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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.
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Captain
Join Date: Dec 2012
Posts: 604
# 5
05-20-2013, 10:20 AM
That's why torpedoes are best against bare hull.
Or switch to transphasics for the shield pass through.
Captain
Join Date: Nov 2012
Posts: 3,465
# 6
05-20-2013, 10:23 AM
Quote:
Originally Posted by freedumb4eva View Post
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?
Fair? Absolutely. Torpedoes are shot for shot one of (if not the most) powerful weapons available in-game. A carefully built torpedo boat can potentially put out 6 figure plus hits every second. The only thing keeping that kind of destructive power from overwhelming everything is the kinetic shield absorption.

Could that ratio stand to be tweaked a smidge? Perhaps. Does it need to be on-par with the NPC torpedo shield killing? Not a chance. Players don't need to be able to do the invisi-torp of doom routine.

Last edited by stirling191; 05-20-2013 at 10:31 AM.
Captain
Join Date: Aug 2012
Posts: 12,457
# 7
05-20-2013, 10:32 AM
edit: I updated my thoughts on this in post #28 I think it is...yep, #28. I was following some information for this post that I no longer agree with after some additional testing - thus, the updated thoughts later.
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Last edited by virusdancer; 05-20-2013 at 03:20 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 6,625
# 8
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
# 9
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.
Commander
Join Date: Aug 2012
Posts: 264
# 10
05-20-2013, 10:53 AM
Quote:
Originally Posted by stirling191 View Post
Fair? Absolutely. Torpedoes are shot for shot one of (if not the most) powerful weapons available in-game. A carefully built torpedo boat can potentially put out 6 figure plus hits every second. The only thing keeping that kind of destructive power from overwhelming everything is the kinetic shield absorption.

Could that ratio stand to be tweaked a smidge? Perhaps. Does it need to be on-par with the NPC torpedo shield killing? Not a chance. Players don't need to be able to do the invisi-torp of doom routine.
With every buff that I have available as a tac captain + my console damage buffs, there is no way that my quantum torpedoes are going to do 6 digit numbers consistently as you have asserted. I don't think that I can hit 6 digits with quantums, perhaps with blowing GDF.

With Trico it is possible.

IMO you made up this 6 digit damage every second scenario, whereas my experience and observation lends me to believe that torpedo damage needs to be un-nerfed.

I also didn't mention the fact that often my torpedoes just miss, which makes this slow firing weapon system even less attractive, though it is my favorite.

This weapon system, imo, also requires 3x DOFF slots in order to work properly. That is a pretty big commitment for such little payoff.
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