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Remaking torpedo mechanics

Honestly this is one the systems I want changed the most next to the crew system. Destructible torpedoes there really shouldn't be this unless there is a way to counter the ability for people to target them. In the current meta its far too easy to complete bypass a persons ability to ever use destructible torpedoes, even in PvE this is a hard issue to get past.

My first idea to change this is simply balance torpedoes, based on how much potential shield penetration they have. Energy based torpedoes should have the least amount of of shield penetration. Transphasics should have the most of course, followed by quantum photons etc. If they changed it to something like this they could change romulan and reman set to be simply a plasma torpedo buff maybe even give plasma more potential shield penetration.

Another issue with torpedoes is there global cool-down. I think weapon power or aux should reduce this global. If aux, i think it should possible make it zero at 130 or 135.

With these changes they could just make the torpedo system work much like energy cannons, less buggy maybe?

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    cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    wardcalis wrote: »
    And wayyyyy more OP. It may be the 1% of the 1% that can make torps perform as is, but unfortunately unlike energy weps, there is no way to reduce the gap. Any buffs that that torps get will benefit the .1% far more than the masses.

    What should happen is that the 75% damage reduction shields have should scale with shield HP. 75% at max and 60% at 75% hp, 45% at 50% hp, 30% at 25% hp.

    This would incentivize torp boats to carry energy weps and encourage beam/cannon boats to carry at least 1 torp

    Potential shield penetration isn't the same as, as actual shield penetration which can only be modified by traits, abilities and mods etc. Torpedoes can already get increased shield penetration, which target-able torpedoes shield penetration is broken for, and they rarely hit their target even in pve.

    The global cooldown one I'm not too sure of though i think it's a very limiting factor for torpedoes.
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    darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Potential shield penetration isn't the same as, as actual shield penetration which can only be modified by traits, abilities and mods etc. Torpedoes can already get increased shield penetration, which target-able torpedoes shield penetration is broken for, and they rarely hit their target even in pve.

    The global cooldown one I'm not too sure of though i think it's a very limiting factor for torpedoes.

    The shield penetration traits aren't functioning properly for all firing modes. You've mentioned the destructables/targetables (sp), as those are the ones that the bugs are most visible, but it does happen for other firing modes to various degrees (including not stacking as of two patches ago).

    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
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    cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    Potential shield penetration isn't the same as, as actual shield penetration which can only be modified by traits, abilities and mods etc. Torpedoes can already get increased shield penetration, which target-able torpedoes shield penetration is broken for, and they rarely hit their target even in pve.

    The global cooldown one I'm not too sure of though i think it's a very limiting factor for torpedoes.

    The shield penetration traits aren't functioning properly for all firing modes. You've mentioned the destructables/targetables (sp), as those are the ones that the bugs are most visible, but it does happen for other firing modes to various degrees (including not stacking as of two patches ago).
    Really ? well even more reason to completely change how torpedoes work :/

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    ryakidrysryakidrys Member Posts: 830 Arc User
    westmetals wrote: »
    One other thing - torpedoes should be faster. Not the reload time but the actual time it takes to travel from launching ship to target. I have seen pilot escorts outrun their OWN torpedoes, and that's just silly. In my opinion, something more like... maybe half the speed of cannon shots woul dbe more appropriate.

    Sometimes, that is a graphic system issue of the game itself. In ISA, for example, the torpedoes fired by the spheres, etc. all count as hit or miss upon firing. Thus, the graphic flight time or torpedo hit on your ship makes absolutely no difference whether you can outrun it or not, it's already hit and damage recorded by the time you can even see the torpedo. In Hive Onslought, things are different. The plasma torp spreads do not count as hit or miss at launch, and thus damage is not recorded, until they impact your ship. Those spreads can be outrun by a sufficiently speed and turn boosted ship. Those torp spreads also have an invisible shield damage that exists about .5k in front of the torp spread, causing a lot of shield damage just before those torps hit.
    I would prefer that the torpedo not count until it graphically hits your ship, thus meaning the speed of the torpedoes should be boosted to make them fall in line with the shows since torps were not a trivial thing to out-run or out-maneuver, if it was even possible to do so.
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    ryakidrysryakidrys Member Posts: 830 Arc User
    wardcalis wrote: »
    take a look at the hargh'peng. it's the fastest torp in the game and to allow other torps to travel at it's speed would be nice, i'd support faster travel speeds

