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Hangar pets

Why is that after years and years,pet ai still blows chunks?

I recently came back to the game,and grabbed the jupiter to try it out.

The hangar pet AI...just...UGH...seriously...

Is the command gonna work when I click the button? who knows,it's anybodies guess!!

Seriously,just get in my ship when i click the friggin recall button."Nah,if it's cool with you,we had a vote and we're just gonna hang around out here and get our low hp,5 star xp'd ships blown to scrap by the next random aor or core nuke.

come on.really.it's a simple request.just make the friggin pets dock when I tell them to.I'm begging you.
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    lan451lan451 Member Posts: 3,386 Arc User
    If you're trying to use the Callisto pets on the Jupiter, then those are currently not working properly. The devs know about and have a fix for it but it hasn't made it to the live server yet. I suggest using other pets in the meantime.
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    Mine Trap Supporter
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    lianthelialianthelia Member Posts: 7,825 Arc User
    Because all AI in this game kinda sucks? :p
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    lan451 wrote: »
    If you're trying to use the Callisto pets on the Jupiter, then those are currently not working properly. The devs know about and have a fix for it but it hasn't made it to the live server yet. I suggest using other pets in the meantime.

    It's going to be annoying if that "fix" is only for the Callisto and not the other narrow-arc Carrier Frigates.
    XzRTofz.gif
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    grazyc2#7847 grazyc2 Member Posts: 1,988 Arc User
    Dominion pets are doing well but I must say they blow up pretty easy....
    [SIGPIC][/SIGPIC]

    "Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    lianthelia wrote: »
    Because all AI in this game kinda sucks? :p

    Yes.. this.

    Frankly, I find it a rather poor decision that they created and released a Federation Carrier without first taking a real hard look at the state that Carrier pets are in right now. To me, they're just charging money for something that they know relies on broken mechanics, they're selling something that they know damn well is broken (even if they won't admit it.)

    The Jupiter suffers very heavily because if this. It's a 'Science Heavy Carrier' that lacks SA and gives up 2 weapon spots all in exchange for it's 2 hangar bays that can be loaded up with ineffective pets with TRIBBLE poor AI. I stupidly cashed in some extra Dilithium during a sale a while ago and picked up a Jupiter and it was absolutely one of the worst decisions I have ever made in STO and I should have known better. I can get mine to be fairly effective with 2 bays of Elite Swarmers, but with Callisto Frigates it's just pathetically weak.

    The biggest appeal of the Jupiter was the Callisto's and they're completely useless. Honestly, Cryptic really should offer refunds for the Jupiter but we all know that will never happen. Another lesson learned the hard way.
    Insert witty signature line here.
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    samt1996samt1996 Member Posts: 2,856 Arc User
    How intelligent is AI in other games?

    Compare on fair terms with specific examples not your unrealistic fantasy of what they should be.
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    samt1996samt1996 Member Posts: 2,856 Arc User
    Oh and make sure they're MMORPG'S, scripted games like Fallout 4 do not even remotely compare.
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    lianthelialianthelia Member Posts: 7,825 Arc User
    samt1996 wrote: »
    How intelligent is AI in other games?

    Compare on fair terms with specific examples not your unrealistic fantasy of what they should be.

    Smarter?

    Pets/Companions come back when ordered...foes actually do use and can be programmed with multiple abilities...they don't just come at you and auto attack.

    But it's not all the devs fault...people whine up a storm when anything that is a actual challenge is added to the game.
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    twg042370twg042370 Member Posts: 2,312 Arc User
    I found the BoP you buy with dilithium pretty effective. If the Vo'qov wasn't made of tinfoil and turned like a shopping cart I'd use it all of the time.

    But *no* pet in the game is as dumb as a bridge officer in Kobali ground. None.
    <3
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    asuran14asuran14 Member Posts: 2,335 Arc User
    I just wish they would add a specialty that would be based around hanger/separation pets both improving them, giving us different bonuses to the many different types of pets. To be honest this would have been great to add with the release of the Jupiter carrier, alongside improvements to the hanger/separation pet systems making the ship more attractive to be bought by players.

