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Some basic questions.

gwyrdallongwyrdallon Member Posts: 43 Arc User
So I have gotten a couple of characters to 60, and now that I'm there I have some fairly basic questions that I couldn't find the answers to.

1: Do multiple identical consoles stack? For example if I have two +10% phaser damage consoles and equip both of them do I get +20% or does only the best one apply?

2: Do Bridge officer traits (not skills, but traits) apply if the are not at a station?

3: Is there a way to turn a bridge officer you have asked to join you into a manual?

4: How good are hanger pets? I find that I have no real frame of reference for figuring out how much damage they are doing or anything like that. So when evaluating a potential ship how much weight should one be giving to it having a hanger?

Comments

  • tunebreakertunebreaker Member Posts: 1,222 Arc User
    1. Yes, they do stack.
    However don't be alarmed if you equip another +10% dmg boost phaser console and see your damage only rising from 400 to
    411. If you're really curious *how* they actually stack, check this page: https://www.reddit.com/r/stobuilds/wiki/math/damage_math

    2. No

    3. No

    4. That depends on hangar pet, but with recent boosts to them, they have become fairly good. The easiest answer is that hangar on a ship definitely helps, but it shouldn't be too large factor when considering a ship choice.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    I'll add on to the last one.. Pets are really good.. when they're in the fight.

    Unfortunately, they still suck at following the carrier, so usually when you move from one battle to another you leave your pets behind. The solution would be to dock your pets before you move on, but of course.. that doesn't work either.

    I have an Engineer that flies a Jupiter with 2 bays of Elite Swarmers, and when they're all in the fight.. they're downright nasty. Problem is, once I use impulse I won't see them again. It's a shame too because Carriers really can be cool and fun to play if you can get past the horribly frustrating mechanics.
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  • dracounguisdracounguis Member Posts: 5,358 Arc User
    Problem is, once I use impulse I won't see them again.

    Just fly real slooowww. No full impulse. :D

  • spiritbornspiritborn Member Posts: 4,418 Arc User
    Problem is, once I use impulse I won't see them again.

    Just fly real slooowww. No full impulse. :D

    if you use full impulse in bursts no more then few seconds in full impulse you can keep them close enough to not despawn, though they still trail behind, it would be lovely if cryptic was able to tie the pets' impulse status to your own.
  • antonine3258antonine3258 Member Posts: 2,391 Arc User
    Problem is, once I use impulse I won't see them again.

    Just fly real slooowww. No full impulse. :D

    I have not had NEARLY the trouble with this before the pet system revamp.


    gwyrdallon wrote: »
    4: How good are hanger pets? I find that I have no real frame of reference for figuring out how much damage they are doing or anything like that. So when evaluating a potential ship how much weight should one be giving to it having a hanger?

    Giving them all 'scratch the paint' for warp core explosion immunity was a massive boost to pet longevity, so they stick around, level up, and get a little more effective as a result - their damage seems a bit improved as well. And if they're not dying, you're getting the hanger's full effect without having to generate new ones all the time.

    Pets also get better if you get the more advanced versions, which can have more weapons or better skills, which give them more effectiveness (Regular old peregrines have a small torpedo and small phaser cannon - fleet peregrines have better cannons, a turret, better torpedoes, and rapid-fire for those cannons)

    Now on to hanger or no hanger:

    Ships with hangers tend to be a bit bigger and slower than similar ships without hangers, but the carrier pets give extra effective maneuverability and flanking- the pets are more reliable now so that's more effective than it used to be. Hanger ships can sometimes (especially lockbox or lobi variants) unlock different kinds of carrier pets you can often use on other ships

    Carriers are another kettle: Full carriers are generally the only ships that can carry specific frigate sized pets - which tend to be tougher and more firepower versus the set of fighters they replace.
    Fate - protects fools, small children, and ships named Enterprise Will Riker

    Member Access Denied Armada!

    My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    At this point the original pet system would be better: Get over 15km from pets, they despawned. Then just relaunch new ones.
  • mrmikl989#2483 mrmikl989 Member Posts: 5 Arc User
    I had to ask customer support about this but they could not reply. i asked about pools and money. I cant find a good explanation anywhere. You never answered my question about point pools. I have no idea how they are usable, the wiki pages are worthless. In other words, I cant use them like zen or dlythium ore. I cant add it to fleet. and you have Lobi and GPL that it would take me 10 years of play just to acquire enough to actually buy anything. I should just drop those items.
    I find the different forms of money and pool points that seem to be useless. I cant add the 10,000 fleet credits to my fleet. They are stuck on a little bar on my screen. the wiki is useless. I truly do not know why you bothered with different forms of money, where its impossible to exchange them for anything.

    thanks
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    You never answered my question about point pools. I have no idea how they are usable, the wiki pages are worthless. In other words, I cant use them like zen or dlythium ore.

    No one answered you because you never asked. This post is your first and only post, so that is why we did not answer you.

    If you're talking about the XP pools, you just double click them to use them. They provide a percentage boost to any of that type of currency earned up until a specific amount has been earned.

    If you have a pool for reputation marks and are under level 50 then you won't be able to use it yet. If that's what you're referring to, then just double click it once you reach the appropriate level.

    I don't understand the rest of your question, if you could please try and explain a little more clearly, we can try and answer it for you.
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  • questeriusquesterius Member Posts: 8,582 Arc User
    Regarding the OP, today's update should allow fighter pets to stay with players on full impulse better.
    If this actually works then a lot of people are going to let out a sigh of relief.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited August 2017
    questerius wrote: »
    Regarding the OP, today's update should allow fighter pets to stay with players on full impulse better.
    If this actually works then a lot of people are going to let out a sigh of relief.

    I am definitely in that list.

    I love carriers, but seldom use them because of problems keeping my pets with me from group to group. They have tried to fix this before and have not yet been successful.. hopefully the patch today will finally fix this.

    Label me as 'cautiously optimistic.'
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  • antonine3258antonine3258 Member Posts: 2,391 Arc User
    questerius wrote: »
    Regarding the OP, today's update should allow fighter pets to stay with players on full impulse better.
    If this actually works then a lot of people are going to let out a sigh of relief.

    I am definitely in that list.

    I love carriers, but seldom use them because of problems keeping my pets with me from group to group. They have tried to fix this before and have not yet been successful.. hopefully the patch today will finally fix this.

    Label me as 'cautiously optimistic.'

    Yeah, they've actually at least been making an effort on hanger pets lately.
    Fate - protects fools, small children, and ships named Enterprise Will Riker

    Member Access Denied Armada!

    My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
  • dirk#6076 dirk Member Posts: 1 New User
    I am a soon to be new player - I haven't even downloaded STO yet because I wasn't sure where to begin to get the right start - I see there are many seasons already. Looks like I am behind the time and maybe way far behind but be that as it may. Can someone please tell me where I should start so that I am not either overwhelmed or totally lost if I inadvertently jump in the middle somewhere. Thanks.
  • nightkennightken Member Posts: 2,824 Arc User
    dirk#6076 wrote: »
    I am a soon to be new player - I haven't even downloaded STO yet because I wasn't sure where to begin to get the right start - I see there are many seasons already. Looks like I am behind the time and maybe way far behind but be that as it may. Can someone please tell me where I should start so that I am not either overwhelmed or totally lost if I inadvertently jump in the middle somewhere. Thanks.

    just run the episodes first. worry about the other stuff later, do whatever class, faction, and ship you want. it all works well enough for normal gameplay.

    when your ready to start working on the other stuff, open your own thread for more detailed help

    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
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