I use Deltas and Runabout Hangars. Both have Beam Arrays and Drain/Tractor abilities.
"You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
Mostly just stay the same, I guess the only one I mix is I use a ferjai frigate on the ferang. While the souls are pretty good they're extremely squishy since they have no shield...plus I've loved the ferjai since I bought the karfi long ago...been waiting for a t6 ship that can use them.
Mostly the same if I'm playing a carrier (with Dreads or other ships with just 1 hangar there's not really a choice after all). I suppose it's because the hangar pets are quite simple and I've not found situations where I'd massively benefit from having two different pets compared to having more of the same.
I think it would be a nice idea if true carriers (eg Jupiter) could embark a selection of "pets", but only be allowed to have any two of them flying at a particular time. It would add a different dynamic to playing as a carrier captain.
I think it would be a nice idea if true carriers (eg Jupiter) could embark a selection of "pets", but only be allowed to have any two of them flying at a particular time. It would add a different dynamic to playing as a carrier captain.
So you could have (for example) a roster of 4 different hangar pet squadrons but only 2 of those would be in "active" status so those would be the ones you'd launch in combat, did I understand you right?
So you could have (for example) a roster of 4 different hangar pet squadrons but only 2 of those would be in "active" status so those would be the ones you'd launch in combat, did I understand you right?
Mostly just stay the same, I guess the only one I mix is I use a ferjai frigate on the ferang. While the souls are pretty good they're extremely squishy since they have no shield...plus I've loved the ferjai since I bought the karfi long ago...been waiting for a t6 ship that can use them.
that is something i am in agreement with you. seems i launch more of them as a whole compared to the t5 variant of the same race i use with my klingon. they are fast, kewl, and make some neat effects, but the squishy is shining through.
I think it would be a nice idea if true carriers (eg Jupiter) could embark a selection of "pets", but only be allowed to have any two of them flying at a particular time. It would add a different dynamic to playing as a carrier captain.
this is why i am asking. id like to have say a slot for 4 variants, but only use two at a time, like you say. this way, you could say launch an aggressive task force the first slots out, but then maybe a healing team to replace them, or even a control wing etc.
In addition, I wonder if it would be possible to have a "Flight Deck Commander" specialisation for BOFFs? I'd be interested in a carrier that fights using its "pets" rather than the like the present ones do. They are more like battleships with hangars.
I have a wing of Tholian Widows from the reputation that I generally slot in ships that captain flies when possible. It is more a style thing than anything else and it does not make a lot of difference combat wise whether they are mixed or not. On one ship I ran the Widows as the offensive wing and a frigate as the defensive CAP and it worked out rather well, though again nothing spectacular either way.
Also, I don't think pets get any bonuses from consoles or whatever that do not mention pets in the description.
Pets used to get enhanced by the parent ship's consoles. They don't now. So what they have is what they got. However... certain starship traits do enhance them based on what YOU do.
Coordinated Assault bestows a Beam Overload 1/Cannon Rapid Fire 1 to your hanger pets within 10k of you whenever you use BO or CRF.
Superior Area Denial bestows Beam Fire at Will 1/Cannon Scatter Volley 1 to your hanger pets whenever you use FAW or CSV.
And I believe there is a trait that causes an AoE heal centered on your heal target, which could be useful for carriers to heal their hanger pets. So you heal one of your fighters, it basically radiates out a certain radius and also heals a percentage of that initial heal to any friendlies in range. Just don't remember what its called.
curious if anyone mixes and matches hanger pets or if you keep them the same...
what works, doesnt work, etc.
Most of the time there is no advantage to mixing pets. Nor is there a disadvantage unless you are buffing into pets. Often you want all the pets to have the same weapon system. After all there is no point buffing pet beam weapons and fitting a 2nd pet with cannons only. Likewise, there is no point buffing pet cannons and fitting a 2nd pet with beam weapons only.
Only time I mix them is when an endeavour needs a specific damage type and I can't be bothered swapping ships.
Most pets will aggro onto a target and damage them from 15km out, sometimes this drops you into combat sometimes it doesn't. Amount of damage done will vary a lot by the pet and what they're trying to kill. Assuming of course they don't get summoned and decide to take a long bio break before doing anything or simply sit at 15km away dumping mines as the vorgon frigates love to do.
I keep to the same Pet for both Hangers. On my Discovery Constitution, where I have a Loadout for each Damage Type, the Pets vary to Damage Type with the Loadout.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
I keep to the same Pet for both Hangers. On my Discovery Constitution, where I have a Loadout for each Damage Type, the Pets vary to Damage Type with the Loadout.
I keep to the same Pet for both Hangers. On my Discovery Constitution, where I have a Loadout for each Damage Type, the Pets vary to Damage Type with the Loadout.
ok, so i have to ask then, sorry as i am a basic gamer in all this, but why would you need different load-outs? i am guessing for certain tfos or races that are susceptible to certain energy types? if so, can you cross ref for me? please and thanks.
More likely it is for daily endeavors that call for doing some specific amount of damage using a particular energy type.
I have a wing of Tholian Widows from the reputation that I generally slot in ships that captain flies when possible. It is more a style thing than anything else and it does not make a lot of difference combat wise whether they are mixed or not. On one ship I ran the Widows as the offensive wing and a frigate as the defensive CAP and it worked out rather well, though again nothing spectacular either way.
