Could we get this changed? I'm running a legendary t'liss as a torpedo boat, but with 3+ torpedoes autofiring it's literally impossible to use the plasma warhead module activated ability - every time a torpedo fires it puts the module/console on a quick (1 second?) cooldown. Given that these consoles boost torpedo damage and fit perfectly into a torpedo build, it's kinda ridiculous that you can't activate them on a torpedo boat...
Post edited by baddmoonrizin on
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rattler2Member, Star Trek Online ModeratorPosts: 58,862Community Moderator
I might have to take a look myself sometime with mine. I've been focusing so much on my KDF Recruit that I haven't really done anything with my other characters.
Anyways... for the time being I'm going to let this thread stay here in case others want to discuss the issue, but if it turns out this is a bug and not WAI, I can move it into the bug section on request. I'll probably check with darkblade before I do.
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!)
normal text = me speaking as fellow formite colored text = mod mode
This thread sounds more like a feature request than a bug report actually. And it is a feature that would be nice since while it is a sort of torpedo it is not a weapons-slot one, it is more like the torp equivalent of a lance and those do not get forced into cooldown by firing regular beam weapons iirc.
The workaround is to simply stop firing torpedoes for a second to activate your big boom button.
The warhead module is a console active, not a torpedo weapon. There's plenty of other console iterations in the game which have an activated effect reminiscent of firing a weapon, while not being interfered with (or interfering with) actual weapon attacks. The railgun overload console on the caitian/ferasan escorts doesn't stop your railgun from passively firing, nor is it linked to the railgun firing cycle. Nanite laced torpedo from the assimilated module console is not put on cooldown by other torpedoes firing, either.
This, IMO, is not working as intended, because it does not follow the same pattern as any other similar consoles in the game.
The workaround is to simply stop firing torpedoes for a second to activate your big boom button.
The warhead module is a console active, not a torpedo weapon. There's plenty of other console iterations in the game which have an activated effect reminiscent of firing a weapon, while not being interfered with (or interfering with) actual weapon attacks. The railgun overload console on the caitian/ferasan escorts doesn't stop your railgun from passively firing, nor is it linked to the railgun firing cycle. Nanite laced torpedo from the assimilated module console is not put on cooldown by other torpedoes firing, either.
This, IMO, is not working as intended, because it does not follow the same pattern as any other similar consoles in the game.
Its a console you could click every 6s if you like to fire a free mini torp. So ya working as intended. Clearly you want to let them build to 6 for the big boom. But really its a extra torp that takes a console slot.
Now that you can slot THREE of the damn things on one ship I think its best the way it is. lol Unless you think its intended that you can decloak launch a HY3... and click 3 6 torp big boomers at the same time. lol Twenty two torps at once... yes I'm sure that was the intention. (granted not sure they where thinking things through when they made the warhead universal lol)
The workaround is to simply stop firing torpedoes for a second to activate your big boom button.
The warhead module is a console active, not a torpedo weapon. There's plenty of other console iterations in the game which have an activated effect reminiscent of firing a weapon, while not being interfered with (or interfering with) actual weapon attacks. The railgun overload console on the caitian/ferasan escorts doesn't stop your railgun from passively firing, nor is it linked to the railgun firing cycle. Nanite laced torpedo from the assimilated module console is not put on cooldown by other torpedoes firing, either.
This, IMO, is not working as intended, because it does not follow the same pattern as any other similar consoles in the game.
Its a console you could click every 6s if you like to fire a free mini torp. So ya working as intended. Clearly you want to let them build to 6 for the big boom. But really its a extra torp that takes a console slot.
Now that you can slot THREE of the damn things on one ship I think its best the way it is. lol Unless you think its intended that you can decloak launch a HY3... and click 3 6 torp big boomers at the same time. lol Twenty two torps at once... yes I'm sure that was the intention. (granted not sure they where thinking things through when they made the warhead universal lol)
to be fair only romulans can equip all 3, the plasma warhead module is still locked to t'varo class ships.
Sure you can click it every 6 seconds to launch a free torp, but we also have traits that fire free torpedoes every few seconds as well and those don't have any interference issues.
