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Commander
Join Date: Aug 2012
Posts: 264
My ship is utilizing the Ferenghi console, 5x purple mk XII quantum torpedo consoles, and the 2 pc Adapted MACO set bonus.

My torps are listed to be doing ~8300 damage.

I fire them against shields and do about 300 damage.

That means my torpedoes are doing ~3-4% of their total damage.

wtf?

I belive that the logic is that torpedoes should be best vs hull and energy weapons are better vs shields.

But, wait, cannons are energy based weapons that are the king of dropping shields and taking out hull. Buffed cannon damage puts torpedoes to shame by several orders of magnitude.

Why does my very slow firing weapon get out damaged by a very fast spamming weapon? The logic is broken and thus so are the mechanics for torpedo damage.

Last edited by freedumb4eva; 05-20-2013 at 09:30 AM.
Captain
Join Date: Aug 2012
Posts: 979
# 2
05-20-2013, 09:57 AM
I wouldn't mind a torpedo buff, but then 90% of my ships use torpedos.
The Somraw, K'tinga, D'Kyr, D7, Kumari, Xindi carrier, Xindi escort, and the T'Varo are all older than the Constitution Refit and yet they are tier 5. The rule needs to change.
Commander
Join Date: Aug 2012
Posts: 264
# 3
05-20-2013, 10:15 AM
I have every torpedo damage buff that I can think of and only do 300 damage every 2-3 seconds if I get lucky procs, to shields.

Does any one think that this is fair?
Empire Veteran
Join Date: Jun 2012
Posts: 869
# 4
05-20-2013, 10:20 AM
Use energy weapons to knock shields out then hit hull with torps... its simple.
I drink, I vote, and I PvP!
Captain
Join Date: Nov 2012
Posts: 1,416
# 5
05-20-2013, 07:45 PM
Quote:
Originally Posted by bubblygumsworth View Post
Use energy weapons to knock shields out then hit hull with torps... its simple.
except that its now virtually impossible to "knock the shields down" due to reputation passives and so many shield heals.

even in my dedicated shield stripper build that ONLY focused on stripping shields... id completely remove their shields for only a couple of seconds before a small sliver would be back to stop the torps. even if i fired my torps before i removed the shields there would always be a little bit back to save them.
Quote:
Originally Posted by mancom View Post
Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
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Commander
Join Date: Aug 2012
Posts: 264
# 6
05-21-2013, 07:47 AM
Quote:
Originally Posted by maicake716 View Post
except that its now virtually impossible to "knock the shields down" due to reputation passives and so many shield heals.

even in my dedicated shield stripper build that ONLY focused on stripping shields... id completely remove their shields for only a couple of seconds before a small sliver would be back to stop the torps. even if i fired my torps before i removed the shields there would always be a little bit back to save them.
Quite right.

I understand the logic of why torps work the way that they currently do, but it is totally broken.

Torps are impossible to, "time just right," to, "sneak in through shields." 1% remaining shields has 75% resistance to kinetic.

The only way to drop shields is to focus on energy weapons. Since I focus on torps, that is not a very strong hope for me.
Lt. Commander
Join Date: Jun 2012
Posts: 114
# 7
05-21-2013, 10:43 AM
Quote:
Originally Posted by maicake716 View Post
except that its now virtually impossible to "knock the shields down" due to reputation passives and so many shield heals.

even in my dedicated shield stripper build that ONLY focused on stripping shields... id completely remove their shields for only a couple of seconds before a small sliver would be back to stop the torps. even if i fired my torps before i removed the shields there would always be a little bit back to save them.
This is the problem for me also. I have no gripes with the system being tailored towards torpedoes on hulls but shield regen so fast/shield heals in general are abundant that even a sliver of red fully negates a torpedo's effect.

I would make torpedoes bypass a set amount of shield hit points before resists take place, that way you still have to time them when shield is off but are more likely to hit the hull.

Your Ramming Speed III deals 52098 (99235) Kinetic Damage(Critical) to Remus.
Captain
Join Date: Dec 2012
Posts: 604
# 8
05-20-2013, 10:20 AM
That's why torpedoes are best against bare hull.
Or switch to transphasics for the shield pass through.
Empire Veteran
Join Date: Jun 2012
Posts: 6,628
# 9
05-20-2013, 10:42 AM
all shields start out with a base of 75% knetic resistance, and it doesn't cap there. highly buffed shield res results in mid 90% range of kinetic resist. its stupid as hell. BO doesn't have to deal with that crap, that 75% built in res needs to go.
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Last edited by dontdrunkimshoot; 05-20-2013 at 10:49 AM.
Commander
Join Date: Aug 2012
Posts: 264
# 10
05-20-2013, 10:49 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
all shields start out with a base of 75% resistance, and it doesn't cap there. highly buffed shield res results in mid 90% range of kinetic resist. its stupid as hell. BO doesn't have to deal with that crap, that 75% built in res needs to go.
You beat me to the explanation, thank you.

I did not make up the 300 damage number, I witnessed it. So, given the 300 damage number, now do your math, virusdancer. Not much damage, is it? Especially considering the fact that I have very possible Torpedo buff that there is that I can think of, the damage is ridiculously low.
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