Carrier Pets are small, lightweight vessels that can be deployed from ships with hangar bays which can be used for hunting STO Credits; such as Carriers, Escort Carriers, and Flight-Deck Cruisers. Most are extremely agile and easily out-maneuver any playable vessels. Carrier pets may specialize in direct damage firepower support, repairing the carrier itself or weakening / disabling enemies. Due to their weak shields and hull however they are easily dispatched: although due to their numbers they can inflict damage if not dealt with quickly. Carrier pets are most easily dealt with using AoE weapon abilities like Cannon: Scatter Volley or Beam Array: Fire at Will.
Whist not individually controlled, players can dispatch orders and commands through the use of carrier commands, which is available on any ship capable of deploying carrier pets.
Carrier Pet Characteristics for Hunting STO Credits
These Carrier vessels have their own roles to support the hunter of STO Credits, the roles listed below can be your guideline;
- Attack: Armed, with either no abilities or only self-enhancing abilities.
- Support: Unarmed, provides buffs or heals to friendly ships.
- Debuff: Unarmed. Hampers opponents by debuffing / reducing their capabilities.
- Multirole: A combination between Attack, Support and / or Debuff roles.
- Stealth: Capable of cloaking or masking energy signature.
- Raider: Capable of boarding hostile ships OR stealing resources (energy drains / siphons not included).
- Frigate: Powerful independent ships in their own right heavily armed with multiple abilities and a very small squad size (generally only one per wing). Have a much higher hull point than fighters.
Hangar and Pet Rankings for STO Credits
The ability for your hangar/carrier pets to gain Ranks while they are launched. There are a total of five ranks; each rank-up will improve their performance over time. Each fighter you launch will gain Ranks separately over time, so if one is lost it has no impact on the current Rank or continuing progress of any that remain intact.
Ranks are slowly gained based upon the time they spend in combat without dying. Reaching Rank 5 requires a total of 5 minutes of active Combat time, with early ranks being more quickly achieved than those at the high end.