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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 101
08-02-2011, 11:52 AM
Not all 'super torps' are slow, the Cluster torpedo fires at normal transphasic torpedo speed.
But that might be another option. I still think unique and available to both factions would be sufficient.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 102
08-03-2011, 09:29 PM
Quote:
Originally Posted by Capt_K
The intent of this thread is to raise awareness of what many in the PvP community see as a problem, and to get the attention of Cryptic.

So basically, do you, as a player, think that the Hargh'peng Torpedo Launcher needs to be changed in some way?

Any answer is, of course, welcome even if it is as simple as a "yes" (It should be changed) or "no" (keep it as is), or as complex as you need it to be.
This is really quite easy to change all of the complaining: take away the ending AoE/burst and the problem is solved, and the Hargh'peng becomes similar to a plasma torpedo just without the 'heavy torpedo' function......
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 103
08-06-2011, 10:57 PM
1. lower the chance of the radiation debuff
or
2. make it unique
or
3.lower the debuffs hull dmg at least about 50%
or
4.there can only one debuff active at one ship at the same time

Pengs do max 6k-10k hull dmg through shields after the radiation buff expires thats insane in the combination that the debuffs can stack.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 104
08-06-2011, 11:12 PM
Quote:
Originally Posted by Sivar View Post
This is really quite easy to change all of the complaining: take away the ending AoE/burst and the problem is solved, and the Hargh'peng becomes similar to a plasma torpedo just without the 'heavy torpedo' function......
How can all observations about the games balance be construed to be "complaining?"
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 105
08-07-2011, 10:05 AM
I've been watching countdown timers on the peng debuff....and noticing that the big <BOOM!> on targets often happens well before the countdown finishes on players that are pretty darned close to going boom. I'm wondering if the big <BOOM!> is being triggered early by player ship exploding from regular damage giving the appearance of the player being beaten by the peng explosion.

is there a way to test to see if this is what's happening?

i also do like the idea of giving them to BOTH sides.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 106
08-07-2011, 10:12 AM
Make the secondary explosion timer something that gets reset by additional applications rather than stacked.

Fire peng 1: 15 seconds secondary
Fire peng 2: secondary effect is reset to 15 seconds.

This would keep the weapon useful for a single user, but punish front loaders and penggangs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 107
08-07-2011, 03:45 PM
Quote:
Originally Posted by Sobekeus View Post
Make the secondary explosion timer something that gets reset by additional applications rather than stacked.

Fire peng 1: 15 seconds secondary
Fire peng 2: secondary effect is reset to 15 seconds.

This would keep the weapon useful for a single user, but punish front loaders and penggangs.
That is an interesting alternative to making it unique.

Still needs to be available for the KDF, but that is an interesting solution.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 108
08-07-2011, 04:34 PM
So... what's Cryptic current stance on this? I've been toying with the idea of coming back, but with this nonsense going on... not so much.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 109
08-08-2011, 01:41 AM
Quote:
Originally Posted by piwright42 View Post
How can all observations about the games balance be construed to be "complaining?"
There are observations and there are complaints, and there have been both in posts and discussions everywhere.

However, what I said remains true: remove the AoE burst and the problem is solved. The torpedo would then become a similar weapon to the plasma torpedo, where instead of getting the heavy torpedo option, you have the dot. This would work because a realistic heavy plasma torpedo hit can take away a good chunk of your hull, this option would just do it over time for the peng and still be clear-able (not always but within reason).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 110
08-08-2011, 04:45 AM
The only thing that needs to be fixed with pengs is the shared cooldown so you can only use 2 each side, and not 3 or 4 each side.

Making it unique then you can only use one, and thats not what we want.

The secondary effect can be countered by hazards so, as people tells me often in pvp games when i complain about spam, go learn how to counter it instead of complaining about it. Get hazards and wait till the nemy has stacked 3 or 4 pengs on you and use it. Obviously if you are facing a full team with pengs youll end getting killed, spam is spam no matter where it comes from, sci spam, mine spam or peng spam. Too much of any skill or effect and you cant counter it even with help of the other team members.

Shared cooldown is the only tweak pengs need, so that they work like a normal torpedo or mine, which you can only use 2 on each side (for example quantums, 12 secs cooldown for 1, 6 seconds shared with the secondary quantum, so you can only use 2 max per side to get full benefit from it. Maybe they could add a couple of seconds to the weapon base cool down, but thats all.

I got 4 pengs in my excelsior, 2 fore and 2 aft, and i can fire one every 9+- secs on each side using aux to damps to turn faster and stack more. The damage on them is a bit lower than quantums as you cant use more than 2 skills to boost them (quantums can use 3 skills). They also dont get affected by torpedo enhancing skills, so tactical team and attack patterns are the only skills that helps with peng damage. The kinetic damage on secondary explosion is not that high, but people run around with no armor or 1 armor piece only so then you get owned by kinetic damage.....A peng secondary explosion in my cruiser hurts me only 3-4% hull damage, so i can endure a lot of pengs without problems, escorts on full attack builds get the full damage from the kinetic explosions. Its mainly a build/setup problem, no a problem with peng design. Glass cannons are similar in all games, you kill easy and also die easy....

Usually the ppl complaining more about the pengs are escort pilots with full attack builds that die in 6-8 pengs shots. 6-8 peng shots can get my ship to 65-70% hull so only a bit annoying for me.....


Just add a10 secs shared cooldown, and make pengs fire every 20 secs each, with that tweak it would be ok i think. 1 peng every 10 secs per side seems acceptable for me, with a max of 2 per side.
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