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Scorpion Fighters

Maybe I missed the memo but I have noticed that my pet scorpion fighters cannot keep up with me on the map anymore when I go to full impulse. They used to but now they snail over to me or don't arrive to where i am at all. Is anyone else having this problem? I suspect this is something that was put in place but I don't want to say outright its a bug yet as I tried it with other ships and the same results .
"There is iron in your words of death for all Comanche to see, and so there is iron in your words of life. No signed paper can hold the iron. It must come from men. The words of Ten Bears carries the same iron of life and death. It is good that warriors such as we meet in the struggle of life... or death. It shall be life." - Ten Bears (Will Sampson)

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    robert359robert359 Member Posts: 355 Arc User
    Not just you. I have noticed that with my Deltas. Don't know why though.
    "The soldier above all others prays for peace, for it is the soldier who must suffer and bear the deepest wounds and scars of war."
    Douglas MacArthur - Quote on the dedication plaque of the U.S.S. Ranger NCC-97332-A Armitage class Fleet Heavy Strike Wing Escort.
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    originalspockoriginalspock Member Posts: 809 Arc User
    I think all pets should have some sort of invisible scoop that pulls them with your ship no matter how fast it's going so they aren't getting left in the dust when you make a tactical maneuver.
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    There was a round of fixes a few months ago to try and correct this problem.

    They put a 'fix' in a couple weeks in a row, and neither one fixed the issue.

    After that.. they gave up.

    Carriers are in a really really bad place in STO, and this is one of the main reasons. It's one thing that pets sometimes exibit crazy AI or fail to use abilities, that I can handle. But this problem is absolutely crippling to Carrier captains. Your Hangar Bays come at the expense of weapon hard points, the intent is for the Pets to make up that damage, but they can't do that when they're not even in the fight.

    I proposed an idea to fix this a while back that didn't get any traction. The idea was that as long as your ship is not at red alert, the 'recall pet' command should be instant. The command should just warp your pets back into your hangar bay so you can take them with you. I wouldn't let Captains do it during a battle, because it could be exploited to recall and heal your pets before they can die. Make it only usable when full impulse is available and not at red alert.

    This one change would fix a lot with carriers, I really wish they would at least consider it.
    Insert witty signature line here.
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    thekodanarmada#7342 thekodanarmada Member Posts: 1,631 Arc User
    The STO universe doesn't really fit with the idea of small craft combat. The bigger powerplant wins. People should just get over the idea of carriers entirely.
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    asuran14asuran14 Member Posts: 2,335 Arc User
    There was a round of fixes a few months ago to try and correct this problem.

    They put a 'fix' in a couple weeks in a row, and neither one fixed the issue.

    After that.. they gave up.

    Carriers are in a really really bad place in STO, and this is one of the main reasons. It's one thing that pets sometimes exibit crazy AI or fail to use abilities, that I can handle. But this problem is absolutely crippling to Carrier captains. Your Hangar Bays come at the expense of weapon hard points, the intent is for the Pets to make up that damage, but they can't do that when they're not even in the fight.

    I proposed an idea to fix this a while back that didn't get any traction. The idea was that as long as your ship is not at red alert, the 'recall pet' command should be instant. The command should just warp your pets back into your hangar bay so you can take them with you. I wouldn't let Captains do it during a battle, because it could be exploited to recall and heal your pets before they can die. Make it only usable when full impulse is available and not at red alert.

    This one change would fix a lot with carriers, I really wish they would at least consider it.

    That idea would be great. I also wish they would give the carriers a improved pet-Ui to use that is linked to using a carrier (so just the normal carrier, and heavy escort carriers, not the other hanger-using battlecruisers an such). To an extent that would help us to reclaim some of the missing power we have when they do not use abilities, and even thru micromanagement of the pets. Giving us several different attack run/patterns we can put the pets on, which are better for different equipment load out would be nice too (like the circular one we have that is better for arrays, while more of a figure eight style would be better for cannons/torps/mines/banks).
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited June 2016
    asuran14 wrote: »
    There was a round of fixes a few months ago to try and correct this problem.

    They put a 'fix' in a couple weeks in a row, and neither one fixed the issue.

    After that.. they gave up.

    Carriers are in a really really bad place in STO, and this is one of the main reasons. It's one thing that pets sometimes exibit crazy AI or fail to use abilities, that I can handle. But this problem is absolutely crippling to Carrier captains. Your Hangar Bays come at the expense of weapon hard points, the intent is for the Pets to make up that damage, but they can't do that when they're not even in the fight.

    I proposed an idea to fix this a while back that didn't get any traction. The idea was that as long as your ship is not at red alert, the 'recall pet' command should be instant. The command should just warp your pets back into your hangar bay so you can take them with you. I wouldn't let Captains do it during a battle, because it could be exploited to recall and heal your pets before they can die. Make it only usable when full impulse is available and not at red alert.

