test content
What is the Arc Client?
Install Arc

Callisto Elite Hangar Broken?

Anyone else experiencing this problem with these pets?

I spent alot of resources to purchase the elite Callisto Escorts for my Fleet Carrier and they seem to be remaining in combat, even sitting in the SOL system. They can not keep up with me at full impulse, they despawn if they get to far behind me, they are gaining hangar rank just sitting there with their shields up at all times. They are also blowing their cool downs prior to entering combat, leaving them without special abilities when i do enter combat.

Anyone else have this problem?
1Wlp6QH.gif

Comments

  • lianthelialianthelia Member Posts: 7,921 Arc User
    They have some problems...I haven't payed attention enough to notice if the calisto's are always in combat.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    They have been this way since they were introduced into the game.

    There are tons of complaints and bug reports, not only has no one said a word but it's not even a 'known issue' in patch notes.

    They're horribly broken and a complete waste of 200k Fleet Credit, and Cryptic hasn't even acknowledged it. From what it looks like so far, all of us that purchased them are just screwed.
    Insert witty signature line here.
  • nateham101#2745 nateham101 Member Posts: 420 Arc User
    Yeah, if you sit there and watch them, they will rank up and stay in combat at all times. It does not end. I sat there for 3 hours once, and it continued. They were all rank 5 within 10 minutes. They will not use full impulse at all :(
    1Wlp6QH.gif
  • alcyoneserenealcyoneserene Member Posts: 2,414 Arc User
    Part of the reason I was happy about the release of a new carrier was the possibility of reworking the pet AI, which would have been consistent with certain fixes on the old models as new ones get released (ex. Manheim device with Annorax, visual corrections on Galaxy with Andromeda).

    On the bright side, the carrier is a big step up from the Atrox stats wise and visually a totally new Fed look, and Feds have access to elite yellowstones, shield repair units, and a few other pet types, unlike Roms or KDF.

    I do fly & enjoy carriers myself (Fleet Atrox, Narcine, Sarr Theln) and flight deck ships, and continue to observe elite callistos when I come across them in action, and get input from others who use them (a fleet member isn't happy with their performance at all).

    It is very irritating how poorly all pets respond to commands (recall almost never works and takes ages when it does), how they fail to keep up with the carrier itself, how their innately high defense ratings get completely bypassed by torpedo spreads, AoE, +Acc boosts, and pet targeting abilities, how some of their low parsing DPS don't even make up for the weapon slots they replace, how the difference between basic and elite isn't very much while the cost is, etc., and despite all these ongoing problems they get an all round nerf hammer dropped on all of them including saucers and multi-vectors while some fixes become lockbox grand prizes.

    The only thing we can do is to let others know about our impression of them, file those bug reports and forum bug report feedback, and not buy or use them. As with any new product/service, early adopters take a risk without the feedback of others.
    Y945Yzx.jpg
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    edited December 2015
    When I finally get the Jupiter, I'm just going to use none elite Callisto hangar, no point in the extra work, when all you getting out of it is the flavour and basic Callisto's are fine for that.
  • xapocalypseponyxxapocalypseponyx Member Posts: 577 Arc User
    There was a time before carriers got screwed revamped, when pet AI was not an issue, for the simple reason of being able to launch new pets at your current location any time your hangers were off CD. When your pets fell behind, wondered off, got stuck, whatever it didn't matter. You relaunched them and got on with the business at hand.

    I, for one would gladly give up pet leveling for the option to launch at will.
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited December 2015
    reyan01 wrote: »
    Only useful if you launch them whilst you are in the midst of combat. Any other time they're as much use as an ejector seat in a helicopter.

    https://www.youtube.com/watch?v=LoZbQBj7IN8&feature=youtu.be&t=62

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • makocallowaymakocalloway Member Posts: 455 Arc User
    I can't figure out why the AI is such an issue. They have to program NPCs, why are they at least to that level? And until (and if)they fix the pet AI, I think all pets should get scratch the paint. Because all of them like to fly into the middle of a warp core breech.
    5rFUCPd.png

  • nateham101#2745 nateham101 Member Posts: 420 Arc User
    reyan01 wrote: »
    Only useful if you launch them whilst you are in the midst of combat. Any other time they're as much use as an ejector seat in a helicopter.

