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Autofire and the 4/3 patch

whycrypticwhycryptic Member Posts: 38 Arc User
Since this patch I can't properly turn autofire off. I set it to disabled in the options menu, but the weapons still say they're set to autofire in my HUD. They don't, but my key bind doesn't work, not matter how many times I reset it, and I have to click on the weapons individually to get them to fire. If I right-click the weapons, which used to toggle autofire, nothing happens. Anyone having this issue or know of a fix?

Honestly (and to vent a little), if I wanted my weapons to autofire, I would have set them to do so. Why was this change even made?
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  • pwemademedothispwemademedothis Member Posts: 86 Arc User
    I'm wondering how to enable the behavior previous to this patch as well.
  • baucoinbaucoin Member Posts: 820 Arc User
    whycryptic wrote: »
    Since this patch I can't properly turn autofire off. I set it to disabled in the options menu, but the weapons still say they're set to autofire in my HUD. They don't, but my key bind doesn't work, not matter how many times I reset it, and I have to click on the weapons individually to get them to fire. If I right-click the weapons, which used to toggle autofire, nothing happens. Anyone having this issue or know of a fix?

    Honestly (and to vent a little), if I wanted my weapons to autofire, I would have set them to do so. Why was this change even made?

    Same here.

    And I agree. Why did they even make this change?
  • whycrypticwhycryptic Member Posts: 38 Arc User
    Update: I've found that this issue only persists on the first character I logged into after the patch. On my other characters I was able to right-click the weapons to switch off autofire. On one character I tested using the options menu to turn it off. In this case the weapons were once again locked into autofire. When I changed the settings in the options menu back to default, I was once again able to use right-click to toggle autofire off.
  • baucoinbaucoin Member Posts: 820 Arc User
    edited April 2018
    Did some testing as well, seems the ships in the featured episode has buggy autofire. Acts like its set to "Toggle, never cancels" reguardless of how you have your options set up.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,596 Community Moderator
    So normal gameplay should work, like being able to press spacebar when you want to attack something and let it go from there or is it going to auto attack everything in range?

    Because I found the "select target, AUTOMATICALLY fire as soon as you're in range without input" annoying.

    I normally have my energy weapons on autofire, but I like to determine WHEN to start firing.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • hdoggyhdoggy Member Posts: 27 Arc User
    baucoin wrote: »
    And I agree. Why did they even make this change?
    Apparently, it's a """"""quality of life"""""" update. <.<

    I want this gone.
  • whycrypticwhycryptic Member Posts: 38 Arc User
    edited April 2018
    baucoin wrote: »
    Did some testing as well, seems the ships in the featured episode has buggy autofire. Acts like its set to "Toggle, never cancels" reguardless of how you have your options set up.

    That may be at least part of the problem. I did try to make the autofire changes to my own ship before starting the new featured episode, and I couldn't make the changes.

    That said, I was able to make the change on the one character that couldn't. I was in sector space at the time. I'm not sure what exactly I did, but after switching to disable in the menu, then back to the option just below disable, I was able to right-click my weapons to deactivate autofire.

    Again, I couldn't do this when I first logged in today, before attempting the new episode. I don't know what changes, but it's fixed now, so there's that.
    hdoggy wrote: »
    Apparently, it's a """"""quality of life"""""" update. <.<

    Quality of life... Was it too much effort for some to press a key?


  • dragonhef01dragonhef01 Member Posts: 417 Arc User
    Where's the option to begin with? I've looked through all option menus.
  • whycrypticwhycryptic Member Posts: 38 Arc User
    It's under Controls or Advanced I think. Bottom of the list.
  • engineerb4#4806 engineerb4 Member Posts: 211 Cryptic Developer
    edited January 2019
    .
    Post edited by engineerb4#4806 on
    STO Software Engineer
    I build things. Things that make us go.
  • saber1973asaber1973a Member Posts: 1,225 Arc User
    You may force it when transformed, but the autofire persist after i finish the FE.
    I don't like the darn thing, and now i must toggle autofire off on all my toons... :/
  • penthaligonpenthaligon Member Posts: 88 Arc User
    Autofire bug here too. Noticed my Fed ship had it all turned on, so I turned it off. Entered the FE and it's back on and wasn't able to turn it off. Quit the FE and exit the game. Will try again in a few days to see if the bug has gone.
  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited April 2018
    The featured episode uses special tech to make you become a different ship/character that uses different abilities than your real character. While transformed you don't have access to any of your normal traits, specializations, weapons, etc. Because of time/tech limitations we force the auto fire mode "Maintain while button is pressed" when you are transformed.

