Assuming someone wants to build a pet focused ship not the ship weapons. Is there a list someplace of all the useful items?
So far I know about the x3 part Ancient Obelisk Technology with EpTW, Superior Command Frequency for an extra battleship and Frigate. Defense Drone Guardians give more pets. Doffs that boost pet damage in Escort mode, the 3 skills at the bottom of the tree that boost pets, Wing commander, dominion coordination & Scramble fighters traits.
What else would be good to either put out more pets or boost pets?
I am aware of Reactive repair nanite but it doesn’t seem very useful compared to Scramble fighters.
With the Advanced Obelisk set isn't that one of those set you can put on any carrier?
No definitive list I know of.
There's also Coordinated Assault (from a Heavy Escort Carrier) that give pets an extra BO or CRF when you use it.
Reactive Repair Nanites works well with Non-Linear Progression, (if you can spend enough time going backwards).
Also if you've got a Pilot seat, there's Reinforcements Squadron.
The Reactive Antiproton Cascade Emitter console (needed for the 3-piece set) can only be fitted on the Advanced Obelisk Carrier.
For me the hangar pets are still pretty wonky, the dock command works about 30% of the time but not on all of the pets, if I'm using frigates I may get 1 or 2 to dock, fighters ... if all 12 are out I'll have anywhere from 1 to 7 just flying behind me weaving around trying to dock.
I've noticed that in the tzenkethi R.A. I have to launch when the countdown ends and I'm flying to the satellite otherwise the pets just hang out where we start and don't show up until the second wave of targets appear. Attack and intercept are both working fine (for me) when the pets are in range. I'd love to see a console or trait that lets us use any pet on any carrier... that would be a slice of awesome!
Been using carriers and single hanger ships for years, before the skill revamp even my beloved Plesh Breks were poor, they followed the commands without issue, but their DPS was so low that the carrier took point while they provided limited backup. Since the skill revamp that position has dramatically changed, now it's a five ship assault that melts stuff.
I think one of the issues with pets is that they all behave differently depending on where and how you first launch them. Some pets don't care where you launched them, most however do care, which is why you see people complain about their pets just sitting there. My advanced Plesh Breks don't care where I launch them, if I hit recall they dive back into the hanger, if I start to move off they follow, if I see a hostile at 25k+ distance I can target it and tell my pets to attack. At that distance they don't charge off after the target, instead they stick with me until we get to 15k from the target, which is when they start to move ahead of the carrier and start popping abilities just before they get into weapons range.
Sadly most pets don't act like that at first launch, some will follow you waiting on you telling them what to do, then stop dead when you do, some wont even follow you. Basically most of the pets need a kick up the backside, for most that means getting into what I call the hot zone (15k to 17k from a target), select the target and the command and then launch the pets for the first time, once they get to within 15k of the target they will start going after it.
I noticed someone saying the FE wasn't carrier friendly, most story missions in the past three years are carrier friendly, problem is that you need to hit recall and get your pets docked before you change maps, when they are docked they are classed as being part of the equipment on your ship, and will go with you when you go from one space map to the next. If they aren't docked then they are just seen as part of that map, and are deleted when you exit the map. Some times they can still be in the hanger even when you go space map to ground map and back to space map, but not always.
Docking is a problem for some hangers, not sure if it's hanger only or if the ship has something to do with it as well, but some hangers just can't find the hanger door. There is also another issue with some hangers (fighters mostly), using recall breaks the docking system for the hanger, a couple of the pets just wont dock, and when you relaunch the rest some of them refuse to leave the hanger.
I've always shyed away from the things that increase the speed of pet levelling. Partly due to how fragile fighters can be and partly because they are often never close enough to actually make use of the xp they leech off my kills.
I've had good results with coordinated assault trait from the heavy escort carrier and if I'm curious to know if the [over] mod to weapons can cause it to proc.
For the kethi RA what I tend to do is shift power to max my aux and spawn the first wave on the way to the satellite so they are actually useful and the second is ready much faster. Then shift the power back to "normal" and set the pets on intercept which is enough to cover the protomatter bombs. The power shifting is something that I got into the habit of doing during one of the many times when cryptics efforts to fix pets broke them even more.
My theory on the docking issue is that the pets have to interact with a specific point on the ship but the ship designers often end up placing that inside the model rather than just outside which is why you often see pets with a dock order issued bumping into your ship as they try to get the angle of entry right.
If that is the case then the fix would be to simply set the docking point to use the ship shield's radius as the docking trigger so it becomes a more universal setting and not need tweaking for every size and shape of carrier.
Thanks to this thread I am going give carriers another go. I wasn’t aware we could recall level uped frigates and take them to the next zone. That’s a game changer. Also I missed a few things not tried Coordinated Assault + 30% damage doff escort mode + 25% damage Scramble fighters + dominion coordination 33% damage. With the skill tree points. Not sure how it all stacks.
