Captain
Join Date: Jun 2012
Posts: 568
# 11
10-09-2012, 06:26 AM
Quote:
Originally Posted by bitemepwe View Post
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%.
This is actually the way it works now (tested 31 August 2012)

Previously, a 2% sliver of shields automatically reduced any incoming Kinetic damage to 25% before that damage got deducted - first from shields, then from hull. It didn't matter if/when the shields dropped, the damage inflicted remained at 25%. This made builds with Tac Team perform ridiculously well against Torps.

Currently, a 2% sliver of shields reduces incoming kinetic damage to 25% - this value gets deducted from your shields - then if the shields drop the leftover damage gets multiplied back up again before getting deducted from your hull. This change made torp builds much more viable, and also increased the frequency of "one shot" kills from Borg Heavy Torpedos in STFs.

Unfortunately it was a stealthfix, so precisely when it occurred is difficult to pinpoint. I personally tested and observed both behaviours.

[ <<<--- @Maelwys --->>> ]

Last edited by maelwy5; 10-09-2012 at 06:31 AM.
Captain
Join Date: Jun 2012
Posts: 633
# 12
10-09-2012, 12:34 PM
TBH torps are in the situatuion they are for a few reasons.

1. Escorts cna use cannons which are anti-everything. This combined with skill point and boff powers means that unless you put some skill points into kenetics and shove some BOFF powers over to torps you will never see better damage from them than cannons, (PvP probably still gets use from them for the burst aspect though).

2. Cruisers who have the bst weapon type for working alongside them, (Bams), can't really turn tight enough to make effective use of them.

3. Sci ships are the only ones likliy to be fast turning enough and low enough on weapons power to use them, (i run all torps bar a DBB up front for my target power on my DSSV). But even thats not universal.


IMHo torps would see about 5X more use if you swapped cannons and beams round modifiers wise, and re-worked how boff powers work. Suddenlly against hulls, even without skill points torps would be superious to cannons. Plus if you re-worked CRF/CSV to provide torps with the same capabilities as High Yeild/Spread at the same time, (and same deal for BO/BFAW respectivlly), you'd see them used a HELL of a lot more IMHO. Of course the spread/high yeild functionality would need a tweak for balance purposes if it was an "every shot for 10 seconds" deal. But thats ok in my book.
Captain
Join Date: Jul 2012
Posts: 1,966
# 13
11-04-2012, 06:02 AM
Quote:
Originally Posted by maelwy5 View Post
This is actually the way it works now (tested 31 August 2012)

Previously, a 2% sliver of shields automatically reduced any incoming Kinetic damage to 25% before that damage got deducted - first from shields, then from hull. It didn't matter if/when the shields dropped, the damage inflicted remained at 25%. This made builds with Tac Team perform ridiculously well against Torps.

Currently, a 2% sliver of shields reduces incoming kinetic damage to 25% - this value gets deducted from your shields - then if the shields drop the leftover damage gets multiplied back up again before getting deducted from your hull. This change made torp builds much more viable, and also increased the frequency of "one shot" kills from Borg Heavy Torpedos in STFs.

Unfortunately it was a stealthfix, so precisely when it occurred is difficult to pinpoint. I personally tested and observed both behaviours.
Thank you! I had thought the torps vs shield+hull was acting funny but lacked the time/ability to properly test it.
Lieutenant
Join Date: Jun 2012
Posts: 41
# 14
11-04-2012, 07:24 AM
I love my torps

On my mobius my setup is 3 Dhc's and a Torp up front and 3 turrets in the back
I will also run Tric mines in the back vs Pve like stf's at times. I have played around with all cannon and turret builds and I just can't good Dps from it. I general get around 3k -3.5 k Dps vs in STf's with an all cannon and turret build. Where as I get 5100-6200 with 3 dhc's,Torp and 3 turret build and 7000-8000 with 3 dhc's 1 torp in front and 1 turret and 2 tric mines in the back. I'm not saying all energy builds aren't good and don't work , they just don't work for me since I really don't alpha strike. I like to come in with CSV 1 and drop the facing shield on my targets and blast them with either a volley of TS3 quantums or 4 Tric mines. Then turn quickly and go after anything that is still alive and stay in close and do damage and do a little bit of Escort tanking with the Omega set since the Borg/Maco set is being broke up in S7.
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