    What I am seeing is: the program is AUTO TARGETING as well as AUTO FIRING.

    All one has to do while in the Shuk-Din Escort is sit on the edge of 10K and wait for the enemy NPC group to wander into range. They will because they are set to attack the ship.

    The Shuk-Din weapons will auto target anything within the 10K range...with no interaction from me and start firing. The target is gone BEFORE THE program has time to play the dialog of people pleading to save themselves.

    Target will be gone with about 1 shot to 3 shots...depending on NPC. Example: the civilian freighters are gone before the first weapons cycle is even over. Whatever weapons you have on that Shuk-Din is OVER KILL....and not fun because the program is playing the game automatically.

    The only thing the player gets to pick: which NPC group should be fly close to next.

    Also, may I divert your attention to this thread for a few:
    http://forum.arcgames.com/startrekonline/discussion/comment/13351049/#Comment_13351049

    Is this thread in the bug forum.... I need to do a different write up on this if it is not.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited April 2018
    where2r1 wrote: »
    What I am seeing is: the program is AUTO TARGETING as well as AUTO FIRING.

    There are a few other settings besides "Auto attack" that will affect the behavior of auto-fire; for example,
    • Select attacker if attacked
    • Only attack if target selected
    • Select auto target on attack

    https://i.imgur.com/ioWMik7.png
    Waiting for a programmer ...
    qVpg1km.png
  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited April 2018
    frtoaster wrote: »
    where2r1 wrote: »
    What I am seeing is: the program is AUTO TARGETING as well as AUTO FIRING.

    There are a few other settings besides "Auto attack" that will affect the behavior of auto-fire; for example,
    • Select attacker if attacked
    • Only attack if target selected
    • Select auto target on attack

    https://i.imgur.com/ioWMik7.png

    I turned everything to off...but interacting with my options does nothing.
    It does nothing because of the way the mechanics set up the Shuk-din in the FE. That set up over rides anything in my options selection screen, once it takes over....it ignores all of it.

    I think that is to safeguard player set ups.

    BUT somehow THAT doesn't seem to be working if players is stuck in the wrong firing mode after the mission. Is the mechanic setting returning to a "Default" mode instead of player's original setting? That could be. It sounds like it.

    I think the programmers and engineers are quickly figuring out how many players in this game no longer use the default set ups it comes with.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • engineerb4#4806 engineerb4 Member Posts: 211 Cryptic Developer
    edited January 2019
    .
    Post edited by engineerb4#4806 on
    STO Software Engineer
    I build things. Things that make us go.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    The featured episode uses special tech to make you become a different ship/character that uses different abilities than your real character. While transformed you don't have access to any of your normal traits, specializations, weapons, etc. Because of time/tech limitations we force the auto fire mode "Maintain while button is pressed" when you are transformed.
    where2r1 wrote: »
    What I am seeing is: the program is AUTO TARGETING as well as AUTO FIRING.

    All one has to do while in the Shuk-Din Escort is sit on the edge of 10K and wait for the enemy NPC group to wander into range. They will because they are set to attack the ship.

    The Shuk-Din weapons will auto target anything within the 10K range...with no interaction from me and start firing. The target is gone BEFORE THE program has time to play the dialog of people pleading to save themselves.

    After thinking more about what you said and what EngineerB4 said, I don't think "Maintain while button is pressed" should be doing this. The behavior you describe sounds more like "Toggle, never cancels". If I remember correctly, "Maintain while button is pressed" means "Keep firing while I hold down the attack button, but stop when I let go." But it's been a long time since I've tested auto-fire; I might be misremembering what the settings do. It's also possible that the behavior you're seeing is the result of some interaction between the "Auto attack" setting and some of the other settings.
    Waiting for a programmer ...
    qVpg1km.png
  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited April 2018
    frtoaster wrote: »
    After thinking more about what you said and what EngineerB4 said, I don't think "Maintain while button is pressed" should be doing this. The behavior you describe sounds more like "Toggle, never cancels". If I remember correctly, "Maintain while button is pressed" means "Keep firing while I hold down the attack button, but stop when I let go." But it's been a long time since I've tested auto-fire; I might be misremembering what the settings do. It's also possible that the behavior you're seeing is the result of some interaction between the "Auto attack" setting and some of the other settings.