Thing is i have tried this got my pets docked, at rank 5 swapped maps and the pets weren't there anymore had to start again and get them ranked back up, that's why i use wing commander to get them to R5 faster, and the main reason i do it is for the extra 10% dmg boost to the pets. but i really wud like to have the pets unlocked universally as i love the tzenkethi carrier but the tzenkethi pets are so lame not much i can do with them, what Cryptic should do if they WONT make pets universal is gives us a new universal pet frigate that has both beams and cannons, only pet in game that has both is the bug ships, id also like a new trait to come out that would allow you to put ur boff skills onto your pets, a bit like the trait from the heavy escort carrier for BO and CRF....so when i click a heal, or weapon enhancement they wud all get them, OR if people think that's overkill, let SCI/ENG/TACT team to actually apply to pets, whats the point of have these called TEAM when it really only effects myself, UNLESS i actually click another friendly entity and the ability goes to them..
Another handy trait is the tachyon beam aoe shield heal that I think is from the lukari triangle.
Buried behind the vonph is a rather nice one thats a bit more indirect as it reduces your boff cooldowns as long as you're over 80% health. More overloads for you means more for pets as well. Not a fan of buying a ship for the trait but felt it was worth looking at a second purchase for my rommies t'laru and drones.
Off the top of my head the only fix to hangar pets that cryptic got right first time was back when carriers were kdf only and the issue they sorted was that you could summon a full wing of bops then swap to another pet such as the slavers without the original wing of bops despawning. (insert conspiracy theories about their success and pro-fed stance as you will)
Hangers should work on carrier hard points too. Then you could do 8 hangers and have your ship be totally weaponless if you so desired. Of course, with their sketchy A.I. that may not be the best idea.
see this is is interesting i would choose to have my aft weapons as pets and keep the forward ones as normal weapons.
what i have also done is speeced into the impulse expertise, as i like to make my carrier more maneuverable as i like to keep my forward weapons on my targets as best as i can, for my DBB's and torps, i know people wud say its stupid, but then just keep using beam arrays wud hardly ever shot off torps as some the carriers take ages to get on target, ok against fast moving escorts wudnt work at all but fast cruisers works well.
Another handy trait is the tachyon beam aoe shield heal that I think is from the lukari triangle.
i use this console for the healing Console - Universal - Reiterative Structural Capacitor
also for that trait u have to use sci space magic stuff, which i never find any use for as i don't like that sort of stuff.
what also might be nice is how tact console buff a certain energy type or weapon type, would be nice if the buff passed onto my pets too but i have tried it and it defo does not work.
I was thinking traits but yes the lukari console does do well, as long as the pets are in range.
Space magic blends quite well with pets as it helps you control enemies, certainly keeping them corralled is handy for mine spamming pets like those from last summers carrier.
You mentioned used DBB's on a carrier thats exactly what I do with the t'laru as its a 4/2 layout so I instantly went for a park and fire style. And if you want some maneuvring silliness try a conductive RCS, with or without a turn mod it'll get most carriers swivelling like elvis was at the helm.
also the console that comes off the lukari triangle ship cud be usefull im not too sure tho
It's very useful. Click it and it will heal any pets in range of your ship, as well as heal your ship too.
see the issue with that console is the effect it causes "bubble" is only 3km and i have my pets on escort, as they get added dmg bonus from the doffs, i dont know if they wud heal, i GUESS i cud use recall if i see them get low health etc...but as we know carrier commands dont work that well...
I still think letting my boff abilities ESP healing ones be applied to my pets, cause in a way they are a part of my ship sort of....
see also as we are seeing there are some nice pet dmg boosts out there, we have no real way of knowing if there is a cap / diminishing returns on this things...
see also as we are seeing there are some nice pet dmg boosts out there, we have no real way of knowing if there is a cap / diminishing returns on this things...
You could run some solo parse runs and average it out with and without the boosts.
As for the console I found it useless due to Scramble fighters trait. That trait heals so well and boosts damage at the same time that at least with Frigates I found I didn't need any other heals. Plus the trait is not limited to 3km.
As for the console I found it useless due to Scramble fighters trait. That trait heals so well and boosts damage at the same time that at least with Frigates I found I didn't need any other heals. Plus the trait is not limited to 3km.
Aye tho have the issue of the lockout which prevents the trait from working with the lockout active.
As for the console I found it useless due to Scramble fighters trait. That trait heals so well and boosts damage at the same time that at least with Frigates I found I didn't need any other heals. Plus the trait is not limited to 3km.
Aye tho have the issue of the lockout which prevents the trait from working with the lockout active.
