honestly, i cannot remember the last time hanger pets worked right at all, except for when they launched the revamped system, i remember back then that hanger pets would recall and dock correctly, they would engage torpedoes and small craft if i set them to Intercept, and they would generally do as i told them.
for the longest time now, they just ignore my orders, i launch them, they fly off to attack my target, i tell them to recall and dock, they ignore me and continue to attack, i tell them to only intercept, defend, attack, they don't seem to care, they completely ignore my orders, this is not dependant on the ship either, they do it with all my ships.
can i get some thoughts on this? i miss playing my Carrier...
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im guessing you are using a Scimitar, but if you are using the T'laru, i feel truly sorry for you, i used to envy anyone who got that ship, but now that i got a reminder of the broken mechanics (i got the Tarantula a few days ago, she has frigates) i suddenly do not want the ship anymore.
...
and yes, the current state of Hangar Pets (also separated saucers, chevrons and other such - but they don't even try to look like you can order them) makes them more annoying than usefull.
Still, once they attack enemy, they draw some fire, so you don't get hit with focused fire from all anemies on map...
nah, i saw a T'laru spit out drones yesterday.
hey, i don't even know if USA got any battleships still active?
Umm... introducing the Starbase-type Hangar-pets then?
For me, they do basically follow orders - they are getting very random when it comes to the return-oder though. Usually one or two fighters manage to dock, the others decide to not land for some reason.
And they're usually not smart enough to avoid explosions.
I'm enjoying the Sarr Theln on my temporal recruit character, but it's a pain in the TRIBBLE having to stop and fiddle around to get my pets to dock before moving to the next objective in a STF, or saving time and leaving some rank 4 or 5 frigates behind.
Exactly. There was a thread here and a couple of patch notes covering full impulse where they made some changes, but I also just switched to the Sarr Theln today after finishing the Breen arc and getting the Breen space set (except warp core, can't get that until I unlock the Winter store for my TOS captain
Once again, I see the frigate "full impulse" is slightly less than half throttle, sigh. Recall does seem to work, but I haven't tried intercept.
Carriers are fun for me, but these bugs take away some of that fun
An honestly this is so true of an issue that is prevalent with this type of play. We have very much a extremely simple Ui to control our hanger/separation pets, which is terrible when you take into account how much you sacrifice for these Ai controlled weapon platforms. If you add in that the fact you can't boost the output/performance of the pets via console like you could with other weapons or abilities it is compounded. To me the carrier/hanger/separation pet using ships are proto-pet class like, and with a little work would be amazing to use as a new playstyle for those that enjoy such playstyles.
I wish we could gain a choice in either taking a more directly micro-management style thru a updated Ui that might be abit more like the ground boff Ui in someways, which might give us access to turning the hanger/separation pet's weapons an abilities onto auto or manual fire (as well as the movement combats too), but also with the choice of leaving such things up to the Ai for those that do not wish to micro-manage the pets.
Also in the case of the lack of console support for improving your pets it would be nice to see some consoles that are geared more towards improving these, which could be adapted from the several generic buffing consoles we have that are quite less used. These could be smaller versions of the normal engineering/tactical/science consoles that split the buff between the main ship an the hanger/separation pets, allowing you to make your pets more impressive by sacrificing some of your main ship's own power an defense to improve them.
I do agree it would be nice to see some of the lingering issues an buffs be addressed by the devs, while seeing if they actually like the idea of improving an expanding on the idea of the hanger/separation pet using ships into a new playstyle.
On top of that:
It's frustrating because I used to be a real hardcore user of 2-hangar bay ships for both PVE and PVE. But after years of hangar unit nerfs (I still remember the Orion Enslaver Contraband Nerf) and Broken hangar unit AI, I've had enough of it. Frigates in particular are the worst, especially the ones with a penchant for narrow arc weapons. Stuff like the BOPs can never get their DHCs and torpedoes lined up right once past the initial attack run. Only their turrets are firing. This limits the options of actually viable hangar units to only the ones that are fast maneuvering or rely on wide arc weapons.
Could it be an issue with the breach itself, being flagged as a legal target as far as the ai is concerned?
And give every pet scratch the paint which would deal with warpcore breaches.
One tip I find that if I send my pets to attack another target as soon as the current target dies, they'll usually get away from the core breach in time.
...and now they amount to non-Upgradable weapons that may or may not be within range of the enemy. It can be a fun mechanic when they behave themselves, but they don't often seem to do so for very long after launch. I also kind of miss the old mechanics, too, where you could re-launch fresh hangar pets to replace current ones; that allowed you to clear out damaged pets, deploy the replacements within range of the enemy, and didn't require building "stars" to make the pets effective (this was pre-DR, so they performed more reasonably against the NPC's of the time). The current "stars" system just tends to make the AI issues more noticable, since pets are persistent... meaning they are persistently non-responsive.
These days, hangar pets are more of a bit of added flavor to a ship than a defining characteristic. There are a few exceptions, where a given frigate is especially well-designed, but by and large they just don't behave themselves well enough for carriers to rely on. For Sci Carriers in particular, I'd instead favor the Eternal for the Sensor Analysis and Secondary Deflector; those can boost your Sci capabilities nicely, and fighter/runabout sized hangar pets tend to do a better job of keeping up than frigates anyway.
Your father was captain of a starship for twelve minutes. He saved 800 lives, including your mother's, and yours.
I dare you to do better.
I had completely forgotten about coordination protocols not working for hangar pets. They work on other players and mission generated or item spawned AI allies, but do nothing for your own pets. Wasn't the main point of coordination protocols to be a buff for hangar pets?
I remember back when they'd keep up at full impulse, how do so many things manage to get broken constantly, then broken again and again right after they get fixed?