    This one change would fix a lot with carriers, I really wish they would at least consider it.

    That idea would be great. I also wish they would give the carriers a improved pet-Ui to use that is linked to using a carrier (so just the normal carrier, and heavy escort carriers, not the other hanger-using battlecruisers an such). To an extent that would help us to reclaim some of the missing power we have when they do not use abilities, and even thru micromanagement of the pets. Giving us several different attack run/patterns we can put the pets on, which are better for different equipment load out would be nice too (like the circular one we have that is better for arrays, while more of a figure eight style would be better for cannons/torps/mines/banks).

    Good ideas for sure, but sadly, I don't see them putting that kind of time into Carriers. Don't get me wrong, I would love to see it happen, I just don't think it will.

    Changing the pet recall mechanic seems like a fairly simple request, though I admit I don't know how things work 'under the hood' so for all I know it's a massive undertaking. Still, it would be nice if they would try something like this to at least make things a little better for those of us that like to use Carriers. I know they were trying to fix it a while ago, but ever since the fixes failed, it's been all quiet from Cryptic on the topic of Carrier pets.
    Insert witty signature line here.
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    asuran14asuran14 Member Posts: 2,335 Arc User
    asuran14 wrote: »
    There was a round of fixes a few months ago to try and correct this problem.

    They put a 'fix' in a couple weeks in a row, and neither one fixed the issue.

    After that.. they gave up.

    Carriers are in a really really bad place in STO, and this is one of the main reasons. It's one thing that pets sometimes exibit crazy AI or fail to use abilities, that I can handle. But this problem is absolutely crippling to Carrier captains. Your Hangar Bays come at the expense of weapon hard points, the intent is for the Pets to make up that damage, but they can't do that when they're not even in the fight.

    I proposed an idea to fix this a while back that didn't get any traction. The idea was that as long as your ship is not at red alert, the 'recall pet' command should be instant. The command should just warp your pets back into your hangar bay so you can take them with you. I wouldn't let Captains do it during a battle, because it could be exploited to recall and heal your pets before they can die. Make it only usable when full impulse is available and not at red alert.

    This one change would fix a lot with carriers, I really wish they would at least consider it.

    That idea would be great. I also wish they would give the carriers a improved pet-Ui to use that is linked to using a carrier (so just the normal carrier, and heavy escort carriers, not the other hanger-using battlecruisers an such). To an extent that would help us to reclaim some of the missing power we have when they do not use abilities, and even thru micromanagement of the pets. Giving us several different attack run/patterns we can put the pets on, which are better for different equipment load out would be nice too (like the circular one we have that is better for arrays, while more of a figure eight style would be better for cannons/torps/mines/banks).

    Good ideas for sure, but sadly, I don't see them putting that kind of time into Carriers. Don't get me wrong, I would love to see it happen, I just don't think it will.

    Changing the pet recall mechanic seems like a fairly simple request, though I admit I don't know how things work 'under the hood' so for all I know it's a massive undertaking. Still, it would be nice if they would try something like this to at least make things a little better for those of us that like to use Carriers. I know they were trying to fix it a while ago, but ever since the fixes failed, it's been all quiet from Cryptic on the topic of Carrier pets.

    I agree kinda as it is a huge investment for a small group of players that use such ships, same with things like reworking the generic tactical weapon buffing consoles (+cannon, +beam, and such) to being more of a split between buffing the main-ship an the hanger-ship to a degree (like weapons, shields, hull, and such). Though I have to imagine it could be easier to rework or build the Ui back up from the ground eliminating the issue fully, while improving the playstyle as well without wasting resources on possible fixes. The time I could have seen this happen though was when they did the jupiter release an project.
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    dracounguisdracounguis Member Posts: 5,358 Arc User
    I'd prefer if we went back to the old pet mechanics where the old flight gets erased when the new one launches. At least then, we'd not have to worry about the fighters being lost 100km from where we are now. And can we get an auto-fire toggle for them like we have for weapons?
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    asuran14asuran14 Member Posts: 2,335 Arc User
    I could see maybe something like if you activate the recall it is more like a instant teleport for the pets to you, but with a cooldown maybe to make it worth using yet not abusing either. This would e wor4th it to not have to wait for the cd between launches of pets if they get left behind.
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    plaztikman64plaztikman64 Member Posts: 725 Arc User
    edited June 2016
    If pets are out of range then reset cooldown to zero ;)
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    captkelly31#5645 captkelly31 Member Posts: 392 Arc User
    Fighters and shuttles need added to, since STO only has 3 not from any show: the Caitan and Klingon fighters, and that shorter version of DS9's Romulan runabout.
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