I run a custom keybind so my spacebar fires energy weapons, distributes shields and depending on my ship/setup activates (cycles) two copies emergency power to shields for 100% uptime on shield power and resistances there.
If I'm in a cruiser my spacebar will also cycle 2 copies of emergency power to weapons. In an escort/bop my spacebar will also have weapons buffs like attack pattern beta, cannon rapid fire, tac team and beam overload cycling so I don't have to do everything manually.
Only time I have autofire on an energy weapon is so my torpedos which are on autofire know to start autofiring if that makes sense, on escort/bop though I prefer all energy build so no torps there.
Ah they joys of keybinding for a lazy bugger like me.:D
On my ship, I use autofire, but I turn it off for STFs if we're running the 10% rule (then turn it back on once the gens are down).
I used to use the hot keys, but I blow up less frequently when I have autofire set... guess it gives me more time to look around and find the bad guys. That and the ship movement buttons are on the same side of the keyboard as the usual "fire weapons" buttons, and if I change anything I'll just confuse myself.
On ground I use the hot keys. Movement there can be done with the arrows, so I can run and shoot with no problems. (And even though I keep hearing there's ground autofire, I can't get it to work anyway.)
I use a macro on my G13 that continually presses space (every 0.5 sec) bound to "GenSendMessage HUD_Root FirePhasers $$ +power_exec Distribute_Shields" as a on/of toggle macro, this in-turn lets me time me firing my torps and main abilities during combat using my thumb keys on my naga mouse.
I run auto-fire on all but my torps, As I like to fire my torps manually after I use full spread or volley. Rather than waiting for a torp to reload, then oh TRIBBLE I forgot to push full spread and now I have to wait for them to reload again.
It gives me greater control over them and I fire them when an enemies shield/shields are down, giving me better dmg.
Having your energy weapons on auto-fire is IMO the correct method. Because you don't want to be trying to manually firing them, as well as hitting the hotkeys, turning your ship and turning your camera angle to look around. It can cause more problems, but thats my opinion. Kudos to those that can do all that and not make any mistakes.
Torpedos I fire manually by mouse click on the icon, since the best use of a Torpedo relies on timing.
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A Romulan Strike Team, Missing Farmers and an ancient base on a Klingon Border world. But what connects them? Find out in my First Foundary mission: 'The Jeroan Farmer Escapade'
Torpedos I fire manually by mouse click on the icon, since the best use of a Torpedo relies on timing.
same, space bar for energy, then the torps and buffs I do manually
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DISCLAIMER: If any of my opinions or what I say hurt/offend you. TOUGH. Either deal with it or go cry like the whiny keyboard warrior you probably are.
That makes the spacebar fire all energy weapons and distribute your shields at the same time.
For keybinds too long to type into chat you can creat a text file in your star trek online/live folder which you can load from in game to have a keybind like:
That makes the spacebar fire all energy weapons and distribute your shields at the same time.
For keybinds too long to type into chat you can creat a text file in your star trek online/live folder which you can load from in game to have a keybind like:
In space i use auto fire for energy weapons, not torpedo launchers! For some reason i can't see the fun in using those fancy keybinds that trigger weapons, shields and what not pffft!
What I do is very different from what everyone else does, and would not be recommended by anyone else. However, I feel comfortable with this arrangement:
WASD ship controls
1: CRF, TS, CSV, THY
2: Fire Torps
3: all my tac buffs besides APA
Space: fire energy weapons, 2 Tac Teams
Numpad: each one does something, usually defense buffs and shield/hull heals.
X: Gravaton Field emitter? (the thing that slows/disables ships
C: Aux Battery (for my aux abilities)
I find mouse controls confusing, so I stray away from that (even though everyone else uses that).
I just use spacebar for my energy weapons and depending on how many torpedo launchers I have (usually 4 on most of my cruisers) I bind each torpedo to a different number (1-4).
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For my BOP, I have appeared to have binded my forward and rear torpedos to numbers, for quicker firing in fights, since the BOP seems to need to fire torpedos quickly, but with timing.
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A Romulan Strike Team, Missing Farmers and an ancient base on a Klingon Border world. But what connects them? Find out in my First Foundary mission: 'The Jeroan Farmer Escapade'
First, I click the power button, from settings 0-16. Then, I click a button, or pull a trigger, in the case of rifles.
I see what you did there.
I have autofire on for all weapons. I use torpedo DOFFs. And often have at least two torpedo launchers. They fire so fast. I couldn't keep up with them if they weren't on autofire.
That makes the spacebar fire all energy weapons and distribute your shields at the same time.
For keybinds too long to type into chat you can creat a text file in your star trek online/live folder which you can load from in game to have a keybind like:
I read that if multiple weapons fire at the same time, then you get -10 (or so) to the Weapon power setting.
My question - I am using a Nostromo N50, which has a macro capability and I can spread out firing of the weapons by some fraction of a second. The question would be does that get around the drop in weapon power setting from firing multiple weapons?
I assume that if you use the Fire All, then weapons would tend to always fire at the same time getting the deduction. If a macro fires the weapons in sequence, does that get around the deduction?
I did set up a loop that fires the weapons sequentially along with triggering the Cannon Rapid Fire option each time through the loop. I finally got a working DPS program by doing some modifications to the COH damage program, so I guess I could run some tests, but I thought I would ask first.
Comments
I prefer autofire for most my setups.
