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When are Callisto hanger pets getting fixed?

Seriously the Jupiter's been out for months yet this component of the ship is still broken.

Why should any of us spend any money on future ships if they might be potentially bugged and you'll just file and forget?
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Comments

  • conundrumnsaconundrumnsa Member Posts: 705 Arc User
    How are they broken?
  • imperatorpaveliimperatorpaveli Member Posts: 346 Arc User
    Well, from other threads, I don't think they go out of red alert (and therefore don't use full impulse) like the Plesh Brek frigates.

    I might be wring though.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited January 2016
    How are they broken?

    Callisto Frigates aren't broken in the sense of bugs or stuff like that.

    Callisto Frigates are "broken" in terms of gameplay. They suffer from the same core issues that plague all Frigate Hangar Units that are focused on narrow arc weapons. Frigates like the KDF Vo'Quv's Bird of Prey units that are narrow arc focused turn like absolute dog TRIBBLE. Once past their initial attack run that you point them properly to, they take very long, leisurely turns so that instead of quickly presenting their DHCs/DCs/Torpedoes all the time, their rear or sides are facing the enemy all the time. So in the end, stuff like Turrets are the only things firing and not the heavier, DHCs and such.

    The Callistos are in the same, exact boat as other Frigates built in such a way. You could put on any hangar unit 20 DHCs with CSV3 and APB3 + Quantum Torp with a magical 100% shield bypass and TS3... If the hangar unit can't turn worth a damn, all that armament and ability means NOTHING, because only the piddly turrets in the back will actually be firing most of the time.

    The Callisto also suffers something extra: They're slow as hell. They are slower in speed than other Frigates, much less the faster Fighter Units. Once you deploy them in the first engagement, and you have to Full Impulse to a more distant fight, kiss your still existing Callistos goodbye. Because they're going to leisurely stroll their way to the fight and likely miss it.

    People said, "My Callistos are hardly ever die. They're very tough!"

    To that, I say, "They can't die if they're too damn slow to get into the fight."

    Edit: I want to add that NPC Escort and Raider type ships are even worse. Not only do they maneuver like TRIBBLE, they're less armed than player ships or even player hangar unit equivalents. It's sad as TRIBBLE if I can take my big, slow Galaxy and outmaneuver and get on the backside of a Bird of Prey because the BOP NPC is too damn slow.
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  • jade1280jade1280 Member Posts: 868 Arc User
    Recall pets
    wait 10 seconds
    fly to new battle
    set pets to attack

    Complain about DPS players doing all the things in the 20 seconds it took you to sort out your pets and get into the fight
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited February 2016
    I honestly don't believe that they will ever be fixed.
    Insert witty signature line here.
  • khazlolkhazlol Member Posts: 167 Arc User
    Planned feature for season 20 :P
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    Hence why I would suggest beam-based fighters so arc is a non-issue.
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  • lianthelialianthelia Member Posts: 7,891 Arc User
    Hence why I would suggest beam-based fighters so arc is a non-issue.

    Yeah...most cases these days I try to actively avoid anything that doesn't have beam(s) on it. Very few non-beam pets compete with beam related pets...only cannon pet you hear people talk about is the Scorpion, and it's the torpedo and HY that make it good.

    I wish the peregrine had beams like in the show...
    Can't have a honest conversation because of a white knight with power
  • ajalenajalen Member Posts: 113 Arc User
    edited February 2016
    this is reason why i stop use B'rels on my VoQuv ......

    for me works better combo To'duj (quantum torpedo spam light bombers ) and Orion raiders ( 360 degree beam array )

    plus is fun see how raiders steal stuff / ec from enemy

    but - at least calisto pets have scratch the paint , other pets still die often due NPC warp core breach
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  • nateham101#2745 nateham101 Member Posts: 420 Arc User
    How are they broken?

    If you do not know this then you do not own them. I stopped using these the first day when I realized they would despawn from being to far away from ship. By time I entered combat, I would have destroyed my targets well before they would show to engage the target. The problem with them is that they always remain in combat. No matter if you are sitting in the SOL system or in some random space map near a space station. They gain pet rank just sitting there, and therefor never use full impulse to keep up with their mother ship.

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  • nateham101#2745 nateham101 Member Posts: 420 Arc User
    How are they broken?

    Callisto Frigates aren't broken in the sense of bugs or stuff like that.

    Callisto Frigates are "broken" in terms of gameplay. They suffer from the same core issues that plague all Frigate Hangar Units that are focused on narrow arc weapons. Frigates like the KDF Vo'Quv's Bird of Prey units that are narrow arc focused turn like absolute dog TRIBBLE. Once past their initial attack run that you point them properly to, they take very long, leisurely turns so that instead of quickly presenting their DHCs/DCs/Torpedoes all the time, their rear or sides are facing the enemy all the time. So in the end, stuff like Turrets are the only things firing and not the heavier, DHCs and such.

