Star Trek Online
Torpedo Build Bug or Nerf?
So I've started playing again after a couple months off, and have noticed that my Torp Build ships will only fire ONE of the three torpedo weapons I have slotted, whether it's regular fire or a special torpedo firing mode.

I've tested this on two ships. I have a Brigid-class and a Sutherland-class, each have three forward firing slots, and this happens for both. Only the torpedo mounted in the center slot fires.

Visually from the battles and in reviewing the combat logs, the other torpedoes never fire. Autofiring is on, I've reslotted the items, verified game files, tested it on different ships.

Any help is appreciated, thanks.
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Сообщения 115 из 27
Torpedos are funny. I'm not sure I've ever tried to mount more than one myself, but "torpedo boats" were a thing at one point I believe. Boats that would mount ALL torpedos, so they should work in succession. Some torps have always been total trash because of the extreme cooldown tho. The Kelvin photon torpedo has a really short cooldown, that makes it's dps supposedly way higher. I mean you can use a Bioneural Warhead but it has a 30 second or so cooldown I think, actually it may be worse than that. I think any "energy type" torpedo has a horrible cooldown. There is definitely a right way to do it, if it can still be done?
Try a bug report - I have a torp boat and it was working fine a day or so ago firing multiple torps - for info my torps from L to R run 1) Delphic Distortion 2) Bio Molecular 3) Dark Matter Quantum 4) Neutronic

I'm currently doing TFOs to earn the marks needed to kit out another hull with similar.
Dave
typical photons if you get them down to their global hard limit was 8 seconds back when i had a torpedo build, so you could load up on 4 photon launchers and know you'll be firing one every 2 seconds without end.

I don't know how torpedoes are today.
Автор сообщения: davejbaker
Try a bug report - I have a torp boat and it was working fine a day or so ago firing multiple torps - for info my torps from L to R run 1) Delphic Distortion 2) Bio Molecular 3) Dark Matter Quantum 4) Neutronic

I'm currently doing TFOs to earn the marks needed to kit out another hull with similar.
Dave

I just filed a bug report, thanks. I just recently got the Appalachia-class escort with it's Level 5 Mastery of +200 shield and hull penetration, and console which adds torpedo damage and shield penetration. Was hoping to use them with my Torp Boats, but then this bug emerged.

Автор сообщения: Xautos
typical photons if you get them down to their global hard limit was 8 seconds back when i had a torpedo build, so you could load up on 4 photon launchers and know you'll be firing one every 2 seconds without end.

I don't know how torpedoes are today.

The thing is, the other torpedoes don't fire at all during the course of an entire battle, and Torpedo Spread or High Yield would fire all the torpedoes equipped at once, which just isn't happening anymore. Just a bizarre bug, i guess.
Автор сообщения: nemo
Torpedos are funny. I'm not sure I've ever tried to mount more than one myself, but "torpedo boats" were a thing at one point I believe. Boats that would mount ALL torpedos, so they should work in succession. Some torps have always been total trash because of the extreme cooldown tho. The Kelvin photon torpedo has a really short cooldown, that makes it's dps supposedly way higher. I mean you can use a Bioneural Warhead but it has a 30 second or so cooldown I think, actually it may be worse than that. I think any "energy type" torpedo has a horrible cooldown. There is definitely a right way to do it, if it can still be done?

it can be done. But it is usually mixed with science, and makes heavy use of the grav and plasma cloud and other exotic damage bombs and shield sapping.
Not sure why it would be the center one - weapons normally fire left to right - but...

Torpedo launchers (UNLIKE energy weapons) do have a shared cooldown effect (normally 2 seconds) on all other torpedoes, so only being able to fire one torpedo at a time is by design.

This is why a lot of shipbuilding guides for energy weapons, etcetera, suggest not using more than one torpedo.

Obviously, if you're doing a torpedo-theme build, you would need to do that, in which case you may want the Terran rep console (which reduces this by 25%, to 1.5 seconds).

I have heard that torpedoes of the same type may apply a longer shared cooldown on each other, but have not personally tested that.
Отредактировано cap-boulanger; 2 фев. 2022 г. в 19:38
Автор сообщения: cap-boulanger
Not sure why it would be the center one - weapons normally fire left to right - but...

Torpedo launchers (UNLIKE energy weapons) do have a shared cooldown effect (normally 2 seconds) on all other torpedoes, so only being able to fire one torpedo at a time is by design.

This is why a lot of shipbuilding guides for energy weapons, etcetera, suggest not using more than one torpedo.

Obviously, if you're doing a torpedo-theme build, you would need to do that, in which case you may want the Terran rep console (which reduces this by 25%, to 1.5 seconds).

I have heard that torpedoes of the same type may apply a longer shared cooldown on each other, but have not personally tested that.

