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Lt. Commander
Join Date: Dec 2007
Posts: 120
In PvP, there really isn't any use for either. I levelled transphasic torpedos. I stacked 3 so I could fire them at all times. Decked out torpedo abilities.

They still don't do ****.

They're supposed to "counter" RSP and stuff I guess, but they just don't. With max transphasics firing on a guy, they will not die in the 15s duration of RSP. Not even close.

They also make no sense in conjunction with energy weapons, since they accomplish two completely disparate things, and don't really help eachother.

I can think of a couple ways to fix them:

1) Higher % bleed damage. 3 transphasic bays firing on someone constantly should kill them reasonably quickly. Right now you can't kill them ever like that.

2) Make hull damage damage subsystems. Or alternatively make crew loss affect all subsystems instead of just repair. Doing hull damage through shields gets a lot better when it doesn't just get repaired and result in a few injured crew at best.

3) Transphasic energy weapons (or missiles maybe?). If you could have a transphasic build that largely bypassed shields, then transphasic torpedos become useful.

As it stands, I've never really been glad that I had transphasics over quantums.

Photon torpedos are useless in PvP because their marginal dps increase doesn't really balance out their massive burst damage decrease compared to quantums, and damage over time for torps goes to plasma hands down anyway. My suggestion would be to reduce their total cooldown to 4s, making the shared cooldown 2s. That gaps them enough so that it won't feel burstier than quantums, but will also increase their DPS by a meaningful margin. Alternatively, leave the cooldown at 6s and reduce shared cooldown to 2s, making a torpedo-heavy build more useful, but specifically with photons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-25-2010, 07:22 PM
During levelling of my KDF character, I maxed out Torpedoes & Transphasic Torpedo skills to 9.

The Transphasic Torps are disappointing, but I've been insisting on trying to make it work. As it stands right now, if you hope to do lots of damage through shields, it's just not going to happen. The damage inflicted is anywhere from light to medium. However, I did get a few lessons with Transphasic Torps.

* Though the damage numbers aren't spectacular when they bleed through shields, the fact remains that they DO bleed through.
-- Against Cruisers, the actual damage is miniscule. Cruisers have stronger hulls and the Engineer BOff slots & abilities to shrug off Transphasic Damage.
-- Against Science & Escort ships, the damage is more appreciable, especially for KDF players, due to the very strong Science ship shielding and abilities for it. The hulls just aren't strong enough, not like Cruisers. They also don't get all the nifty Engineering "save my hull!" abilities that Cruisers get.
-- If you're trying to finish off that one ship that has little hull left but has activated every shield survivability skill possible, Transphasic Torpedoes are excellent for the killing blow. HYT them with Transphasics, then they're DONE, despite having EPtS / Science Team / RSP being activated.
-- Alright for steady damage to the hull, give them something to notice, think, and worry about.

Cruisers don't have much to worry against Transphasic Torpedoes, unless they're about to kick the bucket and their hull repair skills are on cooldown. But Science and Escorts will be affected by them more.

I'm not saying Transphasic Torps are "teh win" but they fall somewhere in the middle. Not exactly good but not terribad either. Still, it takes a very dedicated player to make Transphasics work, and Quantums are still favorable overall, IMO.

My suggestions to make them work better:
* Faster reload time / maintain damage stats / maintain bleedthrough amount
Or
* Maintain reload time / maintain damage stats / increase bleedthrough amount
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-25-2010, 08:06 PM
Wait, let me get this right, you're frustrated because you can't set things up so you can torpedo someone to death through shields in 15 seconds? If you could, why in the world would anyone do anything other than stock up on those torps? The whole point of bleedthrough damage is to slowly peck them down if they've neglected to take a hull heal. They're not really supposed to kill anything by themselves.

I mean really, what kind of logic is that?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-25-2010, 09:49 PM
Quote:
Originally Posted by Anxiety
Wait, let me get this right, you're frustrated because you can't set things up so you can torpedo someone to death through shields in 15 seconds? If you could, why in the world would anyone do anything other than stock up on those torps? The whole point of bleedthrough damage is to slowly peck them down if they've neglected to take a hull heal. They're not really supposed to kill anything by themselves.

I mean really, what kind of logic is that?
So where exactly did I say 15 seconds?

There's a pretty big gap between instantly and never. Right now it's never. (the 15s for RSP lets you do like 10% hull damage. Maybe. More like 0% against a cruiser. You should be able to kill a hurt person trying to save themselves with RSP. Currently, you can't unless they're at <5% or so)

Not to mention 3 transphasic bays killing someone in 15s would still be more time than it takes to down a shield with rapid fire cannons and HYT quantum them for instasplode.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-25-2010, 10:56 PM
I'd rather see fights last longer but that's me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-25-2010, 10:58 PM
You might want to try DEM along with transphasics, since they do the same thing. The bleed-through damage beams inflict under DEM is pretty small on its own, but added to a HYT transphasic torp might be enough to finish someone off through shields. The combo would work best against fed science ships, with their superior shields and paper hulls.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-25-2010, 11:02 PM
Quote:
Originally Posted by DefinitelyNotATerrorist
So where exactly did I say 15 seconds?
In the OP.
Quote:
Originally Posted by DefinitelyNotATerrorist
With max transphasics firing on a guy, they will not die in the 15s duration of RSP. Not even close.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-25-2010, 11:03 PM
Its overall torpedo problem. Torpedoes shouldnt have shared cooldown with multiple launchers. That would make them more interesting choice.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-25-2010, 11:19 PM
Transphasic are pretty cool.

I wish they moved a little faster and had a little bit more meat behind the shield penetration.

Not a lot mind you, just a touch more.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-25-2010, 11:33 PM
Quote:
Originally Posted by DefinitelyNotATerrorist
So where exactly did I say 15 seconds?

There's a pretty big gap between instantly and never. Right now it's never. (the 15s for RSP lets you do like 10% hull damage. Maybe. More like 0% against a cruiser. You should be able to kill a hurt person trying to save themselves with RSP. Currently, you can't unless they're at <5% or so)

Not to mention 3 transphasic bays killing someone in 15s would still be more time than it takes to down a shield with rapid fire cannons and HYT quantum them for instasplode.
You said they won't die during the 15 seconds RSP is up. And no, of course they won't. If there was a weapon that could blow through a ship in 15 seconds right through the shields, it would be the only weapon anyone ever used.

And rapid fire + quantums won't blow them away through RSP either, but at least transphasics would do SOME damage through it. Which is what they're supposed to?
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