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firing weapons and ejecting plasma ??? Help

spy8446spy8446 Member Posts: 585 Arc User
So I dont know why, I didnt add any kind of strange things, but my ship when I fire my weapons keeps ejecting warp plasma too.
I have the skill for the officer, its not highlighted or anything to be used yet after it cools down I eject plasma again.

how can I stop this?
Post edited by baddmoonrizin on
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    davefenestratordavefenestrator Member Posts: 10,512 Arc User
    Space beans?

    Console with auto-triggered powers?
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    spy8446spy8446 Member Posts: 585 Arc User
    I dont think so, as far as I knew, you could not assign abilities to a weapons key, or am I wrong?
    My other characters dont have this problem
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    Check your trays, it sounds like you have a row on a key bind and that console 'clicky' must be in that row.
    Insert witty signature line here.
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    phoenixc#0738 phoenixc Member Posts: 5,507 Arc User
    Also, make sure to expand your trays out to full when checking them against the keybinds because sometimes the game will put things on row four.
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    spy8446spy8446 Member Posts: 585 Arc User
    so in short, this game might be fking with me? joy but its not the first time.
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    In your chat box, type unbind_all and see if the problem persists. Just note, this command will clear all current keybinds.
    Insert witty signature line here.
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    spy8446spy8446 Member Posts: 585 Arc User
    Ok so I just checked it out. Using the intel assault cruiser is the only ship it is happening to.
    When using fire all weapons button on the hud, my eng officer will use his eject warp plasma skill.
    Using space bar does not activate this ability.
    I also tried to switch out the officers then back, it had no effect.
    when it is on cool down, using fire all weapons, the EWP grays out like a normal weapon would on cool down.
    CD is also not consistent, when used the ability has the normal 30s but I have noticed when using a torpedo skill, its CD is about 10s, could this be some kind of connection?

    AFAIK there is no way to bind abilities to the fire all weapons button, correct me if I am wrong.
    I did not see any key binding to the ability in general to anything thing, I never use keybinding.

    This is only effecting one character as others also use EWP, he is a Temporal operative and it is the Telerite officer that this is happening to.
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    gaevsmangaevsman Member Posts: 3,190 Arc User
    In your chat box, type unbind_all and see if the problem persists. Just note, this command will clear all current keybinds.

    Use the command that Sea posted, it should disable the bind
    The forces of darkness are upon us!
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    rattler2rattler2 Member Posts: 58,020 Community Moderator
    I'mma gonna ping @darkbladejk for you on this. He and his crew might be able to help. I do admit this sounds weird to me.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    spy8446 wrote: »
    AFAIK there is no way to bind abilities to the fire all weapons button, correct me if I am wrong.

    You are correct.

    The only thing that would do this is a keybind. Please try clearing all your keybinds on that character, somewhere you got that ability bound with 'Fire All Weapons.'

    If you're using one of the old school binds, those space binds typically fire everything in Tray #7. On that character. rotate your bars until you can see Tray #7 and make sure that tray is empty. My guess is that your Warp Plasma ability is sitting in Tray #7, that would cause it to activate with a space bind for 'fire all weapons.'
    Insert witty signature line here.
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    darkbladejkdarkbladejk Member Posts: 3,715 Community Moderator
    Are you using the Theta Radiation console on your ship at all? possible you're triggering that by accident. has to be a keybind acting up or something else weird. Can you post the details of your build so I know what you're working with, skills you have and so on. could be a weird interaction we're missing
    "Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations

    Star Trek Online volunteer Community Moderator
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    aftulusaftulus Member Posts: 668 Arc User
    edited September 2021
    westmetals wrote: »
    Check your trays, it sounds like you have a row on a key bind and that console 'clicky' must be in that row.

    Eject Warp Plasma is an Engineer BOFF ability, not a console clicky... but otherwise, yes.

    There are console versions of it. There is also the one set that when the shield facing is down will use a cone attack that is radiation. Is it the puffy clouds or a different kind. There are several variations. (nvm, it is confirmed to be the end boff ability.)

    Are there other space binds beyond the first 3-4 rows. I need more desperately. Can I still set it to fire an entire row off? I would love to fire all of tray 7 at once.

    Edit: Could it be a cross bind? I think fire all weapons can be set to a bind independently in the keybinds. Maybe it has a same or similar bind in the actually tray or something. I think the mouse can be weird with key press/click/drag. Maybe something is legitimately clicking both.

