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When are Callisto hanger pets getting fixed?

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    talonxvtalonxv Member Posts: 4,257 Arc User
    talonxv wrote: »
    I have had to do the whole carrier ops to literally ferry my calisto's around because they are so slow.

    Dump out the frigates, do what has to be done, recall all ships while slowing to 1/4 impulse, wait till all are loaded(and they take their sweet time doing it) ramp up to full impulse, go to where I need to be, dump my frigates fight, and then dry rinse repeat.

    Really time consuming.

    By the time you do all that the team finished the content :p

    Why I don't take the Jupiter into pugs. I mostly use it for solo missions where I can take my sweet time and not have to worry about it.
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    Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!

    http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
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    lordgyorlordgyor Member Posts: 2,820 Arc User
    On the issue of pet firing arcs, might the most practical solution be to make all pet firing arcs 360, for any power or weapon with a firing arc?
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    welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    The combat script for pets that passes for AI needs another logic pass. But it would seem that this is something that Cryptic feels has little ROI.
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    lordgyor wrote: »
    On the issue of pet firing arcs, might the most practical solution be to make all pet firing arcs 360, for any power or weapon with a firing arc?
    In terms of pure stats, that may seem nice. Aesthetically speaking, it would look real awful.

    The fix would be to improve the turn rates of narrow-arc focused Frigates to Fighter levels.
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    rmy1081rmy1081 Member Posts: 2,840 Arc User
    lordgyor wrote: »
    On the issue of pet firing arcs, might the most practical solution be to make all pet firing arcs 360, for any power or weapon with a firing arc?
    In terms of pure stats, that may seem nice. Aesthetically speaking, it would look real awful.

    The fix would be to improve the turn rates of narrow-arc focused Frigates to Fighter levels.

    Well I think 360 would be a bit much and took terrible but I've always thought they should give pets [arc] mods on all their weapons. It doesn't look bad and it would increase their usefulness.

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    asuran14asuran14 Member Posts: 2,335 Arc User
    I would say bump up each weapon type on the hanger/separation pets by one degree-set, so make 45 degree heavy cannons 90 degree, 180 degree weapons 250 degree, and then keep anything over 250 degrees as is. Though I would also say we could use seeing dual cannons getting a increase to being between a 60 to 90 degree weapon arc over the 45 it is now for both players an hanger/separation pets, as that would give them more use an identity from dual heavy an single cannons in the line-up of cannon weapons, while also making them a good choice to use on the slower turning destroyers an dreadnoughts compared to the much more nimble escorts.
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    jheinigjheinig Member Posts: 364 Cryptic Developer
    Submitted a patch for testing that should improve responsiveness of carrier small craft; there was a change a while back to underlying UI that was causing a disconnect in how the craft received orders.
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    rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited February 2016
    jheinig wrote: »
    Submitted a patch for testing that should improve responsiveness of carrier small craft; there was a change a while back to underlying UI that was causing a disconnect in how the craft received orders.

    does this also fix the bug where some frigates don't ever follow at full impulse?

    EDIT: also, thanks for the fix :)
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    jheinigjheinig Member Posts: 364 Cryptic Developer
    rmy1081 wrote: »
    jheinig wrote: »
    Submitted a patch for testing that should improve responsiveness of carrier small craft; there was a change a while back to underlying UI that was causing a disconnect in how the craft received orders.

    does this also fix the bug where some frigates don't ever follow at full impulse?

    EDIT: also, thanks for the fix :)

    Different problem, working on it.
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    rmy1081rmy1081 Member Posts: 2,840 Arc User
    jheinig wrote: »
    rmy1081 wrote: »
    jheinig wrote: »
    Submitted a patch for testing that should improve responsiveness of carrier small craft; there was a change a while back to underlying UI that was causing a disconnect in how the craft received orders.

    does this also fix the bug where some frigates don't ever follow at full impulse?

    EDIT: also, thanks for the fix :)

    Different problem, working on it.

    Good to know!

    Thanks for the fix and also thanks for the info :)
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    tfcivtfciv Member Posts: 65 Arc User
    edited February 2016
    Do the Callisto hanger pets not head straight in towards the enemy without turning at all? I've yet to use them. My science alt uses the breen carrier, and the Plesh Brek Frigates head slowly straight in and are incapable of turning at all... at least until they get within melee range. I know the KDF BOP pets pretend they're cruisers that broadside almost 24/7.

    Edit: Upon further testing, it seems the functionality that locks the breen raiders forward is triggered by rapid fire or such. There are times you can see them making small adjustments to keep perfectly facing forward to the enemy. I tried the BoPs on KDF side and never noticed this at all, even at long range.
    Post edited by tfciv on
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    jheinigjheinig Member Posts: 364 Cryptic Developer
    Looks like the various carrier frigate craft weren't correctly set up to be able to use Full Impulse. I've submitted a patch to turn that on.
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    nateham101#2745 nateham101 Member Posts: 420 Arc User
    edited February 2016
    jheinig wrote: »
    Looks like the various carrier frigate craft weren't correctly set up to be able to use Full Impulse. I've submitted a patch to turn that on.

    That is because they are going in and out of combat. Even just sitting there in SOL. Look at their shields, their indicators stay on. People have been saying this since the Carrier was released...

    Carrier pets are not supposed to gain rank while out of combat. They do, and they will not use full impulse while in combat :)

    All this began the day the new fed carrier was released. Whatever they did while coding the Callistos, it affected almost all of the other Frigate style pets in the game. More noticeably for me was the Elite BOP's for the Klingon Vo'quv.
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    jheinigjheinig Member Posts: 364 Cryptic Developer
    jheinig wrote: »
    Looks like the various carrier frigate craft weren't correctly set up to be able to use Full Impulse. I've submitted a patch to turn that on.

    That is because they are going in and out of combat. Even just sitting there in SOL. Look at their shields, their indicators stay on. People have been saying this since the Carrier was released...

    Carrier pets are not supposed to gain rank while out of combat. They do, and they will not use full impulse while in combat :)

    All this began the day the new fed carrier was released. Whatever they did while coding the Callistos, it affected almost all of the other Frigate style pets in the game. More noticeably for me was the Elite BOP's for the Klingon Vo'quv.

    No, I mean, the carrier frigate craft literally did not have the ability to go to Full Impulse at all. Hence "different problem."
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    asuran14asuran14 Member Posts: 2,335 Arc User
    jheinig wrote: »
    Looks like the various carrier frigate craft weren't correctly set up to be able to use Full Impulse. I've submitted a patch to turn that on.

    Ahh, well that is good to hear that this will be fixed and implemented. Is there any chance we might see some work done on the Ui and AI of the hanger/separation pets, maybe even some changes to consoles to make using a carrier or hanger using ships more viable then they currently are? I ask as there have been alot of really good suggestions given, but also it would be nice to see some more interesting an different play-styles like a more micro-management pet based style of play that would suit a carrier type ship. If so could we the player-base give some input and ideas for the devs to use in updating and improving the system and Ui/Ai of the hanger/separation pets?
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