Borticus I am sort of aiming this one at you... I know you likely have a ton of other stuff to work on. Just thought I would throw this out there anyway.
We had an interesting conversation in Opvp this evening about torps, and how they work or don't work...
First off let me say the torpedo changes you have made over the last 6 or so months (what ever its been) have all been great imo. I think there more usable then ever.
However having said that... I think the game is at a point where torps mostly don't work... so DPS escorts and cruiser really don't run them... they are mostly used by sci... in full on torp boat setups. Anyway there are lots of reasons for that... mostly it comes down to opportunity costs with torps. In order to make the weapons effective in general you must commit to them... in general 2+ torps and 2+ doffs dedicated to torps... in order to ensure a fire rate that will provided a payoff, in the face of high shield caps and regens.
Recently there has been 2 new torpedo techs that we have seen in the game... 1 is the shifting cool down system used on the Time Torpedo... and the other is the Ammo system used on the omega torpedo launcher.
I would just like you to think about the following.....
What if all torps had 1s cool downs... and all torps had Ammo systems.
This would greatly reduce the Opportunity cost of running torps... by front loading there dps instead of staggering it.
Here is my proposal, this is My ideal torpedo system
- All torps regen 1 ammo every 6s
- Torpedo doffs have a chance to regen ammo.... working either as
1) 5% - 10% -15% -20% per level to regen 1 ammo ; or
2) all levels 20% chance.. to regen 1 2 3 or 4 ammo (this may be OP option 1 might work better)
- Long duration torps would NOT have ammo... but work more like the lobi time torp
1) trics... 20s cool down... 60s when HY is applied
2) Breen cluster... 20s cool down (60% the payload it has now)... HY applied increases number of mines (HY 3 = 60% more then current ... HY 2 40%... HY 1 20%) HY applies 45s cool down... spread fire 1 2 or 3 60% yield clusters 45s cool down
- reduce base dmg on all torps to account for there new rapid fire ways (this would need to be tweeked)... this would reduce dmg on a full torp boat a bit... but it would free up a ton of weapon slots for energy / mines ect
- Photons... 8 Ammo charges max
- Quantums... 6 ammo charges max
- Plasma... 6 ammo charges max
- chroniton... 4 ammo charges max
- Transphasic... 2 ammo charges max (this is dontdrunkimshoot idea)... 2 charges but with much higher base dmg, making them the weapon of cannon, a high dmg slower firing weapon. (another option is to keep the base dmg lower as it is now... but give them a Phasic HY verison, perhaps similer to the omega torp, with defense or health and good shield pen.... so a HY 3 would hit base wise like a current quantum but have say 20 30 and 40% bonuses to shield pen per HY level)
- HY patterns would no longer fire more then one torp... but would increase the base dmg of the torps (remember we are reducing dmg to start, so this won't be one shot wonder time... but would need to be worth slotting, perhaps the proc effects of the torps could also be increased with hy patterns, or even added in the case of quantum and photon.)
- Spread patterns, a few options for these... multiple ammo use could be hard for people to manage... perhaps a simple multi target firing with 70-80% of the HY version dmg and any proc effects would work well.
Anyway just some thoughts on a torpedo overhaul. (again)
I think though that if torps where made to be more viable in more builds we would see t here use go up... and the proliferation of the all energy builds would reduced... and people woulds top wining about that 3rd ensign tac slot on the defaint. lol
