Following Season 6, the Transphasic Cluster Torpedo Launcher from the breen missions still has 20% shield penetration, due to what I believe to be an oversight that happened while changing the transphasic weaponry from 20% to 40% shield penetration, can we expect a hotfix?
I started the Breen episodes last night with my KDF character and the Transphasic Cluster Torpedo it gave me said 40%. Whichever mission it was, it didn't take long. I would go knock it out and see what happens.
I started the Breen episodes last night with my KDF character and the Transphasic Cluster Torpedo it gave me said 40%. Whichever mission it was, it didn't take long. I would go knock it out and see what happens.
I'll give it a shot- been waiting for weeks for the buff to make that torp really useful so a replay of a mission is a small price to pay for that weapon.
I have fired this weapon at ALL kinds of things, and the result is the same-- a harmless POOF at the enemy without dispersing any mines. EVERY SINGLE TIME, every single enemy I fire it at. Zero damage inflicted.
I think Season 6 broke this weapon and needs a bug fix.
I have the old one from before Season 6 and it does say 20% still. Is that my problem and should I try and get a new one? Maybe the old ones have broken but if you get a new one it won't be broken?
I have fired this weapon at ALL kinds of things, and the result is the same-- a harmless POOF at the enemy without dispersing any mines. EVERY SINGLE TIME, every single enemy I fire it at. Zero damage inflicted.
I think Season 6 broke this weapon and needs a bug fix.
EXACTLY what I've been experiencing since S6 launch. S6 seems to have broken it. Used to be a pretty cool torpedo (but weak), now it's completely useless. Will try reacquiring it to see if it will start working (per above posts) but I'm not particularly optimistic.
Just redid the mission to get a new Breen Transphasic Cluster Torpedo.
Stats are the same.
While redoing the mission, I noticed that it doesnt fail every time-- before you would see the white boxes around the mines, now you don't so it may look like it didn't work...
However, it has "poof"ed way too often compared to before, so I still think something is wrong because a lot of times there are no mines.
Updated:
Yes, it fails to release the mines way too many times. I had to give up using this torpedo.
It's now possible to toggle the visibility of reticles for mines and small craft.
By default, the reticles will appear only when the ship or mine is selected.
This can be adjusted in the Options menu.
...I'd assume that means the torpedo will appear on it's trajectory until the minelets deploy, and the explosion seen as showing no damage inflicted is the one deploying the minelets. Strange I see NO explosions when the mines are detonating on the target.
The Cluster Torpedo works sometimes. It seems to deploy its mines perhaps 10-20% of the time. The other 80-90%, it works like a zero-damage Tricobalt- the destructible projectile strikes the target and "explodes," doing no damage and deploying no mines.
I'd like to report that Tricobalts may be bugged, too- mine seems to occasionally misfire, that is, the one-minute cooldown begins but no torp is launched. Also, the torpedo projectile continues to exist for several seconds after it detonates. But that is a graphical bug that doesn't cause any harm, although NPCs will engage the dud projectile.
The Cluster Torpedo works sometimes. It seems to deploy its mines perhaps 10-20% of the time. The other 80-90%, it works like a zero-damage Tricobalt- the destructible projectile strikes the target and "explodes," doing no damage and deploying no mines.
I'd like to report that Tricobalts may be bugged, too- mine seems to occasionally misfire, that is, the one-minute cooldown begins but no torp is launched. Also, the torpedo projectile continues to exist for several seconds after it detonates. But that is a graphical bug that doesn't cause any harm, although NPCs will engage the dud projectile.
As of last night it still works that way, but I did manage to get the recticles back on so I can see the mines deploy and move toward the target. Since S6 this wonderful weapon is utterly useless, as it's now VERY slow moving, one-shot destroys it, didn't get the transphasic buff to 80%, and seems to be missing minelets when I'm lucky enough to get it deployed.
I sure wish the Borg Plasma torps could be one-shotted like this torpedo can. I'm pretty sure the regular Tri-Cobalt torpedo doesn't get one-shotted either.
