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YES! Frigate pet full impulse

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  • alcyoneserenealcyoneserene Member Posts: 2,414 Arc User
    Also appreciate the work and attention to pets, and communicating to us to let us know these issues are on the table even if they require more effort down the line.


    I fly a Narcine, Atrox, basic Vo'Quv, and Sarr Theln as dedicated carriers, and many other ships with flight decks. When these improvements do take place, I look forward to obtaining more types of ships and pets such as a fleet Ar'Kif, Scorpion fighters, BoP pets, Baltim heavy raiders for a Quas, a second Aeon, and Plesh Breks, all of which of course also depends on how the Skill Revamp unfolds and its effects on Science and Carriers.
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  • lordgyorlordgyor Member Posts: 2,820 Arc User
    For now I'd recommend unequipting them when combat is over so they despawn and then reequipting them so you can launch them again, when you arrive at the next battle.
  • jagdtier44jagdtier44 Member Posts: 376 Arc User
    edited February 2016
    Just tried it around ESD with my Meshweavers and like described it can take them a bit to kick into Full impulse but they do do it. I noticed that when they launch they ALSO do as described getting the shield circle around them but than it drops so mine aren't getting stuck in combat.

    Might be just a callisto problem

    edit: elite romulan drones full impulse but they suck at it have to fly at half speed for them to keep up
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    "Added Full Impulse ability to carrier frigates"

    Yes! Yes! Yes!

    It's kinda sad to be thrilled about something that should not have been a problem in the first place...

    Sometimes I think I play STO just to have something to complain about on the forums.
  • conundrumnsaconundrumnsa Member Posts: 705 Arc User
    "Added Full Impulse ability to carrier frigates"

    Yes! Yes! Yes!

    It's kinda sad to be thrilled about something that should not have been a problem in the first place...

    It's even sadder for them to come in and say they fixed it and didn't (Callisto's).

    What they need to do is institute a credit back to people who have payed a lot of in game FC and Dilithium for these Edsels.
  • thibashthibash Member Posts: 506 Arc User
    jheinig wrote: »
    Ok, technical time.
    Awesome post, really! If only developers of other games posted in the way you just did! Keep up the great work!

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  • asuran14asuran14 Member Posts: 2,335 Arc User
    this should be put in tribble for some testing, get player feedback on the whole carrier system. infact cryptic should do away with his half crud carrier system and build a whole new one with a greater range of abilities and one the developers can work with and control a lot more.

    Yeah I know what you mean don't get me wrong i love the attention being given to pets and so carriers by extension, but it would be nice if some work on a Ai and Ui interface revamp behind the picture were done. An made it that flying a carrier would feel different at the ground level from other ships (if you want to focus on micro-managing an controlling your pets that is.), mostly this is comes from how I have always loved pet-classes/play-styles that give the option to improve your performance based on how much you control your pet manually. An I feel this could allow them to make carriers an hanger/separation pets more viable an stronger via placing this additional power behind how well an in depth you control your pets via the Ui, but that going the route of just launching an letting your pets do what their AI is programmed to even if not as good an option is still a viable option to do.

    A few things I would not mind changed or updated would be as fallows. A UI that is a bit more like the ground Boff UI that allows us to toggle abilities from being auto used or manually activated, while expanding that we can maybe set a weapon Ui like our main ship's weapon Ui for each set of pets allowing us to choose when they use things like mines an torpedos.

    Also it would be nice to see some of the quite underwhelming generic tactical consoles that buff a single weapon type (beams, cannons, torpedoes, and mines) be shifted into a form of split console that would apply a lesser version (llike a 60-70%/30-40% split) of the buff gained (based on type like engineering, science, tactical) to both the main ship an the hanger/separation pets you have deployed. Though this could be done as a talent in each fo the three main career trees like a carrier specilist type talent that reduces the bonus gained from consoles that that career's type by 30-40% an applies that lost bonus to the ship's deployed pets.
  • samt1996samt1996 Member Posts: 2,856 Arc User
    Your a saint thanks for the updates!
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    jagdtier44 wrote: »
    Just tried it around ESD with my Meshweavers and like described it can take them a bit to kick into Full impulse but they do do it. I noticed that when they launch they ALSO do as described getting the shield circle around them but than it drops so mine aren't getting stuck in combat.

    Might be just a callisto problem

    edit: elite romulan drones full impulse but they suck at it have to fly at half speed for them to keep up
    I wonder if maybe that's an issue with your ship getting full impulse speed bonuses but not your pets? What you described is a lot like having a low-level player try to keep up with a high level player.
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  • makocallowaymakocalloway Member Posts: 455 Arc User
    @jheinig your my hero. Well no, that's trendy. You can be her sidekick though.

