Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
D'dread
|
Posted - 2008.07.21 06:20:00 -
[1]
Im using 650mm Medium Carbine Howtzer I, Phased Plasma M, on a Rupture. So what basicaly happens is I start firring and after 3 seconds it turns off, this has been going on for about 4 days now. I tested it and its not the range and not the ammo. Any suggestions on how to fix it?
|
Acidictadpole
ADVANCED Combat and Engineering
|
Posted - 2008.07.21 06:44:00 -
[2]
What you've done is put it on manual mode. You need to right click the module and click 'set autorepeat on'. This should fix your problem.
Don't get scammed |
Xindi Kraid
|
Posted - 2008.07.21 07:01:00 -
[3]
Meh autofire wastes ammo anyways Fires all 8 turrets when it only takes 4 more to kill or fires missiles at a (soon to be) dead target. --Bird of Prey: Forum God
Caveat Emptor Caveat Venditor CAVEAT |
Akita T
Caldari Navy Volunteer Task Force
|
Posted - 2008.07.21 07:02:00 -
[4]
That's only valid for missiles. Turrets waste no ammo. If you fire a 8-turret volley at a target that only needs 5 to die, the last 3 won't fire as target is already dead.
_
THE APPRENTICE || mineral balance || nanofix
|
Xindi Kraid
|
Posted - 2008.07.21 07:03:00 -
[5]
Edited by: Xindi Kraid on 21/07/2008 07:03:28 If they wer activate simultaneously its not necesarrily true. I activate in batches
I do keep the turrets on auto though --Bird of Prey: Forum God
Caveat Emptor Caveat Venditor CAVEAT |
D'dread
|
Posted - 2008.07.21 07:28:00 -
[6]
Thanks Acidictadpole.
|
Gartel Reiman
Civis Romanus Sum TRUST Coalition
|
Posted - 2008.07.21 09:33:00 -
[7]
Originally by: Xindi Kraid If they wer activate simultaneously its not necesarrily true.
Yes it is. Turrets have amazing reflexes, such that even if you activate them all at the same time (and have them pre-activated while locking a target), only those required to destroy the target will fire.
And anyway, that has very little to do with autorepeat mode. If you play with autorepeat off, you'll have to be mashing the gun buttons constantly, and will still be losing damage from the short periods where they're inactive. It just doesn't make sense for turrets - perhaps for a stealth bomber's cruise launchers sure, but for turrets you'll want them to keep firing as fast as they can until their current target is destroyed. Anything else would be a waste of ammo (due to letting the target repair more in the meantime and thus taking more ammo to kill him).
|
Kneebone
|
Posted - 2008.07.21 16:53:00 -
[8]
confirmed what the above say about turrets. If you have all 8 or however manny running, the ones not needed to kill the target shut off when it goes boom. Besides ever since I switched to Amarr ships who cares about ammo?
|
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
|
Posted - 2008.07.21 17:51:00 -
[9]
Originally by: Kneebone confirmed what the above say about turrets. If you have all 8 or however manny running, the ones not needed to kill the target shut off when it goes boom. Besides ever since I switched to Amarr ships who cares about ammo?
but my fraction ammo takes a faction amount of damage when it shoots
|
Roy Batty68
Caldari Immortal Dead
|
Posted - 2008.07.21 19:30:00 -
[10]
Originally by: Chainsaw Plankton
Originally by: Kneebone confirmed what the above say about turrets. If you have all 8 or however manny running, the ones not needed to kill the target shut off when it goes boom. Besides ever since I switched to Amarr ships who cares about ammo?
but my fraction ammo takes a faction amount of damage when it shoots
Well if you weren't pointing your turrents at calamari you would probably do better dsp.
Sig removed, inappropriate content. If you would like further details please mail [email protected] ~Saint |
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |