Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
01-31-2010, 11:29 AM
Quote:
Originally Posted by Dasorine
to make torpedo spread usable they either need to greatly increase the area of effect, or slightly increase the area of effect and increase the speed at which they travel.

I vote first one, possibly give spread a slight bonus to shield penetration as well.
This is definitely what I hope to see in the lauch day patch. At the tail end of open beta, I think it was mdarga who commented that Spread (and the beam powers) were getting some love soon.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
01-31-2010, 12:55 PM
High Yield, hands down. With good torps properly backed up by skills and consoles, often all you need to do is get the shields down: your torpedo barrage does the rest.

With Plasma torps, High Yield launches a ship-killing warhead that does absolutely stupid amounts of damage but its so dam slow and easy to shoot down. Otherwise it's far superior to Spread.

I don't even know if Spread is superior to High Yield in PvP - about all it's good for nailing cloaking Klings but if you had killed the target with High Yield in the first place, who needs Spread to finish them off =P

But as the poster above noted, it'll be looked at by the devs as a candidate for tweaking I think.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
01-31-2010, 01:01 PM
High yield gets my vote
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
01-31-2010, 08:02 PM
Torpedo Spread is actually useful in a few cases. I've noticed that for maneuverable enemies who rotate a weak shield away from you, the torpedo damage does damage to all facings, so it's useful for hitting that blind spot your normal torpedos cannot reach.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
01-31-2010, 11:01 PM
Personally, I'd like to see a mix of the two: at higher levels high yield giving more than one torp per shot perhaps.
In ST canon, the launchers held multiple torpedoes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
01-31-2010, 11:15 PM
the spread needs some lovin - it needs to be faster or to be changed to some kind ot GT option that you are able to mark the place where it should datonate.
and on top its dmg should be equal to a shield less vessel compared to HY.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-01-2010, 01:23 AM
Quote:
Originally Posted by Gibberwocky View Post
Personally, I'd like to see a mix of the two: at higher levels high yield giving more than one torp per shot perhaps.
In ST canon, the launchers held multiple torpedoes.
High yield DOES give more than one torpedo per shot for most varieties of torpedoes. Only plasma torpedoes use one suped up torpedo, everything else gets a volley of torpedos (1+rank).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-01-2010, 01:26 AM
How about both?

Situations in which I've been grateful for Torpedo Spread:

Use with gravity well to land a guaranteed hit.

Use as an opener at long range on a swarm of fighters or other light ships to land a guaranteed hit.

Use on an enemy ship with an exposed shield flank that has turned away to get a guaranteed hit.

Use on a group of turrets for a guaranteed hit.


On another note:

Both High Yield and Spread serve different purposes. High Yield's alternative is Overload, and Spread's alternative is Fire at Will.

Ultimately, only you can make the choice. You have the most insight into your own combat styles and situations.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
02-01-2010, 01:26 AM
Spread always goes to where the target has been at the time you shot the torpedo what makes it kinda weak. Would be better as point blank AOE, but in its current state High Yield outperforms it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-01-2010, 01:41 AM
has anyone used High yield with tetryon torps yet exactly how evil is it if you have.
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