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Hangar Pets and what we can do to improve them

well where to begin? i have been playing STO for a few years now and i like to play carrier type of ship but i have noticed some things with them,

Control, Support, Power/Gear, Options.

Control: hangar pets tend to be quite unresponsive and spamming the spawn new squad button can be quite annoying to keep the numbers up
to improve responsiveness i dont know what to do as i dont know the code and its interactions and on but the spawning of new crafts can be made to a toggle that spawns the ships when its toggled on and tells them to dock when toggled off and make it a single ability (for all or each pet type?).

Support: well there is a total lack of supportive skills except for a few passives and on skill(tree?), so it would be nice if there was a Bridge officer spec available on any spot or a new type of Boff available to pure carrier type ships,
with new skills and commands like formations, tactics, eng/sci tricks (maybe even add a spec tree for the captain?)

Power/Gear: as most already know hangar pets Scale pretty bad and a few reasons behind that is well there is no way to boost them up with gear and equipment as they come in a Prefab package that has This set of weapons and stuff only, what if we broke them up in a similar way to ship or small craft? lets say we gave them normal gear when it comes to weapons,
so we would need a hangar pet Frame(the ship it self) Armour, Weapons, structure and other parts being Weapons engi/sci/tac consoles same as the ships and for auto/passives use ability's we would have Pilot teams of different skill and training and races/types.

Options: well for starter most if not all ships lore wise should have a hangar bay of some sort, so will it work to have a hangar bay on every ship? i dont think so at least not the current system there needs to be different sizes or types for example the smallest will only be able to hold 2 smalls ships, where the bigger one might be able to hold a Frigate Class of ship or two, or we change so the ship have a total cap that is split evenly between equipped ships, also for ppl that prefer to not have hangar pets could refit the hangar to more gear space?

i have more to say on this stuff but any more and other ideas?

Comments

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    greywalker#7639 greywalker Member Posts: 28 Arc User
    Don't know about improvement, but I just got the new carrier. I love my hangar pets once upgraded. I am really not sure at all how to build this character or play it, but I like it.

    Ok improvement... We need more dedicated tools to make this a carrier!. I want to be able to spec my guy so that my pets become the Hamner and I become the support. I Would like the ability to upgrade pets with different weapons or be able to set them up to be support pets, healing pets. Or make the skills or traits I chose benefit my pets.
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    aspartan1aspartan1 Member Posts: 1,054 Arc User
    edited July 2017
    There are several issues as mentioned which should be addressed for sure. With that said, I'm not a pet player but I have been leveling ships for traits and I must say, if I were a pet player, I would be miffed and irked as well as vexed, that pets are not persistent! For me, what is the point on having a hanger recall if they vanish every time you change maps? I think it would be awesome to keep the same experienced fighter until it dies! I think you guys need some serious love...
    Post edited by aspartan1 on
    If you are looking for an excellent PvE fleet consider: Omega Combat Division today.
    Former member of the Cryptic Family & Friends Testing Team. Sadly, one day, it simply vanished - without a word or trace...
    Obscurea Chaotica Fleet (KDF), Commander
    ingame: @.Spartan
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    Former Alpha & Beta Tester
    Original Cryptic Forum Name: Spartan (member #124)
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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    I've said many a time that pets should be using a similar mechanic to the ground kits.
    So you get from the store the basic "hull" of the pet at whatever rarity you choose and then can upgrade it via the usual means.
    Plus, you also have the ability to add new "modules" to your pet to boost things like speed, hit points, defence, shields, respawn time etc weapon potency etc. And all of these modules can be upgraded just like ground kit ones.

    Essentially what you end up with is pets that can be either bog standard or super duper elite level, vastly improving their effectiveness.
    SulMatuul.png
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    chastity1337chastity1337 Member Posts: 1,606 Arc User
    One thing to consider on the new event carrier is that the default pets have mines, which is very unusual for hangar pets. There does exist the trait "Hot Pursuit" which doubles the tracking range of all mines, but it's rare as ^%$*&# hen's teeth, and there's no guarantee it improves the mines of your pets. I have the trait and the carrier, can anyone think of a way to test it?

