My Omega Torps still don't recharge. I have seen other people using them in games with no problem so I do not know what is going on why mine wont recharge.
I can't say that I'm running into the no-fire bug. What I am getting on both a Fed Ody and a Klingon Vo'Quv is an issue where the omega torp fires VERY rapidly but doesn't get very far. Just to the end of the saucer on the Ody and about 3 torp lengths away from the Vo'Quv. The launcher then resets and fires again. Every so often a torp will actually fire properly. It's not a graphics bug either. My target takes zero damage while this happens.
I have owned my omega torpedo launcher for about 4 months.
If all 5 auto firing little un-destructible plasma balls fly out from it, then it will be like a shuttle torpedo when on the limit of the firing angle and seem to endlessly fire in animation, but nothing comes out.
Although after maybe 5-10 secs it recharges to 1 and fires normally.
I find the best solution is to use torpedo spread fires a large spread of non destructible plasma projectiles at multiple targets, then seems to reset the counter so it can fire normally again.
or
torpedo high yield - This makes a destructible plasma projectile but does reset the counter so in 5 secs it can fire the little non destructible auto firing.
The speed of movement through space for the large destructible is laughably slow and any aoe from the enemy will cause it to blow up short of the target.
This has been happening to me, aswell. I'll have plenty of charges, but no torpedo comes out. I've been doing some more testing, and it seems to be fairly rare against normal enemy ships, but near constant against borg structures, so there is a fair chance that the underlying problem is some sort of pathing issue, which have plagued borg structures since inception. (Remember how often fighters couldn't attack them?)
Torpedo high yield doesn't actually fix the issue. It just stops the visual glitch. I've had it take more than ten seconds to actually launch the hy-torp after activating it, you can tell by the timeout on the HY effect over the weapon in the UI.
EDIT: I also tested whether it might be caused by torpedo doffs or having multiple torpedoes loaded. No to both. Happened with no torp doffs and just one launcher of any kind.
This really kinda sucks. Both rep torpedoes are just too bugged. The romulan torp's bolts are slower than my BoP flies, so half the time it fails to fire.
Comments
Going to sector space and back usually helps.
I have tried that. I also removed it from weapon slot and put it back nothing I have done is working on any characters.
If all 5 auto firing little un-destructible plasma balls fly out from it, then it will be like a shuttle torpedo when on the limit of the firing angle and seem to endlessly fire in animation, but nothing comes out.
Although after maybe 5-10 secs it recharges to 1 and fires normally.
I find the best solution is to use torpedo spread fires a large spread of non destructible plasma projectiles at multiple targets, then seems to reset the counter so it can fire normally again.
or
torpedo high yield - This makes a destructible plasma projectile but does reset the counter so in 5 secs it can fire the little non destructible auto firing.
The speed of movement through space for the large destructible is laughably slow and any aoe from the enemy will cause it to blow up short of the target.
Torpedo high yield doesn't actually fix the issue. It just stops the visual glitch. I've had it take more than ten seconds to actually launch the hy-torp after activating it, you can tell by the timeout on the HY effect over the weapon in the UI.
EDIT: I also tested whether it might be caused by torpedo doffs or having multiple torpedoes loaded. No to both. Happened with no torp doffs and just one launcher of any kind.
This really kinda sucks. Both rep torpedoes are just too bugged. The romulan torp's bolts are slower than my BoP flies, so half the time it fails to fire.