I am flying my ship normally in combat with antiproton beam arrays and the kinetic cutting beam. There are times in combat that my weapons just stop firing completely. I look at the debuffs and there is none affecting my ship. So I hit weapon batteries, and still my weapons are not firing. So I hit science team, engineering team, AND hazard emitters to try and clear an invisible debuff that may be on my ship and still nothing.
During the time my weapons are "Down", I get pounded on until I am about 20% health left then suddenly my weapons start firing again.
This has been happening when I am staying alive and not dying within the first 5 minutes of combat.
A friend of mine is also having a similar problem but his engines are also being affected. We know it's not lag, because our ships are still moving and combat is is still going on and normal pace.
Also when the Iconians hit me with tractor beam, I hit polarize hull. But half a second later another tractor beam hits me and stops me dead in my tracks. Isn't polarize hull supposed to last for a short duration before a tractor beam is supposed to work on you again.
0
Comments
free jkname
Get the Forums Enhancement Extension!
Those Viral Matrix Probes, No. I ruled that out because I said before I hit engineering team which clears off Viral matrix. Still it does not explain why my weapons would still not be working.
This also happens no matter who I am fighting. Klingons, Tal Shiar, Romulans, Mirror Feds, or even Iconians.
It also doesn't just happen when fighting Iconians either, so i know it''s not any of their special powers causing it.
Nah, i noticed it before the last patch. But we reached a point, i dont know anymore if it is lag, bugs, i mean i know it is a combination of everything but its getting too ridiculous to even think on it.
The game just is overloaded with their TRIBBLE alldmg immunity TRIBBLE, and extra more traits ect - and cant probably count fast enough the delay to apply dmg (as all insta hitters like tbr/ fbp/ beams work flowlessly and it only affects torps and cannons)
it was reported 6 months ago and still not even a single report (and there is a reason why ppl even in pvp dont use any other weapons then beams on escorts )
Thanks in advance for any additional information you can provide.
First, It's almost all of my characters with the @dragnridr handle.
Custom keybinds? I don't use them
Conditions: 99.9% of the time, it happens during PvE queues, ground AND space maps, solo AND in teams, and it also happens just about every time in almost every episode, and patrol. I haven't tested this in the foundry missions. But if this does happen in the foundry missions, then there will be a major problem.
Here is a rough layout of my build:
http://skillplanner.stoacademy.com/?build=myphantombuild_0
Correlation has also been noted between having 15+points in the command tree (or especially having it as a primary or secondary specialization) and these issues as well. You can even watch this happen (though it resolves itself much faster in this video than it normally does) at the 0:32, 1:16-2:20, 2:40-3:05, 3:40-4:30, 4:48-5:50, 6:27-7:40 timestamps in this video (and, for bonus points, the FAW 'misfire' at 0:39)
To be a bit more specific, here's the things I'm observing with weapons:
They will, seemingly at random, do the following things:
Show that they're starting the activation timer to fire, finish the activation timer, and then not actually begin firing until they go through it again.
Just refuse to start firing when there's sufficient power, and other weapons with the same exact firing arc are firing at the same target.
Go through the 1 second 'recharge' at the end of their firing cycle multiple times.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
I discovered that when the weapons fire (Space Bar) key stops working, pressing Shift+Space bar will get the weapons to fire again, for a little while, then when the shift+space bar stops making the weapons fire, going back to pressing Space bar, works again. I am having to alternate between space bar and shift+space bar after 2-3 firing cycles. For torps when they stop firing I have to switch between ctrl+Space bar and Ctrl+Shift+Space bar.
I had 0 points in command tree (only maxed out intel and pilot - and free 19 pts unspend) and the weapon were stopping without any reason from last 4-6 months (cannons - dhc's and turrents and neutronic torp).
Currently even guys on new accounts that barely reached 60 or not even 60 get cannons and torp weapon jams (even as only person on ker'rat my weapons lagged so its not only command tree or such things causing this).
Solomon@General.Disaster
Using Default Keybinds
Conditions: any map that allows ships to fire weapons. FE, RA, STF, PVE, teamed, and solo.
It specifically DOES NOT affect:
Beams when used with Beam Fire At Will
Torpedoes when used with Torpedo Spread Volley
However if you use Torpedo High Yield, or Cannon Rapid Fire, or the pilot weapon enhancement or the like, weapons won't fire, will get stuck in a constant 3 second mini-cooldown, or otherwise find reasons to not work.
I will note very specifically that manual (non spacebar) activation of weapons in sequence by clicking the weapon bar or using keyboard keys (one for each weapon) works for non-enhanced activation.
Otherwise the weapons will just constantly go on 2-3 sec cooldown, like powers do in the current environment.
It seems to me like the game has some sort of internal lag-handler code where it decides to ignore certain keypresses depending on how laggy it is. And by certain I mean like 'any key used with shift' 'any key used with spacebar' 'any key used with alt'.
This hasn't affected the ctrl key yet, but I suspect it's only a matter of time.
The best way to watch how this is happening is to take a ship and put torpedoes on it and put spread volley on it. Fly it into combat a bit, use spread volley, and everything seems fine and dandy.
Then swap to High Yield and watch as the ship struggles to fire even a single shot.
EDIT: This happens on pvp maps, on pve/pve maps (Kerrat), and in the queues. It's most noticeable for me on pvp maps however.
Sorry mate, but when using FAW is the most noticeable moment to see this happen lol. And torps using spread as well. The thing is sometimes, those skills will go just into cooldown instead of activating.
So, yes IT DOES affect FAW and torp spread.
Illcadia is right about it affecting cannons weapons (ALL OF THEM), but he is mistaken when it comes to TS part of torps, HY and TS are extreamly affected by it, specially Neutornic Torpedo.
Yes the Romulan hyper torpedo ect are immune to it, but sadly over 50% torps on HY and TS (specially the higher tier versions that requier more time to fire more projectiles) are very affected, probably even more affected then Cannon weapons.
To it he is right about abilities going on CD without activating, this mostly happens to my TS3, or isntead of not activating to get extra 5-10s cd (happens mostly also to TS3 but with addition to kemocite 2 and alpha).
Beams even if affected by the situation, they still fire most of the time (partly by the high arc nature) and partly as they dont requier counting of delay to his = they suffer multiple times less then cannons and torpedoes, as Why do you think Kittyflofy ppl currently only fly beams on the dying to alldmg immunity PVP? you see one normal escort to like 20-30 beamscorts - as beams suffer only minimally, in situations where cannons and torps dont fire from long time to way lower lags.
Well, gee, that sounds like a target arc issue.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
Well gee im killing most ppl in PVP for over a year and here i didnt know what arc on TURRETS IS!!.
The fun part is, that if you go into pvp vs fully trait/plasma doping ect geared ship you wont shoot a single bolt in 10-15s as the weapon gets for no reason 15s reload status or just go out gray (even on 360 deg turrets - but yes its the arc problem shurely it is).
It goes to the absurdity lvl that they most time dont even fire ove 6-7k range.
And its like that for 6-7 months now (but sadly till the pve hero'es beams didnt get minimal flaw cryptic didnt care - and doesnt care now also from what i heared from their staff).
Sigh, im so jealous.
the hard thing is that you never know when it will happen to you .