know they are gonna get hit by something like that - asuming you have enough advanced warning and/or time to get them to clear the area to avoid the blast (which happens rarely unfortunatly). Kill faster = less time for the enemy to kill your fighters off.įaster moving pets = more likely to get out of the way of the really nasty aoe/cone attacks.Ī very strong directional or AoE blast can and will happen however and there is little you can do for your fighters in these situations. More HP = last longer and more likely to get heals before they pop. Having a ship with more wings helps ensure you have at least something on the field at all times. Get consoles that help your pets live longer and fight better.ĥ. Make sure your skills are done correctly so that your hangar pets have health and amage bonuses.Ĥ. Slot your Boffs so you have multiple heals at your disposal and setup your skills/equipment to reduce cooldown times on them as much as possible.ģ. Setting your carrier up to put heals out as quickly as possible can help a bit. They survive for longer and will in general just not suck too.Ģ. I've not tested whether you can have 8 swarmers from Hivebearer in addition to the 5 from the swarmer matrix. ![]() That doesn't seem to be working that way at the moment, I use some passive heals for them. When I got my very first carrier they would pursue up to 20km for some reason and then the AI was broken for a long time when they made the pets disappear if you fly to far from them so they can be relaunched, but recently they have been a bit more reactive.įor my first carrier the recall mode actually docked and repaired the ships recharging their shields. In attack mode the hangar pets pursue anything your ship has targeted within 15km of them even if your ship stays out of range (10km). When the ships are firing on a hard enemy I press my beam overload button and my pets do some devastating damage even if my ship's not firing because it's out of range. You have to remember to turn that off if you are doing missions because you stay permanently in combat so the messages don't pop up if you don't. The pets are right-clicked on my tray so they auto-activate following first click. ![]() My recharge time is currently 14 seconds and my Frigates are invicible for 5 seconds of that and get +50% health each activation. ![]() Quick deployment as its Tier 1 mastery that is another 20% off the recharge. With a 20 second cooldown that is shortened by the Flight Deck Officer and traits. The Scramble Fighters restores 50% health and makes them invicible for 5 seconds every time the hangar launched command is run. You can't have all the traits so pick your favourite It's entirely possible to have a build where hangar pets do most of the work and are invincible most of the time.
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