The workaround is to simply stop firing torpedoes for a second to activate your big boom button.
The warhead module is a console active, not a torpedo weapon. There's plenty of other console iterations in the game which have an activated effect reminiscent of firing a weapon, while not being interfered with (or interfering with) actual weapon attacks. The railgun overload console on the caitian/ferasan escorts doesn't stop your railgun from passively firing, nor is it linked to the railgun firing cycle. Nanite laced torpedo from the assimilated module console is not put on cooldown by other torpedoes firing, either.
This, IMO, is not working as intended, because it does not follow the same pattern as any other similar consoles in the game.
Its a console you could click every 6s if you like to fire a free mini torp. So ya working as intended. Clearly you want to let them build to 6 for the big boom. But really its a extra torp that takes a console slot.
Now that you can slot THREE of the damn things on one ship I think its best the way it is. lol Unless you think its intended that you can decloak launch a HY3... and click 3 6 torp big boomers at the same time. lol Twenty two torps at once... yes I'm sure that was the intention. (granted not sure they where thinking things through when they made the warhead universal lol)
to be fair only romulans can equip all 3, the plasma warhead module is still locked to t'varo class ships.
Sure you can click it every 6 seconds to launch a free torp, but we also have traits that fire free torpedoes every few seconds as well and those don't have any interference issues.
They don't hit 500k crits either.
I see your point... I just think it doesn't really work like a normal 2min cool click console. It works like a standard 6s recharge torp that lets you stack em to 6 before firing them. It works like a bonus weapon slot more then a console. And ya only on a rom ship can you stack 3. Still anyone that has access to one would be stupid to not slot it.... there is no better console in the game. It really is a free mini quantum.... and even with no torp skills if you wait till it hits a 4-6 count it will hit for north of 200k on a buffed toon or a debuffed target... a 5 count takes 30s or put a better way hits 4x harder then a tricobalt... can't be dogged or shot down and doesn't occupy a weapon slot. With the exact same cool down. (so it sharing a cool down with other torps seems logical... especially as now that its not ship locked you COULD load 3 of the damn things on a romulan ship and fire 1.5 billion in damage instantly from the 3 clicks alone.)
Damn thing was only balanced (sort of) cause it only worked on the ships it was locked too previously.
big red? You mean the destabilized plasma torpedo? No, it doesnt share a cooldown with normal torps, and it does more damage than a heavy plasma any day of the week lol.
I'm currently running all 3 warhead module consoles on my romulan legendary t'liss, but mostly for the passive +12%~ torpedo damage they provide since i can put them in science/engineering slots, leaving my tactical/uni slots all free for the big +39% plasma torpedo damage tactical consoles. Still, it'd be nice if they weren't so difficult to use. in a torpedo-heavy build. Because of my torpedo weapons autofiring the only time I can really use them is if i disable autoattack (and I cant, because I use the maintain auto attack setting to avoid other issues), or using them at the start of combat from stealth.
The workaround is to simply stop firing torpedoes for a second to activate your big boom button.
The warhead module is a console active, not a torpedo weapon. There's plenty of other console iterations in the game which have an activated effect reminiscent of firing a weapon, while not being interfered with (or interfering with) actual weapon attacks. The railgun overload console on the caitian/ferasan escorts doesn't stop your railgun from passively firing, nor is it linked to the railgun firing cycle. Nanite laced torpedo from the assimilated module console is not put on cooldown by other torpedoes firing, either.
This, IMO, is not working as intended, because it does not follow the same pattern as any other similar consoles in the game.
I thought the humor was obvious. I do agree completely, as far as I'm aware these are the only consoles that work like this, and there isn't a real reason for it.
The workaround is to simply stop firing torpedoes for a second to activate your big boom button.
The warhead module is a console active, not a torpedo weapon. There's plenty of other console iterations in the game which have an activated effect reminiscent of firing a weapon, while not being interfered with (or interfering with) actual weapon attacks. The railgun overload console on the caitian/ferasan escorts doesn't stop your railgun from passively firing, nor is it linked to the railgun firing cycle. Nanite laced torpedo from the assimilated module console is not put on cooldown by other torpedoes firing, either.
