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About Space Combat Pets

lykumlykum Member Posts: 382
I have the deployable hoh'sus on my KDF BC. My Fed character is looking at purchasing the galaxy with deployable saucer section. Have not been able to make opinion about odyssey combat pet. I have made a few observations regarding them though.

1. Aceton assimilator makes a much better combat pet.

2. what torpedo hoh'sus shoots cannot be changed.

3. no combat pets can survive warp core breach unless lucky. which for me means having to wait 4 mins to deploy again.

4. combat pets are very fragile and it takes tac escort less than a few seconds to kill it complete negating any advantage the bortasqu HAD. a boost to shields and HP just to buy a few extra seconds is desperately needed.

5. the deployable torpedo and energy weapon platforms are a mere shadow of their NPC selves and I never see anyone using them. large ships can carry lots of consumables so being able to deploy a heavy platform would help the big ships greatly.

um I think I covered it?
Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

cause sometimes its party time!
Post edited by lykum on

Comments

  • lykumlykum Member Posts: 382
    edited April 2013
    oh and carrier pets are not included in the discussion. just the singular type deployable combat pets found on bortasqu, galaxy, and odyssey. a buff for all of them wouldn't change much and maybe gives those tac escorts a run! they're just so fast...
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
  • bpharmabpharma Member Posts: 2,022
    edited April 2013
    I take it you're also meaning the other parts of the Multi-Vector Advanced Escort when using the console.

    Could you state if this is PvP or PvE please as it will help people give feedback. For PvP I think it's just a plain silly choice to use the pets for the sake of having the pets, other consoles will give better performance. Most people use saucer separation just to speed up the ship and increase turn rate.

    It is through repetition that we learn our weakness.
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    This is the last thing I will post.
  • lykumlykum Member Posts: 382
    edited April 2013
    there's also something i'm missing here, besides the Prometheus class. also yes there's one I missed the multi vector escort as well. nobody seems to like the big ships much and I freaking love them. in reality a defiant couldn't power the toilet in my ready room.
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
  • kyle0793kyle0793 Member Posts: 0 Arc User
    edited April 2013
    I made a thread about this but got no feedback
    I think that any cruiser with a singular combat pet(saucer,hoh'sos, aquarious and even worker bees) should not obviously have a hanger(that would make it a carrier) but they should have the carrier commands or equivalent. Being able to actually tell it to defend,attack or intercept those pesky plasma bolts ect......Also it would be more "unique" if you could equip what gear and consoles they could have like you could equip sets ect. Even being able to heal itself like a support drone does or your BOFFs' when then use their abilities. I know some of this may not be able to be implemented but it's what I think may be needed. Cruiser need something special to actually function as a TANK and survive against a tact escort
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited April 2013
    lykum wrote: »
    I have the deployable hoh'sus on my KDF BC. My Fed character is looking at purchasing the galaxy with deployable saucer section. Have not been able to make opinion about odyssey combat pet. I have made a few observations regarding them though.

    1. Aceton assimilator makes a much better combat pet.

    2. what torpedo hoh'sus shoots cannot be changed.

    3. no combat pets can survive warp core breach unless lucky. which for me means having to wait 4 mins to deploy again.

    4. combat pets are very fragile and it takes tac escort less than a few seconds to kill it complete negating any advantage the bortasqu HAD. a boost to shields and HP just to buy a few extra seconds is desperately needed.

    5. the deployable torpedo and energy weapon platforms are a mere shadow of their NPC selves and I never see anyone using them. large ships can carry lots of consumables so being able to deploy a heavy platform would help the big ships greatly.

    um I think I covered it?


    First off, Do NOT get the Galaxy Retrofit. It is not a worthwhile vessel at present and its Saucer while far superior to the way it used to work is still a bit ho-hum.

    The HoH'SuS would be better if it used Battle Cloak to avoid being shot at constantly. It would also be WAY better at dealing damage if it had Photon Torpedoes instead of having the worst Torpedoes in the entire game equipped to it for no apparent reason.

    The two Saucers can survive a Warp Core Breech but besides them they all tend to die to such explosions.

    Number 5 is absolutely correct.

    The Multi-Vector's 3 pets are pretty weak on their DPS output (both struggle to compete with 2 normal Peregrines) and the Aquarius is about as good as 2 MAYBE 3 Peregrines if you are lucky. At least that pet does get a Point Defense turret.

