Starfleet Veteran
Join Date: Jun 2012
Posts: 269
# 31
12-23-2012, 12:35 PM
Quote:
Originally Posted by antoniosalieri View Post


Look I love torps anyone that knows me, knows that.... the current torp system is much better then it was 2 years ago... however there could be a better system. The fact that Cryptic has already implemented the tech to make it happen. yes I am excited about it a full on ammo system would be a great step forward imo.

I want to see torps on cruisers that aren't a joke....
I want to see sci ships firing more then one type of torp...
I want to see escorts adding Torps as a RELIABLE option to provide Dps...

Right now your right mixing is mostly a bad idea... it is not just a form of rainbow its the worst kind... spread out skill points... can't boost both with tac units... having to dedicate more then half your doff slots... not to mention boff skill slots.
Actually, right now the current Torp system is worse. Not long ago, a Mark 12 VR Warhead Yield Chamber was buffing all kinetic damage by 20% which actually made it sort of beneficial to run "Rainbow" Torp builds on certain Sci builds that were built around doing kinetic damage. That means GW, TBR, EWP, HGB and many others Powers were also getting damage buffs from those Tactical consoles as well as one's Torps. I honestly wish they would revert those consoles back to this way. What one might lose in DPS to an actual Torpedo was made up in Kinetic damage from other things like your TBR or EWP or HGB. It wasn't OP. Some numskulls who didn't know what they were talking about just complained too much that you could buff Science abilities in the Tactical console slot. Nevermind that a Tac can buff the damage that Science powers due through their own Tactical buffs more than a Science Officer could which negated some (not all) of their usefulness. That's one of the reasons why we were seeing more Tactical officer's flying Science ships than Science Officers back in the early days of S5. Back then, other than the subnuke and Science fleet and a nerfed Sensor Scan a Sci had very little going for it. Sort of ironic that is....

Last edited by rooster75; 12-23-2012 at 01:02 PM.
Captain
Join Date: Nov 2012
Posts: 3,634
# 32
12-23-2012, 01:54 PM
Your right the old Warhead unit was much better... I understand why it got changed I mean none of the other Kinetic Dmg units made anysense at all.

Honestly I would be in favor of an elimination of ALL kinetic dmg units and replacment with one Universal warhead unit that buffed every torp / kinetic attack.
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Captain
Join Date: Aug 2012
Posts: 848
# 33
12-23-2012, 02:00 PM
Torps are fine. Really, about the only problem with them is that they do negligible shield damage, even though they're impact on shields should be causing a highly energetic explosion. That has never made much sense to me.
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Empire Veteran
Join Date: Jun 2012
Posts: 6,628
# 34
12-23-2012, 02:05 PM
to those that think torps are FINE, or think this would destroy their builds, i have a couple of questions.

are torpedoes fine on cruisers? are torpedoes being used in game in a way they are intended to be used in canon?

theres no answer other then no on both of those questions. an all torp boat is as uncanon as an all beam or cannon boat. for the single place torpedoes currently shine, decloak alpha insta kill, i don't think the ammo and the changes would effect that much. a HY3 fires torps every half second, and thats haw fast the pure damage torps fire in my proposal.

as far as damage per torp being less, that may be a problem for them dealing kill damage at the right moment like they can now, but but i don't see how someone could survive a BO3, and 2 new style quantum launchers all spiting out HY torps. they would even do significant damage to shields too, they wouldn't be rendered null when hitting them. as cool as they are to watch, decloak insta kills arent really trek, nothing personal to those that specialize in them.

a higher base fireing arc is to allow slow turning ships usability, even if torps were made much better weapons, if they sat unfired most of the time they arent fixed. and a cruiser cant blow a hole through a shield so they can land a perfect torp strike, so them doing a lot higher % damage to shield is needed as well.

how i envision multiple torpedoes to work is that they would fire basically simultaneously, or the next server tic, their per launcher rate of fire limiter not interfering with each other. this would also allow torp boats to spike a HUGE amount of torps into the field at a time, imagine 4 photon launchers with TS on or something. there might have to be a limit of only 2 torps launchers per direction or something.

torp boats though are as uncanon as all energy boats though, torps should be crafted in a way so that a mix of torp and energy is IDEAL on every single ship, and you wouldn't necessarily need high end tac powers to make them do anything.

forgot the missile launcher, i'll add that to the proposal post.
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Captain
Join Date: Aug 2012
Posts: 12,464
# 35
12-23-2012, 03:52 PM
Hrmmm, not going to touch the canon argument - STO left canon behind a long time.

Something that does stand out though, is the firing arc. 135's kind of an odd number though - only leaves a 90 deadzone on either side. If you had the Wide Quantum on the front, you'd only have a 45 deadzone on either side....
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Join Date: Jun 2012
Posts: 6,628
# 36
12-23-2012, 04:12 PM
Quote:
Originally Posted by virusdancer View Post
Hrmmm, not going to touch the canon argument - STO left canon behind a long time.

Something that does stand out though, is the firing arc. 135's kind of an odd number though - only leaves a 90 deadzone on either side. If you had the Wide Quantum on the front, you'd only have a 45 deadzone on either side....
i don't go reaching for canon justification much anymore, but this is something as basic as torpedoes. its a defining start trek feature that separates the game from being a start trek game, to generic space shooter. not only would it look more canon, it would just make torps as good as energy weapons, or at least the opportunity cost for not using at least 1 torp would be higher then using no torps.

i think there should be a torp mod called arc, that would bump it from 135 to 180. 135 is just squarely between 90 and 180.
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