Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
04-19-2011, 12:52 PM
Quote:
Originally Posted by Naevius
I've played with and without torps on my escorts, and I lean towards keeping the torps in most cases.

1] They don't drain energy and dilute the power of your other weapons.

2] If you time them right to get them through shields, they do significant spike damage.

3] They can chase and hit a cloaking ship.

However, currently only a few torpedo types are worth anything (quantum, chroniton, tricobalt.)
Trics are only good at extremely close range. Oh and to those of you that like to sit still in CnH to cap I would advise against it. The best way to get one shotted by a torp especially a tric is just sit there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
04-26-2011, 08:06 AM
Quote:
Originally Posted by Angry_Black_Man
Transphasics crack me up. A MK VIII Quantum does more damage than a MK XI Transphasic, even if you take the 20% bonus into account...how retarded is that? What makes it even worse is the redonkulous point cost for no benefit at all!!!
Incorrect.

Transphasics do roughly double the amount of bleedthrough damage as a Quantum torp if they both strike shields. If they both strike bare hull, quantums do about double the damage as transphasics.

The imbalance comes from the fact that transphasics have a 10 second reload time while quantums have an 8 second reload time and transphasics require 900 more skill points to max.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
04-26-2011, 12:24 PM
its sad when people make a faw boat and consider to not even put points into torps or have them just to maximize beams on the ships for faw...doesnt even feel like star trek when you dont have photons...or quantoms, for me its photons all the way. they should have introduced quantoms a lot sooner...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
04-26-2011, 01:19 PM
I would just be happy with having torpedoes dealing actual damage to the shields. As someone pointed out already, it's ridiculous that even a tiny sliver of shieldling can stop 3 Quantum torpedoes - this is the single thing that gives the most advantage to the ships running high weapons power and makes it the only really viable option in PvP.

The destructable torpedoes are a nonsense as well: a Tricobalt takes a minute to reload and you don't even have assurance it will travel more than 1 km before being shot down. I know it's complex to balance out (a Tricobalt torpedo shooting every 15 or so seconds could create different type of problems, even if destructable) but something should be done...perhaps make them travel a bit faster and thus reducing the reaction time to shoot them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
05-01-2011, 04:52 AM
Quote:
Originally Posted by opzulu View Post
its sad when people make a faw boat and consider to not even put points into torps or have them just to maximize beams on the ships for faw...doesnt even feel like star trek when you dont have photons...or quantoms, for me its photons all the way. they should have introduced quantoms a lot sooner...
the problem is torpedoes suck in this game. all of them. its a miracle if you can get any unshielded hit. the arc is so small that the ships that should be using them most canít effectively. A torp is only worth using if your able to fire it as soon as the cooldown is done every time. Otherwise if your smart you will stick a beam array in its place.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16 Torpedo overhaul FTW
05-01-2011, 11:46 AM
Transphasics, Chronitoms, and Plasmas are in a real need of a rework.
I love my plasmas on one of my toons, but its a quirck, quantums are way more effective.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
05-18-2011, 07:24 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
the problem is torpedoes suck in this game. all of them. its a miracle if you can get any unshielded hit. the arc is so small that the ships that should be using them most canít effectively. A torp is only worth using if your able to fire it as soon as the cooldown is done every time. Otherwise if your smart you will stick a beam array in its place.
Agreed... Torpedo mechanics in this game need a major rework.

I used to equip torpedoes on my escorts all the time. Last week, I replaced them with all forward dual heavy cannons. This also freed up a tactical skill slot since my build was no longer had to take HYT3. Result: My ship's damage output doubled, and my opponents started dying more consistently. Getting ship kills suddenly became much easier.

Why bother using torpedoes at all when employing a simpler, reliable shield-cutter build does a better job?

As present game mechanics stand now, there is no reason to use torpedoes at all if you want to run an optimized ship build vs. an intelligent opponent.

A couple of suggestions:

1) Reduce the over-zealous shield damage mitigation of kinetic energy, and decrease kinetic damage multipliers vs. unshielded hulls without removing either completely.

2) Increase all torpedo damage bleed-through vs. shields. There are many canon-references to torpedoes causing ship system damage without completely dropping shields.

3) Unlink torpedo cool-downs

4) Give destructible torpedoes actual hull strength so that they are not so easily killed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
05-18-2011, 10:30 AM
It seems to me that one aspect keeping torpedo damage down so much is that their damage output seems to be balanced against energy damage set at relatvely low power levels. 50 or 100 perhaps. But not really 125.

Just raising the general torpedo DPS might improve things. There are outliers where it would be problematic (Tri-Cobalts for example), but we can keep them where they are if necessary. They work now, they will also work if other torps will deal 25 % more damage.)
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