I use this torpedo launcher on a Fed Star Cruiser and my KDF Hegh'ta. On the Fed Cruiser it seems to work almost every time. However on my KDF BoP this weapon appears to fail to fire aprox 80-90% of the time, even though the countdown timer starts for it. Yes I understand it's a destructable weapon however since both captains are at lvl 50 and essentially playing the same missions for the most part against the same enemies I fail to see why the enemies would immidiately target and destroy the torpedo AS IT'S LAUNCHING FROM MY SHIP on my BoP whereas most of the time they do not on my Star Cruiser.
Apparently it's just my ship...or maybe it's rear mounted torpedo launchers on this ship...or maybe just the ones from this Breen mission? I just ran the mission again where the Breen Trans Cluster Torpedo comes from to get the Tricobalt torpedo launcher and this is doing THE EXACT SAME THING....WTF? I'm gonna have to try swapping my front and rear torpedo launchers and see if it's some bug because a destructible one is mounted in the rear of my BoP or what. This is just really weird.
Ok after further testing I think I understand the problem better. FROM THIS SHIP, My Hegh'Ta, <perhaps others also> If a DESTRUCTABLE TORPEDO WEAPON is REAR MOUNTED AND SET TO AUTOFIRE, This causes the projectile from this weapon to malfunction due to some unknown game bug at this time. Even rear mounted on manual fire the Breen Transphasic Cluster Torpedo seems to fail aprox 50% of the time. No launch whatsoever, not launched and immidiately destroyed, simply failed to launch altogether.
This is what I found using a few different torpedo launchers, with destructible warheads, both front and rear mounted on this ship. Does not seem to matter if the torpedo launchers have non destructible <i.e. targetable> warheads, and it's unknown if this affects mine launchers also as I do not currently have one to try and simply wanted to post more details about this in here as the failure of these torpedo launchers to work correctly aprox 80% of the time under these circumstances is plenty enough to warrant some programming review. Also I have no idea why this condition does not occur on my Fed Star Cruiser, but i'm fairly certain from the # of people reporting this that it's probably not JUST the Hegh'Ta BoP.
Since S6 this wonderful weapon is utterly useless, as it's now VERY slow moving, one-shot destroys it, didn't get the transphasic buff to 80%, and seems to be missing minelets when I'm lucky enough to get it deployed.
You are wrong the weapon is not utterly useless as I use x2 with no problem and vastly out damage other cruisers.
It never got the 80% shield pen as it got a damage boost instead of having its damage lowered and shield pen boosted to 80%. It was in the patch notes. The weapon does almost double damage over the old version and there are no missing minelets at least when I use it.
I have about a 99% fire rate and the mines do damage 99% of the time.
You are wrong the weapon is not utterly useless as I use x2 with no problem and vastly out damage other cruisers.
It never got the 80% shield pen as it got a damage boost instead of having its damage lowered and shield pen boosted to 80%. It was in the patch notes. The weapon does almost double damage over the old version and there are no missing minelets at least when I use it.
I have about a 99% fire rate and the mines do damage 99% of the time.
Mine still doesn't deploy the majority of the time, end when it does it damages nothing. I've tried reclaiming the weapon by a mission replay and it still does almost no damage in the 1 in 6 chance it deploys. Am using it in a forward slot, on a stock Qin without autofire, with 2 blue torpedo doffs, no spread or HY buffs.
Am glad it works for you but denying my problem with it don't make me wrong.
You mean to tell me someones actually works? Mine also has about a 90% failure rate...i dont even see a torpedo heading down range, just a timer on the torp icon telling me that some doff pushed the fire button apparently without loading the tube first. Unfortunatly the same thing aplies to the rapid reload launcher. Too bad too because I'd like to be able to use the cluster on the rear of a cruiser.
Mine still doesn't deploy the majority of the time, end when it does it damages nothing. I've tried reclaiming the weapon by a mission replay and it still does almost no damage in the 1 in 6 chance it deploys. Am using it in a forward slot, on a stock Qin without autofire, with 2 blue torpedo doffs, no spread or HY buffs.
Am glad it works for you but denying my problem with it don't make me wrong.
I am not denying your problem I was just saying the weapon is not utterly useless as it works so well I use 2.
Can your own weapons shoot it down? Could it be something silly like on the Qin the ships own cannons/energy weapons are hitting it? If you have it on auto fire and no energy weapons shooting does it work?
