If you are going to launch and heavily promote new carriers, you should have FIXED YOUR PET AI first. They STILL ignore orders, they still vanish from your hangar bays if you land them to move somewhere else (I assume they're marked as "being" where they were loaded, for distance calc), and still don't follow the carrier when it moves, especially not at full impulse a long way. The fighter squadrons are marginal, but the support frigs are straight up horrible at it.
Quite honestly, if pilots on KDF fighters/frigs followed for 'real' the way they did in the game, well, see the 3rd movie when the guy exploded the ship instead of hitting the nacelle, and called it a 'lucky shot'. Disloyal pilots are easy to replace, after all.
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Then I went to fly to a new point in the BZ and my hanger pets just died anyway even though they were docked in my bay meaning that Recall basically does absolutely nothing.
I just laughed.. it was 100% my fault for thinking something pet related actually worked.
If it's a pet.. it's stoooooopid!..
It means that if it doesn't move with the ship when 'docked', or fly along behind it, it gets registered 'destroyed' when you get too far away from it. And have to relaunch them all. So if you have rank 5 fighters, you lose them for rank 0 ones.
And this is why... I prefer beam pets. lol
normal text = me speaking as fellow formite
colored text = mod mode
It was happening for me in the Terran Badlands Battle Zone.
After taking a point, I would recall my fighters. They would dock with my ship (hangar full, no pets on the screen) and then I would fly to my next point. Even when only flying to a directly neighboring point, the ships would just vanish from the hangar while I was in flight. By the time I reached the next objective I had no pets and had to re-launch new ones.
I was trying to use Recall to avoid the earlier mentioned problem where you fly to another point and the pets don't follow, or don't stay close enough behind.
I did this using a Jem'Hadar Carrier.. the new one. When I did the same thing using my Vengeance, it worked just fine. Funny thing is, I don't need to do it on that ship because Kelvin Drones pretty much work perfectly and just follow me to the next point. Romulan Drones are the same way, they work perfectly.. I think it depends on the ship and the pet.
Every other pet i have, no problem at all, so i know those pets hate me!..
I did it last week with my vanguard carrier (the older one) it was odd I would constantly have one despawn but the other 3 gunboats would follow me fine typically
THIS! This is exactly what I'm describing happening when I'm landing them as well.
And this. They follow at 'basic impulse', not FULL IMPULSE, never switch to it, even if you wait for them to get off red alert, and vanish when you're halfway to somewhere, if you leave them out. SOMETIMES if I switch orders per hangar and switch them back (not the 'switch all' at the bottom, way too many times for me where that has done jack and cr@p...) and hit launch with scramble fighters active, they'll wake up and come to full impulse. more often? Just as more and more here describe. Your rank 5 pets poof and you have to launch new rank 0 ones. Which makes this worse, because your 'good' fighters/frigs are being sacrificed to the bug.
Pets still refuse to follow you around most of the time and only a few will actively regroup after combat they then despawn as you move to another group. The new console from the support carriers feels like it's clicky is there to offset the problem rather than fix it. What's really daft about this is that the wingmen have the teleport to player function if they get too far so why this has never been added to carrier pets is just mind boggling.
You can see this in the T6 Voquv's Support Birds of Prey / Frigates.
BOPs feature narrow firing arc weapons, DCs & Torpedoes such as on the old Elite Qaw'Dun BOP pets.
But the new T6 Vogue's Support BOPs feature BEAMS.
Cryptic tried repeatedly to fix this long ago when Feds got the T6 Jupiter that featured Frigates that were like BOPs featuring lots of narrow weapon arcs. Like the BOP pets they had problems and the devs were never able to fix it despite trying.
If they couldn't fix it for the Feds, they can't fix it for anyone.
Note that the best Frigate pets are the ones featuring wide firing arc beams, not DHCs / DCs.
My Fleet Leader insisted that the Elite Qaw'Dun BOPs rocked, according to him they just blast away stuff with their cannons and torpedoes. I doubted it but I did give him the benefit of the doubt since it had been a long time since I used them. So I tossed them on my new T6 Vo'Quv and saw they still suck like they always did before. Flying around in circles around the target and their narrow arc weapons barely on target.
They have done several AI updates for pets, none have really worked. As bad as they are now, they used to be far worse believe it or not.
I'm pretty sure that Pets are in their final state, I really don't see them trying again. They seem to have moved on a while ago.
I guess they're OK on my Discoprise, but seeing how I didn't give up any weapon slots to get 2 hangers its not as critical as it is on the carriers that only have 6 weapons and nothing else to make up for poor pet performance.
This is also my biggest complaint about the current state of 'True Carriers.'
I have several ships like the Discovery Enterprise, The Discovery D7 and the Tzenkethi Tzen Tar that have 2 hangar bays. As you said though, all of those ships have 8 weapon hard points, the hangar bays are a nice bonus. With these carriers you sacrifice hard points for your 2 hangars which means that you're really dependent on the horrid pet AI.
It still baffles me that 'Flight Deck Carriers' get to have all the advantages and 'Full Carriers' get gimped for literally no reason. 2 Hangars are not worth trading 2 hard points, Promo Ships don't have to do it, FDC's don't have to do it, why do 'Full Carriers' have to?
It's just amazing that pure carriers are the worst carriers in STO.