I seem to vaguely remember from a long time ago that there is a limit to how many weapons can fire at once on your ship, I haven't been able to find any details though. Anyone know if I made this up?
Today I put together the full Omega Adapted Borg Tech set replaced my forward torpedo with the Omega Plasma Torp and the rear torpedo with the Cutting Beam. I ran an elite Infected and it felt great but I noticed I wasn't getting the string of pearls out of the Omega Torpedo (the pretty 5 consecutive shots), when I looked at the weapons it seems it couldn't find time to activate between 3 dual cannons, 2 turrets and the Cutting Beam.
So I'm kind of stuck of what to do about it really, everything auto-firing seems to be doing great DPS but I would like to get those torpedoes off more frequently. Mind you the Plasma Energy Bolts work fine, had a 52k crit on a cube, was very nice to see.
Comments
There's no limit on Autofire (I've had all eight beams on my cruiser firing at once), but I DO know that firing multiple torpedos very quickly - something the Omega and Romulan torpedos do naturally, and Photons + Projectile Doffs do as well - can mess with the launcher cooldowns.
Some player advice has been to take those particular torps off cooldown and simply fire them manually when you're in the arc. Can be a pain, but special torps require special treatment sometimes.
Tried firing it with the turrets disabled and it behaved exactly the same. I have seen it fire 5 consecutive shots but more often then not it seems to get confused and tries firing but actually doesn't. Very odd.
Do love the atomizing effect; no more warp core breaches to dodge!
Who told you to disable the turrets? Like I said, there's no hard limit on how many weapons you can autofire, just that very fast-firing weapons, like using multiple launchers and purple projectile Doffs, or torps with specialized firing routines (like the Omega and Hyper Torpedoes) can go awry because they trigger global cooldowns that mess.
AFAIK, the Omega fires rapidly through a 5-shot magazine with very fast cooldown, then goes through a longer cooldown to "reload". The Rommie torpedo fires in 3-torp "bursts".
Given that these torpedoes are special, and the autofire is programmed to fire all selected weapons as soon as they cool down and have an in-arc target, the game simply cannot deal with the special torpedo "quirks".
And like I said, the common workaround is to take the TORPEDOES off autofire and shoot them manually, NOT the turrets.
Si
Nobody, I was investigating the issue for myself.
I'm leaving it on auto-fire mainly because I'm loathe to start abusing my spacebar. The torps are going out just slightly more spaced out, which may actually work out quite well.
I believe said limit was removed back with the ground combat revamp, but I honestly don't remember if that's a 100% accurate timeframe. In any event, there is no such limit at present.
Ah..NO. This is a programming issue they have never addressed.
I feel with the "unlimited" torpedo supply that we are in an old western where the 6 shooter NEVER runs out of bullets.
It would make for some interesting PvP/PvE/STF combat scenario's
The only exception that I see would be for the plasma torpedo.
my 2ec's worth
Badname Betty (PvP...PvE...STF...Trophy Hunter...Latnium Collector...Federation)
Commander Morgana (PvP...PvE...STF...KDF)
1000 day vet and LTS
[SIGPIC][/SIGPIC] STO Join date: 7 Feb 2010
There's also some kind of insanely annoying UI lag that's tied to the FPS and latency. If you're in very intense combat and your FPS drops down into the single digits then about 60% of your tray clicks don't register. Period. I find myself being forced to use the keyboard commands for everything just to stay alive. A similar thing happens with latency when you fire off a power only to have it go into immediate 2-5 second "oh wait I wasn't ready yet" cooldown.
Joined January 2009
or perhaps charge a few ec for each shot. i can imagine a special torpedo replicator hooked up to the tubes.