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Weapons Won't Fire

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  • hypochondricat#9030 hypochondricat Member Posts: 1 Arc User
    Having same problem since the new episode release. The game is impossible to use with no weapons.
  • alfanx01alfanx01 Member Posts: 43 Arc User
    jetmoto417 wrote: »
    I have had this bug a lot lately. I noticed once that my cannons were working fine, but after I used Canon Scatter Volley I, half of them stopped firing and nothing I did would get them firing again!

    Yes. Direct damage abilities like Overload, Fire at Will, Scattery Volley and so on is either the main issue or a definate part of it. Indirect abilities though like Kemocite-Laced Weaponry still work. But TFO's pretty much take a whole lot longer and you have BOFF seatings you can't use. Which is... sad.

    As people have said before, everyone that can confirm all of this please send in a support ticket and reference this and other threads like it so we gain visibility with developers on this issue.

    It's worth a shot, but I have to add that Cryptic is aware of this issue.

    I am not on Twitter myself; I simply stumbled upon this response while scouring both here and the STO subreddit.
    https://twitter.com/BorticusCryptic/status/1397981755605340160

    Craptic will not even extend the event or any equivalent compensation, as I'm considering not playing the event until Craptic fixed the issue.

  • scotty74321scotty74321 Member Posts: 65 Arc User
    edited May 29
    What I said , What they said.

    Since the patch on the 25th Many House United , weapons on ships are failing to engage on autofire and manual fire , either spacebar key map or in game weapon UI . You can start a TFO such as the new Jail Break at Rura Penthe to free house kang prisoners, however weapons cooldowns gradually increase before locking out and becoming unuseable with a solid white border round the affected weapon slot on the UI. (See jpg) In this battle the front two slots from left to right have a border and the rear left. This can *very (typo)(vary) from TFO to TFO but appears to primarily affect lock box weapons and crafted weapons. Reputation weapons are not affected. It feels as though the ship is been down graded by something to a level 40, 30 ,20. It feels like T6 scaleable ships which as you increase in level , unlock features and weapon slots , is working in reverse and locking up features of a level 65 toon. please sort this it really affects the engament of the game and ruins any interaction in the new content which I can't do until this is repaired.

    We've received other reports of this same issue. It is a known issue and the developers are currently investigating
    Unfortunately Customer Service is unable to resolve the issue directly so we will need to wait for the fix to come from the development team.
    We are currently unaware of an ETA for a potential fix.
    To increase visibility for the issue, or to see if other users found a workaround, we'd recommend posting about this issue on the official bug reports forum: https://www.arcgames.com/en/forums/startrekonline#/categories/gameplay-bug-reports
    We apologize for the inconvenience caused and appreciate your patience and support.



    Edit note of compliment @TKLEESE

    just have to come back in and confirm an observation from this persons post.
    Just did Klingon patrol Ceeda Starbase, Did not engage any BO or FAW until the last group of Klingons to see how the patrol went and sure enough no weapons locked out until I did BO, that froze out one weapon my dual pulse phaser beam , Then I went for FAW which then removed my omni beams Trilithium and Crafted Phaser Omni and also which I thought was unaffected before my Terran Task force beam leaving me with a grav torp and Discovery wide beam on the nose of my Scott Miracle Worker and Dyson experimental and Discovey Antimatter torp aft . My Torps were not affected, using spread and kemocite weaponry or tac team powers had no effects on locking out weapons. So this is a good point to narrow down the issue for any devs checking these bug reports.
    Post edited by scotty74321 on
    Laddy, don't you think you should... rephrase that??
  • strathkinstrathkin Member Posts: 2,179 Bug Hunter
    I've also seen a lot report more people telling me of Crashes caused by Graphical issues since the 5/25 patch, though some started having issues around 4/28 or so. Or seeing just Black Screens when they try to load the game, sadly however most don't report them to forums, so I just hear what various people tell me thru chat or other means.

