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Autoattack

seekerkorhilseekerkorhil Member Posts: 472
Glad the dilithium removal was reversed.

Now could someone please take a look at why Auto-attack doesn't work in space any more?

This bug was evident on Tribble and made it onto Holodeck despite warnings.
Post edited by seekerkorhil on

Comments

  • foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited November 2012
    Auto attack works fine in space and on the ground for me.
  • pwebranflakespwebranflakes Member Posts: 7,741
    edited November 2012
    Regarding Auto-fire. Have you set you skill tray to Type 4? I have found a bug where you cannot activate auto-fire in that tray type and we'll get that taken care of.

    If that is the case, try switching to type 3 and activating it from the Ship Weapons instead of the big tray and see if that works. Then you can jump back to Type 4 and continue auto-firing.

    :)

    Cheers,

    Brandon =/\=
  • phantomeightphantomeight Member Posts: 567 Bug Hunter
    edited November 2012
    How about when you respawn and you can't steer unless you subspace jump or the last thing you had targeted before you died, dies....
    join Date: Sep 2009 - I want my changeling lava lamp!
  • cindylawsoncindylawson Member Posts: 129 Arc User
    edited November 2012
    How about when you respawn and you can't steer unless you subspace jump or the last thing you had targeted before you died, dies....

    Actually, you can just un-target the thing and you can steer fine.
    http://geekparty.com/an-open-letter-to-cryptic-studios/ My latest STO article, about the Summer Event. Where I admit that really...it's mostly about the outfits.
  • firekeeperhufirekeeperhu Member Posts: 416 Arc User
    edited November 2012
    yup, i ran into this bug yesterday, but i could fix it using the weapons tray, as Brandon suggested.

    you should try it too!
    <3 Defiant <3

    RnD and upgrade needs less RNG. Less lottery. Something has to change.
  • zerobangzerobang Member Posts: 0 Arc User
    edited November 2012
    i also noticed that glitched Auto Attack Torpedoes now disappear.
    you know, when you turn and are just on the edge of the firing arc a torpedo fires, you turn a little more and another torpedo fires which is the real torpedo (because of LATENCY).


    Pre S7 these fake Torpedoes did travel to their target and explode just fine, without doing any actual yellow number damage, but it LOOKED right!

    Now they start flying, stay for 2 or 3 km and then disappear from one frame to the next -> looks just wrong.

    Liked it better before.
    [SIGPIC][/SIGPIC]
  • sensorghostsensorghost Member Posts: 59 Arc User
    edited November 2012
    I dont enjoy suffering in game work around for krap that should never have been affected
  • seakrakkenseakrakken Member Posts: 1 Arc User
    edited November 2012
    Autoattack still works on my old KDF toon but, will not work for my new TOS KDF toon i just made. Any suggestions? Yes, i did the whole /defaultautoattack 1 thing till my fingers bled.
    :mad:
  • vaernminavaernmina Member Posts: 21 Arc User
    edited November 2012
    I have noticed sometimes my autoattack stops attacking, but I find that is mostly because of mobs not staying targeted once I select them. It is especially bad when I try to tab target. :mad:
  • chuckwolfchuckwolf Member Posts: 206 Arc User
    edited November 2012
    For space autoattack there are a couple things you need to make sure are happening.

    First make sure the weapons you want as part of the auto attack are actually in your tray, not just the weapons tray. They don't have to be in the visible part, meaning the 3 visible lines of the tray but should be in one of the hidden ones.

    Second, right click all the attacks you want autofired in your weapons tray so they get the green outline. I'm sure most are familiar with this.

    Next and most important. For space autoattack in controls, at the bottom set it to Maintain. Do not use any other setting. While Toggle: change cancels and Toggle: non-combat cancels do work they have the problem that using certain abilities cancels one, and getting out of a certain range of enemies cancels the other. This doesn't happen with Maintain. DO NOT under any circumstances choose Toggle: Never Cancels. this setting has been bugged and does not work as it should. It actually prevents you from firing at all.

    Next even though autofire is active you must hit the spacebar to initiate fire in an instance while in firing range of an enemy, but only on the initial attack.

    Other than that everything should work fine.
    @Powerblast in game
  • edited November 2012
    This content has been removed.
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