Topic: Identical weapons / different cycle rates.

Castel 5 of the same mlissle launchers [named launchers {dang} starts with P] I fire in salvos [space bar] . By the time I am about to kill the target one or more of the launchers are not cycleing with the others. On a few occasions a launcher will not even fire, goes thru a cycle time and drops an ammo count.

500 rds of ammo, and I had 5 launchers. When I finnaly ran out of ammo two launchers had 6 rounds ,one had 5 rds , one had 3 rds, and the last was empty.


Side note: the shoot the ground issue now has the miss fire hitting the ground off to the side of me or behind me. Not even in the direction of the target.

Re: Identical weapons / different cycle rates.

This happens with mining lasers too but doesn't seem to happen with EM weapons.

Re: Identical weapons / different cycle rates.

Have either of you added any extensions that would shorten this, and changed out one of the weapons (or miners) but not both?
I know when you add an extension the cycle times dont update, at least on tooltips, until you unequip and reattach them. Have not noticed if it is a graphic only bug though. I'll try it next time i have the points

Re: Identical weapons / different cycle rates.

I had a similar issue last night with my Prometheus fitted with four autocannon.  I use spacebar to fire all and some modules continue to cycle after the target is dead.  Sometimes only one module, but often two will have extra cycles.  This just started happening, I believe, since the last patch.  I've used this same set-up many times without this problem.

Re: Identical weapons / different cycle rates.

I just recently noticed this problem since the latest patch, or it may just be caused by lag.  I've noticed that once you kill a rat (or whatever we'll calling the NPC mobs these days), your weapons start cooling down, or beginning to deactivate.  However, when the cycle finishes, 1 or 2 of them will stay on if you have another primary target ready to light up.  This wouldn't be a bad thing if all the weapons did or did not remain on.  My thoughts are, if the guns are deactivating, they shouldn't remain on when you have a new target... call me crazy.

Re: Identical weapons / different cycle rates.

This is what I KNOW has always happened since I've played:  When multiple missiles fire on a target simultaneously and the primary target is switched before the missiles land, some modules will switch off, but not all.  My understanding is it is caused by some modules getting the "target destroyed" message and others not.  The ones that get the message switch off, as they destroyed their target.  The ones that did not get the message continue firing on the current primary target.



I'm pretty sure the bug that this thread was made about is not the same thing as this.  It sounds like theres some latency or client command execution timing errors, possibly caused by odd cycle calculations, similar to the timing error of the cycle animation not being the same as the actual cycle.

Re: Identical weapons / different cycle rates.

The bug where some of the modules have an extra cycle after the target was destroyed will be fixed in next patch.

I don't know about different cycle times, but that could also have this same reason because that extra cycle lets them "jump" over to your next target without stopping.

"I don't know the key to success, but the key to failure is trying to please everybody." -- Bill Cosby

Re: Identical weapons / different cycle rates.

Yes, I have used this 'jump' to next target effect/feature while maintianing multiple locks on MOBs.