Its been a while since I used them so I don't remember the exact range, but if I remember correctly if you fire it at a short range the mines don't deploy.
Can't have a honest conversation because of a white knight with power
You mean to tell me someones actually works? Mine also has about a 90% failure rate...i dont even see a torpedo heading down range, just a timer on the torp icon telling me that some doff pushed the fire button apparently without loading the tube first. Unfortunatly the same thing aplies to the rapid reload launcher. Too bad too because I'd like to be able to use the cluster on the rear of a cruiser.
Having the exact same problem. Cooldown timer resets to 45 seconds and nothing happens. It's quite often.
- Manual or Auto fire doesn't matter, both exhibit this problem.
- Fore and Aft doesn't matter
Same thing here: about 40% of the time the torpedo just doesn't fire. Sometimes it appears, then is gone, sometimes nothing appears and the timer resets. I stuck it on the back so only fire it when it's ideal, and in two out of five shots absolutely nothing happens.
I have checked the error log, nothing hits the Torp to kill it--if it did, that'd be fine. But nothing. Often I'm almost at max range, so nothing could hit it. Did a test with my fleet, they handled the Gate in an Elite STF whilst I was butt-first on the far side, firing only the Cluster Torp, and it happened at 9.98km range--40% did nothing.
This is a long, ongoing problem that looks to be at least two years old, judging from this, this, and this. These posts are from October 2010--having a glitch for so long is simply pathetic.
I subbed to STO because space combat is fun. But I keep finding bit after bit that is laggy, broken, or not working, then I look to the forums and see these things are not just recently broken, they've been broken for months or years or since launch. It's pathetic, and Cryptic needs to hire more and/or better programmers, or allocate far more resources to gameplay testing and improvement.
Because there are more and more F2P MMOs out there every day, and being lax will just mean you lose. I don't want to see STO go away, nor do I want to continue to soldier on if I have no guarantee things will work now or in the future. You need to be better to your customers, you need to fix things that are broken and reply to requests/demands.
C'mon--this glitch is oooooooolllllldddd.... get it fixed already.
Comments
Do I need to replay the breen mission to get the updated one ?
Awoken Dead
Now shaddup about the queues, it's a BUG
I'll give it a shot- been waiting for weeks for the buff to make that torp really useful so a replay of a mission is a small price to pay for that weapon.
Awoken Dead
Now shaddup about the queues, it's a BUG
I have fired this weapon at ALL kinds of things, and the result is the same-- a harmless POOF at the enemy without dispersing any mines. EVERY SINGLE TIME, every single enemy I fire it at. Zero damage inflicted.
I think Season 6 broke this weapon and needs a bug fix.
I have the old one from before Season 6 and it does say 20% still. Is that my problem and should I try and get a new one? Maybe the old ones have broken but if you get a new one it won't be broken?
EXACTLY what I've been experiencing since S6 launch. S6 seems to have broken it. Used to be a pretty cool torpedo (but weak), now it's completely useless. Will try reacquiring it to see if it will start working (per above posts) but I'm not particularly optimistic.
Awoken Dead
Now shaddup about the queues, it's a BUG
Stats are the same.
While redoing the mission, I noticed that it doesnt fail every time-- before you would see the white boxes around the mines, now you don't so it may look like it didn't work...
However, it has "poof"ed way too often compared to before, so I still think something is wrong because a lot of times there are no mines.
Updated:
Yes, it fails to release the mines way too many times. I had to give up using this torpedo.
...I'd assume that means the torpedo will appear on it's trajectory until the minelets deploy, and the explosion seen as showing no damage inflicted is the one deploying the minelets. Strange I see NO explosions when the mines are detonating on the target.
Hmmmmm......
Awoken Dead
Now shaddup about the queues, it's a BUG
S6 has broken one of my favorite weapons.
Awoken Dead
Now shaddup about the queues, it's a BUG
THAT DID NOTHING.
Just went FIZZ.
Lol. Hurts them too I guess...
I'd like to report that Tricobalts may be bugged, too- mine seems to occasionally misfire, that is, the one-minute cooldown begins but no torp is launched. Also, the torpedo projectile continues to exist for several seconds after it detonates. But that is a graphical bug that doesn't cause any harm, although NPCs will engage the dud projectile.