    The Callistos are in the same, exact boat as other Frigates built in such a way. You could put on any hangar unit 20 DHCs with CSV3 and APB3 + Quantum Torp with a magical 100% shield bypass and TS3... If the hangar unit can't turn worth a damn, all that armament and ability means NOTHING, because only the piddly turrets in the back will actually be firing most of the time.

    The Callisto also suffers something extra: They're slow as hell. They are slower in speed than other Frigates, much less the faster Fighter Units. Once you deploy them in the first engagement, and you have to Full Impulse to a more distant fight, kiss your still existing Callistos goodbye. Because they're going to leisurely stroll their way to the fight and likely miss it.

    People said, "My Callistos are hardly ever die. They're very tough!"

    To that, I say, "They can't die if they're too damn slow to get into the fight."

    Edit: I want to add that NPC Escort and Raider type ships are even worse. Not only do they maneuver like TRIBBLE, they're less armed than player ships or even player hangar unit equivalents. It's sad as TRIBBLE if I can take my big, slow Galaxy and outmaneuver and get on the backside of a Bird of Prey because the BOP NPC is too damn slow.

    They are broken, and they share their brokenness with the Klingons Elite BOP's. Certain frigate class pets are remaining in combat mode on a constant basis. They do not use full impuse and therefor can not keep up with their mother ships. You get to far away from them they seem to despawn. I have noticed on my BOP pets, they do not even use their cloak abilities anymore. Something is definitely broke with frigate pets right now, and Cryptic has yet to acknowledge the problem.

    The few players who claim they are just slow pets (lol) or are not broke in anyways clearly do not own them, or do not pay enough attention to the game that they simply never noticed.
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  • jheinigjheinig Member Posts: 364 Cryptic Developer
    Borticus and I are discussing some possible improvements that might catch cases of unresponsive or improperly behaving pets, especially certain ones that have complicated behaviors. This is in its early phases.
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    jheinig wrote: »
    Borticus and I are discussing some possible improvements that might catch cases of unresponsive or improperly behaving pets, especially certain ones that have complicated behaviors. This is in its early phases.

    Awesome!! Best of luck and can't wait until a fix :) Hope it happens soon.
  • makocallowaymakocalloway Member Posts: 455 Arc User
    Gasp! THANK YOU. Just hearing them acknowledge the issue gives me hope! :D
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  • craigsam13craigsam13 Member Posts: 27 Arc User
    Can you please also look at the scimitar dreadnought drone ship pets? They rarely match the enemy ship type anymore and typically just become BOPs, even when not fighting Klingon. Thanks.
  • vengefuldjinnvengefuldjinn Member Posts: 1,521 Arc User
    edited February 2016
    jheinig wrote: »
    Borticus and I are discussing some possible improvements that might catch cases of unresponsive or improperly behaving pets, especially certain ones that have complicated behaviors. This is in its early phases.

    See, I hate to be THAT guy....

    But wasn't it about a year ago that hanger pets got nerfed ?

    Why for Heaven's sake ? !!

    Why nerf something that had so many problems to begin with?

    http://www.arcgames.com/en/forums/startrekonline#/discussion/1171277/upcoming-changes-to-hangar-pets-and-separation-pets/p1

    I never thought that made any sense, ESPECIALLY in light of the problems we're STILL talking about now .

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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited February 2016
    jheinig wrote: »
    Borticus and I are discussing some possible improvements that might catch cases of unresponsive or improperly behaving pets, especially certain ones that have complicated behaviors. This is in its early phases.

    See, I hate to be THAT guy....

    But wasn't it a year ago that hanger pets got nerfed?

    Why ? !!

    I never thought that made any sense at the time, ESPECIALLY in light of the problems we're talking about now.

    Actually, it was a bit over a year ago that we were flat out lied to.. yes.

    We were told that the change to pets was to fix a problem with them having too many HP. The change was supposed to do nothing but correct the HP problem with pets. Instead, we got a nerf of massive proportion that reduced hangar pets damage and overall effectiveness to a shell of what they formerly were.

    When tests were posted showing the massive reduction in pet effectiveness it was, and still is to this day met with complete silence from Cryptic. They have never said another word about it since and continue to avoid the issue like the plague. It was Charles Grey who posted the initial post saying nothing else was going to be changed, and he has not said a word since nor has anyone at Cryptic.