    The Weapons FX or other FX, apparently missing or sometimes not showing is perhaps another interrelated issue to it. *sigh*
    7cKZOda.png
  • supers#7398 supers Member Posts: 28 Arc User
    strathkin wrote: »
    I've also seen a lot report more people telling me of Crashes caused by Graphical issues since the 5/25 patch, though some started having issues around 4/28 or so. Or seeing just Black Screens when they try to load the game, sadly however most don't report them to forums, so I just hear what various people tell me thru chat or other means.

    The Weapons FX or other FX, apparently missing or sometimes not showing is perhaps another interrelated issue to it. *sigh*

    I think you are missing the point here. It has absolutely nothing to do with FX in any way. It has to do with guns stop working, doing ZERO damage. Read through all the post and you should see what it is all about.
  • steeltalons#6463 steeltalons Member Posts: 8 Arc User
    strathkin wrote: »
    I've also seen a lot report more people telling me of Crashes caused by Graphical issues since the 5/25 patch, though some started having issues around 4/28 or so. Or seeing just Black Screens when they try to load the game, sadly however most don't report them to forums, so I just hear what various people tell me thru chat or other means.

    The Weapons FX or other FX, apparently missing or sometimes not showing is perhaps another interrelated issue to it. *sigh*

    @strathkin Unfortunately, this is not an VFX issue - this bug report thread is about weapons completely refusing to fire as a game mechanic after Tac BOFF abilities are triggered (no damage, power drain, and yes, no graphics too).

    It's two separate issues, but it sure doesn't help that the VFX bug is happening at the same time, making it easier to confuse the two. If it is related, then I'll eat my hat, but until then, might be best not to muddy the waters too much.
  • roninwolf1981#2968 roninwolf1981 Member Posts: 43 Arc User
    What I said , What they said.

    Since the patch on the 25th Many House United , weapons on ships are failing to engage on autofire and manual fire , either spacebar key map or in game weapon UI . You can start a TFO such as the new Jail Break at Rura Penthe to free house kang prisoners, however weapons cooldowns gradually increase before locking out and becoming unuseable with a solid white border round the affected weapon slot on the UI. (See jpg) In this battle the front two slots from left to right have a border and the rear left. This can *very (typo)(vary) from TFO to TFO but appears to primarily affect lock box weapons and crafted weapons. Reputation weapons are not affected. It feels as though the ship is been down graded by something to a level 40, 30 ,20. It feels like T6 scaleable ships which as you increase in level , unlock features and weapon slots , is working in reverse and locking up features of a level 65 toon. please sort this it really affects the engament of the game and ruins any interaction in the new content which I can't do until this is repaired.

    ...except the weapons affected on my TOS CAC were 23c loot drop weapons (23c Phasers and 23c Torpedoes).
  • vodka#7489 vodka Member Posts: 3 New User
    I'd also like to add that Reputation weapons are also very much affected, at least when it comes to the Radiant Antiproton Beam Arrays (Iconian Rep) that I use.
  • iamynaughtiamynaught Member Posts: 1,264 Arc User
    Just had this happen to me in the new event TFO, so adding my voice to the multitude.
    Hello. My name is iamynaught and I am an altaholic.

    Losing faith in humanity, one person at a time.
  • live8evillive8evil Member Posts: 7 Arc User
    edited May 29
    vodka#7489 wrote: »
    I'd also like to add that Reputation weapons are also very much affected, at least when it comes to the Radiant Antiproton Beam Arrays (Iconian Rep) that I use.

    I can confirm that, beside crafted and lockbox, the reputation weapons also lock up. I'm not sure about mission rewards, but my guess is, that they're broken as well.

    What i've noticed on my fresh character with inhibiting and piezo-polaron weapon is: the lockout always happens separatly (one type will lock up sooner, than the other - it's easy to spot in this case, because one of them is green and other purple; for example three piezo weapons will still fire, as four inhibiting lock up). Now and then only one of them will lock up, but in most cases both types stop working by the end of a tfo.

    edit: just an idea... does the weapons built-in proc trigger the bug (the ones which usualy have 2.5% chance to trigger)?
  • supers#7398 supers Member Posts: 28 Arc User
    live8evil wrote: »
    vodka#7489 wrote: »
    I'd also like to add that Reputation weapons are also very much affected, at least when it comes to the Radiant Antiproton Beam Arrays (Iconian Rep) that I use.