This, IMO, is not working as intended, because it does not follow the same pattern as any other similar consoles in the game.
Its a console you could click every 6s if you like to fire a free mini torp. So ya working as intended. Clearly you want to let them build to 6 for the big boom. But really its a extra torp that takes a console slot.
Now that you can slot THREE of the damn things on one ship I think its best the way it is. lol Unless you think its intended that you can decloak launch a HY3... and click 3 6 torp big boomers at the same time. lol Twenty two torps at once... yes I'm sure that was the intention. (granted not sure they where thinking things through when they made the warhead universal lol)
Except it does it with any console that fires a "torpedo" its the same with the big red ball of death...you can't fire it if you're firing a torpedo. Which is totally stupid because the only reason you'd run that console is if you're running a plasma torpedo build
Plus what are you talking about? You cant slot three of them on the same ship...at the best two if the plasma and quantum ones don't conflict...but in that case if you're running a plasma torp build it probably isn't worth the small bonus you'd get to torpedoes.
Can't have a honest conversation because of a white knight with power
big red? You mean the destabilized plasma torpedo? No, it doesnt share a cooldown with normal torps, and it does more damage than a heavy plasma any day of the week lol.
I'm currently running all 3 warhead module consoles on my romulan legendary t'liss, but mostly for the passive +12%~ torpedo damage they provide since i can put them in science/engineering slots, leaving my tactical/uni slots all free for the big +39% plasma torpedo damage tactical consoles. Still, it'd be nice if they weren't so difficult to use. in a torpedo-heavy build. Because of my torpedo weapons autofiring the only time I can really use them is if i disable autoattack (and I cant, because I use the maintain auto attack setting to avoid other issues), or using them at the start of combat from stealth.
Unless they finally fixed it when I used to run torpedo builds I'd always have to spam click my big red ball of death to actually get it to fire between my plasma torps rapid fire...will have to check later
Can't have a honest conversation because of a white knight with power
I love Big Red. It always makes me so happy to see it slowly floating toward my enemies before exploding for a 200k+ crit. Granted half the time I stupidly don't pull away fast enough because I am so mesmerized by my happy big ball of red death that I get smoked as well.
big red? You mean the destabilized plasma torpedo? No, it doesnt share a cooldown with normal torps, and it does more damage than a heavy plasma any day of the week lol.
I'm currently running all 3 warhead module consoles on my romulan legendary t'liss, but mostly for the passive +12%~ torpedo damage they provide since i can put them in science/engineering slots, leaving my tactical/uni slots all free for the big +39% plasma torpedo damage tactical consoles. Still, it'd be nice if they weren't so difficult to use. in a torpedo-heavy build. Because of my torpedo weapons autofiring the only time I can really use them is if i disable autoattack (and I cant, because I use the maintain auto attack setting to avoid other issues), or using them at the start of combat from stealth.
Unless they finally fixed it when I used to run torpedo builds I'd always have to spam click my big red ball of death to actually get it to fire between my plasma torps rapid fire...will have to check later
Yea, doesn't do that anymore, so I guess they fixed it. I've only recently started using it, but my ship will be autofiring torpedoes constantly and the destabilized plasma torpedo console never goes on any kind of cooldown from them like the warhead modules do.
Could we get this changed? I'm running a legendary t'liss as a torpedo boat, but with 3+ torpedoes autofiring it's literally impossible to use the plasma warhead module activated ability - every time a torpedo fires it puts the module/console on a quick (1 second?) cooldown. Given that these consoles boost torpedo damage and fit perfectly into a torpedo build, it's kinda ridiculous that you can't activate them on a torpedo boat...
Yes, this needs to be changed indeed. Consoles are not supposed to share cooldowns with torpedoes. The console from one of the Akira's, or the Titan's console - which are basically torpedo attacks too - don't do this either so why should this console do it?
The workaround is to simply stop firing torpedoes for a second to activate your big boom button.
Yes, that is a workaround. But since the console discussed here are quantum torpedoes which don't deal much damage if they hit a shield, people will usually want to use it after starting a fight. Which means that you will have to fire some weapon (like energy torpedoes in my case) or activate a shield drain first.