    However the full 3 piece Tactical Odyssey is a great ship regardless and the 3 piece tactical Bortasqu' can be an awesome ship as well. Those pets do little to help but getting that saucer off is awesome for the performance of the Stardrive and for the Bortasqu' you can stay cloaked while the HoH'SuS is NOT cloaked... (Bait in other words... Keep that in mind)
  • lykumlykum Member Posts: 382
    edited April 2013
    don't forget set bonuses applying to deployable units, including the platforms. I think that's what I was forgetting?? damnit no wth was it....
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
  • lykumlykum Member Posts: 382
    edited April 2013
    Actually I decided to take the hoh'sus to kahless expanse for some testing. neither my honor guard mk xii set or tactical consoles buffed my hoh'sus AT ALL. heck I don't even think tactical team worked. actually most of the time players will ignore combat pets entirely in PvP mostly because it's destroyed when you are destroyed.

    on a side note I noticed a couple of things:

    1. the hoh'sus can't even take an elite difficulty federation frigate. mostly because the frigates phasers do more damage than the hoh'sus rear turrets. I actually believe the galaxy sacuer section could take the bortasqu' hoh'sus because of this fact. this same frigate also destroyed my transphasic torpedo platform with a single photon torpedo! it takes me a full 4 spread of photons +2 and some phaser fire to kill a Klingon turret in the mission 'Scout Force' in PvE.

    2. the hoh'sus is hampered by it's inability to shoot the quad disruptor cannons because the target changes course, and when that happens the hoh'sus has to adjust. which results in only about one or two burst before the hoh'sus re-adjust only really shooting it's turret the whole time. only 1 in about 5 quad burst are full burst and that's only if the target is sitting still enough. torpedo fire is inconsistent as well.

    please cryptic, let our space combat pets receive the benefit of whatever is equipped on the parent ship! either that and/or give them higher shield hit points please! if your going to buff everything else in the game like crazy, why not the space combat pets?
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
  • makburemakbure Member Posts: 422 Arc User
    edited April 2013
    Also, if the "mother ship" should have the carrier command system, so we can manage maneuvers as needed. Not to mention, a health bar also, jeeze this really needs to be added.
    -Makbure
  • lykumlykum Member Posts: 382
    edited April 2013
    oh yes thank you, forgot to mention the command system. would be helpful in keeping pets away from pesky warp cores going off. it's like I deploy, enemy ship blows up 10 secs later, and hoh'sus dies and gets sent back up my *** repeat 4min later. even offer a formation command so they fly line abrest or astern. do they have that already? never had a chance at a carrier yet..
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
  • goraqgoraq Member Posts: 0 Arc User
    edited April 2013
    I fully agree that these combat pets should come with command system, or at least better AI so they don't try and hump a borg cube the second its warp core detonates.

    I also believe we need some notification when these pets do die so as to recall them as the process is not automatic.
  • xapocalypseponyxxapocalypseponyx Member Posts: 577 Arc User
    edited April 2013
    goraq wrote: »
    I also believe we need some notification when these pets do die so as to recall them as the process is not automatic.

    Simple, if it's deployed, it's dead. Recall.

    Seriously though, it is a shame they are so pathetic. I only have the Tactical Odyssey. Without the set bonus, the Aquarius is not only a waste of a console slot, but a waste of even inventory space.
  • makburemakbure Member Posts: 422 Arc User
    edited April 2013
    All the pets need Evasive Maneuvers III, preferably that fires on it's own when it should, i.e., when a warp core is about to blow and the pet is too close to the blast area. If not, then the carrier commands where the 'recall' command will also fire off EM 3 so they get back into safe formation (assuming your main ship is out of harm's way).
    -Makbure
  • sasspectsasspect Member Posts: 0 Arc User
    edited May 2013
    Just give them a cap on the damage they can receive from a single attack/impact. At the moment they blink out of existence far too quickly, especially when they decide to park next to an exploding ship. Either make them survive long enough for us to heal them, or let us deploy them more than once every 5 minutes.
  • lykumlykum Member Posts: 382
    edited May 2013
    there's also the fact the galaxy saucer has emergency power to shields making it the best combat pet of all it's looking like.

    if the romulans get a ship with deployable pet, will it be any better?

    maybe should start another thread on that alone!
    Lyndon Brewer: 20% chance to capture enemy ship for 60 seconds on successful use of boarding party.

    cause sometimes its party time!
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited May 2013
    lykum wrote: »
    there's also the fact the galaxy saucer has emergency power to shields making it the best combat pet of all it's looking like.

    if the romulans get a ship with deployable pet, will it be any better?

    maybe should start another thread on that alone!

    lol... The Galaxy Saucer survives somewhat but so does the Odyssey Saucer and both will throw Engineering Team I on themsevles or you... But they are not the best pet.

