Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-19-2010, 08:08 AM
Have had this happen repeatedly. Seems that you can also sometimes clear it by removing and then reinstalling the torpedo launcher in question.

This is before dealing with any enemies that could shut it down via powers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-19-2010, 01:27 PM
I had this happen today in the ChoS Nebula, I had a torpedo launcher that simply would not fire. I tried switching it to another fore slot, then to an aft slot with no success. My other torpedo launcher worked perfectly in both fore and aft. Relogging fixed the bug.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-19-2010, 02:49 PM
Quote:
Originally Posted by Lumirel View Post
High Yield + plasma torps sometimes does not work. When you do these two as fast as CD allows you, you might use High Yield. At least its happening to me quite a lot. And its not like torp would get shoot down, it just triggers torp fire CD.. and you have to wait, sometimes it triggers abilitiy (so you are on ability CD) but no effect.
It happens all the time on my plasma torp too...I guess its why I have to repeatly press the fire for my Q-torps sometimes too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-19-2010, 03:31 PM
Quote:
Originally Posted by Kevscar View Post
2 possible reasons.
1 Weapon energy deplted due to mass firing.
2 Some enemy ships appear to have the power to reset your cooldown timers on everything not just weapons. Only started to happen when I entered cardasian Space.
Torpedoes and Mines do not "use" Weapon Power.
Running at 50 Weapon Power in a Miranda or Constitution Refit there is simply no way (not even with Energy Siphon multi-stacks) to run out of Weapon Power (down to zero).

And as might be implied from mentioning Miranda and Constitution Refit classes, I'm not talking about Cardassian Space ... I'm talking about Sirius and Regulus Sectors. Don't think there's too many "reset your cooldown timers" abilities on the PvE ships in those areas ... :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-19-2010, 04:22 PM
Tricobalt torp, cooldown 1 min. when the cooldown is up, its a wohoo moment for me, ill swing round my cruiser and nothing comes out. doesnt happen all the time.

I have since took my tricobalt out as much as I love it (hit a borg cube for 30k) I'v noticed that when im in B'tran cluster doing explore missions the npc ships were shooting down my torps with some ease, now even a good pvp'er can get caught out in close range but npc's dont sleep, iv launched as close as 2k to see it shot down, thats when i decided its just not worth it atm.

weird thing is it wasnt doing it against the borg in the space encounters.... anyone else seen this happen? if its just bad luck or something i'd fit it back in.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-19-2010, 05:28 PM
I too am enjoying this new found power....geez....On my 1st character that I had lvl to 45 as a tactical/escort...I have not had this problem....now that I am on my 2nd character...I have notice that my torps don't fire either...this seems to me to be a recent event....maybe its the new patch??? Cause I have the same set-up as I had for the last 5 days and it had been working before....maybe it is our collective bad luck on this post...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-19-2010, 06:27 PM
I've been having this issue, since OB, on my Cruisers.. I just thought my Torpedos were being Disabled.

So I decided to test. I've used Engineering Team, and that didn't work. And, I just picked up Science Team, but have not yet tested it.

This seems to only occure on my Fore Torpedos, and never aft. Unfortuniyly, I was not consistant with swapping poisitions and types. So, I can not add anything there.

Now that I see other having this issue, it must be a bug.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-19-2010, 08:11 PM
look another bug thats been around since closed beta and was completely ignored.. yeah sucks when your lining up the perfect tricobalt shot you hit the button your all excited...look theirs the minute cool down.. and no tricobalt thanks...

another bug I am noticing is when I hit Fire all beam weapons it fires my torpedoes to... another old bug never fixed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19 quantum canundrum....
02-24-2010, 03:39 PM
i bought a point zero quantum chamber mk VI and equiped it, but it only worked in the first battle i was in. when i first fired it, it fired like a string of pearls and it was lovely, but this "string of pearls" never showed it'self again. Does anyone know why this might be happening? To be more clear, the quantum torpedo's sent at least four to six torps useing high yield, but it only did this once, anyone have any ideas on why?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-24-2010, 07:10 PM
That's due to lag... you can everything constantly but nothing is counting. Its like there is a system (planetary) server and it's unable to synch up with a combat server. It's really weird. Normally, in my experience, the lag will resolve itself after about a minute, and you can fight normally - but last time it happened to be, I had to warp out of the system and then continue the mission before it would work.
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