Space for Cannons/Turrets
Ctrl+Space for Torps
If I'm in a cruiser my spacebar will also cycle 2 copies of emergency power to weapons. In an escort/bop my spacebar will also have weapons buffs like attack pattern beta, cannon rapid fire, tac team and beam overload cycling so I don't have to do everything manually.
Only time I have autofire on an energy weapon is so my torpedos which are on autofire know to start autofiring if that makes sense, on escort/bop though I prefer all energy build so no torps there.
Ah they joys of keybinding for a lazy bugger like me.:D
I used to use the hot keys, but I blow up less frequently when I have autofire set... guess it gives me more time to look around and find the bad guys. That and the ship movement buttons are on the same side of the keyboard as the usual "fire weapons" buttons, and if I change anything I'll just confuse myself.
On ground I use the hot keys. Movement there can be done with the arrows, so I can run and shoot with no problems. (And even though I keep hearing there's ground autofire, I can't get it to work anyway.)
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It gives me greater control over them and I fire them when an enemies shield/shields are down, giving me better dmg.
Having your energy weapons on auto-fire is IMO the correct method. Because you don't want to be trying to manually firing them, as well as hitting the hotkeys, turning your ship and turning your camera angle to look around. It can cause more problems, but thats my opinion. Kudos to those that can do all that and not make any mistakes.
Torpedos I fire manually by mouse click on the icon, since the best use of a Torpedo relies on timing.
A Romulan Strike Team, Missing Farmers and an ancient base on a Klingon Border world. But what connects them? Find out in my First Foundary mission: 'The Jeroan Farmer Escapade'
same, space bar for energy, then the torps and buffs I do manually
DISCLAIMER: If any of my opinions or what I say hurt/offend you. TOUGH. Either deal with it or go cry like the whiny keyboard warrior you probably are.
It's done in the game itself, you can type into chat:
/bind spacebar "GenSendMessage HUD_Root FirePhasers $$ +power_exec Distribute_Shields"
That makes the spacebar fire all energy weapons and distribute your shields at the same time.
For keybinds too long to type into chat you can creat a text file in your star trek online/live folder which you can load from in game to have a keybind like:
Space "+Power_Exec Distribute_Shields $$ GenSendMessage HUD_Root FirePhasers $$ +TrayExecByTray 3 9 $$ +TrayExecByTray 3 8 $$ +TrayExecByTray 3 7 $$ +TrayExecByTray 3 6 $$ +TrayExecByTray 3 5 $$ +TrayExecByTray 3 4 $$ +TrayExecByTray 3 3 $$ +TrayExecByTray 3 2 $$ +TrayExecByTray 3 1 $$ +TrayExecByTray 3 0"
That's an extreme example that would make every power in the 4th row of your tray bound to spacebar.
And it's all supported by the game itself, no fancy keyboards needed.;)
Wow, that's handy info, thanks a ton!
Since ground is less responsive I hit 1 or 2 to use weapons/hypos ect.
Why don't you just leave them on, and then press ESC when you want to stop attacking? A million times easier.
http://www.youtube.com/watch?v=IpfbJLLbczs
To stop firing all you have to do is double click your mouse on empty space or hit esc key.
This maximizes your damage output making sure you don't have a delay between weapon recharge and firing it.
On the ground i use manual aiming...shooter mode!
WASD ship controls
1: CRF, TS, CSV, THY
2: Fire Torps
3: all my tac buffs besides APA
Space: fire energy weapons, 2 Tac Teams
Numpad: each one does something, usually defense buffs and shield/hull heals.
X: Gravaton Field emitter? (the thing that slows/disables ships
C: Aux Battery (for my aux abilities)
I find mouse controls confusing, so I stray away from that (even though everyone else uses that).
Formerly Traven158
Anyone want to give me a Temporal Heavy Dreadnought pack? I'll be your friend
A Romulan Strike Team, Missing Farmers and an ancient base on a Klingon Border world. But what connects them? Find out in my First Foundary mission: 'The Jeroan Farmer Escapade'
I see what you did there.
I have autofire on for all weapons. I use torpedo DOFFs. And often have at least two torpedo launchers. They fire so fast. I couldn't keep up with them if they weren't on autofire.
Matthew@Matthew486DX -> Eng Lvl 60
FAW/Tank: Tactical Oddyessy T5-U, Tank/Heal Science Oddyessy T5-U, DPS Cruiser: A2B Battlecruiser T5-U, DPS/Debuff Tholian Recluse T5-U
Fleet Admiral: Angry Tribbles
But seriously, my beams and cannons auto-fire, while projectile weapons are manual so I can unleash hell... on my mark.
I don't care how long you've been playing. I only care about how you play.
And remember to follow the rules.
TAC: All tac buffs tied to one thumb operable mouse button (and using mouse to steer around, throttle mouse wheel controlled).
SCI: sit back and drink coffee. Being a sci is cozy job, unlike the more hectic life of a tac.
TY.
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Star Trek Gamers
Copied and done, thank you! Now if only my autofire would work.
-pro pvp player- :P
My question - I am using a Nostromo N50, which has a macro capability and I can spread out firing of the weapons by some fraction of a second. The question would be does that get around the drop in weapon power setting from firing multiple weapons?
I assume that if you use the Fire All, then weapons would tend to always fire at the same time getting the deduction. If a macro fires the weapons in sequence, does that get around the deduction?
I did set up a loop that fires the weapons sequentially along with triggering the Cannon Rapid Fire option each time through the loop. I finally got a working DPS program by doing some modifications to the COH damage program, so I guess I could run some tests, but I thought I would ask first.