Starfleet Veteran
Join Date: Oct 2012
Posts: 41
# 91
11-09-2012, 08:28 AM
Quote:
Originally Posted by markarich View Post
The future Kathryn Janeway brought Tranphasics back in the final Voyager episode(along with ablative hull armor) to give the present day Voyager a massive advantage against the Borg. And a massive advantage it was as one Transphasic torpedo dispatched an entire Borg Cube. The idea was not that Transphasic torps would have an increased "bleedthrough" effect; but that they actually phased out of the space time continuum during flight, thus allowing them to easily pass through the enemy ships shields and hull - they would then rephase into the continuum inside the enemy ship near a vital area(i.e. power core, antimatter storage, vinculum, etc...) and explode, thus obliterating the enemy from the inside outward.
Transphasic torpedos are detonated so that the explosion is distributed through asymmetric superposition of multiple phase states. Shields can only block one subcomponent of the pulse. The other subcomponents deliver the majority of the pulse to the target.

So in fact shields adapting to and designed against transphasic torps would lead to a greater bleedthrough no matter.

In my opinion transphasics are best suited for cruiser captains, since they'll provide some nice damage from cruisers who have difficulty with dps anyways, throw in a few torpedo officers and rapid reloads and they are quite nice!
---
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Starfleet Veteran
Join Date: Oct 2012
Posts: 1,110
# 92
11-09-2012, 04:30 PM
Sorry if this has already been mentioned, but Cryptic could try rebalancing Transphasics by giving them a random shield penetration percentage (10%-100%), greater base torpedo damage, and longer reload times (15+ seconds) to bring their DPS in-line with other current torpedoes. Actual numbers would need tweaking, but at least they cease being STO's long-running joke and actually become viable, especially in PVP.
Lieutenant
Join Date: Aug 2012
Posts: 30
# 93
11-13-2012, 02:23 AM
Playing intrepid with transphasics make more dmg than with other torpedo types. But in order to defeat enemy in pvp we dont need 800 000 dmg, but only 30 000 dmg well placed. If i make 800k dmg and never get ones hull under 50%, it is useless. Transphasic hull dps is easy to heal by crew only.
I'd like to see faster reload or additional effect to its dmg like stun, power lvl down, chance to disable subsystem...
Captain
Join Date: Jun 2012
Posts: 797
# 94
11-13-2012, 02:42 AM
You have to remember that Endgame was what like 30 years before STO (I think). Maybe the torps suck these days
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Join Date: Jun 2012
Posts: 538
# 95
11-26-2012, 05:16 PM
Quote:
Originally Posted by bubblygumsworth View Post
You have to remember that Endgame was what like 30 years before STO (I think). Maybe the torps suck these days
Why would they retrograde in development?
Captain
Join Date: Jun 2012
Posts: 3,780
# 96
11-26-2012, 05:28 PM
Quote:
Originally Posted by bubblygumsworth View Post
You have to remember that Endgame was what like 30 years before STO (I think). Maybe the torps suck these days
And you have to remember that transphasic torps were brought from a time period right around STO.
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Career Officer
Join Date: Jun 2012
Posts: 998
# 97
11-26-2012, 07:25 PM
All I want for Christmas is a none unique Wide Arc Transphasic Torpedo Launcher that is not a Lockbox ship item or a Lobi store item. I don't care if its C-Store, D-Store, Mission reward, "Featured Episode" reward or really rare DOFF reward, I want them. Make them cruiser only and bring back a way to get the STF DOFFs and we are on the same page.
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Lt. Commander
Join Date: Jun 2012
Posts: 121
# 98
11-27-2012, 08:14 AM
Quote:
Originally Posted by shar487a View Post
Sorry if this has already been mentioned, but Cryptic could try rebalancing Transphasics by giving them a random shield penetration percentage (10%-100%), greater base torpedo damage, and longer reload times (15+ seconds) to bring their DPS in-line with other current torpedoes. Actual numbers would need tweaking, but at least they cease being STO's long-running joke and actually become viable, especially in PVP.
This is an idea i like very much and is similar to what I would propose:
- longer reload, but not as long as tricobalt
- more damage than quantum
- up to 90% bleed through
- maybe even a targetable projectile (like tricobalt but faster and smaller)


However to those that justify other mechanics, because of the Janeway transphasics:
It might have been a totally different timeline where those came from and they might be very different transphasic torps, with a different yield. This other timeline afterall has been either altered or even prevented or simply is just different.
Starfleet Veteran
Join Date: Jun 2012
Posts: 538
# 99
11-27-2012, 05:27 PM
Quote:
Originally Posted by grievas View Post
This is an idea i like very much and is similar to what I would propose:
- longer reload, but not as long as tricobalt
- more damage than quantum
- up to 90% bleed through
- maybe even a targetable projectile (like tricobalt but faster and smaller)


However to those that justify other mechanics, because of the Janeway transphasics:
It might have been a totally different timeline where those came from and they might be very different transphasic torps, with a different yield. This other timeline afterall has been either altered or even prevented or simply is just different.
Eh, 90% bleedthrough might be too much. I'd say the maximum could be 65%.
Targetable? Breen Cluster.
Longer reload? I still have Projectile Weapons Officers
More damage than quantum? That plus bleedthrough equals balance breaker, and everyone would use them, like they are with quantums right now.

Oh, and this thread is the most viewed active thread in this forum. wewt us.
Lt. Commander
Join Date: Jan 2013
Posts: 134
# 100
05-16-2013, 09:24 AM
I think I can settle this lengthy argument rather conclusively, if you fine gentlemen will permit!

I'm a torpedo specialist, and I mainly PVP, though my effectiveness in PVE is ridiculous too. I decided to spec into torps after every STO "pvp pro" I ran into laughed at them, and told me to run DHCs. I enjoy showing folks they're wrong :p

Tried transphasics. Tried quantums. Tried photons, chronitons, tricobalts and temporal disruption devices. Got the Omega and Romulan plasma torps. Built setups to put out the most damage possible with kinetic weapons. Got Adapted Maco. Got Rule 62 console, tachyokinetic converter, Romulan and Borg universals, 3 purple projectile doffs and 3 Romulan boffs for extra crit. 5x 30% tactical dmg consoles for each torp I tried.

I've settled on quantum torpedoes, combined with a pair of torpedo spreads as my primary offensive ability. In PVP, torpedo spreads with quantums do not miss. This is an incredibly powerful asset to have, as nowadays people stack defense rather heavily, and [acc]x3 weapons are usually the only way to counter that. Well, torp spreads with quantums are another counter. If I fire one of these at my target while it's in range... it doesn't matter if the target moves out of range, evades, or cloaks - they will hit. They are not subject to accuracy rules, which means you can equip quantums with extra crit, if that is your choice, and benefit from this crit heavily in PVP.

I score multi-kills in Kerrat. I've killed 3 klinks at a time on multiple occasions now, with a single back-to-back spread of quantums. Shooting for a quad-kill. Haven't seen a DHC setup capable of that yet.

http://i.imgur.com/LV5VFJf.jpg

I fire one of these a second. And I should update that screenshot - they're even deadlier now.

Last edited by istvaanshogaatsu; 05-16-2013 at 09:40 AM.
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