    I have "Target, Target Change Cancels" in Space and "Disable Auto Attack" on Ground. I actually think THAT may be the default settings. Because I don't ever remember changing that.

    I won't have much time for STO until the weekend...I can go do some Empire Defense and just flip the auto attack and the targeting options around until I get the motions the Shuk-din is doing.

    ::::Then I am making a note to never use that setting on my own ship. Ever.::::
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • engineerb4#4806 engineerb4 Member Posts: 211 Cryptic Developer
    edited January 2019
    .
    Post edited by engineerb4#4806 on
    STO Software Engineer
    I build things. Things that make us go.
  • where2r1where2r1 Member Posts: 6,054 Arc User
    "Maintain while button is pressed" doesn't do what it says. It allows constant auto attacking even if you don't have a target manually selected, it will pick what ever is targetable in your camera view. I've been meaning to change that text to something that better describes what it does.

    And this is what I dislike about the way this FE is working. It is attacking without any action being taken by ME. It is just automatically targeting and firing at anything I am pointing the nose of the ship to. And thanks to the WIDE angle weapons you stuck on an Escort (really???)...EVERYTHING is in the firing arc.

    The program is playing the game. I am just moving.

    I also disable "Only attack if target selected". There are a lot of combinations for the auto attack options.

    OK... NOW we are getting somewhere...

    My normal set up: Auto Attack: Toggle, Target Change Cancels. "Only Attack if Target Selected" is ON.

    I am telling my computer: "Hey, Stupid Computer, when Target 1 dies, don't auto attack anything anything....until I toggle to Target 2." And that is what usually happens for me. I think I have it set up this way to mesh with cloaking.

    Hey, are you testing any of this FE configuration on a character that is set up to use cloak regularly?

    I will have to figure out what is going on this weekend.
    My mind is going to be on other things for the next couple of days as real life intrudes.

    Anyways, I thought this "Onslaught" mechanic was moved over to STO was to make transitions between ships/characters go smoothly when swapped in an FE. Right now, it looks like it is required I need to change the position of the rows on the ability trays AND toggle options around in controls.....to mesh with what is set up by the program in the FE when my character goes through the swap.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • where2r1where2r1 Member Posts: 6,054 Arc User
    Frankly, if I had to choose between the OLD way you guys did the character swaps during missions, or this new "onslaught" way.

    I would pick the OLD way. Because I could rearrange the Space tray on the Ambassador, Obelisk or Dyson ships the way I am used to....and I wouldn't have to go so deep into set ups to deal with it.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited April 2018
    "Maintain while button is pressed" doesn't do what it says. It allows constant auto attacking even if you don't have a target manually selected, it will pick what ever is targetable in your camera view. I've been meaning to change that text to something that better describes what it does.

    Well, no wonder I was confused. Is this setting the default? If so, might I suggest that you change it. During the Breach event, there were a lot of complaints about people shooting the fake subpower cores. Then, someone told me in chat that his ship automatically shoots the fake cores when he gets within range. I'm guessing that most people don't have auto-fire as customized as I do; they don't know how to turn this behavior off.

    Also, if "Maintain while button is pressed" doesn't do what I thought it did, then I'm not sure how it differs from "Toggle, never cancels".

    I also disable "Only attack if target selected". There are a lot of combinations for the auto attack options.

    I set "Only attack if target selected" to "On" years ago. I also changed several other settings related to auto-fire; at least, I did that for space. I know there aren't many missions that require it, but there are times when you want to avoid accidentally shooting something.
    Waiting for a programmer ...
    qVpg1km.png
  • where2r1where2r1 Member Posts: 6,054 Arc User
    frtoaster wrote: »
    I set "Only attack if target selected" to "On" years ago. I also changed several other settings related to auto-fire; at least, I did that for space. I know there aren't many missions that require it, but there are times when you want to avoid accidentally shooting something.

    Yup...definitely do not want to be accidentally shooting at something....when I want to hit that cloak.

