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View Full Version : No auto attack in ground combat.


Archived Post
01-29-2010, 12:21 PM
Am I expected to click 20-30 times per battle now?

Archived Post
01-29-2010, 12:46 PM
I know, I hope this is just a bug and that they are working on it. If it was taken out on purpose though I am begging you...PLEASE bring it back. I am going to wear the number off of the "1" key trying to fire that phaser.

Archived Post
01-29-2010, 03:58 PM
I was just coming to post a topic on this. I know for a fact there was autofire for your basic attack in the open beta, they need to fix this ASAP, it is even worse than only having one front and rear weapon autofire for space combat.

Archived Post
01-29-2010, 04:02 PM
They removed it from ground (supposedly to make it more 'gamey' -not my opinion- just some idiot at Cryptic or Atari that thinks madly tapping a button is fun nowadays) and added it to Space (where it doesn't work at all for anyhting I've seen - Auto firing is 1 forward and 1 rearward and there is no way to toggle the Autofire except by right clicking each of the autofiring weapons).

Personally I always used maintain and it was nice so long as you didn't need to fire something else (then you'd have to release or you couldn't except for melee), it never worked in space even though Space is just Speeder pants version of Ground with a different HUD and keybind & control setting template swap (essentially you switch to a different 'costume' and change some macros to alter the interpretation of a few commands - players were doing that in Champions Online to flesh out there characters).

Archived Post
01-29-2010, 04:04 PM
Not a bug sadly. there are a few other threads about this and in one somone linked to the patch notes where they state they too it out on purpose. No reason given..


Its crazy. its the first change i really have a problem with since OB. we need AF on ground.

Archived Post
01-29-2010, 04:05 PM
I heard a rumor that some people were using auto fire as a game exploit to 'auto level' and therefor it was disabled. Dunno if that's the real reason or not.

Gotta build a macro or something, no auto fire sucks.

Archived Post
01-29-2010, 04:35 PM
I heard a rumor that some people were using auto fire as a game exploit to 'auto level' and therefor it was disabled. Dunno if that's the real reason or not.

Gotta build a macro or something, no auto fire sucks.

I seriously doubt it.

There's only a few ground missions I can think of in the first 17 levels where that would even be possible and none of them is a random mission (only 1 gives skillpoints/experience for kills - the tutorials don't give skill pts for kills just advancing the mission and the 1 non-tutorial is a storyline mission not a random mission). Most ground maps have static spawns (meaning you kill them once and they don't respawn again for the duration of the mission).

Furthermore, the time it would take to actually level that way would only be useful to a botter/gold farmer who are fully capable of ignoring the 'exploit' (macros, scripts, etc.) - regardless of the change. Ie. most players could complete around 3 missions in the time it would take to get 100 skillpoints that way (less than the reward for a low level random mission).

So basically all they did is make the interface require more work to use than before.

Archived Post
01-29-2010, 04:37 PM
the reason was that autofire interfered horribly with your other attacks and abilities. it simply wasn't usable. (I had a bug where I could autofire my weapons on one of my characters all the way up to the close of open beta).

Simply put, if a weapon was on autofire, it had priority over anything else you wanted to do.. and you only had around half a second -when the weapon was on cooldown- in which to time an ability in order for it to not get an error-beep. it was extremely frustrating.

Archived Post
01-29-2010, 04:47 PM
the reason was that autofire interfered horribly with your other attacks and abilities. it simply wasn't usable. (I had a bug where I could autofire my weapons on one of my characters all the way up to the close of open beta).

Simply put, if a weapon was on autofire, it had priority over anything else you wanted to do.. and you only had around half a second -when the weapon was on cooldown- in which to time an ability in order for it to not get an error-beep. it was extremely frustrating.

Thats been the case since Champions Online. I don't doubt its annoying and frustrating - I know it is, but thats really a coding problem not a design flaw. Getting rid of it doesn't solve the problem (you still have autofire in space and most of the movement controls are essentially autofires). Heck, I have the interact and some of static bindings (that I can't get rid of) fire off while doing other things and have no interest in using those commands.