Ok so this trait - lockout is a total 20 secs cycle - that is 5 secs for the trait, then 15 secs for the lockout
i think i should come up with a separate key-bind that would launch a pet every 20 secs for this to work effectively i think, only problem is i gotta work out how to do a new key-bind again lol
ok so ive been solo parsing my carrier, now i have been using the Foundry missions DPS FEDMARK as its done by the dps league (now im not a dps chaser, but i do like to see what im doing, like to stick about 30-50K depending on ship) so ive been running the mission on 2 pets the elite swarmers i am seeing an increase in dmg output but when im running the tzenkethi pets im not really seeing a increase compared to wat im seeing with the swarmers its rather puzzling....
I'm curious to know if the [over] mod to weapons can cause it to proc.
Tried it, couldn't get it to work. Not saying that's a definitive answer (but ran pets at 10K in ISA with me doing my own BOs, and pets at 4K with me relying only on (7 beams triggering) 'over' procs, the parser didn't boil it down to a definitive answer, but most likely the answer is no.
It would be nice if they reworked, or gave us a new launching command. Kinda like a launch pets that is only usable while not in red-alert that launches a full set of pets (so six fighters, 4 frigates), while in red alert you would need to use the single wing launching command.
It would be nice to give us as players the ability to switch our pets to specific attack-run pattern, like figure eight or circling types of runs, as right now it seems that all of the pets use just the circling pattern that is just worthless if they are using cannon type weapons. Though I would even just say that giving all hanger-pets a wider than normal firing arc on all non-beam array or turret weapons would be good, as really it would be much easier to get your weapons on a target in a fihter/shuttle/frigate when dealing with even escorts that are quite abit bigger than your shuttle/fighter/frigate.
I definetly dont think the new tzenkethi pets are getting a major boost in comparison to other pets, from all the pets buffing items/traits.... the numbers i saw from the swarmers compared to the tzenkethi we totally different, in thi si mean i ran both pets without any boosts, and both with all boosts, and the increase to the swarmers was very clear, but the tzenkethi was very very marginal....
Been testing as well, it seems like 30% doff damage, Scrabble fighters and dominion coordination all stack. Also of note Beam Overload and Rapid fire do not stack but triggering either one refreshes the 33% damage from dominion coordination. As they do not share a cooldown I have fitted both.
Not got Coordinated Assault yet but that should synergise really well with dominion coordination with Jem’Hadar Attack frigates.
Anytime you use Beam overload or Rapid Fire the Jem’Hadar Attack frigates get a 33% damage boost and beam overload /or Rapider fire themselves.
Been testing as well, it seems like 30% doff damage, Scrabble fighters and dominion coordination all stack. Also of note Beam Overload and Rapid fire do not stack but triggering either one refreshes the 33% damage from dominion coordination. As they do not share a cooldown I have fitted both.
Not got Coordinated Assault yet but that should synergise really well with dominion coordination with Jem’Hadar Attack frigates.
Anytime you use Beam overload or Rapid Fire the Jem’Hadar Attack frigates get a 33% damage boost and beam overload /or Rapider fire themselves.
aye true, but only the bug frigates have the ability to use both, see the concentrate fire power works too, as it grants the effect to any player inc pets, meaning the bug ships can have crf/bo/HY which is awesome!
I am just running 2 copies of CRF1 to proc the buff from dom trait every 15secs..
Comments
No definitive list I know of.
There's also Coordinated Assault (from a Heavy Escort Carrier) that give pets an extra BO or CRF when you use it.
Reactive Repair Nanites works well with Non-Linear Progression, (if you can spend enough time going backwards).
Also if you've got a Pilot seat, there's Reinforcements Squadron.
The Reactive Antiproton Cascade Emitter console (needed for the 3-piece set) can only be fitted on the Advanced Obelisk Carrier.
I've noticed that in the tzenkethi R.A. I have to launch when the countdown ends and I'm flying to the satellite otherwise the pets just hang out where we start and don't show up until the second wave of targets appear. Attack and intercept are both working fine (for me) when the pets are in range.
I'd love to see a console or trait that lets us use any pet on any carrier... that would be a slice of awesome!
I think one of the issues with pets is that they all behave differently depending on where and how you first launch them. Some pets don't care where you launched them, most however do care, which is why you see people complain about their pets just sitting there. My advanced Plesh Breks don't care where I launch them, if I hit recall they dive back into the hanger, if I start to move off they follow, if I see a hostile at 25k+ distance I can target it and tell my pets to attack. At that distance they don't charge off after the target, instead they stick with me until we get to 15k from the target, which is when they start to move ahead of the carrier and start popping abilities just before they get into weapons range.
Sadly most pets don't act like that at first launch, some will follow you waiting on you telling them what to do, then stop dead when you do, some wont even follow you. Basically most of the pets need a kick up the backside, for most that means getting into what I call the hot zone (15k to 17k from a target), select the target and the command and then launch the pets for the first time, once they get to within 15k of the target they will start going after it.
