Lt. Commander
Join Date: Dec 2007
Posts: 120
With the changes to FAW, I'm noticing that people who used Tricobalts and High Yield Plasma Torpedos are having much more difficulty in getting one of these off. Especially in PvP.

Its bad enough that these two launchers still are plagued with many failed launches, but its sort of stupid to have it shot down as soon as it leaves the tube. So there needs to be somekind of modifier that gives these a better chance at survival prior to impact.

Because it's rather unfair for those who invested in those high-end skill points for these projectiles and never have a real chance to have them even be useful.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-27-2011, 12:59 AM
quite agreed, I use quantums for that very reason.
Lt. Commander
Join Date: Dec 2007
Posts: 120
Really folks? Torpedoes don't lazily drift towards their target do they ~/~
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-27-2011, 02:16 PM
Why can't you just be happy? The new FAW is good. It doesn't need any more nerfs or changes of any kind.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-27-2011, 02:30 PM
Use photons or quantums if you want a counter counter to FAW. Problem solved.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-27-2011, 04:16 PM
Well on the one hand, I like that FAW is now more useful than it was before, it always irked me that Beam Skills seemed so far less effective than Cannon Skills.
That's what kept me from trying out an Advanced Escort config with Beams instead of cannons (I think Cannons look fine on the Fleet Escort but rather misplaced on the Advanced).
But on the other I've been playing a Klingon Tactical in a BoP and I've been using Plasma Cannons and Torps.
Since the latter still have a tendency to misfire in HY mode I'm seriously considering a switch over to Quantums after the patch....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-27-2011, 07:13 PM
I actually agree. These heavy torpedoes should still be weak enough that one hit destroys it but they should have a defense value that at least gives you the potential to miss them.

It seems logical to me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-27-2011, 10:20 PM
Quote:
Originally Posted by Quetzaal
Why can't you just be happy? The new FAW is good. It doesn't need any more nerfs or changes of any kind.
I'm not asking for a nerf for FAW, but instead somekind of way for High Yield Plasma and Tricobalt Torpedoes having a chance of not being shot down so easily by FAW.

Perhaps it could be linked to projectile skill, in which gives a reason to invest skill points. So if you invest 9 points, the thing is going to not only hit harder, but have better chance of hitting a target. But someone with 0 skill points have to contend with pure luck that it actually gets to the target.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-27-2011, 10:36 PM
Quote:
Originally Posted by Azurian View Post
Perhaps it could be linked to projectile skill, in which gives a reason to invest skill points. So if you invest 9 points, the thing is going to not only hit harder, but have better chance of hitting a target. But someone with 0 skill points have to contend with pure luck that it actually gets to the target.
The maximum damage from a tricobalt hit is way north of 50K. That's enough to one-shot the hull of any ship in the game. There's a reason a weapon that can do that sort of damage is hard to land. There is nothing that such a weapon needs in the way of buffs, and these ideas about making torpedos into mini-pets with defense ratings and hull and shields, and evasive maneuvers and BOFF stations and whatever crazy stuff you want to throw on them are just wrong.

If you want a torpedo that can't be shot down, use quantums and HY III. You'll do "only" 20K damage, but your torpedos will laugh and laugh at all the FAW boats.

If you want to do north of 50K in a single shot, then yeah, it's going to be real hard to get there. Get to point blank range, wait for the FAW cooldown window, drop a shield facing, take your shot, and hope the target is looking the other way.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-28-2011, 02:34 AM
Quote:
Originally Posted by Heezdedjim
The maximum damage from a tricobalt hit is way north of 50K. That's enough to one-shot the hull of any ship in the game. There's a reason a weapon that can do that sort of damage is hard to land. There is nothing that such a weapon needs in the way of buffs, and these ideas about making torpedos into mini-pets with defense ratings and hull and shields, and evasive maneuvers and BOFF stations and whatever crazy stuff you want to throw on them are just wrong.

If you want a torpedo that can't be shot down, use quantums and HY III. You'll do "only" 20K damage, but your torpedos will laugh and laugh at all the FAW boats.

If you want to do north of 50K in a single shot, then yeah, it's going to be real hard to get there. Get to point blank range, wait for the FAW cooldown window, drop a shield facing, take your shot, and hope the target is looking the other way.
If people have to respec to use Quantums from Plasma and Tricobalts, then that obviously means there is problems with the balance, don't you think?

But hey, not like the other torpedoes aren't useful anyhow right? (Sarcasm)



BTW, torpedoes are supposed to be fast moving objects. And last I checked, the faster things move, the harder they supposed to be to hit. So if Escorts can get significant defense boosts due to speed, then there is no problem with these torpedoes getting that same ability, but at a higher level.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 09:28 AM.