Go Back   Star Trek Online > Information and Discussion > Star Trek Online General Discussion
Login

Notices

Reply
 
Thread Tools Display Modes
Join Date: Dec 2007
Posts: 148
# 11
03-10-2012, 02:54 PM
Yes, getting popped for 10,000+ damage from a quantum torpedo after you're well outside 10k range of the enemy is annoying. Yes, seeing 10,000 damage pop up with no idea what happened, then getting hit by a torpedo maybe 5-10 seconds later when the game's graphics don't match with the mechanics? ANNOYING.

At least for PvE against the enemy with obvious starboard/port sides (i.e. Starfleet boats), I have learned to avoid attacking the fore or aft sections (i.e. where the torpedos come out of). Even with my new low-level BoP pilot (no B'rel Enhanced Battle Cloak/General Chang stuff ), I'm coming at Starfleet cruisers from the sides where they've got limited options in targeting me with torpedos. (This is why you play Advanced & Elite... to refine your craft against dumb opponents first.)

With my non-B'rel, I make liberal use of Evasive to get out of range under shields and/or make sure I re-engage Battle Cloak while I'm in the starboard or port quarters of the enemy cruisers to avoid torpedo fire. Then, I fly under cloak, pre-buff my torpedo runs, hit from the sides, then prep the way out based on the tactical situation. KDF may lack in some areas, but BoPs are incredibly fun, despite all that doesn't work on them. (Get hailed, drop out of cloak. Yay!)

Hitting Escorts is a pain because they can turn with you. I will have to try hitting them with my B'rel Retrofit on Advanced/Elite before I can comment on those much further, but I usually don't HAVE to fight Escorts. (They weren't difficult for my lowbie BoP pilot, but everything is easy at low levels). I'd much rather hit cruisers, battleships, and dreadnoughts because I have the advantage in a BoP.
Join Date: Dec 2007
Posts: 148
# 12
03-10-2012, 08:26 PM
Well, it sort of makes sense if you look at it from the idea of submarine combat, which is where the concept of cloaking came from in Star Trek. When a torpedo leaves the firing ship and approaches the target, it switches away from the firing ship's control to 'active' homing, where it actively pings the nearest ship (presumably the target) and attempts to collide with it, which has the downside of giving away the torpedo's position. But who cares? The torpedo isn't trying to be stealthy. (Unless it's an invisible Borg torpedo, I guess :p.)

I guess an easier way to put it would be that torpedoes are presumably using their own homing device and are closer to the target than the firing ship, and as cloaks work on proximity, it's entirely possible that the torpedo can still see it's target even if the firing ship has lost contact.

Which may be a hard pill to swallow in STO as cloaks are nearly perfect, and there are few effective ways to see a cloaked vessel even with active sensor pings beyond 3 kilometers or so, and sometimes not even then.
Join Date: Dec 2007
Posts: 148
# 13
03-10-2012, 08:36 PM
I've always had a problem with the mechanics of this game...they are severely unrealistic and near game breaking for me but i have had to adapt.

You get shot at and run around the corner of a wall only to get hit as it fire through the wall or around the corner to kill you..

Same goes for projectiles. They hit you no matter what you do if they suceeded in rolling a THACO. it really seems odd that you can burst speed off...become cloaked and do all kinds of evasive maneuvers and you will still get hit.


this makes me wonder if it is worth it to use abilities to dodge an attack after it has been fired.



?? Anyone know the answer to that?
Join Date: Dec 2007
Posts: 148
# 14
03-10-2012, 10:56 PM
You have to anticipate your maneuvers and perform them ahead of time. Mh, It seems awkward now, but if you consider all energy weapons should travel at light speed or a significant fraction of C, and that torpedoes travel at warp, which is greater than C, then it's not hard to understand how you may not have time to evade between firing and being hit.

You know, if animations were realistic and not dramatic.
Join Date: Dec 2007
Posts: 148
# 15
03-11-2012, 04:52 AM
Well doing some testing of cloaking under fire and manuvering i realized that at some point when you are destroyed the incoming torpedos (that still heading towards you) and energy shots just fades away seconds later of the destruction animation, which make me think that at some point the targeting and damage calculations are reset, so what if this procedure were implemented once you use cloak? would be OP? ,would be game breaking? would be difficult to make it work?

Will be nice that someone explain us if this is a improvement that can be implemented.
Join Date: Dec 2007
Posts: 148
# 16
03-11-2012, 06:20 AM
Quote:
Originally Posted by NovaFury View Post
You have to anticipate your maneuvers and perform them ahead of time. Mh, It seems awkward now, but if you consider all energy weapons should travel at light speed or a significant fraction of C, and that torpedoes travel at warp, which is greater than C, then it's not hard to understand how you may not have time to evade between firing and being hit.

