thx for the minigun, but currently unusable with the bug linked to the kit powers.
What bug linked to the kit powers?
I think he means the removal of powers from the tray including the primary and secondary firing mode.
@sennahcherib Do you know you can just add the primary and secondary firing modes and all the other missing powers back unto the tray?
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
when I try to use the second attack from the minigun, the weapon is holstered. the attack is launched but nothing happens and my toon takes the stance used when the weapon is holstered.
this is the same things for all the kit powers (turret, mortar, grenades, electro-gravitic field, etc, + the remodulator, hypos, and even a tribble)
when I try to use the second attack from the minigun, the weapon is holstered. the attack is launched but nothing happens and my toon takes the stance used when the weapon is holstered.
this is the same things for all the kit powers (turret, mortar, grenades, electro-gravitic field, etc, + the remodulator, hypos, and even a tribble)
in 1 word; my ground gameplay is totally screwed.
What I have observed is that the weapon is only hidden visually when activating powers, and that this was not affecting actual gameplay, as your weapon still appears visually and shoots when you use a power that requires it. Am I correctly understanding that your weapon functionally ceases to work once it is being hidden visually by one of these powers?
in fact, the weapon is invisible and holstered. when a power is used, for example a grenade, I can't fire immediately. because the weapon is removed from my hands and holstered. So, before I can fire, the weapon must be remove from the holster and appear in my hand. + the boffs most of the time use one of their powers and then do nothing, because their weapons are removed from their hands.
the fluidity of the gameplay is damaged.
Am I correctly understanding that your weapon functionally ceases to work once it is being hidden visually by one of these powers?
only with the na'k'uhl minigun.
About the na'kuhl minigun. it seems that the second attack put my toon in his relaxed stance; the timer of this attack is launched, but nothing happens; and the weapon is put on the back of the user.
There is other bug (i don't know if it was mentioned earlier) - equiping Na'kuhl Temporal Operative Personal Shield on Bridge Officer gives Time Slip Ability to the Player (that BOFF was on my away team - no idea if he got that ability too, or if it would work when that BOFF will not be on away team... or even if it was triggered by my shield on 10% or the BOFFs)
Edit:
Actually - it looks like the Time Slip does not trigger for BOFF with the shield equipped at all - it triggers for player, but the distortions are using the BOFF model...
Edit 2:
Oops... sory - it's already in Bug Forum Threads...
2nd: secondary attack (my toon has done the movement to holster the weapon), and the timer is launched but the attack doesn't work http://s32.postimg.org/v9qjp2v9x/image.jpg
The "defeat Vosk's remaining forces: part is bugged, they make you wait really long between waves. I have to sit around waiting for his remaining forces to actually show up.
You don't sit waiting for enemies to come - sometimes they will be standing in some remote corner, but mission will not continue until you find all enemies on map and kill all of them.
So you actually need to look for trouble
Yeah I noticed that too when I ran it yesterday. They stood around at their spawns and never came after me. I had to go hunt them down after several minutes since the mission wouldn't progress on its own.
Yeah, I tried looking for them, honestly! all over the map too, and couldn't find them, they must've been behind one of those locked doors or, or they beam in, or something....
Only after siting there for a number of minutes would they appear, I guess there's like three mobs to defeat, before Captain Walker beams in. As soon as the captain beamed over, things got considerably better with the additional mobs.
Anyway, I ran it on a few other characters and things went VERY much smoother, so I'm wondering if one of my devises on that one character, or who knows, (maybe I was killing them too quickly), was preventing them from spanning on the map.
I gotz more characters I want that ground set on, so I'll be running that mission a lot over the next few days. Hope it was a fluke.
About the na'kuhl minigun. it seems that the second attack put my toon in his relaxed stance; the timer of this attack is launched, but nothing happens; and the weapon is put on the back of the user.
I'm not sure if there is problem, but:
If the secondary attack is interrupted, the weapon will not fire, but the cooldown for secondary attack starts...
Interrupted, as: target will run around corner or out of range (maybe if player get hit by granade or something other too)
When i did shot at stationary close target, the secondary attack triggered normally.