I noticed someone saying the FE wasn't carrier friendly, most story missions in the past three years are carrier friendly, problem is that you need to hit recall and get your pets docked before you change maps, when they are docked they are classed as being part of the equipment on your ship, and will go with you when you go from one space map to the next. If they aren't docked then they are just seen as part of that map, and are deleted when you exit the map. Some times they can still be in the hanger even when you go space map to ground map and back to space map, but not always.
Docking is a problem for some hangers, not sure if it's hanger only or if the ship has something to do with it as well, but some hangers just can't find the hanger door. There is also another issue with some hangers (fighters mostly), using recall breaks the docking system for the hanger, a couple of the pets just wont dock, and when you relaunch the rest some of them refuse to leave the hanger.
I've had good results with coordinated assault trait from the heavy escort carrier and if I'm curious to know if the [over] mod to weapons can cause it to proc.
For the kethi RA what I tend to do is shift power to max my aux and spawn the first wave on the way to the satellite so they are actually useful and the second is ready much faster. Then shift the power back to "normal" and set the pets on intercept which is enough to cover the protomatter bombs. The power shifting is something that I got into the habit of doing during one of the many times when cryptics efforts to fix pets broke them even more.
If that is the case then the fix would be to simply set the docking point to use the ship shield's radius as the docking trigger so it becomes a more universal setting and not need tweaking for every size and shape of carrier.
Buried behind the vonph is a rather nice one thats a bit more indirect as it reduces your boff cooldowns as long as you're over 80% health. More overloads for you means more for pets as well. Not a fan of buying a ship for the trait but felt it was worth looking at a second purchase for my rommies t'laru and drones.
Off the top of my head the only fix to hangar pets that cryptic got right first time was back when carriers were kdf only and the issue they sorted was that you could summon a full wing of bops then swap to another pet such as the slavers without the original wing of bops despawning. (insert conspiracy theories about their success and pro-fed stance as you will)
Space magic blends quite well with pets as it helps you control enemies, certainly keeping them corralled is handy for mine spamming pets like those from last summers carrier.
You mentioned used DBB's on a carrier thats exactly what I do with the t'laru as its a 4/2 layout so I instantly went for a park and fire style. And if you want some maneuvring silliness try a conductive RCS, with or without a turn mod it'll get most carriers swivelling like elvis was at the helm.
It's very useful. Click it and it will heal any pets in range of your ship, as well as heal your ship too.
see the issue with that console is the effect it causes "bubble" is only 3km and i have my pets on escort, as they get added dmg bonus from the doffs, i dont know if they wud heal, i GUESS i cud use recall if i see them get low health etc...but as we know carrier commands dont work that well...
I still think letting my boff abilities ESP healing ones be applied to my pets, cause in a way they are a part of my ship sort of....
As for the console I found it useless due to Scramble fighters trait. That trait heals so well and boosts damage at the same time that at least with Frigates I found I didn't need any other heals. Plus the trait is not limited to 3km.
Aye tho have the issue of the lockout which prevents the trait from working with the lockout active.
Ok so this trait - lockout is a total 20 secs cycle - that is 5 secs for the trait, then 15 secs for the lockout
i think i should come up with a separate key-bind that would launch a pet every 20 secs for this to work effectively i think, only problem is i gotta work out how to do a new key-bind again lol
Tried it, couldn't get it to work. Not saying that's a definitive answer (but ran pets at 10K in ISA with me doing my own BOs, and pets at 4K with me relying only on (7 beams triggering) 'over' procs, the parser didn't boil it down to a definitive answer, but most likely the answer is no.
Shame that, would have been nice.
It would be nice to give us as players the ability to switch our pets to specific attack-run pattern, like figure eight or circling types of runs, as right now it seems that all of the pets use just the circling pattern that is just worthless if they are using cannon type weapons. Though I would even just say that giving all hanger-pets a wider than normal firing arc on all non-beam array or turret weapons would be good, as really it would be much easier to get your weapons on a target in a fihter/shuttle/frigate when dealing with even escorts that are quite abit bigger than your shuttle/fighter/frigate.
Not got Coordinated Assault yet but that should synergise really well with dominion coordination with Jem’Hadar Attack frigates.
Anytime you use Beam overload or Rapid Fire the Jem’Hadar Attack frigates get a 33% damage boost and beam overload /or Rapider fire themselves.
aye true, but only the bug frigates have the ability to use both, see the concentrate fire power works too, as it grants the effect to any player inc pets, meaning the bug ships can have crf/bo/HY which is awesome!
I am just running 2 copies of CRF1 to proc the buff from dom trait every 15secs..