    Back when I ran a B'Rel (before and shortly after the release of delta rising) using APO, EPTE and A2DAMP, the Hargh'Peng was the only torp I couldn't out run or out maneuver/ dodge the graphic of the torpedo in the game.
    I too think the speeds should be higher to be more realistic, but that would make the hive onslought plasma torp spreads that much more dangerous. We may need to be careful what we wish for.
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    ryakidrysryakidrys Member Posts: 830 Arc User
    westmetals wrote: »
    I was thinking more along the lines of the player ship firing a spread at the enemies and then flying through the torpedoes before they impact. (Simple physics would dictate that a torpedo fired forward would have to be travelling faster than the ship which fired it.) Which I have seen happen several times recently, particularly with light fast ships such as some escorts (I've done it myself, with pilot escorts without using their special clicky skills or any other engine booster, not even Full Impulse... just regular full-throttle combat flight speed.)

    Unless there is a lot more "dark matter" than thought of to cause such drag as to drastically slow down those torpedoes.
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    e30erneste30ernest Member Posts: 1,794 Arc User
    ryakidrys wrote: »
    westmetals wrote: »
    One other thing - torpedoes should be faster. Not the reload time but the actual time it takes to travel from launching ship to target. I have seen pilot escorts outrun their OWN torpedoes, and that's just silly. In my opinion, something more like... maybe half the speed of cannon shots woul dbe more appropriate.

    Sometimes, that is a graphic system issue of the game itself. In ISA, for example, the torpedoes fired by the spheres, etc. all count as hit or miss upon firing. Thus, the graphic flight time or torpedo hit on your ship makes absolutely no difference whether you can outrun it or not, it's already hit and damage recorded by the time you can even see the torpedo. In Hive Onslought, things are different. The plasma torp spreads do not count as hit or miss at launch, and thus damage is not recorded, until they impact your ship. Those spreads can be outrun by a sufficiently speed and turn boosted ship. Those torp spreads also have an invisible shield damage that exists about .5k in front of the torp spread, causing a lot of shield damage just before those torps hit.
    I would prefer that the torpedo not count until it graphically hits your ship, thus meaning the speed of the torpedoes should be boosted to make them fall in line with the shows since torps were not a trivial thing to out-run or out-maneuver, if it was even possible to do so.

    Do they not count though? On high DPS runs I don't see damage applied when a target dies before my torp lands. I've actually scored 4-digit DPS numbers when I was a second late off on the start of a particularly high DPS ISA run even when I had a full spread on the air.

    I'd like faster torps too. The torps in TNG onwards didn't seem this slow.
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    ryakidrysryakidrys Member Posts: 830 Arc User
    e30ernest wrote: »
    ryakidrys wrote: »
    westmetals wrote: »
    One other thing - torpedoes should be faster. Not the reload time but the actual time it takes to travel from launching ship to target. I have seen pilot escorts outrun their OWN torpedoes, and that's just silly. In my opinion, something more like... maybe half the speed of cannon shots woul dbe more appropriate.

    Sometimes, that is a graphic system issue of the game itself. In ISA, for example, the torpedoes fired by the spheres, etc. all count as hit or miss upon firing. Thus, the graphic flight time or torpedo hit on your ship makes absolutely no difference whether you can outrun it or not, it's already hit and damage recorded by the time you can even see the torpedo. In Hive Onslought, things are different. The plasma torp spreads do not count as hit or miss at launch, and thus damage is not recorded, until they impact your ship. Those spreads can be outrun by a sufficiently speed and turn boosted ship. Those torp spreads also have an invisible shield damage that exists about .5k in front of the torp spread, causing a lot of shield damage just before those torps hit.
    I would prefer that the torpedo not count until it graphically hits your ship, thus meaning the speed of the torpedoes should be boosted to make them fall in line with the shows since torps were not a trivial thing to out-run or out-maneuver, if it was even possible to do so.