    The Aqaurius's Point Defense system is actually pretty handy when it uses it and better than those saucers. The Odyssey Saucer can tractor beam enemies which is really handy and it can use your Antimatter Spread (as can the Galaxy). However, the Award probably should got to the Tal'Kyr... If you can keep it from running into enemy core breeches and you keep aggro (which I have done just fine) that thing will keep you alive through nearly ANYTHING if you have the MACO shield and 2 part Assimilated going on. You have so much passive heal that you hardly need any heals on your ship. It is pretty sweet. If they just made it STOP shooting enemy SHIPS it would be great.
  • risingstar2009risingstar2009 Member Posts: 329 Arc User
    edited May 2013
    One other thing that would be nice is if the pet changed it's energy weaponry to what the parent ship has equipped.

    If the parent ship is a rainbow setup, it would change to the primary energy being used (i.e. 2+ of the same type energy) or use the base energy (Phaser for Fed, Disruptor for KDF).
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  • makburemakbure Member Posts: 422 Arc User
    edited May 2013
    For Carriers, is there no Attack Run mode Doff? I can't seem to find one on the Exchange, if they exist. If not, why is this? I use that mode the most.
    -Makbure
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited May 2013
    makbure wrote: »
    For Carriers, is there no Attack Run mode Doff? I can't seem to find one on the Exchange, if they exist. If not, why is this? I use that mode the most.

    None that I notice which is funny... It makes those other Carrier DOFFs just get in the way of the ones that reduce launch time which are what you want. My Pets do not need more defense when returning to me. If they die I launch more. Intercept mode is useful maybe 1% of the time and I only use the Escort mode for my little Shield Repair Units...
  • makburemakbure Member Posts: 422 Arc User
    edited May 2013
    hasukurobi wrote: »
    My Pets do not need more defense when returning to me. If they die I launch more. ...

    I'm assuming you're talking about the recall mode doff, you meant to say *I* do not need more defense? Your carrier's defense goes up ....by a small amount, though.
    -Makbure
  • baelogventurebaelogventure Member Posts: 1,002 Arc User
    edited May 2013
    Yes, Recall FDOs increases the Carrier's defence. A ship with a Hangar running Shield Repair Units that are in Recall with 3 Purple Recall FDOs will get a significant defence boost.

    Heck, even 3 Blue Recall FDOs will grant 7.5% x 3 worth of Defence bonus to your ship, and Purples are 10% x 3.

    So, wild idea, someone with maxed Starship Manoeuvres in either a HEC or a Vesta with SRUs is using 3 Purple Recall FDOs for the +30%, and is also using 2-pieces of the Aegis set (Engines and whatever) to get another 10%...or they could be using the VR Reman Engines for the +26 Manoeuvres skill and still get +5% from 2 pieces of Aegis. (Unsure if +26 Skill would grant more defence then a flat 5%)
  • makburemakbure Member Posts: 422 Arc User
    edited May 2013
    One other thing that would be nice is if the pet changed it's energy weaponry to what the parent ship has equipped.

    If the parent ship is a rainbow setup, it would change to the primary energy being used (i.e. 2+ of the same type energy) or use the base energy (Phaser for Fed, Disruptor for KDF).

    Or they can add a console rack for the fighters, or even better yet, a fully functional fit screen for the fighters, now that's something that EVE does not have (for their carriers).
    -Makbure
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited May 2013
    makbure wrote: »
    I'm assuming you're talking about the recall mode doff, you meant to say *I* do not need more defense? Your carrier's defense goes up ....by a small amount, though.

    Well that is also a true statement. My carriers tank for themselves plenty well. If my fighters want to provide me more defense they should do so by killing whatever is attacking me. That works far better than a bit of defense granted by making my fighters effectively do nothing.
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