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Carrier or Hanger Pet Stars-In case you're wondering...

mackermomomackermomo Member Posts: 247 Arc User
edited July 2014 in The Academy
From time to time, I'm asked about the "stars" that show up under the launched hanger pets. Thought I would post the info here and see if anyone can make this info better.

Here's what I have:

1. Original link with nice pictures, which has been removed by Cryptic. I can't access it, but perhaps someone else can, and will post a working link.

http://sto.perfectworld.com/news/?p=940251

2. This is the best, current info I can find that describes the benefits of having 5 stars vs 1 star.

http://sto.gamepedia.com/Release_notes/20130725

If you can improve this info, please do. Those of us who have been around for a while understand carrier pets, but newer players don't have access to the info we did, in a blissful, pre-Arc era. ;)
Post edited by mackermomo on

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    lilchibiclarililchibiclari Member Posts: 1,193 Arc User
    edited July 2014
    In a nutshell, carrier pets "rank up" the longer they survive after being deployed in combat. After so many seconds in combat, a surviving carrier pet will gain an additional rank and a star to mark it. With each rank up, the pet will gain a small bonus in combat, becoming a little faster, tougher, more powerful. The ultimate purpose of this mechanic is to make it worthwhile for players to keep their pets alive rather than letting them get blown up whenever an enemy charges up an area-of-effect attack. You can pull your pets out of danger by either giving the Intercept command (making them defend you) and moving away from the dangerous enemy, or else by giving the Recall command, which will make them dock with you and repair their hull and shields while they are protected from attack inside your ship (change their command to Attack, Escort, or Intercept to deploy them again once the immediate danger is past).
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    deianirrahdeianirrah Member Posts: 236 Arc User
    edited July 2014
    You can pull your pets out of danger by either giving the Intercept command (making them defend you) and moving away from the dangerous enemy, or else by giving the Recall command, which will make them dock with you and repair their hull and shields while they are protected from attack inside your ship (change their command to Attack, Escort, or Intercept to deploy them again once the immediate danger is past).
    I wish my shuttle pilots would LISTEN to my commands - before flying right through the exploding warp core explosions of any enemy within range that has been destroyed to get back to me... :(

    Taskforce 47 Falkenwacht (Federation) / Greifenreiter (KDF)
    (at) deianirrah
    Free Gear and where to get it
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    vetteguy904vetteguy904 Member Posts: 3,857 Arc User
    edited July 2014
    deianirrah wrote: »
    I wish my shuttle pilots would LISTEN to my commands - before flying right through the exploding warp core explosions of any enemy within range that has been destroyed to get back to me... :(

    I would like to see the AI be changed to Recall, Escort, Harass and Attack, the difference between harass and attack being range, harass being attacks from range with the "heavy" weapon, whatever flavor of torpedo the ship carries, attack is bearing in all weapons firing. the AI will automatically move to harass when a ship is within 20% of hull, so they have time to clear before the warp breach
    Spock.jpg

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    mackermomomackermomo Member Posts: 247 Arc User
    edited July 2014
    I would like to see the AI be changed to Recall, Escort, Harass and Attack, the difference between harass and attack being range, harass being attacks from range with the "heavy" weapon, whatever flavor of torpedo the ship carries, attack is bearing in all weapons firing. the AI will automatically move to harass when a ship is within 20% of hull, so they have time to clear before the warp breach

    Hey, now this is a smart idea. Fighters wouldn't be so bad, except they are killed so quickly during a warp core explosion. I don't know anyone who cares about the stars their fighters earn because they die so easily. Following your suggestion, fighter could actually become useful.

    Please post your suggestion somewhere Cryptic devs will read it. You have a fantastic idea. :D
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    mackermomomackermomo Member Posts: 247 Arc User
    edited July 2014
    In a nutshell, carrier pets "rank up" the longer they survive after being deployed in combat. After so many seconds in combat, a surviving carrier pet will gain an additional rank and a star to mark it. With each rank up, the pet will gain a small bonus in combat, becoming a little faster, tougher, more powerful. The ultimate purpose of this mechanic is to make it worthwhile for players to keep their pets alive rather than letting them get blown up whenever an enemy charges up an area-of-effect attack. You can pull your pets out of danger by either giving the Intercept command (making them defend you) and moving away from the dangerous enemy, or else by giving the Recall command, which will make them dock with you and repair their hull and shields while they are protected from attack inside your ship (change their command to Attack, Escort, or Intercept to deploy them again once the immediate danger is past).