You know, if animations were realistic and not dramatic.
In case of the energy weapons it's a but fuzzy, particularly with pulse-type guns what exactly they are and how they're launched and why they're so slow.
But in case of torps it's clear they only travel at warp when the ship is at warp.
They've only got a warp sustainer engine which keeps it at the (FTL-) speed it had when leaving the launcher of the ship, meaning
torp speed = ship speed+ acceleration from the launcher

at sublight it's not at warp.
Join Date: Dec 2007
Posts: 148
# 17
03-11-2012, 10:19 AM
Quote:
Originally Posted by catliketyping
Yes, getting popped for 10,000+ damage from a quantum torpedo after you're well outside 10k range of the enemy is annoying. Yes, seeing 10,000 damage pop up with no idea what happened, then getting hit by a torpedo maybe 5-10 seconds later when the game's graphics don't match with the mechanics? ANNOYING.

At least for PvE against the enemy with obvious starboard/port sides (i.e. Starfleet boats), I have learned to avoid attacking the fore or aft sections (i.e. where the torpedos come out of). Even with my new low-level BoP pilot (no B'rel Enhanced Battle Cloak/General Chang stuff ), I'm coming at Starfleet cruisers from the sides where they've got limited options in targeting me with torpedos. (This is why you play Advanced & Elite... to refine your craft against dumb opponents first.)

With my non-B'rel, I make liberal use of Evasive to get out of range under shields and/or make sure I re-engage Battle Cloak while I'm in the starboard or port quarters of the enemy cruisers to avoid torpedo fire. Then, I fly under cloak, pre-buff my torpedo runs, hit from the sides, then prep the way out based on the tactical situation. KDF may lack in some areas, but BoPs are incredibly fun, despite all that doesn't work on them. (Get hailed, drop out of cloak. Yay!)

Hitting Escorts is a pain because they can turn with you. I will have to try hitting them with my B'rel Retrofit on Advanced/Elite before I can comment on those much further, but I usually don't HAVE to fight Escorts. (They weren't difficult for my lowbie BoP pilot, but everything is easy at low levels). I'd much rather hit cruisers, battleships, and dreadnoughts because I have the advantage in a BoP.
Even if the Escort is stacking RCS Consoles the BoP will always have a better turn rate.
Join Date: Dec 2007
Posts: 148
# 18
03-11-2012, 10:25 AM
Quote:
Originally Posted by garravesh View Post
I've always had a problem with the mechanics of this game...they are severely unrealistic and near game breaking for me but i have had to adapt.

You get shot at and run around the corner of a wall only to get hit as it fire through the wall or around the corner to kill you..

Same goes for projectiles. They hit you no matter what you do if they suceeded in rolling a THACO. it really seems odd that you can burst speed off...become cloaked and do all kinds of evasive maneuvers and you will still get hit.


this makes me wonder if it is worth it to use abilities to dodge an attack after it has been fired.



?? Anyone know the answer to that?
You win the thread for use of THAC0 in a sentence. Heavy torps will lose their tracking after 10km however a normal torp will still hit. Using abilities to dodge (broken) or Brace for Impact, etc, would be akin to a successful save roll for half damage after the successful THAC0.
Join Date: Dec 2007
Posts: 148
# 19
03-12-2012, 07:33 PM
A prime exmple of how broken aspects of space combat are happened to me today.


I was tanking a tac cube in my Bop as I often do and did a burst speed and brace plus polarize hull and a few other things.......I got to 28km from the cube and was regrouping and about 5-8 seconds later i popped.


Tell me how this even remotely possible?


Common sense set aside....I was cloaked.....nothing can track a cloaked ship save for a few items.....

The range was way beyond the cubes maximum range......

I was at full hull and Shield HP......all of a sudden i was hammered with a handfull of shots and finally succumb to the dots......the dots seem to lend credence that it was a plasma shot that went out that far.....not the antiproton one shot of death.


I was not lagging....the only conceivable thing that happened was the game lagged.


While this does not happen often it is purely something i should have survuived.

And for those who will deconstruct me being cloaked and knowing if my sheilds were still up....think...you will know the answer.
Join Date: Dec 2007
Posts: 148
# 20
03-12-2012, 07:54 PM
Quote:
Originally Posted by lucianalliance View Post
Using abilities to dodge (broken) or Brace for Impact, etc, would be akin to a successful save roll for half damage after the successful THAC0.
IIRC most ranged touch attacks rolled agaisnt your AC don't afford a reflex save. :p
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 -8. The time now is 10:44 AM.