    LOL. Pretty much
    1Wlp6QH.gif
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited December 2015
    reyan01 wrote: »
    *Sigh* Okay fine - as much use a an inflatable dartboard.

    Sorry, and to be fair it is a very rare thing for a helicopter to have for obvious reasons.
    I can't figure out why the AI is such an issue. They have to program NPCs, why are they at least to that level? And until (and if)they fix the pet AI, I think all pets should get scratch the paint. Because all of them like to fly into the middle of a warp core breech.

    The thing is, when have you ever seen an NPC use Full Impulse or really even leave combat except when it's heavily scripted for them to do so? If I run away from a hostile in space combat, they continue to follow me at regular speed, even if I'm using Full Impulse to move further away. They'll continue to load up their special attacks even though I'm well out of range. So I'd say pets ARE to the level of standard AI, and that's part of the problem, they need to be a step (or several) above that.

    If the problem is limited to the Elite version of the Callisto, I have to wonder if it has something to do with its Lock Trajectory power. It's the only thing that is unique to the Elite Callisto, all the other powers have shown up on other hangar pets before without causing this particular issue. I don't have a Pilot escort to check this on, does using Lock Trajectory put you in combat on use?

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • nateham101#2745 nateham101 Member Posts: 420 Arc User
    Its not just the Callisto, several other Frigate class fighters are doing the same thing..right off hand, I know that the Klingons B'rolth Birds of Prey are in the same boat
    1Wlp6QH.gif
  • nateham101#2745 nateham101 Member Posts: 420 Arc User
    jbmaverick wrote: »
    reyan01 wrote: »
    *Sigh* Okay fine - as much use a an inflatable dartboard.

    Sorry, and to be fair it is a very rare thing for a helicopter to have for obvious reasons.
    I can't figure out why the AI is such an issue. They have to program NPCs, why are they at least to that level? And until (and if)they fix the pet AI, I think all pets should get scratch the paint. Because all of them like to fly into the middle of a warp core breech.

    The thing is, when have you ever seen an NPC use Full Impulse or really even leave combat except when it's heavily scripted for them to do so? If I run away from a hostile in space combat, they continue to follow me at regular speed, even if I'm using Full Impulse to move further away. They'll continue to load up their special attacks even though I'm well out of range. So I'd say pets ARE to the level of standard AI, and that's part of the problem, they need to be a step (or several) above that.

    If the problem is limited to the Elite version of the Callisto, I have to wonder if it has something to do with its Lock Trajectory power. It's the only thing that is unique to the Elite Callisto, all the other powers have shown up on other hangar pets before without causing this particular issue.

    Its not just the Callisto, several other Frigate class fighters are doing the same thing..right off hand, I know that the Klingons B'rolth Birds of Prey are in the same boat :(
    1Wlp6QH.gif
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    jbmaverick wrote: »
    reyan01 wrote: »
    *Sigh* Okay fine - as much use a an inflatable dartboard.

    Sorry, and to be fair it is a very rare thing for a helicopter to have for obvious reasons.
    I can't figure out why the AI is such an issue. They have to program NPCs, why are they at least to that level? And until (and if)they fix the pet AI, I think all pets should get scratch the paint. Because all of them like to fly into the middle of a warp core breech.

    The thing is, when have you ever seen an NPC use Full Impulse or really even leave combat except when it's heavily scripted for them to do so? If I run away from a hostile in space combat, they continue to follow me at regular speed, even if I'm using Full Impulse to move further away. They'll continue to load up their special attacks even though I'm well out of range. So I'd say pets ARE to the level of standard AI, and that's part of the problem, they need to be a step (or several) above that.

