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-   -   Buff torpedoes: yay or nay? (http://sto-forum.perfectworld.com/showthread.php?t=516121)

bobtheyak 01-16-2013 11:14 AM

Buff torpedoes: yay or nay?
 
This is mainly regarding 'regular' (non-heavy) torpedoes i.e. quantum, photon, chroniton, etc.

One can argue that torpedo hybrid builds have the capacity to do slightly more damage than full energy builds, but consider the amount of skill points needed to make them effective. Is the damage difference really worth the investment?

A full energy build can generally do comparable damage to a hybrid build, but the points that would have gone into projectiles can be used for survivability and/or build efficiency.

A buff to torpedoes might give more burst damage to cruisers/sci ships who choose to use them and possibly narrow the dps gap between escorts and non-escorts without swaying the balance between ship types too much.

Currently I'm thinking an increase in torpedo crit chance/base damage would be a step in the right direction (the amount of increase is up for debate), but it's also been suggested that they do more damage to shields.

Could a torpedo buff have any unintended consequences in PvP? The PvEbears would probably love it regardless.

Voice your opinions, go!

mrgrocer56 01-16-2013 11:22 AM

I could agree with that. I am all for more variety.

havam 01-16-2013 11:24 AM

Not sure if it would be within the reach of the Systems team to come up wiht a buff, that doesn't favor tac/scorts even more, ala finally that Defiant ensign is good for something (HYT1/TS1). I think that Beams and Sci abilities are more of an issues then naked torps, or mines.

antoniosalieri 01-16-2013 11:24 AM

I would vote for more dmg to sheilds.

A change like that wouldn't effect pve.. where the big stuff don't have shields... or looses them in the first 4 seconds anyway. So we wouldn't all of a sudden have 60k quantum critz taking out gates.

Of course for pvp if torps where allowed to apply another 20-40% of there dmg to shields, they would be a viable alt to Overloads for spike. In fact perhaps they would be a standard weapon on ALL ships as they wouldn't be subject to some of the silly shield resist values specific to one weapon type thanks to brain dead fleet shields, and crazy resist numbers on macos ect.

shimmerless 01-16-2013 11:33 AM

Part of the problem with torps is the very low base firing rate. Even with a buff to their native shield damage, the justification for taking one is predicated on their potential for burst to raw hull. In practice, finding the right moment to have both your buffs (incl. torp skills) and a torp ready to spit into a breach is exceedingly difficult. Without some way of negotiating that difficulty they'd still be niche.

hanover2 01-16-2013 11:38 AM

Burst/spike damage has it's uses, and I will not budge on that. I still miss the way Quantum torpedoes used to hit back around the initial launch of the game. They were bad@ss! :cool: So yeah, I could certainly stand to see torpedo damage boosted.

stevehale 01-16-2013 12:33 PM

I would be interested in seeing the potential effects of torpedoes dealing more damage to shields. Is there is a way to do that without boosting the torpedo damage itself? Would it be possible for torpedo damage to scale with shield resistance? Would it be possible for torpedo damage to scale with shield percentage? Can it be done without giving the appearance of being such a one sided buff to tactical captains? Can it be done without marginalizing Transphasic weapons?

Torpedoes are a beautiful thing when they can catch a slice of naked hull. I don't want them to become the new cheese because a well intended (and rightly deserved) buff went too far.

shar487a 01-16-2013 12:51 PM

Quote:

Originally Posted by stevehale (Post 7507651)
I would be interested in seeing the potential effects of torpedoes dealing more damage to shields. Is there is a way to do that without boosting the torpedo damage itself? Would it be possible for torpedo damage to scale with shield resistance? Would it be possible for torpedo damage to scale with shield percentage? Can it be done without giving the appearance of being such a one sided buff to tactical captains? Can it be done without marginalizing Transphasic weapons?

Torpedoes are a beautiful thing when they can catch a slice of naked hull. I don't want them to become the new cheese because a well intended (and rightly deserved) buff went too far.

Cryptic would have to change shield kinetic damage mitigation to make torpedoes more effective against shields. The other option is to give torpedoes two damage components -- one energy, the other kinetic. The energy component would deal more damage to shields, while kinetic damage deals more vs. hull. The first option would be easier to implement.

snoge00f 01-16-2013 01:09 PM

No, they should remain as is. If you want to do more damage, then time them properly on an open shield facing. Yeah I know it's hard, but that's why you have people on your team to help you with maximizing your opportunities to hit that open facing.

I've never had an issue with torps. Sometimes they work, other times they don't. That's fine for me.

Being able to just lazily HY a facing down with no timing would ruin torps for me.

guriphu 01-16-2013 01:22 PM

Perhaps torpedoes could be configured to ignore up to 1000 hit points worth of shields before hitting the hull, so that their role as weapons that you time against a downed shield facing would be retained, but they wouldn't be completely invalidated by redistributing shields.


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