    But seriously. ..that is the most clear and through post about pets I've ever seen posted by a dev. Yes, I realize they're still not quite fixed (there's definitely a difrence in behavior with my Breen frigates and those callistos), but just the fact that you're working on it AND took the time to communicate with us about an issue we've been talking about for a long time is awesome. Much thanks
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  • lordgyorlordgyor Member Posts: 2,820 Arc User
    Transparency is awesome, it puts peoples minds at easy, so thank you.
  • nikeixnikeix Member Posts: 3,972 Arc User
    The mobulai frigates following my Narcine around are being much better behaved since the patch. They aren't quite as responsive as I'd like, but they at least try to follow me from encounter to encounter now :).
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    tested all of my hangar pets. It seems to only be the Callistos that are still bugged. My fighter pets are much more responsive and all other frigates follow at full impulse.
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    So this some how also improved fight AI? Cool.
  • thibashthibash Member Posts: 506 Arc User
    I did get an odd bug though. Sometimes, an old command 'hangs for a while' and I could have part of my hangar docked, and part in fight when I sent them all a command to fight. Reïssuing the command usually fixes it though.
  • gaevsprivsmangaevsprivsman Member Posts: 314 Arc User
    edited February 2016
    BTW, after the patch, my Hakoona separation pet does not follow me anymore, i have to wait a lot to go to full impulse, i think they are releated, i'll test tomorrow with my pathfinder, to see if it has the same problem...
  • gaevsprivsmangaevsprivsman Member Posts: 314 Arc User
    edited February 2016

    Sorry, double post...
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  • reynoldsxdreynoldsxd Member Posts: 977 Arc User
    jheinig wrote: »
    Ok, technical time.

    When we first implemented carrier commands, they were set up so that they would re-send the current command every second -- essentially, the carrier would keep refreshing the message of "this is what you should be doing" every second, so that if a fighter went out of range, had just been spawned and previously had no orders (because it hadn't launched until now), had its behavior overridden somehow, etc., the fighters would pick up the orders quickly and do the appropriate behaviors.

    When we updated carrier control to include different hangar bays, this functionality was changed under the hood (at the software level), partly because sending out a command every second to every small craft you had on the map could get pretty server-intensive if you had a couple full carriers and a lot of other stuff going on. The per-hangar bay update reduced the refresh rate and it also affected how the commands were received.

    In addition, all of the frigate-type small craft literally did not have the powers necessary to use full impulse, so even if their command set said "Go to full impulse to follow your owner," they could not.

    In this new update I've changed how the messages are received so that if a small craft didn't get a message, or it had its behavior overridden temporarily, it should be better about picking up that command now. This should make fighters a bit more responsive, but because the programming for how the messages are SENT has not changed, it might still take several seconds for a small craft to pick up orders if you launch a new one.

    Additionally, I have given the appropriate full impulse power to all of the frigate-class small craft.

    The final piece will require programmer support to change how the messages are SENT, so that instead of having updates that only come every so often when the UI refreshes carrier commands, they can instead place a state on your carrier so that your pets can just say "What does my carrier want my hangar bay to do? Do that" without requiring additional server cycles for computation.

    There will still be cases in this patch in which your small craft may seem nonresponsive, or newly-launched craft may go into attack runs for a short time before switching to the command currently issued to their hangar wing. My goal is to work with the software team to get this sorted out and smoothed.

    There are also still some issues with the custom behavior routines for certain small craft that are set up to try to make forward-facing strafing runs. There are limits to how much this can be smoothed out; it will be a continuing process as improvements become possible.

    For those who are curious, my KDF-side character is a Gorn engineer flying a Fleet T5-U Vo'quv, so small craft performance is also a personal issue for me.