If you do that in most TFO's and you want to activate this console after that, most of the enemies will likely be dead.
And why would anyone need to stop firing his weapons to activate a console? Yes, there are consoles like Plasma wave that cause you to stop firing your weapons when clicking it. But in that case the console at least overrules your weapons. In this case, you simply cannot use the console because your weapons will overrule the console, ie, the other way around.
The workaround is to simply stop firing torpedoes for a second to activate your big boom button.
Yes, that is a workaround. But since the console discussed here are quantum torpedoes which don't deal much damage if they hit a shield, people will usually want to use it after starting a fight. Which means that you will have to fire some weapon (like energy torpedoes in my case) or activate a shield drain first.
If you do that in most TFO's and you want to activate this console after that, most of the enemies will likely be dead.
And why would anyone need to stop firing his weapons to activate a console? Yes, there are consoles like Plasma wave that cause you to stop firing your weapons when clicking it. But in that case the console at least overrules your weapons. In this case, you simply cannot use the console because your weapons will overrule the console, ie, the other way around.
It isn't weapons you need to stop firing, just torpedoes. This only affects torpedo boat type ships that are constantly firing torpedoes to have no downtime for the console. That amounts to hitting escape and not hitting spacebar again before you use the console. There is plenty of time to do that in an STF. It isn't a spread anyway, its a mega high yield for single targets.
A standard ship loadout with one torpedo up front has no real issues using the console. Again it only really affects torpedo boats that have continuously firing torpedoes.
The workaround is to simply stop firing torpedoes for a second to activate your big boom button.
Yes, that is a workaround. But since the console discussed here are quantum torpedoes which don't deal much damage if they hit a shield, people will usually want to use it after starting a fight. Which means that you will have to fire some weapon (like energy torpedoes in my case) or activate a shield drain first.
If you do that in most TFO's and you want to activate this console after that, most of the enemies will likely be dead.
And why would anyone need to stop firing his weapons to activate a console? Yes, there are consoles like Plasma wave that cause you to stop firing your weapons when clicking it. But in that case the console at least overrules your weapons. In this case, you simply cannot use the console because your weapons will overrule the console, ie, the other way around.
It isn't weapons you need to stop firing, just torpedoes. This only affects torpedo boat type ships that are constantly firing torpedoes to have no downtime for the console. That amounts to hitting escape and not hitting spacebar again before you use the console. There is plenty of time to do that in an STF. It isn't a spread anyway, its a mega high yield for single targets.
A standard ship loadout with one torpedo up front has no real issues using the console. Again it only really affects torpedo boats that have continuously firing torpedoes.
Yeah well, the point is: that console is only really useful for torpedo builds. It's not worth sacrificing a console slot for on a ship that mostly uses energy weapons. The damage of the clicky won't be sufficiently boosted to make it useful and its passive boost to torpedo's won't do much on a ship that carries only one torpedo launcher.
Consoles that boost torpedoes, should work well with torpedo builds. I think that would make sense.
And, as noted, no other clicky console is overruled by the firing of weapons - be they torpedoes or energy weapons. As far as I know.
It's an exceptional thing. Which doesn't necessarily prove that it's a bug, but it at least strongly suggests it is.
Deselecting a target and reselecting it may be possible, but it shouldn't be necessary. And given how fast everything blows up, plus the difficulty in some environments of selecting targets in the first place with all the spam of pets, wingman ships and what more, AND on top of that the fact that torpedoes have the disadvantage of needing to actually travel to their targets too, why even further reduce this console's usefulness with a strange mechanic that's not applied to any other console - including those that boil down to firing a projectile or similar thing?
They ought to make the console work like every other console in the game and just allow the player to fire it while firing regular weapons that are put in the weapon - and not the console - slots. It's not like there's a big balance issue at stake here or something like that.
The workaround is to simply stop firing torpedoes for a second to activate your big boom button.
Yes, that is a workaround. But since the console discussed here are quantum torpedoes which don't deal much damage if they hit a shield, people will usually want to use it after starting a fight. Which means that you will have to fire some weapon (like energy torpedoes in my case) or activate a shield drain first.
