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Swarmers are unresponsive

issueman1issueman1 Member Posts: 0 Arc User
edited November 2013 in Controls and User Interface
Anyone else having problems with the swarmers being unresponsive? I recall them and they just set there and when they do recall only half of them do.
Post edited by issueman1 on

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  • starswordcstarswordc Member Posts: 10,965 Arc User
    edited November 2013
    They worked fine for me.
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  • lianthelialianthelia Member Posts: 7,896 Arc User
    edited November 2013
    issueman1 wrote: »
    Anyone else having problems with the swarmers being unresponsive? I recall them and they just set there and when they do recall only half of them do.

    Not just them, I have problems with other pets like that too.
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  • issueman1issueman1 Member Posts: 0 Arc User
    edited November 2013
    starswordc wrote: »
    They worked fine for me.

    They attack random targets, won't recall, they love moving to the center of an exploding ship too.
  • cptjhuntercptjhunter Member Posts: 2,288 Arc User
    edited November 2013
    I actually felt bad for the ship they ganged up on, and blew to pieces in under five seconds.

    Then in usual idiotic AI fashion, they decided to test how strong their shields were by hanging around the ship as it's warpcore breached.

    Seems to be working like all my carrier pets on recall.
  • theuser2021theuser2021 Member Posts: 170 Arc User
    edited November 2013
    Yea, it's actually something that is common to all hangar pets. The AI is still pretty bad despite some of the improvements they made. They really need to make the hangar pet recall ability instantly teleport the ships into hangar bay, or at least really perfect the AI so the pets will fly back to the mother ship no matter where they are or what they are doing when recalled.

    It also depends on the map you are in. Khittomer can be awful for having your hangar pets randomly fly back and forth between the two gateways. Really sucks when they ignore your commands and just start attacking the gateway on the other side for no reason. The vault ensnared is easily the worst offender as my pets will fly away and generally never been seen again.

    - pro tip. If your pets are behaving badly, and you can get out of combat, you can remove and reequip your hangar bays to destroy your pets.
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited November 2013
    lianthelia wrote: »
    Not just them, I have problems with other pets like that too.

    ^This... It is a bit of a universal issue.
  • stirling191stirling191 Member Posts: 0 Arc User
    edited November 2013
    issueman1 wrote: »
    They attack random targets, won't recall, they love moving to the center of an exploding ship too.

    That's not a swarmer issue, that's a hangar pet issue. The AI driving them is beyond stupid.
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited November 2013
    It is all pets, the AI is dumb beyond dumb......
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  • erei1erei1 Member Posts: 4,081 Arc User
    edited November 2013
    All pets act like that. The revamped carrier UI made it even worse.
    The UI was not the most important thing when it came to carrier. IA always was a problem.
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  • issueman1issueman1 Member Posts: 0 Arc User
    edited November 2013
    Well I never really had this much of a problem before.
  • panserbjorne39panserbjorne39 Member Posts: 0 Arc User
    edited November 2013
    erei1 wrote: »
    All pets act like that. The revamped carrier UI made it even worse.
    The UI was not the most important thing when it came to carrier. IA always was a problem.

    I couldn't disagree more. The pet's AI is better than ever. They stay on target better, they recall quickly, and avoid warp core breaches most of the time. I love the revamped carrier UI. It makes my carrier commands more efficient then ever and now that I've adapted to the play style even my fighters are reaching 4-5 stars regularly. I will heal my pets when needed and recall and retreat when I know they're going to get an AoE attack. Take 1st place in CCE every time.
  • shailatshailat Member Posts: 478 Arc User
    edited November 2013
    I couldn't disagree more. The pet's AI is better than ever. They stay on target better, they recall quickly, and avoid warp core breaches most of the time. I love the revamped carrier UI. It makes my carrier commands more efficient then ever and now that I've adapted to the play style even my fighters are reaching 4-5 stars regularly. I will heal my pets when needed and recall and retreat when I know they're going to get an AoE attack. Take 1st place in CCE every time.

    are we playing the same game?
    I stopped using most of my carriers because the pets ai sucked so much that i just couldn't take it any more
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  • twamtwam Member Posts: 0 Arc User
    edited November 2013
    Aren't there some additional tweaks on tribble right now?

    Remember reading something about that. Particularly fixes to Escort and Intercept modes, I think.

    Edit:

    "Hangar Pets

    • Hangar Pets under the Escort command will behave far more intelligently, and more pro-actively seek out friendly targets and assist them if told to do so by their owner.
    • Hangar Pets under the Escort command will now refuse to stay beyond 20km from their owners. If this distance threshhold is exceeded, they will fall back into Recall until they are within 7km of their owner, then resume their Escort protocols.
    • All Hangar Pets will now disappear if they end up >50km from their owners. This will allow their owners to summon new Hangar Pets if their existing pets get stuck and cannot be retrieved.
    • Shield Repair Drones now behave less erratically, and will properly parse their owner's target when applicable."

    Source: http://sto-forum.perfectworld.com/showthread.php?t=899491
  • canunixnacanunixna Member Posts: 7 Arc User
    edited November 2013
    The response time seems off but that's about it.
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