Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
10-18-2010, 08:53 AM
The devs should consider adding some variety to torpedo launchers. Cannons have 4 versions, beams have 2 versions and torpedo and mine launcher though only have one.

It would be interesting if the devs build created stuff like Dual launcher, Rapid fire launcher, Rotating launcher. Stuff that would make it so that there was just one type of launcher.

Dual Launcher would be 45 Degrees. 1.5 or 1.6 longer cooldown then the current launcher.
Rapid-fire would be 90 degrees, but launch 3 torpedoes every salvo instead of 1. Would help players try to land a proc for something like chroniton torpedo.
Rotating launcher would have greater firing arc for less damage.

I also think that Torpedo Boats should be developed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
10-18-2010, 09:57 AM
I think they should make Torp Spread and Cannon Volley more like the full-auto assault cannon in ground combat. Meaning simply... instead of firing a hundred torps/cannon shots in a big inneffective swarm, why not have the torps/cannon shots auto target enemies within the cone of effect?

For instance:

You have Captain Kork trying to take down some Birds of Prey. He faces toward the one in the center, targets him and unleashes a volley of Torps.
Now instead of 6+ torps flying randomly into empty space and detonating... the targets are randomly selected to recieve torp damage individually.
1 Torp hits the lead BoP
3 Torps hit the BoP on the left
2 Torps hit the Bop on the right

Same with Cannon Volley... instead of blasting out a huge cone of shots, it should just target everything within the area of effect.

You know what I wish? I wish we had "Fire at Will" for cannons/torps too! You can fire all your beams at enemies all over the place 'disco ball of doom'... but turrets/cannons/torps need that love too!

If an escort flys straight at me, and a Sci ship is behind me... I should be able to fire a torp at both of them simultaniously as long as I have a torp launcher fore and aft!

I think it should be something like 'Fire All Torpedoes" and it should litterally remove all global cooldowns for Torpedoes for something like 6 seconds for Mk 1, 8 seconds for Mk2, and 10 seconds for Mk3. That way it wouldn't ADD any additional damage to your torps, just be able to fire one at everyone within torpedo range!!!! Now THAT is an idea!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
10-18-2010, 11:22 AM
Im ok with a reduction of the global cool down for normal torp firing, but I also believe the individual cool down needs to be inceased dramatically. In addition, the HYT torpedo global cool down needs to remain, I wont say it needs to be increased, but I'd be ok with that as an additional counter balance.

I also feel that each hull should have the appropriate hull mounted torp tube for fore and aft (when applicable), with only additional torp tubes using weapon slots. So the starter ships may only have a hull mounted tube fore, Cruisers and higher tier hulls will have both have a fore and aft tube by default. The Vo-Quv Carrier could likly only have an aft mounted tube.

This allows for basic torp compliments to not take away from energy weapon sustained DPS potential, but those desiring more than the basic compliment/lay-out of torps would be directly sacrifing the benefits of energy weapons for the benefits of the torpedo-boat.

The inclusion of torpedos should be as a default and basic as the gun is on the jet fighter. Its standardized presence should never come at the expense of setting up a specialized set-up with the beams. There is no reason and no justification in canon for the presence of a standard torp layout from taking away from the potential of energy weapons as we see in STO. Only additional tubes should take away from the ability to mount energy weapons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
10-18-2010, 11:37 AM
I think it would be better to just ask for torpedo rapid fire as an ability, instead of changing existing abilities. It adds variety to the game, and would be easier to balance w/o redoing the torpedoes entirely.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
10-18-2010, 11:44 AM
Quote:
Originally Posted by Mavairo
Even a HY3 fully buffed will not remove a shield facing. More likely it's the cannons, or dual beams that did it long before.
I'm not saying who is right or wrong on this... However I thought that the way the game works right now, energy weapons are used to remove a facing shield, THEN torpedos are used on a bar hull.

The two weapon types are not supposed to be equal in all things, but usefull for different things.

I'm not trying to flame anyone. I just thought that's the way the game was supposed to work is all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
10-18-2010, 03:11 PM
Quote:
Originally Posted by redheadguy
I'm not saying who is right or wrong on this... However I thought that the way the game works right now, energy weapons are used to remove a facing shield, THEN torpedos are used on a bar hull.

The two weapon types are not supposed to be equal in all things, but usefull for different things.

I'm not trying to flame anyone. I just thought that's the way the game was supposed to work is all.
Your right, it is. Some people on the forums, increasingly, don't seem to know what they're talking about, or don't understand what the dev's are trying to do with whats in the game.


Why is it everyone nowadays is making posts on how space combat needs to change, but space combat is almost the only good part of this game?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
10-18-2010, 03:33 PM
Quote:
Originally Posted by cavilier210 View Post
I think it would be better to just ask for torpedo rapid fire as an ability, instead of changing existing abilities. It adds variety to the game, and would be easier to balance w/o redoing the torpedoes entirely.
A Rapid Fire torp skill seems interesting (assuming is a reduction global cool down and not individual cool downs), it wouldnt replace HYT, but it would give Torp Boats the ability to utilize thier high number of tubes without requiring HYT III...perhaps a reasonable trade off for losing the benefits of a energy weapon for each tube added.

Essentialy, the Rapid Fire Torp skill would allow any ship with 4 fore slots to be able to deliver a HYT III like salvo...but without the additional discharge of energy weapons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
10-18-2010, 03:38 PM
Well, i think your just silly if you want a torpedo only ship. You'd take forever to take down a shield. Sure, once it's down you'd pwn it like no tomorrow, but until then you do ery little damage.

Also Jin, it sounds like you said torps take weapon energy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
10-18-2010, 03:44 PM
I'd certainly like to see more torpedo skills generally, as well as more torpedo launcher types. Currently they're not terribly exciting to use, they're largely fire-and-forget.

Sometimes I daydream about having torpedos that aren't targetted, but that just fire straight out when activated, detonating on the first thing they hit (if anything.) Obviously that'd be a huge change, but it'd be interesting to have that as an option in some cases (e.g. as an alternative to Torpedo: Spread vs cloaked enemies.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
10-18-2010, 03:54 PM
Quote:
Originally Posted by cavilier210 View Post
Well, i think your just silly if you want a torpedo only ship. You'd take forever to take down a shield. Sure, once it's down you'd pwn it like no tomorrow, but until then you do ery little damage.

Also Jin, it sounds like you said torps take weapon energy.
Naw, Im saying each tube mounted in place of an energy weapon. 4 fore tubes means one can have a HYT III similar disharge of torps, but because of the reduction(even removal of energy weapons all together), you could have the HYT III like attack, but without the typical addition of energy weapon discharges that can be fired with it.

So you get to release 4 torps in rapid order, but unlike the single tube firing HYT III, you dont have additional energy weapons firing with it to increase your DPS.
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