    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    frtoaster wrote: »
    Well, no wonder I was confused. Is this setting the default? If so, might I suggest that you change it. During the Breach event, there were a lot of complaints about people shooting the fake subpower cores. Then, someone told me in chat that his ship automatically shoots the fake cores when he gets within range. I'm guessing that most people don't have auto-fire as customized as I do; they don't know how to turn this behavior off.
    That's not the first time I heard this, but I don't understand why people complain. I always manually shoot the fake subcores as I fly by and if I do not my hanger pets do. Is there some reason not to do it? Why are people complaining?



  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited April 2018
    pottsey5g wrote: »
    Why are people complaining?

    The program has special settings for various options when the players "turns into" Neth Parr in the new FE, Renegade's Regret. Various options which includes Auto Attack....mode used for the FE is "Maintain while button is pressed".
    "Maintain while button is pressed" doesn't do what it says. It allows constant auto attacking even if you don't have a target manually selected, it will pick what ever is targetable in your camera view. I've been meaning to change that text to something that better describes what it does.

    And when players are switched back, the program's preference IS to leave the FE's special settings over using the player's normal set up.

    Note: during the FE the player can not see any of the settings "Neth Parr" uses....the program only displays the player's character settings. I think this continues when the player is back to their own character. IOW...we see our character's settings but the program is not using them.

    @engineerb4#4806 I have seen another thread complaining about the Primary Specialization acting in a similar fashion....it looks like it is "on" in the player's settings but it is not. Is the Specializations changed or otherwise altered from the player's normal selections during the FE?

    (Which brings me to question, why can't "None" be added to the Specialization selection options? It seems the program is capable of doing it.)

    Trying to figure out exactly what is going on.
    I can not get into it until this weekend. Maybe.
    Depends on how well the Hubby does after his procedure later today.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • where2r1where2r1 Member Posts: 6,054 Arc User
    Well...I just chopped down on my index finger of my left hand with the hand saw while thinning out my lemon tree....there was some real blood involved there. LOL! Though I believe I was bleeding more profusely the time I got stabbed by the agave thorn in my leg.

    Sooo...looks like any video game test-playing is on hold.

    (I have very bad coordination...which is why I suck at playing video games, too)

    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • hdoggyhdoggy Member Posts: 27 Arc User
    pottsey5g wrote: »
    frtoaster wrote: »
    Well, no wonder I was confused. Is this setting the default? If so, might I suggest that you change it. During the Breach event, there were a lot of complaints about people shooting the fake subpower cores. Then, someone told me in chat that his ship automatically shoots the fake cores when he gets within range. I'm guessing that most people don't have auto-fire as customized as I do; they don't know how to turn this behavior off.
    That's not the first time I heard this, but I don't understand why people complain. I always manually shoot the fake subcores as I fly by and if I do not my hanger pets do. Is there some reason not to do it? Why are people complaining?
    When shot, the fake warp cores apply electrical damage and an engine disable to anyone within range.
  • engineerb4#4806 engineerb4 Member Posts: 211 Cryptic Developer
    edited January 2019
    .
    Post edited by engineerb4#4806 on
    STO Software Engineer
    I build things. Things that make us go.
  • where2r1where2r1 Member Posts: 6,054 Arc User
    edited April 2018
    In theory "none" could be a specialization option. Its been considered but it wasn't important enough to spend time implementing it. I couldn't think of a reason why players would want to not have more bonuses, unless they were trying to test dps or something.

    1.) More challenge.

    2.) Test and observe new gear and builds cleanly...without all the boosts running rampant.

    3.) Add fair play back into PvP matches.

    You know....this isn't just going to help with PvP matches being more level... it will lessen the huge gap between you and your friends who play on a more casual level.
    Post edited by where2r1 on
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    In theory "none" could be a specialization option. Its been considered but it wasn't important enough to spend time implementing it. I couldn't think of a reason why players would want to not have more bonuses, unless they were trying to test dps or something.

    It's not just DPS testing. Another reason is testing bugs. Being able to turn off specializations allows you to eliminate them as a possible cause. In an ideal world, players wouldn't have to worry about bugs, figuring out how to reproduce them, or figuring out what's causing them. Unfortunately, we don't live in that ideal world.
    Waiting for a programmer ...
    qVpg1km.png
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