Simple fact about Cryptic is that there UI's (specifically Input handling) is extremely poor. Plus the game design actually emphasizes the UI functionality which just makes things worse.

Archived Post
01-29-2010, 08:06 PM
Seriously if it was bothering someone that much couldn't they just move their mouse down there and click it again to turn it off? Just cause it is available doesn't mean you are required to use it. I hope someone important is listening. This is kinda sucking the fun out of the game. I don't have time to roll or dodge I am to busy spamming. PLEASE FIX THIS!

Archived Post
01-29-2010, 08:11 PM
If there was a technical issue with it they should have fixed it. Requiring a third party program to chain press a button every second in a game is not a viable option.

Archived Post
01-29-2010, 09:23 PM
Wow, really need this back!

Archived Post
01-30-2010, 02:12 AM
Seriously if it was bothering someone that much couldn't they just move their mouse down there and click it again to turn it off? Just cause it is available doesn't mean you are required to use it. I hope someone important is listening. This is kinda sucking the fun out of the game. I don't have time to roll or dodge I am to busy spamming. PLEASE FIX THIS!

Agree with this. If it was messing up the timing of your specials you could have just turned it off. I would like it back.

Archived Post
01-30-2010, 03:08 AM
This is a huge pain for me. Spamming 1 non-stop isn't fun. What sort of mmo doesn't have an auto-attack for the basic attack?

Archived Post
01-30-2010, 05:39 AM
Agreed ... very bad decisiion in my opinion. There is just too much going on in ground combat (especially as you get higher level) to have to screw around with constantly hitting the 1 key.

And am I the only one where the darn 1 key on the hotbar heeps disappearing every time I zone into a ground mission?

Archived Post
01-30-2010, 06:02 AM
As limited as autofire is in space combat, special attacks like torpedo DO work and do not interfere with the auto-firing beams. So, clearly, they can make this work on ground as well.

Please re-enable auto-fire for our primary basic weapon attack and allow the special attacks to prioritize properly as they do in space.

It's tortuous button mashing otherwise.

Archived Post
01-30-2010, 07:41 AM
:(

come on, no autofire for ground combat...

I got used to no full auto weapon un space combat... but, GC ?? as much as I wish to be a muscular man... i did pictured myself with a huge left finger -_-

Archived Post
01-30-2010, 11:39 AM
What a crippling bug. I basically don't want to play any ground missions anymore. Fix this bug! It was working all the way through open beta!

Everyone make sure to submit a bug report for it!

Archived Post
01-30-2010, 11:53 AM
Me too, I vote and I vote for autofire back in my game. What a pity, hitting 1 key all the time to survive... And in beta, there was no problem for me with others attacks when autofire was on. And it works in space, I just don't understand why I should play without autofire on the ground - is there some Cryptic guy around there to explain that to me?

Archived Post
01-30-2010, 12:03 PM
It would be nice to have an explanation and WHEN (not if) they will put it back in. It's just an option, ppl don't have to use it, but those that do seem to like it a lot. Aren't you supposed to listen to the customer? :(

Archived Post
01-30-2010, 03:33 PM
It would be nice to have an explanation and WHEN (not if) they will put it back in. It's just an option, ppl don't have to use it, but those that do seem to like it a lot. Aren't you supposed to listen to the customer? :(

Shame to see this on page 4 due to server down. Anyhow you could probably search the Archives (Open Beta) to check for any responses there. The change was made late(or halfway thru) in Open Beta when they unlocked full content I believe.

Archived Post
01-30-2010, 09:14 PM
Please Bring Back Ground Combat Auto-Fire!!!! Ground missions suck now. every time I get one i sigh because I'm going to have to mash 1 for 10mins. and I know your not going to buy me a new keyboard when my 1 key wears out. :mad:

Archived Post
01-31-2010, 03:18 PM
Hmm idea:
Maybe a key tapping contest to control who advances thru the queue. That would insure the most skilled get into the game to play.