    If the problem is limited to the Elite version of the Callisto, I have to wonder if it has something to do with its Lock Trajectory power. It's the only thing that is unique to the Elite Callisto, all the other powers have shown up on other hangar pets before without causing this particular issue.

    Its not just the Callisto, several other Frigate class fighters are doing the same thing..right off hand, I know that the Klingons B'rolth Birds of Prey are in the same boat :(

    I was unaware of that, I'll have to see if it's affecting my Plesh Breks then when I get on later. Might be helpful to get a list of affected hangar pets if it's more widespread than just one particular type.

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    jbmaverick wrote: »
    jbmaverick wrote: »
    reyan01 wrote: »
    *Sigh* Okay fine - as much use a an inflatable dartboard.

    Sorry, and to be fair it is a very rare thing for a helicopter to have for obvious reasons.
    I can't figure out why the AI is such an issue. They have to program NPCs, why are they at least to that level? And until (and if)they fix the pet AI, I think all pets should get scratch the paint. Because all of them like to fly into the middle of a warp core breech.

    The thing is, when have you ever seen an NPC use Full Impulse or really even leave combat except when it's heavily scripted for them to do so? If I run away from a hostile in space combat, they continue to follow me at regular speed, even if I'm using Full Impulse to move further away. They'll continue to load up their special attacks even though I'm well out of range. So I'd say pets ARE to the level of standard AI, and that's part of the problem, they need to be a step (or several) above that.

    If the problem is limited to the Elite version of the Callisto, I have to wonder if it has something to do with its Lock Trajectory power. It's the only thing that is unique to the Elite Callisto, all the other powers have shown up on other hangar pets before without causing this particular issue.

    Its not just the Callisto, several other Frigate class fighters are doing the same thing..right off hand, I know that the Klingons B'rolth Birds of Prey are in the same boat :(

    I was unaware of that, I'll have to see if it's affecting my Plesh Breks then when I get on later. Might be helpful to get a list of affected hangar pets if it's more widespread than just one particular type.

    Plesh Breks are fine. They still make the same wide arcs and struggle to keep weapons on target just like the Callisto's, but they at least go to impulse and fly with you.
    Insert witty signature line here.
  • lianthelialianthelia Member Posts: 7,921 Arc User
    jbmaverick wrote: »
    reyan01 wrote: »
    *Sigh* Okay fine - as much use a an inflatable dartboard.

    Sorry, and to be fair it is a very rare thing for a helicopter to have for obvious reasons.
    I can't figure out why the AI is such an issue. They have to program NPCs, why are they at least to that level? And until (and if)they fix the pet AI, I think all pets should get scratch the paint. Because all of them like to fly into the middle of a warp core breech.

    The thing is, when have you ever seen an NPC use Full Impulse or really even leave combat except when it's heavily scripted for them to do so? If I run away from a hostile in space combat, they continue to follow me at regular speed, even if I'm using Full Impulse to move further away. They'll continue to load up their special attacks even though I'm well out of range. So I'd say pets ARE to the level of standard AI, and that's part of the problem, they need to be a step (or several) above that.

    If the problem is limited to the Elite version of the Callisto, I have to wonder if it has something to do with its Lock Trajectory power. It's the only thing that is unique to the Elite Callisto, all the other powers have shown up on other hangar pets before without causing this particular issue. I don't have a Pilot escort to check this on, does using Lock Trajectory put you in combat on use?

    I was gonna post something like this but you beat me to it, the AI just isn't very great in general...I really wish it was smarter and tougher...why when we talk tougher in STO it = More shields, hull, and damage...because complexity with abilities wont work when they can't even use what they have efficiently.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited December 2015
    lianthelia wrote: »
    jbmaverick wrote: »
    reyan01 wrote: »
    *Sigh* Okay fine - as much use a an inflatable dartboard.