Autofire activation determines the activation order of weapons, not left to right. OP would have to remove autofire from their ships' weapons and then re-toggle autofire on the weapon slot they want activated FIRST.

https://sto.fandom.com/wiki/Ship_weapon#Autofire_and_firing_priorities
Автор сообщения: ImperatorPavel
Автор сообщения: cap-boulanger
Not sure why it would be the center one - weapons normally fire left to right - but...

Torpedo launchers (UNLIKE energy weapons) do have a shared cooldown effect (normally 2 seconds) on all other torpedoes, so only being able to fire one torpedo at a time is by design.

This is why a lot of shipbuilding guides for energy weapons, etcetera, suggest not using more than one torpedo.

Obviously, if you're doing a torpedo-theme build, you would need to do that, in which case you may want the Terran rep console (which reduces this by 25%, to 1.5 seconds).

I have heard that torpedoes of the same type may apply a longer shared cooldown on each other, but have not personally tested that.

Autofire activation determines the activation order of weapons, not left to right. OP would have to remove autofire from their ships' weapons and then re-toggle autofire on the weapon slot they want activated FIRST.

https://sto.fandom.com/wiki/Ship_weapon#Autofire_and_firing_priorities

Well, true, but the default is left-to-right.
It says right in the tooltip "Your next torpedo launch". Implying a single launcher when fired will get the skill buff. If it used to fire all the launchers at once I would say that would be the bug that was then fixed.
Отредактировано Articulate Llama; 3 фев. 2022 г. в 7:33
Just to add a little to my previous post, multi torp build is still firing all tubes - I have a Appalachian blockade runner with the torp layout I mentioned in post #2 above. I have the Gamma rep Universal Ordnance Accelerator fitted also. Just to make sure things hadn't gone wonky since I'd last flown it I took it into a patrol for a quick check. All torps fired as expected, with a short delay between each tube. Autofire selected on all tubes, clicking the 'fire all' button to fire torps and launch mines.

So, hope this reassures you that the game isn't totally anti torp build. I'd suggest you try rearranging the tubes a bit, try ordering them by recharge time left to right, then try it right to left, that sort of thing, maybe try moving any tube type that takes significantly longer to reload between shots, as I suspect you may be suffering a joint cooldown issue.

Good luck,
Dave
Thanks, davejbaker.

Tried your suggestions. For some reason I can now get TWO tubes to fire, but still not the third, and Torpedo Spread and High Yield still don't function like they used to.

I don't think it's a cooldown issue because it's the exact same build and equipment I've used before and it all worked fine. Only thing I've changed is the addition of the Appalachia's Lvl5 trait and console. But even if I remove those and put in my old gear, it still doesn't work.

Just have to wait for a response to my ticket. Guess i could try the old uninstall/reinstall.

Автор сообщения: Articulate Llama
It says right in the tooltip "Your next torpedo launch". Implying a single launcher when fired will get the skill buff. If it used to fire all the launchers at once I would say that would be the bug that was then fixed.

I've checked the patch notes going back and I didn't see anything about it being a bug, plus davejbaker says it still works for him. I've been playing with Torp Builds for years and they always would fire every torpedo simultaneously (when using Torpedo Spread or High Yield. Basic firing would be one at a time and subject to cooldowns). Plus I still have the issue of one torpedo just NEVER firing at all.

Thanks for the feedback, though!
Отредактировано Smokerbait; 3 фев. 2022 г. в 17:07
That is weird - my multi-torp ship has *never* fired all at once, and I was told it was not designed to... even with Spread. (that the first torp firing sticks a cooldown on all the others, like similar BOFF skills do)

Not a bug nor a fix, but by design and ever since the game launched, is what I was told.
I just converted my free mirror Gagarin to a torp/mine boat from Agony Phasers, and too it for a test spin - as I don't have the Lobi for the Delphic torp this build has (L to R) Bio Molecular, Dark Matter Quantum, Neutronic torps in the first three slots rounded out with a fleet photon torp tube. Mines are 2 Thoron infused, I competitive, 1 Chroniton. Relevant consoles are Lorca's, Assimilated, Universal Ordnance Accelerator, then a bunch of armour, and so forth with more normal stuff. Everything set to autofire.
Due to as slight oversight called 'doing the R&D stuff then remembering you need to craft a few bits' it has Torp Hi Yield 2 and Torp spread 1, Mine alpha, then a bunch of (again) regular space monkey stuff.

Point at bad guy, press the 'We come in peace, fire everything' button, and the four tubes unload with maybe 1-2 seconds delay between each tube? No problems here at all - this looks like a bug on your end rather, or something obscure that only affects players who have bright red mouse mats and sisters called Wendy, or some similar devious thing that only cripples one player in a zillion.