    Since that time, the only thing Pets have received is more and more nerfs. Hangar pets are in a sad and pathetic place right now. I'm glad they're talking about fixing the Callisto Frigates, but I'll believe it when I see it. Cryptics approach to hangar pets since Delta Rising doesn't exactly fill me with confidence.
    Insert witty signature line here.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    I would love to see not so much a straight buff to pets to make them more viable, but a alteration to how you can use them to make it that their effectiveness is more based on how you outfit your carrier/dread/battle-cruiser, and how well you micro-manage them. Things like consoles tht would buff the stats of your hanger/separation pets at the cost of a smaller bonus to your main ship. Also a UI change that allows us to actually to either fire an forget the pets as now or almost more manually control what they do or use kinda like the ground boff system. Things like giving the different hanger/separation pets attacl patters from a circling pattern that a shuttle/beam using pet would use, to a figure eight that would be used more by a cannon/torp using fighter pets, if this were added as part of the carrier commands it would give us more control an better use the pets compared to just relying on the bad AI.
  • nikephorusnikephorus Member Posts: 2,744 Arc User
    Probably never. I feel bad for those that wasted resources buying the elite version of these terribad pets.
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  • kylethetruekylethetrue Member Posts: 205 Arc User
    I think the Callisto pets partially fix the front facing weaponry problem by having Lock trajectory.
    jheinig wrote: »
    Borticus and I are discussing some possible improvements that might catch cases of unresponsive or improperly behaving pets, especially certain ones that have complicated behaviors. This is in its early phases.

    Good to hear! Make hangar pets awesome please!
    "Thou shalt respect the weak and shalt constitute thyself defender of them."
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  • alcyoneserenealcyoneserene Member Posts: 2,414 Arc User
    Actually, it was a bit over a year ago that we were flat out lied to.. yes.

    We were told that the change to pets was to fix a problem with them having too many HP. The change was supposed to do nothing but correct the HP problem with pets. Instead, we got a nerf of massive proportion that reduced hangar pets damage and overall effectiveness to a shell of what they formerly were.

    When tests were posted showing the massive reduction in pet effectiveness it was, and still is to this day met with complete silence from Cryptic. They have never said another word about it since and continue to avoid the issue like the plague. It was Charles Grey who posted the initial post saying nothing else was going to be changed, and he has not said a word since nor has anyone at Cryptic.

    Since that time, the only thing Pets have received is more and more nerfs. Hangar pets are in a sad and pathetic place right now. I'm glad they're talking about fixing the Callisto Frigates, but I'll believe it when I see it. Cryptics approach to hangar pets since Delta Rising doesn't exactly fill me with confidence.

    QFT.
    jheinig wrote: »
    Borticus and I are discussing some possible improvements that might catch cases of unresponsive or improperly behaving pets, especially certain ones that have complicated behaviors. This is in its early phases.

    Please also look at improving (fixing) pet carrier commands which pets simply refuse to respond to more often than not, and when they do take a very long time well beyond what is practical (exploding in warp core breaches, de-spawning when trailing behind).
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  • talonxvtalonxv Member Posts: 4,257 Arc User
    I have had to do the whole carrier ops to literally ferry my calisto's around because they are so slow.

    Dump out the frigates, do what has to be done, recall all ships while slowing to 1/4 impulse, wait till all are loaded(and they take their sweet time doing it) ramp up to full impulse, go to where I need to be, dump my frigates fight, and then dry rinse repeat.

    Really time consuming.
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  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited February 2016
    talonxv wrote: »
    I have had to do the whole carrier ops to literally ferry my calisto's around because they are so slow.

    Dump out the frigates, do what has to be done, recall all ships while slowing to 1/4 impulse, wait till all are loaded(and they take their sweet time doing it) ramp up to full impulse, go to where I need to be, dump my frigates fight, and then dry rinse repeat.

    Really time consuming.

    By the time you do all that the team finished the content :p
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  • hunteralpha84hunteralpha84 Member Posts: 524 Arc User
    jheinig wrote: »
    Borticus and I are discussing some possible improvements that might catch cases of unresponsive or improperly behaving pets, especially certain ones that have complicated behaviors. This is in its early phases.

    That's good to know. Sorry if my original post seemed overly pissy. :blush:
  • orangeitisorangeitis Member Posts: 5,222 Arc User
    How are they broken?

    Callisto Frigates aren't broken in the sense of bugs or stuff like that.

    Callisto Frigates are "broken" in terms of gameplay. They suffer from the same core issues that plague all Frigate Hangar Units that are focused on narrow arc weapons. Frigates like the KDF Vo'Quv's Bird of Prey units that are narrow arc focused turn like absolute dog TRIBBLE. Once past their initial attack run that you point them properly to, they take very long, leisurely turns so that instead of quickly presenting their DHCs/DCs/Torpedoes all the time, their rear or sides are facing the enemy all the time. So in the end, stuff like Turrets are the only things firing and not the heavier, DHCs and such.

