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Carrier Hanger Craft sill move too slow

makburemakbure Member Posts: 422 Arc User
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

Comments

  • unotetsuunotetsu Member Posts: 662 Arc User
    I would think give all pets the ability to use "evasive maneuvers" but with no defense buff, maybe a "catchup to carrier" ability, that gives a speed boost to them whenever they are more than 20k units away, and that ends once they get withing 5k of the carrier or 20 seconds whichever comes first. "Kinda like a limited impulse burst" ability.
    I must warn you, I am quite Isane! I am Grand Duchess of the Abh Empire: Beneej Letopanyu Spoor!
  • talientalien Member Posts: 712 Arc User
    Exactly. What's the point in having pets if they constantly get left behind and stop supporting the Carrier? Lately it's like they don't even try to keep up anymore, they'll literally just stop and sit in place while I move to the next objective.

    If they'd actually dock when recalled it wouldn't be an issue, but they usually just fly back and sit there instead.
  • chozoelder2ndchozoelder2nd Member Posts: 440 Arc User
    Still haven't bought any elite Callisto pets because of this. It'll get fixed eventually... right? Please?
    SP9Pu.gif
  • semalda226semalda226 Member Posts: 1,994 Arc User
    My Krenim Elite pets seem to.do fine they usually catch up after a second or two and go right back to work...
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  • chozoelder2ndchozoelder2nd Member Posts: 440 Arc User
    The issue with me is mostly the Callisto pets. Yellowstones and Scorpions never gave me issues (idk why though). When I tried flying my Jupiter with Callisto pets, they always tended to lag really far behind. It just sort of feels like they don't have full impulse at all. When I recall when they're close, it works since they don't have to travel far obviously. But when they're a fair amount away (+18km) they end up struggling trying to catch up.

    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.
    SP9Pu.gif
  • tom61stotom61sto Member Posts: 3,674 Arc User
    Yeah! Gotta love Cryptic re-breaking things that they fixed. Callistos and other frigates (which use different routines than fighters) actually would go to Full Impulse properly for at least one, maybe two, patches.
  • timonicustimonicus Member Posts: 89 Arc User
    It is frustrating them being so slow, as well as dps i use mine to take up alot of the enemy fire too as im squishy so i tend to die when i get to the combat and they arent there
  • reiklingraiderreiklingraider Member Posts: 209 Arc User
    I wish they would fix recall. I leave my voth heavy fighters in the dust with full impulse, they even disappear from the launched ui and reappear in the ui when they get back in range. The only hanger pets that can keep up with me are the orion slavers which may or may not recall.
  • bobbydazlersbobbydazlers Member Posts: 4,534 Arc User
    edited May 2016
    there are a two simple rules I use to avoid this pitfall, A: don't use carriers in a combat situation where other players are depending on me to keep up with the crowd such as queued missions for example, B: dont use full impulse on a carrier in a solo mission as there are no other players to worry about and there is very little (if any) rush to get to the next objective.

    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.

  • reiklingraiderreiklingraider Member Posts: 209 Arc User
    there are a two simple rules I use to avoid this pitfall, A: don't use carriers in a combat situation where other players are depending on me to keep up with the crowd such as queued missions for example, B: dont use full impulse on a carrier in a solo mission as there are no other players to worry about and there is very little (if any) rush to get to the next objective.

    though its not a perfect solution it solves this problem most of the time.

    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.

  • makburemakbure Member Posts: 422 Arc User
    Don't use the carrier? Don't use full impulse? What the heck kind of suggestion is that. We need proper fixes, not bad suggestions.

    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.
    -Makbure
  • bloctoadbloctoad Member Posts: 660 Arc User
    there are a two simple rules I use to avoid this pitfall, A: don't use carriers in a combat situation where other players are depending on me to keep up with the crowd such as queued missions for example, B: dont use full impulse on a carrier in a solo mission as there are no other players to worry about and there is very little (if any) rush to get to the next objective.

    though its not a perfect solution it solves this problem most of the time.

    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.

    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.
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  • bobbydazlersbobbydazlers Member Posts: 4,534 Arc User
    makbure wrote: »
    Don't use the carrier? Don't use full impulse? What the heck kind of suggestion is that. We need proper fixes, not bad suggestions.

    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.

    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.

  • kianazerokianazero Member Posts: 247 Arc User
    The issue with me is mostly the Callisto pets. Yellowstones and Scorpions never gave me issues (idk why though). When I tried flying my Jupiter with Callisto pets, they always tended to lag really far behind. It just sort of feels like they don't have full impulse at all. When I recall when they're close, it works since they don't have to travel far obviously. But when they're a fair amount away (+18km) they end up struggling trying to catch up.

    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.
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