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Beam Overload bug

SystemSystem Member, NoReporting Posts: 178,019 Arc User
In my last hostile engagement after using beam overload on my front dual beam array it turned it off permanently, and then when I used it on my rear beam array it did exactly the same. Anyone else noticed this problem with the skill. I've had weapons stop altogether before but its definately a problem with beam overload do this.
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Yes, this is a know bug and Cryptic post in these very forums yestrerday that it is being addressed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    moordrake wrote: »
    Yes, this is a know bug and Cryptic post in these very forums yestrerday that it is being addressed.

    A month later and still giving me heck...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    EberKain wrote: »
    A month later and still giving me heck...

    This bug has been in game since the beginning. It has been much worse since the 1.1 patch, but it has always been there. Really wish they could get it fixed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    This bug has been in game since the beginning. It has been much worse since the 1.1 patch, but it has always been there. Really wish they could get it fixed.

    I'm just getting started with the game, and its either my weapons wont fire because of this, or I have to relog before I can buy things from a vendor... Wish they would fix this though cause its rough taking down a battleship when both of your forward beams are not working.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    In my last hostile engagement after using beam overload on my front dual beam array it turned it off permanently, and then when I used it on my rear beam array it did exactly the same. Anyone else noticed this problem with the skill. I've had weapons stop altogether before but its definately a problem with beam overload do this.


    I started a post on the Game Bug forum... http://forums.startrekonline.com/showthread.php?t=158068

    It also has to do with the Torpedo High Yield ability too....It happens when trying to apply the ability at the sametime the weapon is firing. Before the Auto Fire I was one of the lucky ones and never had it happen to me.

    Anyone find a work around?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    The only workaround I know of is to switch instances. EberKain, switching instances should work with the vendor thing, too, you shouldn't have to log out.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Really hard to take down a battleship when all your beams go out because of this bug and all you're left with are two turrets and a quantum. :) But yes it's an annoying bug that changing instances seems to help with.

    As for the commodities broker issue, I had that happen and changing instances did not fix it. Heck I travelled from DS9 to Earth and back and it didn't fix the issue. Logging was the only way to fix that one.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    The only workaround I know of is to switch instances. EberKain, switching instances should work with the vendor thing, too, you shouldn't have to log out.

    When the vendors start asking me how many large shield charge injuries I would like to heal, the only way to fix it is to relog, Ive tried zoning, changing instances, difficulty, etc... none of it helped.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    about the only work around for the beam overload bug atm that i have found to work for me is.

    let the beam weapons numbers cool all the way down and cycle through to a ready fire, just wait with the buff on the weapon once the weapon is cooled down all numbers are idle ,, fire.

    its kinda a bummer that you have to wait, but if you just hit beam overload and mash fire while all your beams are blasting away, the overload will try to fire, or fire off a weapon that is in mid cooldown, or it will auto fire right after a weapon cooldown while other weapons are still firing, and bug the weapon till you zone, or reslot a differnt weapon in that slot ( sometime slotting a differnt weapon hasnt work for me btw, sometimes it has )

    either way, ill hit space bar to fire, then hit beam overload and wait, all weapons cooled, ill fire, and then space bar away till the next time i want to use beam overload.

    imo it should work the same way any of the target subsystems work on my science ship, when ever i have hit them no matter were my weapons cooldowns are at itll fire right off the next weapon ready and has always worked.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Whitelocke wrote:
    about the only work around for the beam overload bug atm that i have found to work for me is.

    let the beam weapons numbers cool all the way down and cycle through to a ready fire, just wait with the buff on the weapon once the weapon is cooled down all numbers are idle ,, fire.

    This would explain why I have been seeing the bug much more since the 1.1 patch, as I now have all of my weapons on auto-fire, so there is very little chance of waiting for the right moment to fire.

    My workaround has been finding a new skill and not using Beam Overload. It sucks, but now I never have to worry about it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I haven't been effected by this bug... YET.


    Could it have something to do with auto fire, I ask cause I don't use auto fire.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    EberKain wrote: »
    When the vendors start asking me how many large shield charge injuries I would like to heal, the only way to fix it is to relog, Ive tried zoning, changing instances, difficulty, etc... none of it helped.

    OK, that's a new problem for me. I was thinking of the bug where the vendors won't even talk to you.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I started a post on the Game Bug forum... http://forums.startrekonline.com/showthread.php?t=158068

    It also has to do with the Torpedo High Yield ability too....It happens when trying to apply the ability at the sametime the weapon is firing. Before the Auto Fire I was one of the lucky ones and never had it happen to me.

    Anyone find a work around?

    This was one of the original threads on the issue started a while back:
    http://forums.startrekonline.com/showthread.php?t=134971

    That's the one where the devs finally confirmed they could reproduce it any ways.

    As far as I know, they're still working on it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    This would explain why I have been seeing the bug much more since the 1.1 patch, as I now have all of my weapons on auto-fire, so there is very little chance of waiting for the right moment to fire.

    My workaround has been finding a new skill and not using Beam Overload. It sucks, but now I never have to worry about it.

    aye, i don't use autofire at myself, beamoverload is one reason, the other is i don't like to pump up the shield's on someone in pvp when they pop reverse shield polarity, i either just fire torpedo's, or switch to a different target. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Happened to me last night. I retreated beyond ten kms and found that I had a Tetryon turret in my inventory. Threw it in and attacked with two turrets and my Quantums. Called in a photonic fleet for the final battleship. Very annoying bug but the fight also felt very Trek with my main beam batteries off-line.
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