Newcomer / Intro On the Multi-Crew Struggle Bus

Hello!

My friend and I are trying to understand how the Multi-Crew gunner system works now that we both have multi-crew enabled ships, but we are constantly left puzzled with how to assign weapons to the Gunner's fire groups. My ship has a couple of turreted, multi-crew enabled, weapons and his has only one, so we're both able to do this in terms of weapon choice.

The problem seems to lie in the fire groups locking the gunner out of the turret weapons randomly, or without a reason as to why the helm has taken over all the systems. For every multi-crew session, we've had a problem at the start where literally every module (weapons and scanners) is listed as "In use by other crew". We've managed to get this problem fixed and got the gunner to control the weapons at least once, but we don't know how we did it. I'm not exaggerating when I say this, but every time we've opened up a weapon the conversation went like this:

"I can assign [this weapon] to a fire group, what dd you do?"
"I have no idea", or, "I haven't done anything"

So that is my first question: How are we removing modules from the "In use" category and shifting them to the mode where the gunner can use them? I thought I'd stumbled across the solution by removing everything from my fire groups as Helmsman but I can't imagine the solution would be for me to delete my fire groups every time I have a gunner.

We've also run into an extremely annoying issue where the gunner will get control of the weapons, set up a fire group, but all the modules shift back to the Helm once we get interdicted and the gunner no longer has control of the weapons. As you might imagine, this becomes a problem quickly because the pilot is expecting the gunner to shoot but the gunner's just extremely confused and the ship is getting pounded with lasers. Usually after this happens, we revert to the first problem and can't figure out how to unlock them again.

Since it may become a question in a response, we do know how to assign weapons to the gunner's fire group and we know how to enter "gunner cam" so we're not totally hopeless :D

Thanks!
 
I want to second the OP.
Just tried multi-crew with a friend for the first time and I must say it's a P.I.T.A.
I've put some turreted weapons on my ship in hope my friend can use them in combat. (Expensive, but nevermind...) I've also freed these turreted weapons from my fire groups altogether. He joins in as a gunner and sets the weapons to his fire groups. Once we enter supercruise, his fire groups get wiped out and all the turreted weapons are automatically assigned to my fire groups. If I free them now, he can't use them immediately. He needs to go to Idle and re-enter the Gunner role and then he can assign them again. So he does that again, we drop out from SC at point of interest and boom - all is lost, all guns are in my fire groups and we can do the assigning again. Big disappointment. He can't help at all in case we'd get attacked right after dropping from SC.

I also wanted to show him deep core mining. We got to a ring, exploded a nice rock and weird things started happening. I sent out the collector limpets and they all died. I sent more and they died as well. So I tried to scoop the bloody rocks manually and realized they're bugged (burried too close/inside of the asteroid). When my limpets try to reach them, they hit the rock and die. When I try to reach them manually, I seemingly bury my ship inside the asteroid (from my friends POV) - sometimes I could reach them, sometimes they were burried too deep, so even my client started to realize I'm hitting a rock and I can't move any further, so the chunk is beyond my reach. I've seen a few of these in Solo, but they were exceptions. In multi-crew, I had this happening all the time, making 90% of the yield practically unreachable.
 
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