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Career Officer
Join Date: Sep 2012
Posts: 2,470
Been meaning to post this for a while but there are still problems, and new problems since the last fixes for carrier pets in recall mode.

August 1 patch notes:http://sto-forum.perfectworld.com/sh...d.php?t=812291

Quote:
All pets will be far less likely to engage enemies beyond a range of 12km
*Unless those enemies have also actively damaged their owner's Carrier.
Not true. I have done Azure Nebula Rescue and The Cure (space). With pets in attack mode, and sometimes intercept mode, they will still go off on their own after enemies up to 20Km away or farther, even though I never engaged those enemies and was never under attack by any of them. (Doesn't happen too often in intercept mode but happens frequently in attack mode)

July 25 patch notes:http://sto-forum.perfectworld.com/sh...d.php?t=803521

Quote:
After 15 seconds in Recall Mode, all active Hangar Craft will now attempt to dock with their Carrier.
Not true. If you are sitting still and put your pets into recall mode, they will immediately go to the back of your ship and dock, NOT wait 15 seconds. The other problem is that they will NOT dock if your ship is moving. I've flown around for a whole 2 minutes lots of times with them in recall mode and they just followed me around. They insist on coming into contact with the rear of your ship in order to dock, so if you're moving they won't dock. If they are actively engaged in combat and are far away they will head for your carrier but won't dock until they come into contact with the rear of your ship, no matter how long that takes. This leaves them open to attack while trying to get back to you to dock. Edit: Even at full throttle without full impulse they can't catch up to you to dock most of the time. At full impulse it's a sure thing.

Quote:
Docked Hangar Craft regenerate Hull HP at a highly accelerated rate.
This is BS and has been broken since this particular patch. While docked, pets will regenerate health at a NORMAL rate. Before this patch your carrier pets would regen hull HP in a matter of seconds. Now it can take up to at least a minute. Pet's shields never have regenerated faster while docked either. So you can get their health regenerated but they may have 1 or more shield facings still down when you undock them, making the whole point of healing them in recall mode pointless since they will lose health, and possibly die, quickly anyway. Even out of combat pet shields take forever to regenerate. Edit: Normal rate while docked seems to be either the rate you get while in combat mode or the rate you get while out of combat mode. I'm leaning more towards HP regen rate while in combat mode because it is really really slow when they are docked in recall mode.

I also noticed since the July 25th patch that pet's hull HP will NOT regenerate at all unless they are docked. I've sat there until the timer runs out to kick me from the map after completing various events in the PVE queue several times to test it. Their health would stay put and not move unless I put them in recall mode and they docked with my ship. This is out of combat mind you, when HP should regenerate slightly faster than while in red alert mode. (I think the timer after completing the mission is at least 2 minutes long before you are removed from the map. That's a good amount of time to see their HP doesn't go up, not even a single point, unless docked.)

Other problems I noticed:

Sometimes 1 or 2 pets will NOT dock when you put them in recall mode. Even if you are out of combat mode and sitting still.

Yesterday in ISE I noticed some of my pets in the hangar UI were missing. I assumed they were dead. A couple minutes later suddenly they reappeared in the UI and on screen, and no I didn't summon replacements for them yet. They just suddenly appeared out of nowhere.

Also during this ISE I noticed with a full hangar of 6 pets, suddenly I had only 1 pet out. After the mission was completed, I put them in recall mode and the single pet docked. I waited a few seconds and put them in attack mode and all 6 of them undocked. So pets still have a habit of docking with your ship on their own and staying that way, though it seems to be a rare occurrence now and they do undock instead of getting completely stuck in recall mode.

Yeah yeah. My post is TL;DR. So I probably won't get any other player's input because of it.

Hail your new Overlord!

Last edited by monkeybone13; 09-03-2013 at 06:58 PM.
Career Officer
Join Date: Sep 2012
Posts: 2,470
# 2
09-01-2013, 09:15 PM
Found another change that doesn't work at all as another example of recall mode being bugged.

August 15 patch notes:http://sto-forum.perfectworld.com/sh...d.php?t=825681

Quote:
Hangar Pet Feature:
Once a hangar pet has decided to Dock with its owner, it will now only remain undocked for a set period of time instead of waiting until it is within range of the owner.
Again, they will NOT dock unless they come into contact with the rear of your ship, no matter how long it takes. Again, if your ship is moving they won't dock because they can't quite catch up to your ship to contact it.

