Author |
Beacon Bug. |
Krim {C?} Marshal Galactic Navy
Joined: June 24, 2002 Posts: 362 From: Boston MA
| Posted: 2009-10-01 20:57  
There seems to be a bug with beacons. As i've found the delight that is the LRScout and beaconing kluth dreads i've been using beacons alot over the last few days.
There is an issue with beacons where after a while of playing I cannot fire anymore beacons. Yet have a full supply. I know there is a limit of 3 becaons per enemy ship, however even if I target a brand new ship or player I haven't targetted before I am unable to fire beacons.
The resolution for this bug, as with many others is to "quicklog"
I'm guessing it perhaps has something to do with moving around at high speeds for a long period of time and slowly falling "out of sync" so that perhaps the server wont allow me to fire because my target isn't really where it appears to be? I'm just speculating here..
Also, sometimes the beacons will allow me to fire, but they wont appear in space (I get the noise and the cooldown on the weapon, but the actual projectile wont appear)
As for beaconing, i've never had so much fun as a scout in my life. UGTO and ICC should try it, beaconing a kluth dread = very hard to cloak = easier to hit
_________________ "Universum est gelu quod atrum , nos es unus verus lux lucis"
GTN - Veneratio est Totus
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Julian Delphiki Fleet Admiral
Joined: June 19, 2002 Posts: 171
| Posted: 2009-10-01 21:45  
I had this same problem. I just scrapped the ship and spawned a new one when it stopped working, which solved the issue until it happened again.
Scouts are essential in combatting kluth.. People say kluth are OP, but with a scout and then the combat ships having eccm its a lot easier to inflict major damage and even kill/force retreat.
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