If you do that in most TFO's and you want to activate this console after that, most of the enemies will likely be dead.
And why would anyone need to stop firing his weapons to activate a console? Yes, there are consoles like Plasma wave that cause you to stop firing your weapons when clicking it. But in that case the console at least overrules your weapons. In this case, you simply cannot use the console because your weapons will overrule the console, ie, the other way around.
It isn't weapons you need to stop firing, just torpedoes. This only affects torpedo boat type ships that are constantly firing torpedoes to have no downtime for the console. That amounts to hitting escape and not hitting spacebar again before you use the console. There is plenty of time to do that in an STF. It isn't a spread anyway, its a mega high yield for single targets.
A standard ship loadout with one torpedo up front has no real issues using the console. Again it only really affects torpedo boats that have continuously firing torpedoes.
Yeah well, the point is: that console is only really useful for torpedo builds. It's not worth sacrificing a console slot for on a ship that mostly uses energy weapons. The damage of the clicky won't be sufficiently boosted to make it useful and its passive boost to torpedo's won't do much on a ship that carries only one torpedo launcher.
Consoles that boost torpedoes, should work well with torpedo builds. I think that would make sense.
First, you don't need to argue with me. I am on the side that it is not WAI. It needs fixed. However, having used this thing before on a full torpedo build, the workaround is simple.
I also totally disagree this isn't useful for energy builds. For one it enables battlecloak on the Defiant, and two this console hits really hard, especially on a crit. It is a very nice big boom button.
Well it looks like Cryptic pays some attention. I noticed this is fixed today. No more putting 2 of these on all ships... and 3 on a rom.
Sometimes Cryptic does act quickly.... but the unlocking them to any ship was still a mistake. Free torps for all I guess. Not running this console if you have access to one is just dumb.
Well it looks like Cryptic pays some attention. I noticed this is fixed today. No more putting 2 of these on all ships... and 3 on a rom.
Sometimes Cryptic does act quickly.... but the unlocking them to any ship was still a mistake. Free torps for all I guess. Not running this console if you have access to one is just dumb.
I still have all 3 on my romulan.
EDIT:
Scratch that, when i went into a patrol the defiant/valiant version unequipped automatically. It does still let me use the kdf and romulan versions together though.
Also still gets interfered with by firing torpedoes.
Well it looks like Cryptic pays some attention. I noticed this is fixed today. No more putting 2 of these on all ships... and 3 on a rom.
Sometimes Cryptic does act quickly.... but the unlocking them to any ship was still a mistake. Free torps for all I guess. Not running this console if you have access to one is just dumb.
I still have all 3 on my romulan.
I suspect you would not if you tried to re-equip them now.
Yea, only able to use two now - one quantum warhead module and one plasma warhead module. Fed/KDF ships will be limited to one since the plasma warhead module can only be equipped on the t'varo variants.
Well it looks like Cryptic pays some attention. I noticed this is fixed today. No more putting 2 of these on all ships... and 3 on a rom.
Sometimes Cryptic does act quickly.... but the unlocking them to any ship was still a mistake. Free torps for all I guess. Not running this console if you have access to one is just dumb.
I still have all 3 on my romulan.
EDIT:
Scratch that, when i went into a patrol the defiant/valiant version unequipped automatically. It does still let me use the kdf and romulan versions together though.
Also still gets interfered with by firing torpedoes.
Well trust Cryptic to never fix anything properly. Its still going to share a torp cool down pretty sure that is by design... and completely logical. Still being able to equip KDF and ROM half aing stuff KDF side and never testing with KDF is on brand.
Well it looks like Cryptic pays some attention. I noticed this is fixed today. No more putting 2 of these on all ships... and 3 on a rom.
Sometimes Cryptic does act quickly.... but the unlocking them to any ship was still a mistake. Free torps for all I guess. Not running this console if you have access to one is just dumb.
I still have all 3 on my romulan.
I suspect you would not if you tried to re-equip them now.
Yea, only able to use two now - one quantum warhead module and one plasma warhead module. Fed/KDF ships will be limited to one since the plasma warhead module can only be equipped on the t'varo variants.