    Thanks for adding this helpful synopsis.

    I might note that it takes about 10-15 seconds for hanger pets to dock inside the mother ship after the recall order is given. Plan accordingly. ;)
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    mackermomomackermomo Member Posts: 247 Arc User
    edited July 2014
    Does anyone know the approximate engagement range for hanger pets if the "intercept" order is given. I've noticed my Jem Hadar Dred Carrier fighter pets live longer on the "intercept" command, but it seems they don't engage anything closer than 5km.

    I'm no where near an expert on this. Perhaps someone who has investigated this option could reply. :D
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    atalossataloss Member Posts: 563 Arc User
    edited July 2014
    In a nutshell, carrier pets "rank up" the longer they survive after being deployed in combat....

    I heal my team mates carrier pets more than they do. So many people don't heal their pets, they just keep launching them as soon as one dies. I can't tell you how much that infuriates me, because I heal my pet and theirs.

    It seems like you and I are the only people playing this game that know that more stars = more DPS. Honestly if Cryptic removed the stupid warp core break that ALWAYS kills carrier pets (not the Frigates), then we wouldn't have so much pet spam. But Cryptic doesn't listen to anything we say.
    One day Cryptic will be free from their Perfect World overlord. Until that day comes, they will continue to pamper the whales of this game, and ignore everyone that isn't a whale.
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    wilbor2wilbor2 Member Posts: 1,684 Arc User
    edited July 2014
    As soon as my pets hit rank 5 they get killed it does not matter if they are attacking intercepting or escorting. My yelkowstone n scorpions both do it.
    gs9kwcxytstg.jpg
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    policestate76policestate76 Member Posts: 1,424 Arc User
    edited July 2014
    In a nutshell, carrier pets "rank up" the longer they survive after being deployed in combat. After so many seconds in combat, a surviving carrier pet will gain an additional rank and a star to mark it. With each rank up, the pet will gain a small bonus in combat, becoming a little faster, tougher, more powerful. The ultimate purpose of this mechanic is to make it worthwhile for players to keep their pets alive rather than letting them get blown up whenever an enemy charges up an area-of-effect attack. You can pull your pets out of danger by either giving the Intercept command (making them defend you) and moving away from the dangerous enemy, or else by giving the Recall command, which will make them dock with you and repair their hull and shields while they are protected from attack inside your ship (change their command to Attack, Escort, or Intercept to deploy them again once the immediate danger is past).

    The problem is, unless cryptic gives us an otion to heal our pets, calling em to save em its most of the times useless, specially if your pets are small fighters and not frigates, for example. They will die before they can even dock. And as far as i know, i did that a few times and the experience they gain is lost once they are into the hangar. Or maybe i just didnt notice any difference at all. Thats the reason people prefer just to re-launch em once they die, because its more practical. Honestly i tried time ago to "play" with my carrier commands, and i noticed that is stupid to call em back. Its far more practical and fast to let em die and re launch em again lol.
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    mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited July 2014
    mackermomo wrote: »
    1. Original link with nice pictures, which has been removed by Cryptic. I can't access it, but perhaps someone else can, and will post a working link.

    http://sto.perfectworld.com/news/?p=940251

    The page hasn't been moved, it just had a redirect overlay added to it. Unfortunately, the redirect is terrible, and doesn't give you the equivalent page in the new site structure. All of the old dev blogs should be accessible in the new system, and can be found if you use the search function... provided you know some relevant keywords that could be found in what you're looking for.

    The relevant dev blog can be read here.
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    ovinspaceovinspace Member Posts: 310
    edited July 2014
    My elite bop frigates go from 31k to 33k at 5 star not the 10% promised
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    mackermomomackermomo Member Posts: 247 Arc User
    edited July 2014
    ovinspace wrote: »
    My elite bop frigates go from 31k to 33k at 5 star not the 10% promised

    According to the new link provided by mandoknight89, we can now clearly read the stats:

    +5/10/15/20/25% Maximum Hull HP

    The way I read this, your frigates should go from 31k to 38,750. That would be 25%, if we can believe Cryptic.
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    mackermomomackermomo Member Posts: 247 Arc User
    edited July 2014
    Lots of helpful info. Thanks to those who contributed.
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