    I can confirm that, beside crafted and lockbox, the reputation weapons also lock up. I'm not sure about mission rewards, but my guess is, that they're broken as well.

    What i've noticed on my fresh character with inhibiting and piezo-polaron weapon is: the lockout always happens separatly (one type will lock up sooner, than the other - it's easy to spot in this case, because one of them is green and other purple; for example three piezo weapons will still fire, as four inhibiting lock up). Now and then only one of them will lock up, but in most cases both types stop working by the end of a tfo.

    edit: just an idea... does the weapons built-in proc trigger the bug (the ones which usualy have 2.5% chance to trigger)?

    What we've consistently found out is that activating a TAC weapons buff like Overload, Fire at will, Rapid fire and so on will cause the bug to happen after a while. Some times it is within minutes, some times it can take a bit longer. If this action interacts with something else that is triggering we have yet to identify, but the buffs are a common denominator.

    Do a TFO without any direct energy damage buff and the guns will work, just regular firing, but only at basic damage thus it will take some time to finish to say the least compared to how it should be.
  • starshoalstarshoal Member Posts: 17 Arc User
    Gaijin, you still haven't fixed this issue. Yes I know this is not a Gaijin game, but they break their game as often as Gaijin does and take about as long to fix bugs.
  • vifarcvifarc Member Posts: 27 Arc User
    Same. I decided to replace all my beams by cannons, and then on Undine battlemap all my 5 cannons suddenly did nothing.
  • claudiusdkclaudiusdk Member Posts: 550 Arc User
    edited May 30
    It affects both fore and aft weapons.
    And it isn't just happening in patrols and TFO PVE queues, it also happens in regular missions.

    From what I can tell its the weapon lockout that happens is part of the short cooldowns after shooting a weapon, that seems to be what bugs out.
    That the lockout stays active after the cooldown is gone.

    My best guess is thats whats happening. The question is then why it suddenly started happening... And more importenly when will it get fixed?
    Post edited by claudiusdk on
    "Please, Captain, not in front of the Klingons."
    Spock to Kirk, as Kirk is about to hug him.
    Star Trek V: "The Final Frontier"
  • raijinmeister#1931 raijinmeister Member Posts: 112 Arc User
    Even removing and re equipping the weapons is not working. Several times in patrols I had the problem, disengaged from combat, removed the weapon, slotted them again and nothing. The game as it is now is unplayable unless you are flying some heavy EPG ship, then is the usual brainless power fantasy. But for the rest is simply unbearable.
  • claudiusdkclaudiusdk Member Posts: 550 Arc User
    edited May 30
    Even removing and re equipping the weapons is not working. Several times in patrols I had the problem, disengaged from combat, removed the weapon, slotted them again and nothing. The game as it is now is unplayable unless you are flying some heavy EPG ship, then is the usual brainless power fantasy. But for the rest is simply unbearable.

    Yeah, only way there is... is you have to leave the map and enter again... Which isn't possible when doing TFOs/PVE queues and patrols since they got cooldowns. But you can on regular missions, but you risk it will start you at an earlier point in the mission and sometimes you are forced to start over from start, and you are still in risk it bugs up again.
    "Please, Captain, not in front of the Klingons."
    Spock to Kirk, as Kirk is about to hug him.
    Star Trek V: "The Final Frontier"
  • lemminger83lemminger83 Member Posts: 36 Arc User
    I can confirm this issue. It happened to me as well today.
    qc13grtl44vw.png
  • ambassadorkael#6946 ambassadorkael Member, Administrator Posts: 2,329 Community Manager
    Folks who are experiencing this, can you get me your character name and @ handle, and as many details as you can for when and where it happened?
  • sofiarivas#5677 sofiarivas Member Posts: 7 Arc User
    edited May 30
    Folks who are experiencing this, can you get me your character name and @ handle, and as many details as you can for when and where it happened?

    Sofia Vai Yon Rivas - [email protected]#051 - First ship was my Tactical Pilot Escort T6X with 4 fore dual disrputor cannons + 1 Nausicaan Energy Torp ... 1 aft disruptor turret + 1 Enhanced bio molecular torp.