As of last night it still works that way, but I did manage to get the recticles back on so I can see the mines deploy and move toward the target. Since S6 this wonderful weapon is utterly useless, as it's now VERY slow moving, one-shot destroys it, didn't get the transphasic buff to 80%, and seems to be missing minelets when I'm lucky enough to get it deployed.
I sure wish the Borg Plasma torps could be one-shotted like this torpedo can. I'm pretty sure the regular Tri-Cobalt torpedo doesn't get one-shotted either.
Awoken Dead
Now shaddup about the queues, it's a BUG
Please Fix this. It's very annoying.
Please don't kill this thread mods, this is an ongoing problem and it would likely benefit a dev to see the history of this problem.
Awoken Dead
Now shaddup about the queues, it's a BUG
Ok after further testing I think I understand the problem better. FROM THIS SHIP, My Hegh'Ta, <perhaps others also> If a DESTRUCTABLE TORPEDO WEAPON is REAR MOUNTED AND SET TO AUTOFIRE, This causes the projectile from this weapon to malfunction due to some unknown game bug at this time. Even rear mounted on manual fire the Breen Transphasic Cluster Torpedo seems to fail aprox 50% of the time. No launch whatsoever, not launched and immidiately destroyed, simply failed to launch altogether.
This is what I found using a few different torpedo launchers, with destructible warheads, both front and rear mounted on this ship. Does not seem to matter if the torpedo launchers have non destructible <i.e. targetable> warheads, and it's unknown if this affects mine launchers also as I do not currently have one to try and simply wanted to post more details about this in here as the failure of these torpedo launchers to work correctly aprox 80% of the time under these circumstances is plenty enough to warrant some programming review. Also I have no idea why this condition does not occur on my Fed Star Cruiser, but i'm fairly certain from the # of people reporting this that it's probably not JUST the Hegh'Ta BoP.
It never got the 80% shield pen as it got a damage boost instead of having its damage lowered and shield pen boosted to 80%. It was in the patch notes. The weapon does almost double damage over the old version and there are no missing minelets at least when I use it.
I have about a 99% fire rate and the mines do damage 99% of the time.
Mine still doesn't deploy the majority of the time, end when it does it damages nothing. I've tried reclaiming the weapon by a mission replay and it still does almost no damage in the 1 in 6 chance it deploys. Am using it in a forward slot, on a stock Qin without autofire, with 2 blue torpedo doffs, no spread or HY buffs.
Am glad it works for you but denying my problem with it don't make me wrong.
Awoken Dead
Now shaddup about the queues, it's a BUG
Can your own weapons shoot it down? Could it be something silly like on the Qin the ships own cannons/energy weapons are hitting it? If you have it on auto fire and no energy weapons shooting does it work?
Having the exact same problem. Cooldown timer resets to 45 seconds and nothing happens. It's quite often.
- Manual or Auto fire doesn't matter, both exhibit this problem.
- Fore and Aft doesn't matter
FYI I fly a Korath Temporal Science ship.
I have checked the error log, nothing hits the Torp to kill it--if it did, that'd be fine. But nothing. Often I'm almost at max range, so nothing could hit it. Did a test with my fleet, they handled the Gate in an Elite STF whilst I was butt-first on the far side, firing only the Cluster Torp, and it happened at 9.98km range--40% did nothing.
This is a long, ongoing problem that looks to be at least two years old, judging from this, this, and this. These posts are from October 2010--having a glitch for so long is simply pathetic.
I subbed to STO because space combat is fun. But I keep finding bit after bit that is laggy, broken, or not working, then I look to the forums and see these things are not just recently broken, they've been broken for months or years or since launch. It's pathetic, and Cryptic needs to hire more and/or better programmers, or allocate far more resources to gameplay testing and improvement.
Because there are more and more F2P MMOs out there every day, and being lax will just mean you lose. I don't want to see STO go away, nor do I want to continue to soldier on if I have no guarantee things will work now or in the future. You need to be better to your customers, you need to fix things that are broken and reply to requests/demands.
C'mon--this glitch is oooooooolllllldddd.... get it fixed already.