The hanger craft still can't keep up when moving from enemy group A to B to C.... when using full impulse. Do they even have it? It doesn't work if so. Honestly, this is a problem going back since carrier ships day 1. They may or may not dock when in combat, so that's out.
What does it take for us to convince you to finally fix this problem once and for all. Carrier dps relies a lot on hanger craft, so they need to be close to the mothership or keep up with it when moving from group to group. The instant I'm in range of the target and hit my keybind for Attack, I want so see pet cannon fire blasting the target, not looking behind me to see where they actually are.
-Makbure
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If they'd actually dock when recalled it wouldn't be an issue, but they usually just fly back and sit there instead.
I know it's a simple matter of recalling and not traveling far until they dock back in, but sometimes I just forget and hit the jump. Sometimes I'm just trying to catch up with a team or trying to get a moderate amount of xp in a red alert before others kill everything. I don't know if others are experiencing the same thing. It's not a huge deal for me personally since I have a decent amount of ships I can fly.
though its not a perfect solution it solves this problem most of the time.
When I think about everything we've been through together,
maybe it's not the destination that matters, maybe it's the journey,
and if that journey takes a little longer,
so we can do something we all believe in,
I can't think of any place I'd rather be or any people I'd rather be with.
That is a work around but the issues should actually be fixed if they keep releasing carriers and expect people to buy and use them.
I mainly use Calisto hangers as well. Sounds like there are some verifiable problems there, but I still suggest a speed increase on activation of Recall. Maybe have it take effect at 11km. How about insta-dock like the Aquarius escort on the Odyssey. Make an dock animation for the ships, works at any range. Like mentioned above, hanger craft don't dock all the time, why is this? Ok, I'd rather have them out shooting stuff, but that's not going to happen when they're 20km out. They need to keep up all the time even on full impulse.
The problem is people will still buy and use them whether they fix them or not. So Cryptic continues to make money while not being forced to expend any on QA.
Al Rivera hates Klingons
Star Trek Online: Agents of Jack Emmert
All cloaks should be canon.
like I said "its not a perfect solution".
When I think about everything we've been through together,
maybe it's not the destination that matters, maybe it's the journey,
and if that journey takes a little longer,
so we can do something we all believe in,
I can't think of any place I'd rather be or any people I'd rather be with.
The problem with the Callisto is their Combat AI. It never turns off, well, kinda.
They have certain attack abilities that are used the moment they're recharged, and that puts them in Red Alert. You might have noticed when they were first released that all Callistos would gain XP Stars despite just sitting next to you doing nothing. It's because they were in Combat Mode, and the AI figured they were doing stuff in combat.
And Full Impulse can't be used while at Red Alert.
Thus they never use Full Impulse, because they're essentially in Perma Combat Mode.
Shuttle and fighter pets don't have that problem because they don't have powers that are able to be activated outside of combat, or those that do don't cause the ship to enter Red Alert (like a Peregrine's cannon rapid fire).
There's nothing we players can really do apart from Recall our pets the moment combat is over and slow our ship down so they can dock. I make it a point to do so (I have a few alts who were built SPECIFICALLY for carriers) once my current enemy mob is dead; hit recall, slow my ship to 1/3rd speed, and wait for them to dock. Then I hit Full Impulse and continue on my way.
It's not a perfect solution, but it's about the only thing we can do.