    I mean I would have made changes like giving us a more in-depth UI for controlling our pets kinda like how you give commands an control your boffs in ground content would have been nice. Also giving us a system that allowed us to actually slot pilot doffs that might improve how the Ai of the pets are, improve their stats, and even buffing their abilities would be fun to have. Though My biggest hope is to see some of the less used an interesting console taken out an replaced with consoles that buff both your main ship an give a smaller boost to your deployed hanger pets as well, though this could be done thru a talent in a carrier-based specialization tree too.
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    hanover2hanover2 Member Posts: 1,053 Arc User
    Finally gave the Elite Scorpions a try recently. Performance-wise, I like them a lot, but that dilithium price tag is a bit hefty in my humble opinion.
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    starcruiser#3423 starcruiser Member Posts: 1,200 Arc User
    samt1996 wrote: »
    How intelligent is AI in other games?

    Compare on fair terms with specific examples not your unrealistic fantasy of what they should be.

    AI is always dumb.​​
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    samt1996 wrote: »
    How intelligent is AI in other games?

    Compare on fair terms with specific examples not your unrealistic fantasy of what they should be.

    Not necessarily AI when we're talking about NPCs that can't even point the right direction. Simple things like having an NPC unit have good Turn Rates to actually make use of their narrow arc weapon arsenal would make too much sense. Stuff like the Frigate Hangar Units with front-heavy setups (BOP, Fer'Jai, Callisto, etc) and assorted NPCs (Every Escort/Raider NPC , and more) that can't turn to even point the right direction to fire their main, heavy weapons. How NPCs take such long, slow, exceedingly wide turns that the only weapons they fire are their turrets, because their DBBs/Torps/DHCs/DCs are never facing the target. Turn Rates so TRIBBLE that I can take a sluggish Galaxy that has an NPC BOP on my 6 o'clock, flip around and get on the BOP's rear and the target will never be able to turn around to face me no matter how long I take in destroying it.
    XzRTofz.gif
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    samt1996samt1996 Member Posts: 2,856 Arc User
    Yes I completely understand NPC's are slow and stupid in this game I was just pointing out that it isn't a great deal worse than most games. Still could be improved for sure though.
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    groomofweirdgroomofweird Member Posts: 1,045 Arc User
    This is nothing compared to ya olde baldurs gate party ai.
    "You must gather your party before venturing forth"
    "You must gather your party before venturing forth"
    "You must gather your party before venturing forth.
    Yes sto pet ai isnt all that great, but I've certainly played enough games to not be overly phased by it in comparison to some.
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    "If this will be our end, then I will have them make SUCH an end as to be worthy of rememberance! Out of torpedos you say?! Find me the ferengi!".
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    nikephorusnikephorus Member Posts: 2,744 Arc User
    In their current state it's best to use pets with beam arrays, they are still just as stupid, but have a wider firing arc. I generally stick to elite swarmers.
    Tza0PEl.png
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    asuran14asuran14 Member Posts: 2,335 Arc User
    Well even if there are worse Ai's in other games even ones from the past, that does not mean that it should be over looked though or not improved, but I will agree that there is many other AI's that are worse than the hanger/separation pet's AI in sto. Honestly I would rather see discussion on suggestions on how to improve either the AI, UI, and hanger/separation pet's viability, which can than be given to the dev team to look thru an see what they can use to improve the issues that hanger/separation pet are having. Also if we show that this kind of improvement an development can be shown to promote better sales of ships, retention of players, than I am sure it could be seen as worthwhile for the devs to put some resources into it (time, money, development-time.).
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    shevetshevet Member Posts: 1,667 Arc User
    As a long-time carrier jockey, I've just learned to live with it. And when my fighter pilots (apparently cross-bred from moths and lemmings) decide they want to look at the pretty core breach from the inside... or when I am halfway across the map from them and they are not moving because they've found an interesting asteroid to look at... I just pass it off with a light laugh and a careless toss of the head.

    (And, as often as not, a quick press of the "Respawn" button, but that's life.)
    8b6YIel.png?1
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    asuran14asuran14 Member Posts: 2,335 Arc User
    shevet wrote: »
    As a long-time carrier jockey, I've just learned to live with it. And when my fighter pilots (apparently cross-bred from moths and lemmings) decide they want to look at the pretty core breach from the inside... or when I am halfway across the map from them and they are not moving because they've found an interesting asteroid to look at... I just pass it off with a light laugh and a careless toss of the head.

    (And, as often as not, a quick press of the "Respawn" button, but that's life.)