    Aside from that, there's at least one starship trait that affects hangar pets, Overwhelming Force . Hmm, reading the description, I see nothing about pets, yet I recall being convinced it applied to pets. Perhaps I got that from some other conversation in this most excellent of sub-forums...
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    bruccybruccy Member Posts: 292 Arc User
    i would like my pets to be my teeth instead of relying so heavily on my fitted ship weapons for dps . there effective range needs increased so i dont have to be engaged personally to be effective on the pitch.
    i love my carrier style of play but its like been way down the developers priorities for ages while the escort pilots have gotten all the love
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    feliseanfelisean Member Posts: 688 Arc User
    One thing to consider on the new event carrier is that the default pets have mines, which is very unusual for hangar pets. There does exist the trait "Hot Pursuit" which doubles the tracking range of all mines, but it's rare as ^%$*&# hen's teeth, and there's no guarantee it improves the mines of your pets. I have the trait and the carrier, can anyone think of a way to test it?

    Aside from that, there's at least one starship trait that affects hangar pets, Overwhelming Force . Hmm, reading the description, I see nothing about pets, yet I recall being convinced it applied to pets. Perhaps I got that from some other conversation in this most excellent of sub-forums...

    some of the best things to support your pets:
    attack pattern beta from yourself
    other resistance debuffs to the target
    concentrate firepower
    skilling things in the skilltree
    iconian set
    bruccy wrote: »
    i would like my pets to be my teeth instead of relying so heavily on my fitted ship weapons for dps . there effective range needs increased so i dont have to be engaged personally to be effective on the pitch.
    i love my carrier style of play but its like been way down the developers priorities for ages while the escort pilots have gotten all the love

    they are already pretty powerful. right now ships with a hangar are just better than normal ships. to be fair, most people are getting outdps by pets only (including fleet support) in several missions so buff them even more is not the best idea.
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    tunebreakertunebreaker Member Posts: 1,222 Arc User
    felisean wrote: »

    they are already pretty powerful. right now ships with a hangar are just better than normal ships. to be fair, most people are getting outdps by pets only (including fleet support) in several missions so buff them even more is not the best idea.

    Spot on. On average I get 8k-15k out of pets, with Fleet Support capable of doing 15k just by itself (in luckiest runs) - that makes my pets stronger than at least 2/3 of players I meet in pugs.
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    felisean wrote: »
    they are already pretty powerful. right now ships with a hangar are just better than normal ships. to be fair, most people are getting outdps by pets only (including fleet support) in several missions so buff them even more is not the best idea.

    Do you know if Hangar Pets were recently buffed?

    I remember them being horrible and useless, but yesterday I took out my Engineer in her Jupiter for the first time in quite a while. She has 2 hangers of Elite Swarmers and it seemed like they were doing far more damage then I remember them doing. I know they added 'scratch the paint' to all hangar pets a while back which is a HUGE help, but did they get an overall buff?

    I was actually really surprised at the performance I was getting out of my carrier. The biggest problem I see right now is that they still lag behind when you're at full impulse, and that's annoying.
    Insert witty signature line here.
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    tunebreakertunebreaker Member Posts: 1,222 Arc User
    felisean wrote: »
    they are already pretty powerful. right now ships with a hangar are just better than normal ships. to be fair, most people are getting outdps by pets only (including fleet support) in several missions so buff them even more is not the best idea.

    Do you know if Hangar Pets were recently buffed?

    I remember them being horrible and useless, but yesterday I took out my Engineer in her Jupiter for the first time in quite a while. She has 2 hangers of Elite Swarmers and it seemed like they were doing far more damage then I remember them doing. I know they added 'scratch the paint' to all hangar pets a while back which is a HUGE help, but did they get an overall buff?

    I was actually really surprised at the performance I was getting out of my carrier. The biggest problem I see right now is that they still lag behind when you're at full impulse, and that's annoying.

    Yeah, with all the nerfs S13 brought, it also introduced pretty hefty buffs for pets. Immunity to core breaches, increased base dmg and, I believe, even improved AI.
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    felisean wrote: »
    they are already pretty powerful. right now ships with a hangar are just better than normal ships. to be fair, most people are getting outdps by pets only (including fleet support) in several missions so buff them even more is not the best idea.

    Do you know if Hangar Pets were recently buffed?

    I remember them being horrible and useless, but yesterday I took out my Engineer in her Jupiter for the first time in quite a while. She has 2 hangers of Elite Swarmers and it seemed like they were doing far more damage then I remember them doing. I know they added 'scratch the paint' to all hangar pets a while back which is a HUGE help, but did they get an overall buff?

    I was actually really surprised at the performance I was getting out of my carrier. The biggest problem I see right now is that they still lag behind when you're at full impulse, and that's annoying.

    Yeah, with all the nerfs S13 brought, it also introduced pretty hefty buffs for pets. Immunity to core breaches, increased base dmg and, I believe, even improved AI.

    Wow, I must say I'm surprised to hear that.