And another in this patch I noticed to not be true:
Quote:
Removed duplicate set of Carrier Command options found in players' powers window in space.
*These powers were not responding correctly to user input, or cooperating with the Wing-Specific commands introduced with the Hangar UI.
Then why do I still see the commands above the ship weapons in the HUD on my heavy escort carrier (armitage), marauder flight deck cruiser, and romulan dreadnought warbird (scimitar), that have a single hangar?

These command buttons do seem to work for ships with a single hangar and it may have been meant they were removed only for carriers with 2 hangars, since 1 set of commands didn't work with 2 hangars that rely on 2 separate sets of commands, but they didn't say that. Which leaves me to assume they meant to remove it for ALL carriers regardless of how many hangars they have. (The only ship I have with 2 hangars is a mirror vo'quv carrier and haven't checked yet to see if the non working commands were removed)

Hail your new Overlord!

Last edited by monkeybone13; 09-01-2013 at 09:17 PM.
Captain
Join Date: Oct 2012
Posts: 3,403
# 3
09-01-2013, 10:54 PM
Quote:
Originally Posted by monkeybone13 View Post
Been meaning to post this for a while but there are still problems, and new problems since the last fixes for carrier pets in recall mode.

August 1 patch notes:http://sto-forum.perfectworld.com/sh...d.php?t=812291



Not true. I have done Azure Nebula Rescue and The Cure (space). With pets in attack mode, and sometimes intercept mode, they will still go off on their own after enemies up to 20Km away or farther, even though I never engaged those enemies and was never under attack by any of them. (Doesn't happen too often in intercept mode but happens frequently in attack mode)

July 25 patch notes:http://sto-forum.perfectworld.com/sh...d.php?t=803521

Same here

Not true. If you are sitting still and put your pets into recall mode, they will immediately go to the back of your ship and dock, NOT wait 15 seconds. The other problem is that they will NOT dock if your ship is moving. I've flown around for a whole 2 minutes lots of times with them in recall mode and they just followed me around. They insist on coming into contact with the rear of your ship in order to dock, so if you're moving they won't dock. If they are actively engaged in combat and are far away they will head for your carrier but won't dock until they come into contact with the rear of your ship, no matter how long that takes. This leaves them open to attack while trying to get back to you to dock.

Sometimes you move too fast for them to catch up with you I have noticed myself.

This is BS and has been broken since this particular patch. While docked, pets will regenerate health at a NORMAL rate. Before this patch your carrier pets would regen hull HP in a matter of seconds. Now it can take up to at least a minute. Pet's shields never have regenerated faster while docked either. So you can get their health regenerated but they may have 1 or more shield facings still down when you undock them, making the whole point of healing them in recall mode pointless since they will lose health, and possibly die, quickly anyway. Even out of combat pet shields take forever to regenerate.

I also noticed since the July 25th patch that pet's hull HP will NOT regenerate at all unless they are docked. I've sat there until the timer runs out to kick me from the map after completing various events in the PVE queue several times to test it. Their health would stay put and not move unless I put them in recall mode and they docked with my ship. This is out of combat mind you, when HP should regenerate slightly faster than while in red alert mode. (I think the timer after completing the mission is at least 2 minutes long before you are removed from the map. That's a good amount of time to see their HP doesn't go up, not even a single point, unless docked.)

Agreed they regenerate hull and shields slow as can be even docked.

Other problems I noticed:

Sometimes 1 or 2 pets will NOT dock when you put them in recall mode. Even if you are out of combat mode and sitting still.

Yesterday in ISE I noticed some of my pets in the hangar UI were missing. I assumed they were dead. A couple minutes later suddenly they reappeared in the UI and on screen, and no I didn't summon replacements for them yet. They just suddenly appeared out of nowhere.

This is because you are out of range for your sensors so to speak to keep track of them, yes dumb I know but they are at times still out their looking for you.

Also during this ISE I noticed with a full hangar of 6 pets, suddenly I had only 1 pet out. After the mission was completed, I put them in recall mode and the single pet docked. I waited a few seconds and put them in attack mode and all 6 of them undocked. So pets still have a habit of docking with your ship on their own and staying that way, though it seems to be a rare occurrence now and they do undock instead of getting completely stuck in recall mode.