    Do they not count though? On high DPS runs I don't see damage applied when a target dies before my torp lands. I've actually scored 4-digit DPS numbers when I was a second late off on the start of a particularly high DPS ISA run even when I had a full spread on the air.

    I'd like faster torps too. The torps in TNG onwards didn't seem this slow.

    You make the point that PLAYER torpedoes or mines do not count as hit or miss until the graphic of the torpedo finally connects with the target, though the borg sometimes get their torps to count at launch, not matter what. Yep, the deck is stacked against us as Odenknight's signature suggests.
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    rmy1081rmy1081 Member Posts: 2,840 Arc User
    I would love to see the flight speed of torpedoes increased just a little.
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    shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    ryakidrys wrote: »
    westmetals wrote: »
    One other thing - torpedoes should be faster. Not the reload time but the actual time it takes to travel from launching ship to target. I have seen pilot escorts outrun their OWN torpedoes, and that's just silly. In my opinion, something more like... maybe half the speed of cannon shots woul dbe more appropriate.

    Sometimes, that is a graphic system issue of the game itself. In ISA, for example, the torpedoes fired by the spheres, etc. all count as hit or miss upon firing. Thus, the graphic flight time or torpedo hit on your ship makes absolutely no difference whether you can outrun it or not, it's already hit and damage recorded by the time you can even see the torpedo. In Hive Onslought, things are different. The plasma torp spreads do not count as hit or miss at launch, and thus damage is not recorded, until they impact your ship. Those spreads can be outrun by a sufficiently speed and turn boosted ship. Those torp spreads also have an invisible shield damage that exists about .5k in front of the torp spread, causing a lot of shield damage just before those torps hit.
    I would prefer that the torpedo not count until it graphically hits your ship, thus meaning the speed of the torpedoes should be boosted to make them fall in line with the shows since torps were not a trivial thing to out-run or out-maneuver, if it was even possible to do so.

    In most cases, yes they are decided on at launch but, i have has instances where they are decided upon landing and, have actually outrun them while they are chasing me, till they vanish with no dmg inflicted!

    The game, tends to have too much erratic behavior, to be considered dependable!

    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    wardcalis wrote: »
    What should happen is that the 75% damage reduction shields have should scale with shield HP. 75% at max and 60% at 75% hp, 45% at 50% hp, 30% at 25% hp.

    This is essentially my main hope for torps that would improve them greatly.

    A full shield will obviously have full resistance to kinetics but one at 75%, or 50% or 20%? They should have some sort of sliding scale where the resistance diminishes with the capacity left.
    That makes both torps and energy weapons useful on the same boat and even a pure torp boat would be useful in a team environment because everyone is lower those shield resistances.

    They pretty much need to move away from spam FAW type scenarios with little skill involved and go back to what the combat should be, carefully planned attacks using your tactics or cunning to outwit the enemy. Not every ship should be just spamming BFAW and nuking half the battlefield which is what we have these days.

    SulMatuul.png
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    shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    lordsteve1 wrote: »
    wardcalis wrote: »
    What should happen is that the 75% damage reduction shields have should scale with shield HP. 75% at max and 60% at 75% hp, 45% at 50% hp, 30% at 25% hp.

    This is essentially my main hope for torps that would improve them greatly.

    A full shield will obviously have full resistance to kinetics but one at 75%, or 50% or 20%? They should have some sort of sliding scale where the resistance diminishes with the capacity left.
    That makes both torps and energy weapons useful on the same boat and even a pure torp boat would be useful in a team environment because everyone is lower those shield resistances.

    They pretty much need to move away from spam FAW type scenarios with little skill involved and go back to what the combat should be, carefully planned attacks using your tactics or cunning to outwit the enemy. Not every ship should be just spamming BFAW and nuking half the battlefield which is what we have these days.

    IMO, there shouldn't be any differential between kinetic and energy, they should all be defined as one or the other, not 2 seperate categories.

    This way, shield & hull DRR, would be static for both and, not individual like they are currently.
    tumblr_nq9ec3BSAy1qj6sk2o2_500_zpspkqw0mmk.gif


    Praetor of the -RTS- Romulan Tal Shiar fleet!

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