    I remember shortly after DR dropped, Cryptic just cut the balls off all hangar pets and ever since then they have seemed pretty hell bent on keeping things that way.

    At least one good thing came out of the Season 13 'balance' pass. I have to admit, they did a good job, my Pets weren't doing all the work for me, but they were making a very obvious contribution. I actually think they got it just about perfect. It was the most fun I have had playing a carrier in a very long time.

    Thank you for the information.
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    bruccybruccy Member Posts: 292 Arc User
    all these points are valid but i dont think the carrier pilots should stay mumm and not ask for further improvments to there style of game play im thinking in particular starship traits and space traits and more doffs dedicated to improving the performance of characters . the reason i say this is because you can be sure the escort pilots will never get off there sandbox for more dps , and neither should the carrier pilot
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    bruccy wrote: »
    all these points are valid but i dont think the carrier pilots should stay mumm and not ask for further improvments to there style of game play im thinking in particular starship traits and space traits and more doffs dedicated to improving the performance of characters . the reason i say this is because you can be sure the escort pilots will never get off there sandbox for more dps , and neither should the carrier pilot

    To be clear, I'm all for continuing to improve life for carrier captains. While I think that the buff to pets was a nice start, there is still work to do for sure.

    I agree that we need more carrier focused items. Traits, consoles, heck.. I wouldn't mind seeing the next specialization be one for Carriers specifically. I'm a big fan of carriers and I have always had to shy away from them in STO which sucks. I feel they're on the right track right now, but I agree with you that there is more to be done. It's a balancing act though, you can't have pets doing all the work because then that just takes all skill out for the captain. Anyone can click the 'launch fighters' button and sit there and watch pets do all the work.
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    deathvyndeathvyn Member Posts: 3 Arc User
    Carriers in general and the pets as well need some love. Would love to see more difference between frigate/fighter pets. With more and more ships having frigate pets (summer carrier and the Jupiter class for instance) seems that it be cool to see more balance, as in fighter have much higher dps but low hp, but frigates have higher survive-ability but less dps as a full flight of fighters.

    Personally im a carrier pilot and stick you my jupiter class even thought i have stronger and tankier carriers (t6 jem'hadar dreadnought carrier) but what keeps be to the jupiter is the shear dps and health of the frigates, untill i can unlock ( big if) the frigate pets for the jem'hadar it pretty much useless because the pets die so quickly and easily they cant deal sustained dps and it makes it harder to use. This is a big balance point to me at least because pets need to be useful, but having to constantly spam spawn fighters to have decent dps sucks when i can get a hell of alot more dps and focus on managing my ship and officers and dealing more dps personally with the frigates, with all in all makes me more effective.

    Seeing more frigate class pets (or at least more of the more easily available) and a distinct difference between them and fighter, kind like choosing cannons or beams, higher dps and damage per shot with cannons but less fire arc, ore more fire arc and less dps with beams. There are already so many things in sto that make you weight your choices and decide if i want this or that to make ships more personal, so why not pets.
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    welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    Many if not all frigates are STILL not going to full impulse when out of combat or when the mothership does. It sucks. You are stuck with ships that are out of effective range 1/2 of the time. Also, pet pathing scripts suck for cannon usage; I suggest you stick to pets that have beam arrays as their primary weapon.
    T93uSC8.jpg
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    Many if not all frigates are STILL not going to full impulse when out of combat or when the mothership does. It sucks. You are stuck with ships that are out of effective range 1/2 of the time. Also, pet pathing scripts suck for cannon usage; I suggest you stick to pets that have beam arrays as their primary weapon.

    It's not just Frigates, it's all pets.

    I changed my Jupiter from Callisto's to Swarmers because of this issue, but while the Swarmers behave a little more consistently, they still lag way behind my carrier. In a Borg alert for example, I have usually destroyed the cube before my pets even reach me.

    I still propose the same solution I have been pushing for years. When you press the 'dock' button on your hangar and you're out of combat, pets should instantly teleport back inside your carrier. I wouldn't allow it at Red Alert, but otherwise, it should just warp our pets instantly back into your bay. That way after a battle, you can just click the dock button, go to impulse and relaunch them at the next fight.
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    omega6theta1omega6theta1 Member Posts: 130 Arc User
    Pet A.I. needs work, I agree with Sea about the teleport when you hit dock, also more times than not if I switch between attack and intercept the pets will dock OR if they are docked and I hit either of those buttons they will launch , circle me and then dock, also when docking they will still get confused and clump behind me and weave around but never dock.

    Wow I used the word "dock" a bunch lol
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