Also, I don't think pets get any bonuses from consoles or whatever that do not mention pets in the description.
there are a few that do, and traits as well pretty sure one of the tholian consoles has a clicky that gives the pets BO1
in my experience the tactical flier > all other hangars that are not frigates. thoer than that, I think elite scorpions for the wall'o'plasma HYT torpedos
do hanger pets get skill bonuses based on ship layout?
i.e. phaser dmg added "if" one has a console that increases phaser dmg? etc, etc...
As others have mentioned no, with the exception of the Jem'hadar wingmen that are boosted by polaron damage consoles as those wingmen aren't your standard pets.
Carriers do have ship mastery traits that can help them but one of the larger boosts for them is via the 3 co-ordination protocols in your skill tree at the admiral level (they also help your team mates).
There's also a couple of the horizontal unlock nodes available below your skill tree that can boost them as well - hangar weaponry vs. threat control and hangar health vs. battery expertise.
> @keepcalmchiveon said: > curious if anyone mixes and matches hanger pets or if you keep them the same... > > what works, doesnt work, etc.
I like the delta flyers hangar pets and pilot skil reinforcement squadrons on my legendary intrepid. It's like having two hangar bays, except the reinforcement squadrons benefit from my epgs and particle manipulator and it hits like a truck. It's a multi mission ship, but with 1 skill it's also a full blown carrier with all sci ship goodies! So that's technically a mix of different pets there.
If you wanted to use scorpions, use x2 if you can as they're pretty good.
> @phoenixc#0738 said: > (Quote) > > Swarmers? I thought those were still locked to the Obelisk carriers.
Elite from the Fleet. No restrictions.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
So far, I have kept the Delta Flyers on the Legendary Intrepid. Some Synergy with the Giant Mega Gravity Well.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Comments
So you could have (for example) a roster of 4 different hangar pet squadrons but only 2 of those would be in "active" status so those would be the ones you'd launch in combat, did I understand you right?
If you're running a Romulan Dreadnought, the Romulan Drones are the best choice.
If you're running an Intel Dreadnought Cruiser, the Elite Kelvin Drones are the best choice.
Usually these specific pets/frigates are in theme with a ship.
Also, there are specific carriers which unlock amazing pets.
My final recommendation would be to stick with your best pet in all of your hangar slots.
Yes, that's what I meant!!
In addition, I wonder if it would be possible to have a "Flight Deck Commander" specialisation for BOFFs? I'd be interested in a carrier that fights using its "pets" rather than the like the present ones do. They are more like battleships with hangars.
Also, I don't think pets get any bonuses from consoles or whatever that do not mention pets in the description.
And I believe there is a trait that causes an AoE heal centered on your heal target, which could be useful for carriers to heal their hanger pets. So you heal one of your fighters, it basically radiates out a certain radius and also heals a percentage of that initial heal to any friendlies in range. Just don't remember what its called.
About 1% of my carrier builds mix pets.
Most pets will aggro onto a target and damage them from 15km out, sometimes this drops you into combat sometimes it doesn't. Amount of damage done will vary a lot by the pet and what they're trying to kill. Assuming of course they don't get summoned and decide to take a long bio break before doing anything or simply sit at 15km away dumping mines as the vorgon frigates love to do.
Phaser - Tactical Flyers
Disruptor - Yakuwa Frigates
Anti-proton - Obelisk Swarmers
Plasma - Scorpion Fighters
Polaron - Jem'Hadar Fighters
Tetryon - Tholian Widows
Kinetic - Yakuwa Frigates.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Swarmers? I thought those were still locked to the Obelisk carriers.
More likely it is for daily endeavors that call for doing some specific amount of damage using a particular energy type.
there are a few that do, and traits as well pretty sure one of the tholian consoles has a clicky that gives the pets BO1
in my experience the tactical flier > all other hangars that are not frigates. thoer than that, I think elite scorpions for the wall'o'plasma HYT torpedos
Carriers do have ship mastery traits that can help them but one of the larger boosts for them is via the 3 co-ordination protocols in your skill tree at the admiral level (they also help your team mates).
There's also a couple of the horizontal unlock nodes available below your skill tree that can boost them as well - hangar weaponry vs. threat control and hangar health vs. battery expertise.
A really good guide on getting the most of your hangar pets - https://sto-league.com/a-brief-guide-to-getting-the-most-out-of-hanger-pets/
> curious if anyone mixes and matches hanger pets or if you keep them the same...
>
> what works, doesnt work, etc.
I like the delta flyers hangar pets and pilot skil reinforcement squadrons on my legendary intrepid. It's like having two hangar bays, except the reinforcement squadrons benefit from my epgs and particle manipulator and it hits like a truck. It's a multi mission ship, but with 1 skill it's also a full blown carrier with all sci ship goodies! So that's technically a mix of different pets there.
If you wanted to use scorpions, use x2 if you can as they're pretty good.
But don't forget to space Barbie
> (Quote)
>
> Swarmers? I thought those were still locked to the Obelisk carriers.
Elite from the Fleet. No restrictions.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'