    I can understand that, but that is how things stop improving, and stagnate when you just stop caring an surrender to it, giving the devs the illusion that the pets are doing fine when they are not. It is good to actually find ways of dealing with them, and working around the bad design or faulty Ai or UI, but as carrier pilots we should also give our input on how to improve them an make sure the devs know they are not working well enough. Though we should have made it quite known during thieir work on the fed carrier that we would like some developement on the hanger pet AI/Ui, as well as showing that such improvements could work to get more players to buy the carrier as some carrier pilots do not feel a carrier is worth buying in the c-store with the current state of the hanger pets.
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    nikeixnikeix Member Posts: 3,972 Arc User
    I'm running a Narcine with the elite Mobulai frigates. They seem to be killing stuff...?
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    seriousdaveseriousdave Member Posts: 2,777 Arc User
    edited February 2016
    nikeix wrote: »
    I'm running a Narcine with the elite Mobulai frigates. They seem to be killing stuff...?

    Because they have a pretty sweet weapon layout and are quite beefy.
    Srsly they are among the best pets in the game such as the herald raider, krenim raider, drone ship and maybe the mesh weavers.
    You know what they all have in common? Beams everywhere.

    Mobulai layout:
    2x normal beams, 1x DBB, 1 torp, 1x mines + pattern and that special ability.
    The above mationed raiders and drone ship are even better since they can broadside with 3 beams and even pack beam abilities and some other stuff.

    They really aren't handicapped by the generally lackluster AI since most of their firepower does come from wide arc wepaons. If they had DHCs instead of beams then they would also be screwed like the others.
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    mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    Why is that after years and years,pet ai still blows chunks?

    I recently came back to the game,and grabbed the jupiter to try it out.

    The hangar pet AI...just...UGH...seriously...

    Is the command gonna work when I click the button? who knows,it's anybodies guess!!

    Seriously,just get in my ship when i click the friggin recall button."Nah,if it's cool with you,we had a vote and we're just gonna hang around out here and get our low hp,5 star xp'd ships blown to scrap by the next random aor or core nuke.

    come on.really.it's a simple request.just make the friggin pets dock when I tell them to.I'm begging you.

    before all that messing about with ai pets, the pets were quite powerful, evidently the devs decided the pets were too powerful and so they nerfed them and in the process they have been half broken ever since.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
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    nikeixnikeix Member Posts: 3,972 Arc User
    nikeix wrote: »
    I'm running a Narcine with the elite Mobulai frigates. They seem to be killing stuff...?
    Because they have a pretty sweet weapon layout and are quite beefy.
    Srsly they are among the best pets in the game such as the herald raider, krenim raider, drone ship and maybe the mesh weavers.
    You know what they all have in common? Beams everywhere.

    Cool, that's what I was wondering. I also have meshweavers in my Tarantula. Nice to hear those are paddling around in the more effective end of the pool.

    But just to be sure, the 1 sentence takeaway fro this thread is "hanger pets should have higher turn rates across the board" yes? Because their little peanut brain AI's are doing the right thing, they're just doing it too slowly because of a single arbitrary number on their stat sheet that could be changed quite easily.
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    seriousdaveseriousdave Member Posts: 2,777 Arc User
    edited February 2016
    nikeix wrote: »
    nikeix wrote: »
    I'm running a Narcine with the elite Mobulai frigates. They seem to be killing stuff...?
    Because they have a pretty sweet weapon layout and are quite beefy.
    Srsly they are among the best pets in the game such as the herald raider, krenim raider, drone ship and maybe the mesh weavers.
    You know what they all have in common? Beams everywhere.

    Cool, that's what I was wondering. I also have meshweavers in my Tarantula. Nice to hear those are paddling around in the more effective end of the pool.

    But just to be sure, the 1 sentence takeaway fro this thread is "hanger pets should have higher turn rates across the board" yes? Because their little peanut brain AI's are doing the right thing, they're just doing it too slowly because of a single arbitrary number on their stat sheet that could be changed quite easily.

    Their turn rate sure is part of the problem but only that. Ignoring commands, flying off to nowhere, unable to keep up, etc. etc. Lot's of "smaller" issues that amount to a huge pile of problems in the end.
    Yeah buffing their maneuverability would be a pretty easy start and good start but surely not the ultimate solution for all their problems.
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    makburemakbure Member Posts: 422 Arc User
    nikeix wrote: »
    nikeix wrote: »
    I'm running a Narcine with the elite Mobulai frigates. They seem to be killing stuff...?
    Because they have a pretty sweet weapon layout and are quite beefy.
    Srsly they are among the best pets in the game such as the herald raider, krenim raider, drone ship and maybe the mesh weavers.
    You know what they all have in common? Beams everywhere.