    Sorry, and to be fair it is a very rare thing for a helicopter to have for obvious reasons.
    I can't figure out why the AI is such an issue. They have to program NPCs, why are they at least to that level? And until (and if)they fix the pet AI, I think all pets should get scratch the paint. Because all of them like to fly into the middle of a warp core breech.

    The thing is, when have you ever seen an NPC use Full Impulse or really even leave combat except when it's heavily scripted for them to do so? If I run away from a hostile in space combat, they continue to follow me at regular speed, even if I'm using Full Impulse to move further away. They'll continue to load up their special attacks even though I'm well out of range. So I'd say pets ARE to the level of standard AI, and that's part of the problem, they need to be a step (or several) above that.

    If the problem is limited to the Elite version of the Callisto, I have to wonder if it has something to do with its Lock Trajectory power. It's the only thing that is unique to the Elite Callisto, all the other powers have shown up on other hangar pets before without causing this particular issue. I don't have a Pilot escort to check this on, does using Lock Trajectory put you in combat on use?

    I was gonna post something like this but you beat me to it, the AI just isn't very great in general...I really wish it was smarter and tougher...why when we talk tougher in STO it = More shields, hull, and damage...because complexity with abilities wont work when they can't even use what they have efficiently.

    On the subject of AI:

    Before Delta Rising came out in October 2014, Cryptic said they were making some parts of PVE harder. That I was happy for. However, I naively thought it would equate to smarter AI for the NPCs. NPCs popping and cycling Tactical Team to negate Attack Pattern Beta, Delta debuffs. Cycling Emergency Power to Shields to keep shields up in strength, and in conjunction with Tactical Team, protect shield facings. Targeting player ships, hitting Tractor Beam, pop Emergency Power to Weapons + Attack Pattern Omega 3 + Beam Overload 3 and UNLOAD on a player. Firing Scramble Sensors 3 into a group of FAWboats (LOLOLOL). The regular use of Subnucleonic Beam to strip away player buffs.

    Etc.

    Of course, that was stupidly unrealistic of me to believe the NPCs would be improved like that. When the Youtube video showing combat with Delta Rising changes came out, it was for Battle of Korfez. To my disappointment, it was the same dumb AI.

    Escorts were slow and had a hard time tracking player ships, much less shooting at them.

    NPCs wouldn't protect collapsed shield facings and just let you keep hitting them there.

    NPCs lagging behind in abilities use while players spam them.

    The real difficulty was time forcing the issue, not NPCs fighting any better. The only thing they became was bigger damage sponges, on top of objective timers to make it "Harder."

    EDIT (Again): AI is one part of the issue for hangar units / NPCs. The other crucial issue are Frigates that are focused on narrow arc weapons (Callisto, BOPs, Fer'Jai Frigates, etc) but turn like a Bortasqu' missing its engines. You can load out 20 DHCs with CSV3+APB3, Transphasic Torpedoes with TS3. It won't matter for TRIBBLE because most of the time, these slow turning Frigates won't fire those weapons at the enemy.

    This applies to NPCs and Player Hangar Units. For NPCs it's much worse since they're armed worse than Player Hangar Units and even the "Escort" type NPCs get outmaneuvered by the slowest player ships. It's a pitiful sign when my vanilla equipped Galaxy-class with no traits, no A2D, no EPTE, can outmaneuver and hit from the rear something like a Klingon Birds of Prey or Romulan T'Varo.
    Post edited by warmaker001b on
    XzRTofz.gif
  • davefenestratordavefenestrator Member Posts: 10,865 Arc User
    Thanks for the warning, I'll keep waiting to buy the carrier. If any of this is fixed by the next ship sale then we'll see.
  • lianthelialianthelia Member Posts: 7,921 Arc User
    Thanks for the warning, I'll keep waiting to buy the carrier. If any of this is fixed by the next ship sale then we'll see.

    It's still a nice carrier...especially since it's the only official starfleet carrier. Can use other fighters till if/when they fix the Calistos.
Sign In or Register to comment.