    Fire all weapons keybind is above the rows with the shielding facing keybinds. It's right next to fire all phasers, fire all mines, fire all torpedoes and mines, etc.
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    spy8446spy8446 Member Posts: 585 Arc User
    So yeah I tried to check if there were any slots for the ability in other tabs, none.
    I did the unbind all keys, re set all keys to default.
    made neuromas threats and .... its still doing it, and its still only with this ship @_@
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    Makes no sense.. I have no idea.

    I guess I would say Dismiss the ship, reclaim it and set it back up from scratch. There is absolutely nothing I can think of outside of a key bound ability that would cause this behavior.

    The other obvious solution is, stop using that Bridge Officer Power. Swap it out for something else and see if that new ability fires without your input.

    Outside of those ideas, I got nothing.. sorry. :disappointed:
    Insert witty signature line here.
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    phoenixc#0738 phoenixc Member Posts: 5,507 Arc User
    edited September 2021
    Makes no sense.. I have no idea.

    I guess I would say Dismiss the ship, reclaim it and set it back up from scratch. There is absolutely nothing I can think of outside of a key bound ability that would cause this behavior.

    The other obvious solution is, stop using that Bridge Officer Power. Swap it out for something else and see if that new ability fires without your input.

    Outside of those ideas, I got nothing.. sorry. :disappointed:

    Does the ship have the full console set or just the Incremental Phase Cloaking Device, the one of the set that came with the ship? If so I wonder if something is triggering the Riker maneuver and ejecting metreon gas instead of warp plasma.
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    spy8446spy8446 Member Posts: 585 Arc User
    The ship was using a mix of things, only full set was the ... micelial *sp* (space mushroom) ship set and changing officers did remove the problem, unless I used the same officer again.
    I did at one point change ships then change back, same problem so I finally just said Fk it and dismissed the officer and replaced him with a new one.

    New officer has EWP in the same spot, not auto firing it with fire all weapons.
    So this somehow may have something to do with the officer then?
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    phoenixc#0738 phoenixc Member Posts: 5,507 Arc User
    edited September 2021
    Was the officer a specialist in something? If one is put into a seat that does not support the specialty and the skills flip (which they sometimes do, just like batteries sometimes unload themselves or the trays scramble) the specialty skill often does not appear at all and the higher-level one next to it visually moves down to its spot (though it does not function there), which is not always immediately noticeable in seats without all the slots open.

    When that happens it can cause some odd quirks to show up.
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    tom61stotom61sto Member Posts: 3,637 Arc User
    Interesting, it makes me wonder if Cryptic is trying to add support for auto-execution of abilities on PC and it just bugged out for you. Was there a green border around the ability, like hangars and weapons do when set to auto-fire?

    Something similar happened back before Vanity overrides came out, you'd double-click a shield with a visual effect and it'd just disappear with only using the Equip from that spot bringing it back and usable since it went to a spot you couldn't access yet.
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    spy8446spy8446 Member Posts: 585 Arc User
    The officer was the TOS Tellerite you get from the gorn mission, I had not given him any abilities/skills he was just as he was aside from being promoted a few times.

    there was nothing different in the icon for the ability at all, I tried a few times to right click on it and see if it would stop, but there was no change.
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    jslynjslyn Member Posts: 1,784 Arc User
    edited September 2021
    I had a similar issue with my Intrepid. Some stuff would just never work, or the weapons would not fire, or the BOff abilities could not be changed. It was like the items and abilities were set on the paper doll but the engine was not registering it. I found that removing one console, changing maps, and then pressing the Loadout button to restore the set-up cleared the issue.
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    vanhyovanhyo Member Posts: 229 Arc User
    I think cryptic are trying to deceive us, why do they allow dual heavy cannons on 4 turn rate ships ??? I want to spin around myself and go auto brrrrrrrrrrrrrrrrr
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited September 2021
    vanhyo wrote: »
    I think cryptic are trying to deceive us, why do they allow dual heavy cannons on 4 turn rate ships ??? I want to spin around myself and go auto brrrrrrrrrrrrrrrrr

    Because many of us know how to mitigate poor turn rate and use cannons on large ships with great success.