    I have an hilariously easy fix for these issues regarding firing arcs:

    Let the pet ships have 360 arcs all around. On all weapons. There. Done. And no, "balance" is not a word you may use here since people can do 50k+ dps in any case. a bit of an icnrease for pets will change nothing but make pet usage BETTER.
  • neomodiousneomodious Member Posts: 428 Arc User
    reynoldsxd wrote: »

    I have an hilariously easy fix for these issues regarding firing arcs:

    Let the pet ships have 360 arcs all around. On all weapons. There. Done. And no, "balance" is not a word you may use here since people can do 50k+ dps in any case. a bit of an icnrease for pets will change nothing but make pet usage BETTER.

    but that's just a band aid for the underlying issues...​​
  • asuran14asuran14 Member Posts: 2,335 Arc User
    I am not ever sure we would need to make all weapons on the hanger-pets be 360 degree, but could easily do with them being in the range of 90-150 or 180 degrees, which would make sense at least for the smaller craft as they do not need nearly as wide of a turn to bring themselves an so their weapons to bare on their target. Honestly a change to the firing arcs of cannones to make it that dual an dual heavy cannons have differing firing arc degrees would be nice like 90-120 degrees for dual cannons an keeping dual heavy at 45 degrees.

    Also I actually would not mind if something like a set of buffs/abilities were added to each of the hanger/separation crafts that was specific to that pet's type, which could help it perform it's intended role better an give each type abit more interesting mechanics as well as flare. THings like maybe for the fighter hanger-pets it could have a maneuver that they would do such as a tight turn to bring their target into their firing arc quicker, maybe with drones it could be something like coordinated firing points allowing them to re enforce each other's damage as they focus their beams on the same area of the shield/hull, and so on though this would be more something interesting to add that might off-set the issue they are plagued by. Yet I do wish our separation pets from ships like the Galaxy or advanced patrol escort would have their own interface we could use even if it were just something like the hanger-pet Ui we have that is active while separated, but still wish we would get a overhaul of the UI to give us more control of what the pet's are doing an using overall if you so desired.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Apparently the Vaadwaur AI actually has a state where it is trying to get distance to get into a better firing position for its cannons. Maybe that's something that should be added to cannon using pets, too.
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  • reynoldsxdreynoldsxd Member Posts: 977 Arc User
    neomodious wrote: »
    reynoldsxd wrote: »

    I have an hilariously easy fix for these issues regarding firing arcs:

    Let the pet ships have 360 arcs all around. On all weapons. There. Done. And no, "balance" is not a word you may use here since people can do 50k+ dps in any case. a bit of an icnrease for pets will change nothing but make pet usage BETTER.

    but that's just a band aid for the underlying issues...​​

    issues that will enver get fixed..... so give me a bandaid that works, thank you very much.

    I mean the damn things cannot line up on IMMOBILE targets.
    IMMOBILE as in not moving.

    They fail a basic math check to sort out their flight path....


    So, just remove the issue. Tweak loadouts to mantain the intended paradigms but at the very least: pets would be a relaible source of damage.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    Finally had some time to test the Breen Plesh Brek Frigates, they do full impulse just fine.

    So far, I haven't seen this issue on anything other then the Callisto's.
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  • lordgyorlordgyor Member Posts: 2,820 Arc User
    i agree with 360 weapons.

    I do wonder if its all Callistos still having the problem or just ELITE Collistos, because if its just the ELITE Callistos malfunctioning the basic and advanced verison work fine, then the issue is likely caused by lock tractory now.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    edited February 2016
    lordgyor wrote: »
    i agree with 360 weapons.

    I do wonder if its all Callistos still having the problem or just ELITE Collistos, because if its just the ELITE Callistos malfunctioning the basic and advanced verison work fine, then the issue is likely caused by lock tractory now.

    I have the issues with Advanced Callisto's.

    I'm pretty convinced that @nateham101 is right and that the Callisto's for some reason stay in combat the entire time preventing them from going to full impulse. Why? I don't know. Like you I figured that Lock Trajectory was the problem so I had my Engineer get the Advanced version but they have the exact same issue even though the Advanced don't have that ability.

    I'm not sure why, but something on the Callisto's is bugged and they are always showing as being in combat even when they're not.
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    At least that looks like a reasonably well definded and easily reproduced scenario.
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  • lordgyorlordgyor Member Posts: 2,820 Arc User
    Thanks, well now we have a better idea of where the problem lies with the Callisto.
  • synthiasuicidesynthiasuicide Member Posts: 458 Arc User
    lordgyor wrote: »
    Thanks, well now we have a better idea of where the problem lies with the Callisto.

    But, we already knew this months ago right after the Callistos(Jupiter's) Release. This isn't new news. Both on this Forum and on Reddit was mentioned. Which is what was annoying about the Purchase....The Entire Build up of voting for the Ships Design...Then the release being called "Jupiter" with these new Special pets. And we discussed this "Red Alert" issue with them several times days after they appeared in game. I really believed they'd be fixed pronto since it was the new Shiny, then that Faded.
    [SIGPIC][/SIGPIC]
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