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Hanger Pet Behavior

tinnydancertinnydancer Member Posts: 1
I would like to suggest some improvements to Hanger Pet behavior. I fly both a Recluse Carrier and a Kar'fi with the Elite Scorpion Fighters and in some PVE maps, especially Azure Nebula Rescue I've noticed that my fighters do not follow me all the time.

Sometimes they do, other times I have to click the Escort mode button and sometimes I have to press the Recall mode if Escort doesn't work and then sometimes neither of those mode convinces my fighter pilots to stay with my ship. They just gather up in a little group and sit there.

Oh and it would also be nice if they could keep up with me when I got to full impulse all the time instead of just some of the time as well.

And about the Attack mode. Occasionally when I have stopped at 15km range from a target to launch new fighters because the active ones are all sitting at the last engagement having tea and crumpets I will launch my bays, select a target then select Attack mode and instead of just waiting until I am in range of the selected target or attacking the selected target they fly off to attack another target that is over 30km away..... =/
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Comments

  • edmarkle1edmarkle1 Member Posts: 4 Arc User
    edited June 2013
    I would also be pleased if they would avoid warp core/singularity breeches. I don't know how many times I've lost half of my squadron because they fly right pass or through an exploding ship.
  • erei1erei1 Member Posts: 4,081 Arc User
    edited June 2013
    Sometimes, the biggest DPS of my pets is "warp core breach", according to parser. And it was using the rank 5 scorpions.

    They should makes them immune to warp core breach, or makes them run like hell when they see one, and not stand next to it waiting to see what happen.

    But the whole pet IA need a serious overhaul. They barely shoot their cannons, and use turret instead, they get stuck on the target all the time,...
    [SIGPIC][/SIGPIC]
  • platewearingbirdplatewearingbird Member Posts: 455 Arc User
    edited June 2013
    edmarkle1 wrote: »
    I would also be pleased if they would avoid warp core/singularity breeches. I don't know how many times I've lost half of my squadron because they fly right pass or through an exploding ship.

    That's why I stopped using MVAM, I got tired of blowing a 10 minute cooldown on a tac cube just to see them hug the explosion. What's worse you can't even issue them orders.
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    edited June 2013
    Thats why my Slavers are oddly competetive with dual cannons, my slavers are always using there best energy weapon, disruptor beam array, which can hit targets from any angle, while a good chunk of the time other ships rely on turrets.
  • vasco56vasco56 Member Posts: 0 Arc User
    edited June 2013
    At best the hangar pet's behaviour is highly erratic. I regularly experience all the AI failures described here, especially in Azure Nebula Rescue and Vault Ensnared.

    The problem is having to respawn the fighters/frigates at each location you had to use full impulse to get to. You lose the majority of your effectiveness because of the cooldown between first and second launches when you arrive.

    As a dedicated carrier jockey, this is really getting very old very quickly.
  • vimzulvimzul Member Posts: 0 Arc User
    edited June 2013
    lordgyor wrote: »
    Thats why my Slavers are oddly competetive with dual cannons, my slavers are always using there best energy weapon, disruptor beam array, which can hit targets from any angle, while a good chunk of the time other ships rely on turrets.

    Slaver damage is horrible. :P
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited June 2013
    Everything about Pet AI, Pet controls, and Pet status feedback is horrible. This has been so since the very first pet detached from its primary hull.

    Cryptic know this. The player base knows this. Occasionally there is some evidence that cryptic have been tinkering with pets in the patch notes but they never actually seem to improve.

    Pets make money, as evidenced by the number of pets we have seen introduced in preparation for, and after the introduction of, F2P. Given that pets make money cryptic must want to fix them. That they have not done so indicates that they likely never will, not without a complete engine overhaul.

    They are probably limited by some bit of code somewhere that some one didn't document well enough before they left cryptic for greener pastures.
  • verline1verline1 Member Posts: 0 Arc User
    edited June 2013
    I cant get in game and check but one of the pet settings wont work right, I wanna say escort. IT acts wonky with already summoned pets, and pets being summoned.

    Intercept can cause havoc since the pets will head off after anything that needs to be intercepted, even if its across the map. and attack can cause issues once your out of targets.

    Usally I find im having to cycle between attack, and recall, to keep the pets under control, or resummon a lot because I just full impulse somewhere.

    Makes doing things like killing probes in stfs a pain, because your pets make up a chunk of dps, and then go and run off.
  • issueman1issueman1 Member Posts: 0 Arc User
    edited June 2013
    You see, the way fighters act right now is realistic. The sides take all the people with down syndrome and give the purpose... as fighter fodder... Just look at it like that. And the way pet's act becomes very clear.
  • makburemakbure Member Posts: 422 Arc User
    edited June 2013
    Regarding pets not using their cannon weapons, I notice this too, is it because of the firing arc? Fighters need 360 firing arc on all weapons, regardless of what is armed just because they orbit and don't straiff the target. For fixing the death at warpcore breech, I suggest that they change their orbit to 9km at less than 5% health of the target. Either that or just make them immune. Something needs to change.

    Post other ideas if you have. This is a big problem.
    -Makbure
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    edited June 2013
    issueman1 wrote: »
    You see, the way fighters act right now is realistic. The sides take all the people with down syndrome and give the purpose... as fighter fodder... Just look at it like that. And the way pet's act becomes very clear.

    I know people with down Syndrome and that was a rotten thing to say, the ones I met honestly are probably a greater grade of human being then many of the people on these boards, myself included.
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