    There is nothing lost by giving players the option, if it doesn't appeal to someone, they just don't use it.
    Insert witty signature line here.
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    gaevsmangaevsman Member Posts: 3,190 Arc User
    edited September 2021
    vanhyo wrote: »
    I think cryptic are trying to deceive us, why do they allow dual heavy cannons on 4 turn rate ships ??? I want to spin around myself and go auto brrrrrrrrrrrrrrrrr

    Because many of us know how to mitigate poor turn rate and use cannons on large ships with great success.

    There is nothing lost by giving players the option, if it doesn't appeal to someone, they just don't use it.

    This, actually i find it fun to make them turn and behave good enough
    The forces of darkness are upon us!
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    chastity1337chastity1337 Member Posts: 1,606 Arc User
    The Breen set also has a set power like "Eject Cryoplasma" or something, and there's a trait that makes you do something similar when you use Evasive Maneuvers.
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    annemarie30annemarie30 Member Posts: 2,600 Arc User
    you said assault cruiser I thought metreon gas eject
    We Want Vic Fontaine
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    vanhyovanhyo Member Posts: 229 Arc User
    edited September 2021
    vanhyo wrote: »
    I think cryptic are trying to deceive us, why do they allow dual heavy cannons on 4 turn rate ships ??? I want to spin around myself and go auto brrrrrrrrrrrrrrrrr

    Because many of us know how to mitigate poor turn rate and use cannons on large ships with great success.

    There is nothing lost by giving players the option, if it doesn't appeal to someone, they just don't use it.

    Enter ker'rat, and i gurantee you, you are unlikely to get a single target lock :) but yeah NPC are pretty static/stationary, so no problem there. I think that was the starting point in my head when i wrote my comment.

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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited September 2021
    vanhyo wrote: »
    vanhyo wrote: »
    I think cryptic are trying to deceive us, why do they allow dual heavy cannons on 4 turn rate ships ??? I want to spin around myself and go auto brrrrrrrrrrrrrrrrr

    Because many of us know how to mitigate poor turn rate and use cannons on large ships with great success.

    There is nothing lost by giving players the option, if it doesn't appeal to someone, they just don't use it.

    Enter ker'rat, and i gurantee you, you are unlikely to get a single target lock :) but yeah NPC are pretty static/stationary, so no problem there. I think that was the starting point in my head when i wrote my comment.

    PvP is such an incredibly small part of this game that it's hardly ever discussed. When someone makes reference to the capability of a ship it's always assumed that comment is directed at PvE unless specifically stated otherwise.

    Either way, the topic was why Cryptic allows cannons on these ships and it's because there is no real reason not to. Offering it as an option makes it available for those that want it, and for those that don't they can simply ignore it, there is no down side.

    As to how well this combination would work in PvP content, I am in the 99% of the player base that simply doesn't care. :wink:
    Insert witty signature line here.
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    foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    vanhyo wrote: »
    vanhyo wrote: »
    I think cryptic are trying to deceive us, why do they allow dual heavy cannons on 4 turn rate ships ??? I want to spin around myself and go auto brrrrrrrrrrrrrrrrr

    Because many of us know how to mitigate poor turn rate and use cannons on large ships with great success.

    There is nothing lost by giving players the option, if it doesn't appeal to someone, they just don't use it.

    Enter ker'rat, and i gurantee you, you are unlikely to get a single target lock :) but yeah NPC are pretty static/stationary, so no problem there. I think that was the starting point in my head when i wrote my comment.

    PvP is such an incredibly small part of this game that it's hardly ever discussed. When someone makes reference to the capability of a ship it's always assumed that comment is directed at PvE unless specifically stated otherwise.

    Either way, the topic was why Cryptic allows cannons on these ships and it's because there is no real reason not to. Offering it as an option makes it available for those that want it, and for those that don't they can simply ignore it, there is no down side.

    As to how well this combination would work in PvP content, I am in the 99% of the player base that simply doesn't care. :wink:

    Generally true, but there are a number of enemies in the game that snare with a proc or have active effects like tractor beams, intel powers, or like the H'urq are too fast to reliably engage with cannons. Most players don't know how to deal with them and it ends up something of a trap in that regard. And even if you do, you can be caught during a CD for the counters which hamstrings the ability to use those cannons.

    And for myself, I absolutely hate the competitive engines and won't use them which limits my options to make a sluggish cannon ship work.
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