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Career Officer
Join Date: Jun 2012
Posts: 300
I was one of the lucky few to obtain subspace jump and as an escort I always meet the enemy head on.
When I'm playing stf mission khitomer accord I fly right towarsds the scimitar all guns blazing. But when the scimitar fires it's torpedo spred I'm always going down.

So I figured using subspace jump to go behind the enemy when I see the torpedoes cominng will take me out off the blast area. So i jumped and had 3 or 4 seconds of smugness until the torpedoes detonated around me after I jumped and still ended up dead.

Is this a bug or is it just how it is?
Join Date: Jul 2012
Posts: 536
# 2
09-10-2012, 01:54 AM
Ever notice how your torpedoes follow the target when you use a Torpedo Spread ability? NPC Torpedo Spread abilities do exactly the same thing.

They're targetting you, not the area you're in at the time they fire the torpedoes.
Career Officer
Join Date: Jun 2012
Posts: 300
# 3
09-10-2012, 02:03 AM
I see. Thank you
Join Date: Jun 2012
Posts: 72
# 4
09-10-2012, 04:29 AM
Use Tac Team Emergency power to shields and brace for impact when you see the torps coming and keep turning your ship so that one shield doesn't take all the torps. That should stop you from dying from that attack.
Join Date: Jun 2012
Posts: 3,977
# 5
09-10-2012, 06:04 AM
i tried this the other day to see if i could avoid them but no such luck.

basically the torps either do one of two things. they hit or they miss based on a random roll of a computerised dice.

no amount of movement or evasive manoeuvres can make you avoid them and sadly this applies to the subspace jump. the torps will still track you until they hit if you appear the otherside of the map.

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Career Officer
Join Date: Jun 2012
Posts: 693
# 6
09-10-2012, 07:42 AM
Should be a good tactic to get out of the way of the big blast-o-doom when it uncloaks though.
Join Date: Jun 2012
Posts: 399
# 7
09-10-2012, 11:57 AM
Originally Posted by captainrevo1 View Post
they hit or they miss based on a random roll of a computerised dice.

The moment torps are launched, they're locked into either hitting or missing their target. You can't really do anything to change the outcome unless you're able to target them and take them down.

Supposedly, Subspace Jump is supposed to break your enemy's targeting lock on you, though. Again, that still doesn't help w/the whole torp scenario.

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Empire Veteran
Join Date: Jun 2012
Posts: 189
# 8
09-10-2012, 12:35 PM
Even though it was advertised as breaking the targeting lock, it's not listed that way in the "official" description, nor has it ever broken the target lock since it's release.
It's a cool manuever, but it won't stop them shooting at you or cause incoming fire to miss you.
In other words...it's kinda useless, IMOHPO.
Lord Krueg
We are the Dead
join date Aug 2008
Join Date: Jun 2012
Posts: 5,574
# 9
09-10-2012, 12:53 PM
As everyone else said, the torpedoes track you as I found out in one painful fight with a D'deridex. It launched three heavy plasmas and I simply jumped my Defiant behind the D'deridex, only ot find the torpedoes turn around make their march right into my face since I was heading straight at them at this point...
Join Date: Jun 2012
Posts: 897
# 10
09-11-2012, 09:08 PM
Targetable torpedoes (the Heavy Plasma, Tricobalt, and Bio-neural torpedoes) seem to operate by slightly different rules, since they are treated more like mines than regular torpedoes by the game engine (since they are targetable objects with hit points, etc.) They have a finite lifespan--the torpedo does have to cross the distance between the launcher and the target at a finite speed, and if it can not do this within a set number of seconds, the torpedo will die. Stacking Evasive Maneuvers with a Shield Battery or Emergency Power to Engines 2/3 or Aux. to Inertial Dampers 2/3 can let you lead an incoming torpedo on a merry chase until it dies. The important thing is to STAY moving--just dodging and then coming to a stop is useless, because the torpedo will chase you until it either catches you or runs out of time.

Targetable torpedoes also seem to lose their lock if you get out of range (i.e. more than 10.0 km away from the TORPEDO, not the launcher). If that is correct, then if you are targeted by one and more than about 7.5 km away from the enemy, the way to escape it would be to hit Evasive Maneuvers, turn tail, and run directly away from the enemy.

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