    The Callistos are in the same, exact boat as other Frigates built in such a way. You could put on any hangar unit 20 DHCs with CSV3 and APB3 + Quantum Torp with a magical 100% shield bypass and TS3... If the hangar unit can't turn worth a damn, all that armament and ability means NOTHING, because only the piddly turrets in the back will actually be firing most of the time.

    The Callisto also suffers something extra: They're slow as hell. They are slower in speed than other Frigates, much less the faster Fighter Units. Once you deploy them in the first engagement, and you have to Full Impulse to a more distant fight, kiss your still existing Callistos goodbye. Because they're going to leisurely stroll their way to the fight and likely miss it.

    People said, "My Callistos are hardly ever die. They're very tough!"

    To that, I say, "They can't die if they're too damn slow to get into the fight."
    So this thread is one big loaded question. Got it.​​
  • kavasekavase Member Posts: 771 Arc User
    Hence why I would suggest beam-based fighters so arc is a non-issue.

    Exactly. It appears they can't/won't fix the plaguing issue with hanger pets, so until that happen or even if, they should just go straight to beams or weapons with a wide arc.

    I'm starting to think they'll never be fixed however...
    Retired. I'm now in search for that perfect space anomaly.
  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    edited February 2016
    i remember using a carrier long ago but not for a while anyway, i remember when bops pets were very powerful on the kdf side, i mean they were really useful to have, i used to nick name them colorfully "those f-ing bops!" in a good way, because they were really good and i liked them a lot in a fight.

    when i saw the nerf hammer coming after this i used them occasionally and gave up altogether on carriers since. since cryptic care little for combat pets, i care little for carriers. if cryptic get around it is on them.
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  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited February 2016
    kavase wrote: »
    Hence why I would suggest beam-based fighters so arc is a non-issue.

    Exactly. It appears they can't/won't fix the plaguing issue with hanger pets, so until that happen or even if, they should just go straight to beams or weapons with a wide arc.

    I'm starting to think they'll never be fixed however...

    Frigate behavior has been like this since the game launched. The difference between "Now" and "Then" for hangar units was the massive nerf Cryptic applied to ALL hangar units around the time of Delta Rising's release.

    The KDF had long complained about how leisurely the BOP & Fer'Jai Frigates were in their turns. Very bad for the numerous narrow arc weapons they had. Imagine trying to use these in PVP with fast moving player ships. That's an even worse mix. Complaints about this had been going on for years and years and it's never been fixed.

    Frigates can have 50 narrow arc weapons installed with APB+CSV+TS. It won't matter for TRIBBLE because after the initial launch and initial attack run, Frigates will use the entire galaxy to make their lazy, leisurely turns so only their turrets (if they have even that) will be the only ones firing.
    orangeitis wrote: »
    How are they broken?

    Callisto Frigates aren't broken in the sense of bugs or stuff like that.

    Callisto Frigates are "broken" in terms of gameplay. They suffer from the same core issues that plague all Frigate Hangar Units that are focused on narrow arc weapons. Frigates like the KDF Vo'Quv's Bird of Prey units that are narrow arc focused turn like absolute dog TRIBBLE. Once past their initial attack run that you point them properly to, they take very long, leisurely turns so that instead of quickly presenting their DHCs/DCs/Torpedoes all the time, their rear or sides are facing the enemy all the time. So in the end, stuff like Turrets are the only things firing and not the heavier, DHCs and such.

    The Callistos are in the same, exact boat as other Frigates built in such a way. You could put on any hangar unit 20 DHCs with CSV3 and APB3 + Quantum Torp with a magical 100% shield bypass and TS3... If the hangar unit can't turn worth a damn, all that armament and ability means NOTHING, because only the piddly turrets in the back will actually be firing most of the time.

    The Callisto also suffers something extra: They're slow as hell. They are slower in speed than other Frigates, much less the faster Fighter Units. Once you deploy them in the first engagement, and you have to Full Impulse to a more distant fight, kiss your still existing Callistos goodbye. Because they're going to leisurely stroll their way to the fight and likely miss it.

    People said, "My Callistos are hardly ever die. They're very tough!"

    To that, I say, "They can't die if they're too damn slow to get into the fight."
    So this thread is one big loaded question. Got it.​​

    Loaded question with a lot of neglect by Cryptic. The issue is old as TRIBBLE and is never going to get fixed.
    XzRTofz.gif
  • asuran14asuran14 Member Posts: 2,335 Arc User
    I kinda would not mind if they added a system with carriers an hanger/separation pets that you could assign either boffs or doffs to pilot a hanger/separation pets you have, and that based on the size of the pet in question it could have more boffs/doffs assigned to them (like fighters would be one, shuttles would be 2-3, frigates an separation pets would be four or five.). In this system the assigned doff/boff would give the pet/s it is assigned to different buffs , changing or gaining abilities, and even maybe even using different attack pattern/routes
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