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[Veteran_Markus]
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Posted - 2012.06.16 03:58:00 -
[1] - Quote
So there I am in my nice overpriced Galante Maradur I worked so hard to get and theres this lil dude shooting some crazy bolts of light at my tank and I was like hey dude dont do that!!! So open up my module list and click on my armor repair...... Nothing happens.... I click it again still nothing.... At this point I cant rep myself and I blow up... And no my module was not on cool down it was ready to go!!!! I have also had at times where instead of repping my modules goes into immidiate cooldown mode and doesnt rep at all. Ive lost a few tanks to this lil bug. Anyone getting this?? |
[Veteran_Duster Boskonovitch]
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Posted - 2012.06.16 04:06:00 -
[2] - Quote
at least you see some bolts of light , unlike forge gun
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[Veteran_Drake Lyons]
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Posted - 2012.06.16 04:10:00 -
[3] - Quote
Markus wrote:Anyone getting this??
I've had the first problem a couple of times. I held down R2, navigated to the module, released, and nothing happened. Tried again, same way. Nothing. Tried the third time and it activated. |
[Veteran_Ignatius Crumwald]
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Posted - 2012.06.16 04:14:00 -
[4] - Quote
Drake Lyons wrote:Markus wrote:Anyone getting this?? I've had the first problem a couple of times. I held down R2, navigated to the module, released, and nothing happened. Tried again, same way. Nothing. Tried the third time and it activated.
Next time, drive away. You can't rep armor as well while the forge gun is tearin' it up.
Besides, shield tanking is much more effective in this build. go with shield resistance and recharges or what ever the heck you tank commanders do. |
[Veteran_Drake Lyons]
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Posted - 2012.06.16 04:19:00 -
[5] - Quote
Ignatius Crumwald wrote:Drake Lyons wrote:[quote=Markus]Anyone getting this?? Besides, shield tanking is much more effective in this build. go with shield resistance and recharges or what ever the heck you tank commanders do.
I was shield repping, but the principle (and physical action) is the same.
The menu opens successfully, navigates to the module successfully, but the module doesn't active when it looks like it should.
I'm guessing the problem is either human error (e.g., I think I'm activating it, but I haven't actually) or confusion on behalf of the game. It seems like half the time it uses my module menu input as navigation (i.e., L stick forward = drive forward), other times as module menu input (i.e., L sitck forward = select 12 o'clock module). |
[Veteran_Darius Ashran]
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Posted - 2012.06.16 05:28:00 -
[6] - Quote
You don't just navigate to it. You have to open with R2 then navigate to the mod then while you have that mod selected press r2 again. This activates the mod. |
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