What annoys me is, in the Romulan Embassy (or whatever it is) during hunting the Na'khul agent: she can be shot with secondary fire from Terran Agony Rifle - the agony field effect will trigger, she will get DOT, she will be untargettable, but sometimes she still runs around, shots back, and setup crawler mines...
well, in fact the secondary attack works but with the bug (kit power bug) the weapon is not very interesting for me, + the attack can't be used without an ennemy, but 1 of my boff is happy
Yeah, I was thinking along those lines as well. Armor and shield for all my away team Boffs for all my captains. But that is pretty daunting because I have 9 captains which means if I wanted all Boffs on my away team to have the armor and shield I would need to play the mission 72 times on top of getting the complete set for each captain (27 times); a total of 99 times.
That excludes 2 other captains I have on another account this is strictly free to play only. So the complete set for the captains and armor and shield for the away teams means running it a total of 22 times on that account.
That means I would need to run the mission 121 times. At roughly 30 minutes to complete (I think), that should take 60.5 hours. Hmmm... now that I think about it, maybe I should commit suicide instead of going through that torture... or at least give up on the idea...
Comments
have had no problems with the mission and have played it on several characters even a lower rank one not sure what your issue is.
the bug is fixed since today.
btw, thx to the devs
What bug linked to the kit powers?
I think he means the removal of powers from the tray including the primary and secondary firing mode.
@sennahcherib Do you know you can just add the primary and secondary firing modes and all the other missing powers back unto the tray?
when I try to use the second attack from the minigun, the weapon is holstered. the attack is launched but nothing happens and my toon takes the stance used when the weapon is holstered.
this is the same things for all the kit powers (turret, mortar, grenades, electro-gravitic field, etc, + the remodulator, hypos, and even a tribble)
in 1 word; my ground gameplay is totally screwed.
What I have observed is that the weapon is only hidden visually when activating powers, and that this was not affecting actual gameplay, as your weapon still appears visually and shoots when you use a power that requires it. Am I correctly understanding that your weapon functionally ceases to work once it is being hidden visually by one of these powers?
the fluidity of the gameplay is damaged.
only with the na'k'uhl minigun.
About the na'kuhl minigun. it seems that the second attack put my toon in his relaxed stance; the timer of this attack is launched, but nothing happens; and the weapon is put on the back of the user.
Edit:
Actually - it looks like the Time Slip does not trigger for BOFF with the shield equipped at all - it triggers for player, but the distortions are using the BOFF model...
Edit 2:
Oops... sory - it's already in Bug Forum Threads...
1st: primary attack (it works fine)
http://s32.postimg.org/yxnarzi6t/image.jpg
2nd: secondary attack (my toon has done the movement to holster the weapon), and the timer is launched but the attack doesn't work
http://s32.postimg.org/v9qjp2v9x/image.jpg
3rd: secondary (the final action done by my toon)
http://s32.postimg.org/chxinu9cl/image.jpg
I hope that helps
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
So you actually need to look for trouble
Mine Trap Supporter
Only after siting there for a number of minutes would they appear, I guess there's like three mobs to defeat, before Captain Walker beams in. As soon as the captain beamed over, things got considerably better with the additional mobs.
Anyway, I ran it on a few other characters and things went VERY much smoother, so I'm wondering if one of my devises on that one character, or who knows, (maybe I was killing them too quickly), was preventing them from spanning on the map.
I gotz more characters I want that ground set on, so I'll be running that mission a lot over the next few days. Hope it was a fluke.
I'm not sure if there is problem, but:
If the secondary attack is interrupted, the weapon will not fire, but the cooldown for secondary attack starts...
Interrupted, as: target will run around corner or out of range (maybe if player get hit by granade or something other too)
When i did shot at stationary close target, the secondary attack triggered normally.
What annoys me is, in the Romulan Embassy (or whatever it is) during hunting the Na'khul agent: she can be shot with secondary fire from Terran Agony Rifle - the agony field effect will trigger, she will get DOT, she will be untargettable, but sometimes she still runs around, shots back, and setup crawler mines...
Yeah, I was thinking along those lines as well. Armor and shield for all my away team Boffs for all my captains. But that is pretty daunting because I have 9 captains which means if I wanted all Boffs on my away team to have the armor and shield I would need to play the mission 72 times on top of getting the complete set for each captain (27 times); a total of 99 times.
That excludes 2 other captains I have on another account this is strictly free to play only. So the complete set for the captains and armor and shield for the away teams means running it a total of 22 times on that account.
That means I would need to run the mission 121 times. At roughly 30 minutes to complete (I think), that should take 60.5 hours. Hmmm... now that I think about it, maybe I should commit suicide instead of going through that torture... or at least give up on the idea...