Lieutenant
Join Date: Aug 2012
Posts: 46
# 1 Torps need to be redesigned.
09-28-2012, 01:04 PM
I've noticed that torpedoes in general are getting more and more outdated since most people now-a-days go full energy builds to do maximum damage. Which is right now the current meta.

Why have torpedoes in terms of functionality been ignored? It should be doing very heavy damage since they are for bursting. Shields stop 90% of the damage as it's built in mechanic which makes it worthless compared to energy weapons which do full damage on both shields and hull.

The mechanics should be for torpedoes should be full damage to shields not 10% let alone the strength of the current shield quadrant effects how much damage gets through the hull and a base damage boost in general.

Plasma torpedoes need to have much higher HP and if destoryed, causes massive AOE damage to all friendly and enemy targets.

I really think torpedoes itself need a revamp. Right now there is no incentive to use them.

Cryptic what's the deal?

Last edited by captainluke85; 09-28-2012 at 01:21 PM.
Captain
Join Date: Jun 2012
Posts: 3,186
# 2
09-28-2012, 01:08 PM
post deleted
KBF Lord MalaK
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Lt. Commander
Join Date: Sep 2012
Posts: 152
# 3
10-01-2012, 04:49 AM
Its simple. Knock a shield off, fire Torps into that shield facing. Thats why I imagine you think they aren't doing as great (when in reality, you just aren't using them right).

And for those who are dropping torps? If they aren't being dumb, then they likely are doing so because their ship is pure alpha-strike (Defiant, BoP, etc) and as such they want to maximize that ability by dropping something that usually requires an extended fire fight between ships.

A lot of AS players, I imagine, don't like or don't bother to incorporate torps into their AS so they drop it for extra DPS out of their cannons.

One could also argue that going for Torps on an Escort (whether they fully spec' into them or simply provide for their use without making them pointless to be there) can limit striking power in the form of less BOFF powers, Less DOFF abilities, and indeed, less skill points in other skills if they spent any at all on Torps.


As for your suggestions, making torps do full damage to shields would be completely ridiculous. The best torps by themselves can crit up to, including, and beyond 20k damage, and if that damage is dealt 100% to shields? Everyone will be making torp boats.
Empire Veteran
Join Date: Jun 2012
Posts: 6,373
# 4
10-01-2012, 05:17 AM
I still find Torps very useful in PvP, in fact my build requires them.

If any change need to be made then its in how shields block torpedo strikes when said shields are partially depleted. The lower a shield facing the more Torpedo damage should get by to damage the hull. Thus a 2% sliver of shields will not protect a ship as if they where at 100%.
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Ensign
Join Date: Sep 2012
Posts: 1
# 5
10-05-2012, 08:39 AM
I guess it depends on what your play style is, I play mostly stfs and the torp adds that extra "oommph" to the hull damage after you take down the shields, where normal DHC's lack.

Plus I have the Armitage and run TS1 and TS2 because of that stupid ensign tactical slot, but hey thats just me
Starfleet Veteran
Join Date: Jun 2012
Posts: 597
# 6
10-05-2012, 08:53 AM
Quote:
Originally Posted by captainluke85 View Post
The mechanics should be for torpedoes should be full damage to shields not 10% let alone the strength of the current shield quadrant effects how much damage gets through the hull and a base damage boost in general.
Shields stop 75% damage not 90% which means high end torpedoes do over 1000 damage per shot to shields after resistance. Transphasic torpedoes do 45% ish to hull bypassing that 75% resistance.
Captain
Join Date: Jun 2012
Posts: 3,186
# 7
10-05-2012, 09:16 AM
They did redesign torps recently, they're called mines !
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Commander
Join Date: Jun 2012
Posts: 346
# 8
10-05-2012, 11:00 AM
Quote:
Originally Posted by captainluke85 View Post
I really think torpedoes itself need a revamp. Right now there is no incentive to use them.
Yes, there is: Torpedoes are independent of Weapon Power.
Torpedoes are indeed terrible on Ships that run 125 Weapon Power like Escorts, but they're a much more viable choice on Ships that run lower Weapon Power like SVs.

The current system keeps both Energy and Kinetic Weapons relevant in different scenarii, if Cryptic buffs Torpedoes such that they eclipse Energy Weapons, we'll use them allright... at the exclusion of Energy Weapons.
Captain
Join Date: Aug 2012
Posts: 3,553
# 9
10-05-2012, 11:13 AM
Quote:
Originally Posted by quiscustodiet View Post
Yes, there is: Torpedoes are independent of Weapon Power.
Torpedoes are indeed terrible on Ships that run 125 Weapon Power like Escorts, but they're a much more viable choice on Ships that run lower Weapon Power like SVs.

The current system keeps both Energy and Kinetic Weapons relevant in different scenarii, if Cryptic buffs Torpedoes such that they eclipse Energy Weapons, we'll use them allright... at the exclusion of Energy Weapons.
Hence why torp boats can be nasty as hell, since they can drain all the energy you normally see used in weapons and put it somewhere else. Dumbest build I ever saw that was actually hilariously effective was as follows:

Me: Tac Captain, Qin heavy Raptor

Opponent
Odyssey Sci Cruiser
Engi Captain

Fore Weapons:
3x transphasic rapid fire torp launcher
1x transphasic cluster torp
Clone on aft

Breen Set for Shield Deflector and Engine

Consoles:
Tac: Chev Sep, Transphasic Compressor mk XII (very rare)
Engi: RCS accelerator mk XII (rare)x2, Neutronium Alloy mk XI (rare)x2
Sci: Field Generator mk XI (rare)x4

BOff, and DOff he never told me. But I figure it was mostly proj weapons officers, probably all purple based on how often those blasted torps were firing. Probably the borg ones lol.. Anyways, what he did was burn in with high yield or ts going and he would unload a massive opening salvo, then divert all power to shields and engines, and with his rcs and roughly 100 engine power he was moving well, and would chev sep when I got around to one of his sides for even more maneuverability. Long story short, a few tbs and hys later, we called it a day since he kept on getting me.

But after that, I asked him how he had his power set up most of the time, since I know torps don't require energy. His two setups he swapped between:

25/75/75/25 (for when he was at full health and shields and we were fighting) and 25/75/25/75 (for when I actually got his shields down and was hammering hull). He also occasionally did 25/100/50/25, but that was only when I got some HUGE spike damage.

So after that, I don't really think torps need a boost OR any incentive to use them. I've had some armitage captains that run full torps, or 3 torps and a DBB. They do the BO3 with DBB to nuke the shields down and then unload THY or TS onto the then exposed hull. Or more accurately they fire off the torps and then use the BO a split second before the torps are going to hit.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
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Lt. Commander
Join Date: Jul 2012
Posts: 101
# 10
10-06-2012, 08:05 PM
I liked the approach other ST games had taken regarding torpedoes and energy weapons. Basically Energy weapons drained shields very well, but didn't do as much damage on hull, but torpedoes did max damage to hull but little to shields.

It just... makes sense.
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