Ya you know seeing as the rom one is still ship locked. Perhaps they left it that way on purpose. The romulan is less powerful anyway... still mostly only worth it for the set bouns.
No doubling up on Fed KDF is good though. Having both Quantums was super OP... I admit I had to try it out. Felt like I always had at least a 5 stack of quantums ready to one shot something.
Comments
Anyways... for the time being I'm going to let this thread stay here in case others want to discuss the issue, but if it turns out this is a bug and not WAI, I can move it into the bug section on request. I'll probably check with darkblade before I do.
normal text = me speaking as fellow formite
colored text = mod mode
The workaround is to simply stop firing torpedoes for a second to activate your big boom button.
The warhead module is a console active, not a torpedo weapon. There's plenty of other console iterations in the game which have an activated effect reminiscent of firing a weapon, while not being interfered with (or interfering with) actual weapon attacks. The railgun overload console on the caitian/ferasan escorts doesn't stop your railgun from passively firing, nor is it linked to the railgun firing cycle. Nanite laced torpedo from the assimilated module console is not put on cooldown by other torpedoes firing, either.
This, IMO, is not working as intended, because it does not follow the same pattern as any other similar consoles in the game.
Its a console you could click every 6s if you like to fire a free mini torp. So ya working as intended. Clearly you want to let them build to 6 for the big boom. But really its a extra torp that takes a console slot.
Now that you can slot THREE of the damn things on one ship I think its best the way it is. lol Unless you think its intended that you can decloak launch a HY3... and click 3 6 torp big boomers at the same time. lol Twenty two torps at once... yes I'm sure that was the intention. (granted not sure they where thinking things through when they made the warhead universal lol)
to be fair only romulans can equip all 3, the plasma warhead module is still locked to t'varo class ships.
Sure you can click it every 6 seconds to launch a free torp, but we also have traits that fire free torpedoes every few seconds as well and those don't have any interference issues.
They don't hit 500k crits either.
I see your point... I just think it doesn't really work like a normal 2min cool click console. It works like a standard 6s recharge torp that lets you stack em to 6 before firing them. It works like a bonus weapon slot more then a console. And ya only on a rom ship can you stack 3. Still anyone that has access to one would be stupid to not slot it.... there is no better console in the game. It really is a free mini quantum.... and even with no torp skills if you wait till it hits a 4-6 count it will hit for north of 200k on a buffed toon or a debuffed target... a 5 count takes 30s or put a better way hits 4x harder then a tricobalt... can't be dogged or shot down and doesn't occupy a weapon slot. With the exact same cool down. (so it sharing a cool down with other torps seems logical... especially as now that its not ship locked you COULD load 3 of the damn things on a romulan ship and fire 1.5 billion in damage instantly from the 3 clicks alone.)
Damn thing was only balanced (sort of) cause it only worked on the ships it was locked too previously.
It does seem like it shouldn't share cd with reg torps. Does Big Red share a cd with reg torps?
I'm currently running all 3 warhead module consoles on my romulan legendary t'liss, but mostly for the passive +12%~ torpedo damage they provide since i can put them in science/engineering slots, leaving my tactical/uni slots all free for the big +39% plasma torpedo damage tactical consoles. Still, it'd be nice if they weren't so difficult to use. in a torpedo-heavy build. Because of my torpedo weapons autofiring the only time I can really use them is if i disable autoattack (and I cant, because I use the maintain auto attack setting to avoid other issues), or using them at the start of combat from stealth.
I thought the humor was obvious. I do agree completely, as far as I'm aware these are the only consoles that work like this, and there isn't a real reason for it.
Except it does it with any console that fires a "torpedo" its the same with the big red ball of death...you can't fire it if you're firing a torpedo. Which is totally stupid because the only reason you'd run that console is if you're running a plasma torpedo build
Plus what are you talking about? You cant slot three of them on the same ship...at the best two if the plasma and quantum ones don't conflict...but in that case if you're running a plasma torp build it probably isn't worth the small bonus you'd get to torpedoes.