LOL

Archived Post
01-31-2010, 03:33 PM
Nope but 1, 2 and 3 works really well,

Archived Post
02-01-2010, 01:33 AM
I want mt AUTO-FIRE!!!


Please:rolleyes:

Archived Post
02-01-2010, 09:12 AM
I want mt AUTO-FIRE!!!


Please:rolleyes:

I want my AUTO-FIRE!!!


Please:rolleyes:
careful now, the spelling and grammar nazi's might show up.

Archived Post
02-01-2010, 10:03 AM
just macro it yourself.

it is only a single keypress loop, if you feels softcore just do it using xpadder (ie turbo the button), or if you feels harcore use autohotkey.

google these name and learn how to do it, it is not hard, i promise you.

Archived Post
02-03-2010, 12:16 PM
I had no idea this feature existed. I spammed 1 and space (in space) all the way through the open beta until... right now.

Now that I'm aware of it, I'm going to use the autofire for space combat and I already want it back for GC.

Archived Post
02-03-2010, 12:45 PM
I would greatly appreciate auto-fire being put back into ground combat as well. If I am not mistaken firing will auto target a nearby enemy if none is selected, so they could just disable that while auto-fireing, thus taking off what I assume was referenced as a exploit with auto-fire.

As for auto-fire blocking other skills, if we have the option to turn auto-fire on and off, then whoever cares to get their special skills to work can turn off auto fire and mash the fire button, while others, such as myself, would prefer to have an auto-fire until they fix this issue.

Long story short, mashing one button is annoying.

Archived Post
02-03-2010, 01:01 PM
Not a bug sadly. there are a few other threads about this and in one somone linked to the patch notes where they state they too it out on purpose. No reason given..


Its crazy. its the first change i really have a problem with since OB. we need AF on ground.

You mean this person?

It was removed in the January 20th patch

http://www.startrekonline.com/node/910
'Remove auto-attack from ground inventory/control scheme.'

Guess no one noticed because pre patch characters were still set on what they had pre-patch.
Posted this in several threads after the change went in.

Archived Post
02-03-2010, 03:12 PM
Here's my idea to the devs on how to bring back auto-firing without interfering with other skills. Do what every other MMO does and add a hidden skill queue. If you don't know how it works, I will explain it.

The skill queue only needs to hold 2 specials. The current one in use, and the next one to use. At the start of combat, the player triggers it by activating an attack. That attack goes into the queue and executes, and the cooldown timer starts. At this point, the queue is empty and the character is doing nothing.

If a player were to choose a different skill, that one would activate and fill the first slot of the queue. When the player chooses an attack while the first slot is filled, that attack goes into the second slot. When the first empties, the attack in the queue is moved to the front and executes. At this point, if the auto-fire skill is ready, it is automatically added to the second slot of the queue.

When the skill that has auto-fire is done the cooldown, the auto-fire will check for an open slot in the queue. If the first slot is empty, the skill is added to the first one and executes. If the first slot is filled but the second is empty, it is added to the second slot and waits in the queue. If both are filled, it does nothing and waits for the second slot to empty.

If both slots in the queue are filled and the player chooses another skill, that sill will replace whatever is in the second slot.

For the UI, a highlight can be used on the icon being queued to show the player that that skill will be the next one to execute when it is possible.

Players get their auto-fire back and the problem with trying to time the skills is solved.

Archived Post
02-03-2010, 03:39 PM
Yea, its hard for using martial arts, since the cool downs are so quick, you are constantly mashing buttons 1 and 2 :(

Archived Post
02-14-2010, 08:23 AM
Cryptic you need to sort out the Ground combat ASAP, it is so boring, please make it so that people can manually aim at a target and fire like all First person shootem up games, it make it FUN.

At the moment ground combat is rigid and depressingly boring to the point you almost feel sick. Star trek online space combat is great, the ground combat part of missions is depressing.