Yeah this has been broken for a while. there was a small fix but it really didn't do anything aside from adding a timer on said ships before their parts flew to neverland. Before Artifacts came out all of these were working perfectly and attack when nearby or be stationed flying around the base part. Now in a matter of 10 or 20 seconds each of these fly off of the map and have to be put on a timer before they get put out for 10 or 20 seconds again.
What is being done to fix this and what can be done to make it better?
Since these are essentially pets they should have their own kind of pet actions similar to Carriers and Dreadnoughts.
Each with their own unique function for whatever piece is sent out.
But yeah I haven't pulled out my Galaxy in a long time and I got an Ornash the other day which isn't seeing any action because of this.
Please help
Also please post ideas.
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I am strictly avoiding ships that can slot a hanger craft just because it's pointless to spend money on something that's all F'd up, right?
Will this stuff ever get fixed? This game has more breaking bugs then content.
They need to either fix this stuff, or stop selling it.
Now, separation mechanic just vanishes the separated sections altogether.
It still passes for a 'cosmetics' item since our ship looks a little different, and there's still a stats component to the altered ship, but I never paid 2,500 zen each for something like a T5 Prometheus and T5 Odyssey that says otherwise in the description, and that's been demonstrated to do a tiny bit more than vanish.
There's been dev feedback on this issue, unlike others, so at the very least I'm hopeful they'll fix it maybe in a few months, and hopefully it doesn't bug out again.
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Really? I didn't know they ever functioned.
I bought the T5 Ha'apax years and years ago, man.. worst purchase I have ever made in STO. It did exactly what the OP described, I would separate the ship and the 'Guardian Half' would just fly off the side of the side of the screen never to be seen again. I still regret that purchase to this day.
I really wish they would pull stuff like this from the C-Store until they can actually fix it. It doesn't sit right with me that they still sell these type of ships knowing that they don't function correctly.
Haven't played it a lot lately, but my Narcine's Mobulai frigates were reasonably obedient to command last time I was being clever, and the drones on my Vengeance will usually follow other people around if I tell them to.
Pretty much.
I won't even get started on the carrier pet's not working for years....
I hear ya man. I have pretty much abandoned carriers completely. Most times I don't even bother to launch my hangar pets.
My Odyssey chevron did lag way behind in combat, or simply fly out of range, specifically during a mirror invasion event where I remember seeing it way out beyond 10 KM doing nothing much at all. The Prometheus separated sections were quite good, actually following me around quite closely in combat. T6 Gal-X saucer I haven't flown enough to see how it behaved but don't have any specific memory of being as bad as the Odyssey's. Antimatter spread console I believe does work as listed on separated pets.
Wish this gets resolved sooner than later. Most my alts are done leveling event ships and many other C-Store ships and I'd like to go back to these again.
((looks at KT Assault drones)) Huh. I definitely launch my hangar pets on my Vengeance. And the Drone frigates on my T'laru. And the Mobulai on my Narcine. Even the little temporal fighters on my 31c ships. They all do exactly what I ask of them - kill the enemy or guard me (and kill the enemy). That I have to resummon them after relocating between fights is irksome, but its far from leaving the slot empty or ignoring the tools available to me.
The hull-separation issue is something else entirely - the difference between not being convenient and not working at all is a rather large gulf.
Same here about hangar pets, but separation pets just vanish, i dont use those ships anymore, whats the point?
Sometimes I launch the Assault Drones on my Vengeance, but usually I kill everything before they even get out of the Hangar.
The worst ones by far are the Callisto Escorts. Completely useless, I put my Jupiter in dry dock because there is just no point in flying it.
The Hull-separation issue might be different, but all pets are pretty terrible. I use carrier ships pretty regularly- Quas, Vengeance, Vonph, ...etc and I can tell you that the smaller pets listen sometimes, but frigates don't listen for at all. They ignore pet commands 80% of the time. Usually, when you initially spawn them they will attack the target you are targeting at the time of release and open fire on them like they should, but after that they just wander around aimlessly.
This thread is not about hangar pets not being effective. It's about the separation pets not working at all. The fact that hangar pets are ineffective is completely irrelevant to the conversation at hand.
All the pets use similar AI programing so no it's not irrelevant.
Yes it is. The bug being mentioned is to do with the pets disapearing - that is, vanishing off the game map. That has nothing to do with their AI programming.
Yeah I remember that. Still no patch that fixed them either...they still suck the proverbial donkey balls.
Separation pets would probably do the same, except that when they enter combat they disappear, tracelessly, nobody knows where, the undiscovered country from whose bourn no traveller returns, in all likelihood.
So, yes, different behaviours. (I fly a carrier on one toon and an Ornash on another, so I can see the different things happening for myself.)
Just showed up on the test server notes. Lets hope the progress is real.
Yup, lets hope
Did you parse the damage? Last time I checked my Shshar Assault craft flew around the whole combat but didn't fire a shot...
It really isn't. They disapear as if you had activated the ability a second time in order to recombine - but they never recombine.
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