Yeah yeah. My post is TL;DR. So I probably won't get any other player's input because of it.
Yes they do need to fix them badly, my biggest issue is telling them to defend a team mate and they go off and attack an enemy clear across the stage all on their own that isn't even 80km+ where the team mate is at.
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Lt. Commander
Join Date: Dec 2012
Posts: 149
# 4
09-02-2013, 12:00 AM
Commander
Join Date: Jul 2012
Posts: 303
# 5
09-02-2013, 05:31 AM
Quote:
Originally Posted by monkeybone13 View Post
Yesterday in ISE I noticed some of my pets in the hangar UI were missing. I assumed they were dead. A couple minutes later suddenly they reappeared in the UI and on screen, and no I didn't summon replacements for them yet. They just suddenly appeared out of nowhere.
I was confused about this, too. I even posted a video of it in the Fix Carrier Pets!!!! thread. I figured out later, if they get far enough from your ship, they "disappear" from the status window(s). Happens quite a bit to me when they ignore my commands and start attacking things on the other side of the map.

As for everything else you wrote, all true. I've had pets on recall for many minutes and they really could not care less. I've put them in recall immediately after a battle (now a habit), only to watch them fly away to another target. And attack. While still in recall. I still quite often have issues getting them all to undock during combat. Can't blame them, I guess. Combat is scary.

It's worth noting that none of this is new. Pets behave exactly as they ever have. Pets are stupid. Pets frequently ignore commands (although, I swear this has gotten worse since the change). Pets frequently get lost. Pets get stuck on things. Pets frequently explode.

The ONE THING that kept any of this from ruining carriers was the ability to launch an ENTIRE new wing, every time the hanger launch CD ended. It worked when they got stuck. It worked when they were attacking something that you didn't want them attacking. It worked to recall them from ANYWHERE.

But, I'm sure this is one of those changes that is carved into stone. So yeah, pet AI needs more work.
Lt. Commander
Join Date: Jul 2012
Posts: 146
Yes...Please fix.

Very frustrating to not be able to control half of your DPS potential because your carrier pets are off doing who knows what the ****!!!!

Hard code something in there that keeps your pets within 15km of you AT ALL TIMES!!!!


Allow the 'recall' mode to work and OVERRIDE all interatction. The only thing carrier pets should do in 'recall' is fly home IMMEDIATELY!!!!
Career Officer
Join Date: Sep 2012
Posts: 2,470
# 7
09-03-2013, 06:45 PM
Something else I just remembered.

If you have a hangar pet that gives you a total of 6 pets per hangar and use the scorpion fighters consumable ship device from the vault episode, some or all of your carrier pets will stop attacking and responding to commands.

I did this once in a heavy escort carrier (armitage) with elite scorpion fighters from the romulan reputation. I had a full hangar of 6 fighters and used the consumable device, giving me a total of 9 scorpion fighter pets. Most of my carrier pets suddenly stopped attacking and just sat there doing nothing (I think only 1 or 2 carrier pets continued to fight). They also wouldn't respond to any command I gave them. Putting them in recall they wouldn't dock with my ship even though they were gathered around me. So most of my hangar pets just broke completely. After the consumable fighters were all killed my hangar pets started responding and fighting again.

Edit: I haven't tested this with other types of hangar pets.

Hail your new Overlord!

Last edited by monkeybone13; 09-03-2013 at 06:47 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 1,328
# 8
09-03-2013, 11:48 PM
I second all of the OP's observations. Especially that pets are still wandering off to go attack things across the map, fail to respond to commands, and will NOT recall when you tell them to in many cases. Many times if you give them the Recall Order they will just sit still and do nothing or they will carry on as if nothing changed.
Lt. Commander
Join Date: Aug 2012
Posts: 185
# 9
09-12-2013, 05:26 AM
Devs: Please fix the Pets AI or give us back the option to respawn new Pets.

As a carrier I had to do most of Vault Ensnared with no fighters, as they were somewhere else on the map and refusing to follow commands. (and this is not an isolated case)

I'd rather have two wings of "no star" fighters with me than a bunch of "5 star" fighters on tea break!

If the respawn option was removed to prevent torpedo spamming, then why not just put a delay on the torpedoes, at the moment my carrier is just not worth playing.

Thanks
"He tasks me. He tasks me, and I shall have him. For every doff box bought, I'll chase him round the Moons of Nibia and round the Antares Maelstrom and round Perdition's flames. For every single doff box opened, I stab at thee from hell's heart. For every single doff contributed, I spit my last breath at thee..." Khan Playing STO
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