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In ANR my Fer'Jai Frigates disappear

tinnydancertinnydancer Member Posts: 1
edited August 2014 in Klingon Discussion
When I am running ANR in my Fleet Kar'Fi Carrier, my Elite Fer'Jai Frigates will disappear. That is to say all four of them are there when I clear the Tholians and cap a node but when I move to another node and they get out of range, "poof" they just disappear as in they never catch up to my carrier. As you are well aware, the lauch cool down on the Fer'Jal Frigates is the longest space combat cool down in the game so it becomes problematic.

Would one of you fine highly capable, intelligent, attractive, charming, godlike GM's please ask one of the highly capable, intelligent, attractive, charming, godlike developers to look into this? I attempted to open a Bug Report in the game but after I clicked on the submit button I (a Life Member, Veteran lowly scumbag less than human paying customer) did not get a confirmation.

Thank you in advance for anything you can or cannot do to fix this issue. I feel guilty even bothering you with my silly little issue,... Perhaps if you can't fix this you can help me resolve a problem that I don't have.

Oh and speaking of ANR, can we get more T'Liss and Dhalan spawns, I just love it when I spend 12 minutes for 16 Fleet Mark. I can't even begin to explain to you fine highly capable, intelligent, attractive, charming, godlike GM's and Developers how much I enjoy spending 12 minutes to rescue T'Liss and Dhalan warbirds for 16 marks and then, THEN when we do actually get decent spawns and exceed the Mark reward cap we get a nice corn cob in our backside without the courtesy of a reach around.
Post edited by Unknown User on

Comments

  • nymysys1nymysys1 Member Posts: 1 Arc User
    edited August 2014
    I experienced the same issue last night with Advanced Fer'Jai in the Undine Space Battlezone. Better to post this in the bug thread, though.
  • chookinchookin Member Posts: 67 Arc User
    edited August 2014
    I have encountered this, and the only thing I can suggest is as soon as all the enemy have been destroyed at the point and you are taking down the tractor beams, set your hangars to recall. This can be done while you are doing the tractor beam thing and not interrupt the progress.

    When you fly to a new area where they will spawn, just spit them back out with the hangar command of your choice. Otherwise they lag behind/become unresponsive.

    It may be annoying to play with the commands at first, or forgetting it, but you get used to it after a while.
  • nymysys1nymysys1 Member Posts: 1 Arc User
    edited August 2014
    chookin wrote: »
    I have encountered this, and the only thing I can suggest is as soon as all the enemy have been destroyed at the point and you are taking down the tractor beams, set your hangars to recall. This can be done while you are doing the tractor beam thing and not interrupt the progress.

    When you fly to a new area where they will spawn, just spit them back out with the hangar command of your choice. Otherwise they lag behind/become unresponsive.

    It may be annoying to play with the commands at first, or forgetting it, but you get used to it after a while.

    Actually, the problem the OP and I are are describing is not the pets disappearing if we get too far away from them (like in the Undine Battlezone, going full impulse to the next point); they are just disappearing inexplicably for no reason. I know if they die, about the only time they do is to a warp core breach from a nearby enemy.

    I do what your describe all the time anyway, at least with frigates; in fact, i go to a dead stop and make sure all have approached me and disappeared from the screen, as its the only way I have found to guarantee they will be with me at the next point.
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