Unless they finally fixed it when I used to run torpedo builds I'd always have to spam click my big red ball of death to actually get it to fire between my plasma torps rapid fire...will have to check later
Yea, doesn't do that anymore, so I guess they fixed it. I've only recently started using it, but my ship will be autofiring torpedoes constantly and the destabilized plasma torpedo console never goes on any kind of cooldown from them like the warhead modules do.
Yes, this needs to be changed indeed. Consoles are not supposed to share cooldowns with torpedoes. The console from one of the Akira's, or the Titan's console - which are basically torpedo attacks too - don't do this either so why should this console do it?
Yes, that is a workaround. But since the console discussed here are quantum torpedoes which don't deal much damage if they hit a shield, people will usually want to use it after starting a fight. Which means that you will have to fire some weapon (like energy torpedoes in my case) or activate a shield drain first.
If you do that in most TFO's and you want to activate this console after that, most of the enemies will likely be dead.
And why would anyone need to stop firing his weapons to activate a console? Yes, there are consoles like Plasma wave that cause you to stop firing your weapons when clicking it. But in that case the console at least overrules your weapons. In this case, you simply cannot use the console because your weapons will overrule the console, ie, the other way around.
It isn't weapons you need to stop firing, just torpedoes. This only affects torpedo boat type ships that are constantly firing torpedoes to have no downtime for the console. That amounts to hitting escape and not hitting spacebar again before you use the console. There is plenty of time to do that in an STF. It isn't a spread anyway, its a mega high yield for single targets.
A standard ship loadout with one torpedo up front has no real issues using the console. Again it only really affects torpedo boats that have continuously firing torpedoes.
Yeah well, the point is: that console is only really useful for torpedo builds. It's not worth sacrificing a console slot for on a ship that mostly uses energy weapons. The damage of the clicky won't be sufficiently boosted to make it useful and its passive boost to torpedo's won't do much on a ship that carries only one torpedo launcher.
Consoles that boost torpedoes, should work well with torpedo builds. I think that would make sense.
It's an exceptional thing. Which doesn't necessarily prove that it's a bug, but it at least strongly suggests it is.
Deselecting a target and reselecting it may be possible, but it shouldn't be necessary. And given how fast everything blows up, plus the difficulty in some environments of selecting targets in the first place with all the spam of pets, wingman ships and what more, AND on top of that the fact that torpedoes have the disadvantage of needing to actually travel to their targets too, why even further reduce this console's usefulness with a strange mechanic that's not applied to any other console - including those that boil down to firing a projectile or similar thing?
They ought to make the console work like every other console in the game and just allow the player to fire it while firing regular weapons that are put in the weapon - and not the console - slots. It's not like there's a big balance issue at stake here or something like that.
First, you don't need to argue with me. I am on the side that it is not WAI. It needs fixed. However, having used this thing before on a full torpedo build, the workaround is simple.
I also totally disagree this isn't useful for energy builds. For one it enables battlecloak on the Defiant, and two this console hits really hard, especially on a crit. It is a very nice big boom button.
Sometimes Cryptic does act quickly.... but the unlocking them to any ship was still a mistake. Free torps for all I guess. Not running this console if you have access to one is just dumb.
I still have all 3 on my romulan.
EDIT:
Scratch that, when i went into a patrol the defiant/valiant version unequipped automatically. It does still let me use the kdf and romulan versions together though.
Also still gets interfered with by firing torpedoes.
Yea, only able to use two now - one quantum warhead module and one plasma warhead module. Fed/KDF ships will be limited to one since the plasma warhead module can only be equipped on the t'varo variants.
Well trust Cryptic to never fix anything properly. Its still going to share a torp cool down pretty sure that is by design... and completely logical. Still being able to equip KDF and ROM half aing stuff KDF side and never testing with KDF is on brand.
Ya you know seeing as the rom one is still ship locked. Perhaps they left it that way on purpose. The romulan is less powerful anyway... still mostly only worth it for the set bouns.
No doubling up on Fed KDF is good though. Having both Quantums was super OP... I admit I had to try it out. Felt like I always had at least a 5 stack of quantums ready to one shot something.