    I first noticed the weapons stop firing when the new Klingon event patch was released, it happens in all aspects of my gameplay so far, this includes the Klingon TFO event, the Klingon space episodes and also all patrols. It's made playing with this ship not possible.

    As others have stated the only way to make them shoot properly is either leaving the event, patrol, etc. or by dying but that doesn't last long before they stop firing again.

    It also happens on my other ships, a science phaser build (Titan Science Destroyer) and a Gregarin antiproton build, although the science ship for some reason works better than others. I have also noticed since the patch my 'Omega Attack Pattern III' won't light up to use on the science ship, when my tactical BOFF is set to be using it.

    It seems random from my experience, your weapons are working for a while, after shooting, it's like they lose syncronisation with each other and just give up trying, leaving me (on the Tactical Escort) with 1 working 'Experimantal Ion Projector' weapon no cannons at all and torps which seem to fire, but not quite right.

    I included screenshots of the Tactical Escort loadouts, I don't know what else I can add.

    https://i.imgur.com/bY1Szj1.png
    https://i.imgur.com/RhvEdCI.png
    https://i.imgur.com/ICvSaYL.png
  • claudiusdkclaudiusdk Member Posts: 550 Arc User
    edited May 30
    Folks who are experiencing this, can you get me your character name and @ handle, and as many details as you can for when and where it happened?

    It affects both fore and aft weapons.
    And it isn't just happening in patrols and TFO PVE queues, it also happens in regular missions.

    From what I can tell its the "weapon lockout" cooldown after shooting a weapon that bugs out. I guess weapons are trying to shoot to fast for the cooldown to keep up maybe? and the cooldown lockout then bugs out, which causes the lockout to stay active after the cooldown is gone. I dunno honestly... Other than friends with a lot of haste says it doesn't happen to them.

    But when it happens, it doesn't go away unless you change map. Since changing/unequipping weapons doesn't remove the lockout from the weapon slot itself.

    So far its happend on all 12 of my characters, both factions (and sub faction rom/jem) and all classes. All diffrent ships, loadouts and weapons.
    Post edited by claudiusdk on
    "Please, Captain, not in front of the Klingons."
    Spock to Kirk, as Kirk is about to hug him.
    Star Trek V: "The Final Frontier"
  • jalready8jalready8 Member Posts: 2 Arc User
    edited May 30
    Nice looking ship sofiarivas. The screenshots are nice. Try clearing your experimental starship TRAIT slot.
    oh, nvm. My weapons started locking up even with it cleared. :s
    Going to switch to non experimental ship.
    Post edited by jalready8 on
  • supers#7398 supers Member Posts: 28 Arc User
    Folks who are experiencing this, can you get me your character name and @ handle, and as many details as you can for when and where it happened?

    Tvili [email protected]#7398

    Today at:

    10:44pm CET Khitomer Vortex Advanced initated
    10:45pm CET TFO starts proper
    10:46pm CET First gun stops working
    10:48pm CET Two more guns stop working
    10:51pm CET TFO ends

    This is how it looks end of TFO: https://i.imgur.com/jC8Ief1.png

    Today at:

    10:55pm CET Remain Klingon initated
    10:56pm CET TFO starts proper
    11:01pm CET Gun stops working
    Forgot to find exact time but around 11:04 TFO ends.

    I am not able to sit and bug-test sadly today, or most days, but I can give you these times to look at if you need to go in to server/game logs and hope it helps. I also have noticed that when you lose your first gun your guns will no longer auto-fire when using f.ex. Beam Overload and you need to manually fire. When Beam Overload is over, remaining guns will auto-fire if set to do so. Also noted in today's Remain Klingon that after the gun-bug hit, when I did an Evasive Maneuvers that icon got a white border for the duration of it and my ship did not move any faster, that was after the first carrier (Possibly Targ) and I wanted to quickly move to the other.