    Cool, that's what I was wondering. I also have meshweavers in my Tarantula. Nice to hear those are paddling around in the more effective end of the pool.

    But just to be sure, the 1 sentence takeaway fro this thread is "hanger pets should have higher turn rates across the board" yes? Because their little peanut brain AI's are doing the right thing, they're just doing it too slowly because of a single arbitrary number on their stat sheet that could be changed quite easily.

    Their turn rate sure is part of the problem but only that. Ignoring commands, flying off to nowhere, unable to keep up, etc. etc. Lot's of "smaller" issues that amount to a huge pile of problems in the end.
    Yeah buffing their maneuverability would be a pretty easy start and good start but surely not the ultimate solution for all their problems.

    I've been asking for movement buffs for a long time now. EM 1 standard for all hanger craft or +speed when in recall mode. Nothing. All hanger craft are just broken and that's all there is to it. I agree, the little things all add up to a big headache. Keeping up with the mothership, why is this still a problem after all this time? This shouldn't be that hard to figure out, you know?
    -Makbure
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    asuran14asuran14 Member Posts: 2,335 Arc User
    Yeah issue with the idea of since the pets are killing things they are working fine, is that if your car were still able to get you from point A to B yet the entire time it was barely keeping up with the speed limit an threatened to break down often that the car is working fine so don't take it in to the garage. The hanger pets are teetering on that line of being just effective enough to be useful, but any change an they very well could become worthless, and at time they even will be useless in their current state.

    I would not mind some quality of life improvements to these pets that might reduce some the unneeded annoynce of using them. Such as tying that while they are in certain carrier commands, such as was suggested gaining increased speed (like they entered full impulse) while being under the recall command, I could see a turn rate boost when they are under the attack command, though with the escort I would not mind if they gave the target you selected or self abit of a boost to their shields while they escort them, though this might step on the doffs we have that do a similar feature themselves. Such changes an alterations would be nice as a short-term band-aid fix while they work on improving the system to make it more interesting an less of a set an forget system (I actually like the idea of a micromanaging system that would reward you better performance based on how much you are managing your pets.).

    The reason I like this micromanaging type of system is that it rewards you with better performance as said for better management, while also not buffing a baseline stats that actually just can lead to pets being buffed to high without any effort needed to gain that performance, but also it is nice as it gives these hanger using ships a different feel an play-style.
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    dracounguisdracounguis Member Posts: 5,358 Arc User
    lan451 wrote: »
    If you're trying to use the Callisto pets on the Jupiter, then those are currently not working properly. The devs know about and have a fix for it but it hasn't made it to the live server yet. I suggest using other pets in the meantime.

    Yeah, no kidding. Been awhile since I used the Jup, and took it out today. The Calistos worked OK on the first batch of enemies, but when I motored over to the next batch my pets were loitering around where the last batch was like blind narcoleptic zombies.
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    tiranis47tiranis47 Member Posts: 3 Arc User
    asuran14 wrote: »
    I would not mind some quality of life improvements to these pets that might reduce some the unneeded annoynce of using them. Such as tying that while they are in certain carrier commands, such as was suggested gaining increased speed (like they entered full impulse) while being under the recall command, I could see a turn rate boost when they are under the attack command, though with the escort I would not mind if they gave the target you selected or self abit of a boost to their shields while they escort them, though this might step on the doffs we have that do a similar feature themselves. Such changes an alterations would be nice as a short-term band-aid fix while they work on improving the system to make it more interesting an less of a set an forget system (I actually like the idea of a micromanaging system that would reward you better performance based on how much you are managing your pets.).

    I like that idea but me personally i'd like more fighters, the Jupiter is called a mobile fighter launching platform which to me sounds like it launches a lot of fighters, so why doesn't it have more hanger bays.

    From the wiki http://sto.gamepedia.com/Jupiter_Class_Carrier

    The Jupiter Carrier is the first of its kind to be built by Starfleet Engineering. It was designed to serve as a mobile fighter launching platform with durability and fleet support in mind. Being one of the largest Starfleet science ships in production, it sacrifices maneuverability for hull strength over Cruisers and Escorts.

    From that it sounds like my job is support by launching fighters and not going into battle and using my abilities to heal or buff the fleet, but that also sounds useless to the team considering that your not directly in the battle and helping to kill the enemy ships.