I am having absolutely no trouble firing all tubes in fairly rapid sequence on three different ships with three different toon captains. The ONLY time I can recall seeing anything like your 'only one tube fires' was when I put the Varduaar torp from a story arc reward on a ship, and it's long firing cycle borked the other tubes badly - I cured that partly by shifting the tube to a different slot, fixed it completely by getting rif of the darn thing.

Good luck.... a reinstall might fix it I guess, having a lot of experience fixing computer problems I hate to say it but the old 'have you turned if off and on again' style of fix is horribly appropriate more often than it ought to be. ( I usually avoid mentioning it, as it greatly offends my self esteem as a computer nerd of long standing).

Dave
Автор сообщения: cap-boulanger
That is weird - my multi-torp ship has *never* fired all at once, and I was told it was not designed to... even with Spread. (that the first torp firing sticks a cooldown on all the others, like similar BOFF skills do)

Not a bug nor a fix, but by design and ever since the game launched, is what I was told.

Isn't STO a great game? One of us has a had a buggy game for a LONG time now. No offense, but I hope it's you, because seeing all your torpedoes fire at once is an amazing sight you should witness! It has such a "FIRE EVERYTHING!" feel to it, it's great!

It didn't even feel overpowered, either, it felt in line with the best beam builds when done correctly. Now without it my Torp ships feel weak.

Автор сообщения: davejbaker
Point at bad guy, press the 'We come in peace, fire everything' button, and the four tubes unload with maybe 1-2 seconds delay between each tube? No problems here at all - this looks like a bug on your end rather, or something obscure that only affects players who have bright red mouse mats and sisters called Wendy, or some similar devious thing that only cripples one player in a zillion.

I am having absolutely no trouble firing all tubes in fairly rapid sequence on three different ships with three different toon captains. The ONLY time I can recall seeing anything like your 'only one tube fires' was when I put the Varduaar torp from a story arc reward on a ship, and it's long firing cycle borked the other tubes badly - I cured that partly by shifting the tube to a different slot, fixed it completely by getting rif of the darn thing.

Dave

Thanks again, Dave. Nice to know I'm not going crazy. Well, i'm still going a bit crazy. So at first only one tube would fire. Then somehow I got two to fire (not sure what did it, maybe just re-slotting, and toggling Autofire on and off). Then I just decided to switch back to the Appalachia and all three torps I had installed were now firing (I kept it at three because that's all my Sci ships have). However, they still don't fire all during Spread or High Yield modes.

Then I switched back to my Sutherland and all the tubes now fire, but, again, don't fire all during torpedo firing modes.

Time to change my mousepad.

Sounds like you've got an amazing build there, Dave! I've got to step up my game.
Отредактировано Smokerbait; 4 фев. 2022 г. в 16:20
Автор сообщения: davejbaker
I just converted my free mirror Gagarin to a torp/mine boat from Agony Phasers, and too it for a test spin - as I don't have the Lobi for the Delphic torp this build has (L to R) Bio Molecular, Dark Matter Quantum, Neutronic torps in the first three slots rounded out with a fleet photon torp tube. Mines are 2 Thoron infused, I competitive, 1 Chroniton. Relevant consoles are Lorca's, Assimilated, Universal Ordnance Accelerator, then a bunch of armour, and so forth with more normal stuff. Everything set to autofire.
Due to as slight oversight called 'doing the R&D stuff then remembering you need to craft a few bits' it has Torp Hi Yield 2 and Torp spread 1, Mine alpha, then a bunch of (again) regular space monkey stuff.

Point at bad guy, press the 'We come in peace, fire everything' button, and the four tubes unload with maybe 1-2 seconds delay between each tube? No problems here at all - this looks like a bug on your end rather, or something obscure that only affects players who have bright red mouse mats and sisters called Wendy, or some similar devious thing that only cripples one player in a zillion.

I am having absolutely no trouble firing all tubes in fairly rapid sequence on three different ships with three different toon captains. The ONLY time I can recall seeing anything like your 'only one tube fires' was when I put the Varduaar torp from a story arc reward on a ship, and it's long firing cycle borked the other tubes badly - I cured that partly by shifting the tube to a different slot, fixed it completely by getting rif of the darn thing.

Good luck.... a reinstall might fix it I guess, having a lot of experience fixing computer problems I hate to say it but the old 'have you turned if off and on again' style of fix is horribly appropriate more often than it ought to be. ( I usually avoid mentioning it, as it greatly offends my self esteem as a computer nerd of long standing).

Dave

I was wondering if maybe he's got a ton of those projectile weapon DOFFs that reduce cooldown, causing the first torpedo to be ready to fire again when the shared wears off. If you don't, that would explain it cycling to the other torpedoes (like mine often does).

I'm running a sci ship with the Gravimetric and Particle Emission Plasma as my first two, so it is noticeable which one fired.
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