    Since the gun-bug started I've consistently had it on any character I may play. If you want to replicate this bug, it is easly replicated in Khitomer Vortex Advanced consistently using Beam Overload whenever you can. The more hitpoints a target has, thus the longer duration you have to have guns-on and Overload on, the faster the guns get disabled. Speculation on my behalf but possibly look in to hitting the fire-all-beams key/button and hitting that while the guns are firing. Just speculation, but worth to note.

    My bf, handle Kthang , has had this on all his characters too. He is not currently able to make a report here, but his findings are the exact same as my own. Hope all of this helps out, pray this all gets fixed come Thursday. Have a wonderful Sunday and week to come. :)





  • westmetalswestmetals Member Posts: 5,953 Arc User
    Folks who are experiencing this, can you get me your character name and @ handle, and as many details as you can for when and where it happened?

    I did this for another bug TWO MONTHS ago and it is still in need of attention. And it's an all-the-time bug. But apparently you can't be bothered to address anything short of gamebreaking?
  • daynetreader#5229 daynetreader Member Posts: 16 Arc User
    The problem only occurs when any weapon firing mode (Fire at Will, Overload, Surgical Strikes, Rapid Fire, Scatter Volley, High Yield, Spread, Transport Warhead, Singularity Overcharge, Subsystem Targeting) and disables a random number of the relevant weapons, whether they fired during the firing mode's duration or not. Leaving the map or unequipping and reequipping the weapon are the only fixes that work for me.
  • supers#7398 supers Member Posts: 28 Arc User
    The problem only occurs when any weapon firing mode (Fire at Will, Overload, Surgical Strikes, Rapid Fire, Scatter Volley, High Yield, Spread, Transport Warhead, Singularity Overcharge, Subsystem Targeting) and disables a random number of the relevant weapons, whether they fired during the firing mode's duration or not. Leaving the map or unequipping and reequipping the weapon are the only fixes that work for me.

    Leaving the map "works", getting ganked some times work, but removing and re-equipping the weapons never worked on this end... Tried it quite a few times.
  • acker#7170 acker Member Posts: 41 Arc User
    Is it just the klingon recruits having this issue?
  • supers#7398 supers Member Posts: 28 Arc User
    acker#7170 wrote: »
    Is it just the klingon recruits having this issue?

    No, everyone.
  • roninwolf1981#2968 roninwolf1981 Member Posts: 43 Arc User
    acker#7170 wrote: »
    Is it just the klingon recruits having this issue?

    Every character, from what I'm learning about. The first of my characters to fall victim to this bug was my TOS Fed CAC.
  • steeltalons#6463 steeltalons Member Posts: 8 Arc User
    edited May 31
    Folks who are experiencing this, can you get me your character name and @ handle, and as many details as you can for when and where it happened?

    This has affected all characters I play, Feds, Klingons and Romulans (and would bet Jem'hadar too, if I had any) alike - but have been most recently on my Federation Cardassian "Phaeton Laurentis" - handle is @Jacob-Angelus.

    The bug can happen in any and all mission types, Story, TFO, Patrol... anything that involves space combat. It does seem related to Tactical BOFF abilities, as shortly after activation the weapon system affected starts to shut down weapons at random.

    For example, I run a Shran Class Escort with 4 Dual Heavy Cannon, 2 Turrets and Torpedo Launcher. If I trigger the ability Cannon: Rapid Fire (regardless of being I, II or III) there is a chance some of, and if unlucky all, the cannons and turrets will stop firing permanently until death or a map change, such as to sector space or a ground portion of a mission. The same applied to torpedoes too.

    Non usage of the ability allows the weapons to continue to fire and act normally, but suffice to say can seriously dent survival chances if trying to cripple an foe within the first couple of volleys.

  • varethaelvarethael Member Posts: 79 Arc User
    edited May 31
    In my case everything started after playing Warrior of the empire featured mission, and more accurately, after battle with this loyalist captain. Before it there was no problems, but after it, malfunctions started gradually on my new characters, and now affect all of them.

    Also this problem affects all types of weapons (except experimental's) by randomly, and gradualy locking weapons slot until only 3-4 are left in cruisers, and 2-3 in escorts, like in any lv 10 ship.

    So for now i can't play any TFO, and participate in event, or i will be only a ballast for my team, or lecher in PUG.

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