    That's my beef with how dedicated carriers are treated in this game, I can understand if its because of the server that we are limited to 2 hanger bays.

    How many hanger bays do I think their should be well 4-5 is good, like 2 callisto's and 3 peregrine fighters it might sound op in pvp maybe but not pve
    people are real unbalancement in games
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    asuran14asuran14 Member Posts: 2,335 Arc User
    edited February 2016
    tiranis47 wrote: »
    asuran14 wrote: »
    I would not mind some quality of life improvements to these pets that might reduce some the unneeded annoynce of using them. Such as tying that while they are in certain carrier commands, such as was suggested gaining increased speed (like they entered full impulse) while being under the recall command, I could see a turn rate boost when they are under the attack command, though with the escort I would not mind if they gave the target you selected or self abit of a boost to their shields while they escort them, though this might step on the doffs we have that do a similar feature themselves. Such changes an alterations would be nice as a short-term band-aid fix while they work on improving the system to make it more interesting an less of a set an forget system (I actually like the idea of a micromanaging system that would reward you better performance based on how much you are managing your pets.).

    I like that idea but me personally i'd like more fighters, the Jupiter is called a mobile fighter launching platform which to me sounds like it launches a lot of fighters, so why doesn't it have more hanger bays.

    From the wiki http://sto.gamepedia.com/Jupiter_Class_Carrier

    The Jupiter Carrier is the first of its kind to be built by Starfleet Engineering. It was designed to serve as a mobile fighter launching platform with durability and fleet support in mind. Being one of the largest Starfleet science ships in production, it sacrifices maneuverability for hull strength over Cruisers and Escorts.

    From that it sounds like my job is support by launching fighters and not going into battle and using my abilities to heal or buff the fleet, but that also sounds useless to the team considering that your not directly in the battle and helping to kill the enemy ships.

    That's my beef with how dedicated carriers are treated in this game, I can understand if its because of the server that we are limited to 2 hanger bays.

    How many hanger bays do I think their should be well 4-5 is good, like 2 callisto's and 3 peregrine fighters it might sound op in pvp maybe but not pve

    I can agree with you that to me either we could have used more hanger-bays though balancing that might have been a pain alongside issues with lag that might be caused from having that many pets out. Though to me a carrier is more about the fighter/shuttles/frigates that it launches as well as coordinating them, than it is about the actual carrier itself by an large which is partly why I would like more of a micro-managing UI system linked to the pets. Give us things like the ability to control when/what abilities as well as what weapons our hanger-pets (even separation pets for those that have them) fire/use, maybe doffs we can assign to them to improve the effectiveness of the pets, choosing from different attack-run styles that benefit different weapon set-ups. As these thing would actually make me atleast feel like I am commanding a carrier, since I am choosing what pilot I use, coordinating attack patterns, and what have you between my pets an my main ship, but more importantly these things would actually lead to me feeling like I was a carrier not just a battle-cruiser/Dreadnought that has really bad handling an with a two squads of fighters/frigates/shuttles at my side that take pot-shots at my main target *which I sacrificed weapon slots for, or more to gain access to.). If they added this to carriers an even other hanger-using vessels I would not mind the low craft count, since in the end I am actually doing something different than I would on my cruiser/dreadnought/escort/science-vessels. I think this game could just use alot more variety in their ships, and playstyles by an large.

    Do take afew reads thru some of my own suggestions I made in earlier parts of the thread. I hate getting into debates on whether hanger-pets are viable, useful, worthwhile as that is abit subjective, but suggestions on how to improve them from where they stand is useful regardless as it just improves what we have making things more interesting.
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    koraheaglecrykoraheaglecry Member Posts: 250 Arc User
    Why is that after years and years,pet ai still blows chunks?

    I recently came back to the game,and grabbed the jupiter to try it out.

    The hangar pet AI...just...UGH...seriously...

    Is the command gonna work when I click the button? who knows,it's anybodies guess!!

    Seriously,just get in my ship when i click the friggin recall button."Nah,if it's cool with you,we had a vote and we're just gonna hang around out here and get our low hp,5 star xp'd ships blown to scrap by the next random aor or core nuke.

    come on.really.it's a simple request.just make the friggin pets dock when I tell them to.I'm begging you.

    Ive been flying my Jupiter for a while now and really dont have this issue unless there is a lot of trash mobs around. Maybe start recalling your pets when you expect things to start popping.
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