Pack Hound Missile Glitch? HELP!

Hello! I am here with a potential bug issue with Pack Hound Missiles not Firing

So a week or more ago I got 2 Pack Hound Missile Racks. They worked perfectly and I love using them.

I have since engineered them for High Capacity. That is the ONLY change I made.

At the moment, 1 rack can have 19 Missiles/ Clip

The other can have 21 Missiles/ Clip

Since I have engineered them, upon entering combat, I:

  1. Full power into weapons
  2. Lock Onto a target and missile racks lock on as normal
  3. Fire both pack hounds at the same time (emptying both clips)
  4. Upon reloading both racks (19 and 21), ONLY the 19 will fire. The 21 rack will not fire at all; regardless of power in SYS/WEP/ENG; I have changed targets, retracted hardpoints and re-engaged them, changed fire groups. The 21 clip will only fire again once I go to a station and unequip them and re-equip them. But the same issue happens. Fires 1 clip of 21, reloads, then refuses to fire again.
I have consulted forums, friends who have played since release, and the community discord. I believe it to be a bug.

Please let me know if you can help!

Thank you!
 
Hello! I am here with a potential bug issue with Pack Hound Missiles not Firing

So a week or more ago I got 2 Pack Hound Missile Racks. They worked perfectly and I love using them.

I have since engineered them for High Capacity. That is the ONLY change I made.

At the moment, 1 rack can have 19 Missiles/ Clip

The other can have 21 Missiles/ Clip

Since I have engineered them, upon entering combat, I:

  1. Full power into weapons
  2. Lock Onto a target and missile racks lock on as normal
  3. Fire both pack hounds at the same time (emptying both clips)
  4. Upon reloading both racks (19 and 21), ONLY the 19 will fire. The 21 rack will not fire at all; regardless of power in SYS/WEP/ENG; I have changed targets, retracted hardpoints and re-engaged them, changed fire groups. The 21 clip will only fire again once I go to a station and unequip them and re-equip them. But the same issue happens. Fires 1 clip of 21, reloads, then refuses to fire again.
I have consulted forums, friends who have played since release, and the community discord. I believe it to be a bug.

Please let me know if you can help!

Thank you!
What ship and position of the modules? I have 2 (unmodified) 0n my Cutter and have just been messing around against scouts with them and they seem to be working ok.

O7
 
What ship and position of the modules? I have 2 (unmodified) 0n my Cutter and have just been messing around against scouts with them and they seem to be working ok.

O7
I wouldn't be surprised if that's another singularity... I have an Anaconda with a broken C2 hardpoint since Odyssey day 1. It doesn't fire randomly (50% of the times after I drop somewhere). Tried different shipkits, paintjobs, no paint/no kit, different weapons (fixed, gimbals, turrets, missiles etc) all working properly on other builds... so I've bought another Anaconda and left that for hauling or powerplay stuff which doesn't require all the hardpoints. 🤦‍♂️


It's like that particular Anaconda was flawed when I bought it... no one knows why.
 
Hey All! Its a Fer De Lance (Odd I know, but I love Pack Hounds and theyre going to be for my Corvette when I get it!)
As for position I am unsure; I believe top? Ill have to confirm later but it's just odd how they worked fine for 2 weeks Un-Engineered but I increase the clip/ammo in them and suddenly one just wont work AFTER it empties the first clip
 
Hey All! Its a Fer De Lance (Odd I know, but I love Pack Hounds and theyre going to be for my Corvette when I get it!)
As for position I am unsure; I believe top? Ill have to confirm later but it's just odd how they worked fine for 2 weeks Un-Engineered but I increase the clip/ammo in them and suddenly one just wont work AFTER it empties the first clip
Having the exact same issue on the fer de lance. 4 pack hounds and a size 4 Plasma Acc and one of the pack hounds wont fire after the first reload. Seems to only happen on the fer as they work just fine on other ships I've tried.

Edit: Just tested it with 4 hounds on the federal dropship and the krait mk2 and had the same issue. On the krait 2/3 of the pack hounds stopped working.
 
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o7 Cmdrs. Old player but new to these forums.

I just experienced this Pack-Hound glitch. I am running 3 fully engineered pack hounds with high capacity and each with Over-sized, Emissive and Drag. I am using them on an Imperial Cutter with 2 at the medium wings and 1 at the large.

It made for an VERY interesting experience having to kill a single Deadly pirate with just a 4A and 3C beam lasers. Also, I couldn't synthesize missiles to force reload any of them.
 
not come accross that
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Same problem here on my Cutter. I have the Pack Hound Missiles since a long time and they were always working fine without any issues. Since a couple of weeks I have exactly the same problem. I might be able to fire once or twice on a ship and than .... nothing. Might work again in another fight for 1 or 2 times and the same again.
I changed fire groups and tried different in Game settings. Nothing worked. Would be great to have them back working again soon. Thanks Guys
 
Same problem here on my Cutter. I have the Pack Hound Missiles since a long time and they were always working fine without any issues. Since a couple of weeks I have exactly the same problem. I might be able to fire once or twice on a ship and than .... nothing. Might work again in another fight for 1 or 2 times and the same again.
I changed fire groups and tried different in Game settings. Nothing worked. Would be great to have them back working again soon. Thanks Guys
It seems like they're bugged. No help available unfortunately, until Fdev look in to it. If they ever do. Go boost the bug report linked above, so they see it.
 
Having the same issue packhounds won't fire anymore. Module health at 100%, wep capacitor full, and target lock is fine but they just refuse to fire at all now.

Edit groan retracted missles working again...for now
 
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