Have tested it out with pretty much all torps and they are all the same speed as they were before. I can still fly faster than my own torpedoes and over take them when I fire.
The summary is a bit imprecise. From what I understood on Tribble when this change happened, it's only the animation that got slightly improved to better match the moment the impact is registered and the foe takes damage. So now the damage is registered and displayed when you see the torpedo reaches its target, not before anymore, at least in theory.
The targetable torpedoes are the ones that are actually in an extremely dire need of a huge speed boost, nigh useless they are still even with current perks you can invest towards them.
well, they won't be getting it any time soon, and neither will mines - those two areas are the biggest messes of spaghetti-code still in the game as told by borticus
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A furry goes "OwO, what's this?"
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As much as I would not mind seeing the speed of torpedoes increased, or at least the relative base-line speed of a launched torpedo made to be based off the speed of the vessel it is fired from. There are other things i would not mind done a bit more to make torpedoes more effective, and viable than they currently are. Such making the shield damage reduction for torpedo impacts being made less of a static reduction, and more of a dynamic reduction that is determined both by the remaining hp of the shield impacted an the ship's shield power level. But I do believe it is true the time of torpedo impact animation an damage being inflited is abit more accurate then they had seemed to be prior to the patch.
Have tested it out with pretty much all torps and they are all the same speed as they were before. I can still fly faster than my own torpedoes and over take them when I fire.
That you can still overtake your own torpedo is not a sign that they didn't increase the speed of your torpedoes. It just means they didn't make them as fast as you can make your ship. You would need to run a test with a previous version of the game and compare the arrival times of torpedoes with the new version. So nothing you could really do as player.
maybe one could use a video of an old demorecord and remake the video with the current build. Could be that the animation change might be noticeable (could also be breaking something...)
The summary is a bit imprecise. From what I understood on Tribble when this change happened, it's only the animation that got slightly improved to better match the moment the impact is registered and the foe takes damage. So now the damage is registered and displayed when you see the torpedo reaches its target, not before anymore, at least in theory.
No, a dev clarified the clarification in the Tribble patch notes: The animation is technically not a mechanical change, but it still means your torpedoes are actually faster and deal damage earlier than they did before.
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Can't say I'm surprised, they've never given a damn about torpedoes...game is all about the EZ FAW PEW PEWZ.
^ Confirmation Bias ^
Could you please not do that, if you have no idea what you're talking about.
Torp boats can do just as well as FAW beam ships these days. And in some cases even surpass them by a large margin.
Anyone saying otherwise doesn't know what they're talking about.
Can't say I'm surprised, they've never given a damn about torpedoes...game is all about the EZ FAW PEW PEWZ.
Since the last skill revamp, new spec tree release, new expansion and all things temporal, Kinetic builds and Exotic damage builds have gotten really effective.
So to quote Slim Thug:
My bad haters but I'm doing just fine.
At least that's how I think torpedoes would respond to your commentary. I highly recommend you go and build yourself a torpedo boat. It's fun, it's different, it's viable. Enjoy!
To be honest I've always felt that the biggest issue with torps is the whole kinetic absorption vs shields. I feel it should be dynamic based off shield hitpoints remaining per facing rather than a fixed 75% resistance. That would do more for torps than any speed boost ever would.
But to be honest torps are not that bad, if you put the effort in you can make them work. Full torp boats work wonderfully (I should know, most of my builds are based off them) if you take time to learn how to use em. They are not easy mode like some BFAW space whale cruiser, that's why people don't get on with them.
Yeah that is true. I just feel that a change to the resist mechanic might possibly make torps more attractive to mixed builds or those new players who just want to slot a torp for canon reasons. Presently most people try a torp, find it useless and never use them again, and most advise seems to be to drop torps or mixed builds. I'd love to see that change.
yeah it is true that with enouph pen the torpedo reduction is somewhat minor, but that seems just strange to make people need to wait till they get enough pen to even think of running torpedos effectively, outside of some unique torpedoes that have other reasons they are quite effective. Penetration is a great mod an even with a change to make the shield reduction for torpedoes more dynamic would still be quite effective, but the change of a more dynamic torpedo damage reduction based on the shield's remaining hp and/or the shield power level of the ship would make it that torpedos are more effective before you get that amount of penetration.
Have tested it out with pretty much all torps and they are all the same speed as they were before. I can still fly faster than my own torpedoes and over take them when I fire.
the Kelvin photon torps are have a faster projectile speed than most others i've tried and that includes standard fed-photon, quantum and transphasic
Draal - FED, Saurian, LV60 - TAC
Mirak - FED 23c, Vulkan, LV60 - TAC
Ascaran Bloodclaw - KDF, Gorn, Lv18 - TAC
Melchiah - KDF, Gorn, LV60 - TAC
Ne'roon - KDF,Lethian, L60, TAC
Turel - ROM-KDF, Reman, 30, TAC
Elric - ROM-Fed, Romulan, L60, TAC
Richtor Belmont - FED 23c, Human,LV20, SCI
G'Kar - KDF, Gorn, L10
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l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
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Comments
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
That you can still overtake your own torpedo is not a sign that they didn't increase the speed of your torpedoes. It just means they didn't make them as fast as you can make your ship. You would need to run a test with a previous version of the game and compare the arrival times of torpedoes with the new version. So nothing you could really do as player.
maybe one could use a video of an old demorecord and remake the video with the current build. Could be that the animation change might be noticeable (could also be breaking something...)
No, a dev clarified the clarification in the Tribble patch notes: The animation is technically not a mechanical change, but it still means your torpedoes are actually faster and deal damage earlier than they did before.
^ Confirmation Bias ^
Could you please not do that, if you have no idea what you're talking about.
Torp boats can do just as well as FAW beam ships these days. And in some cases even surpass them by a large margin.
Anyone saying otherwise doesn't know what they're talking about.
Since the last skill revamp, new spec tree release, new expansion and all things temporal, Kinetic builds and Exotic damage builds have gotten really effective.
So to quote Slim Thug:
At least that's how I think torpedoes would respond to your commentary. I highly recommend you go and build yourself a torpedo boat. It's fun, it's different, it's viable. Enjoy!
That would do more for torps than any speed boost ever would.
But to be honest torps are not that bad, if you put the effort in you can make them work. Full torp boats work wonderfully (I should know, most of my builds are based off them) if you take time to learn how to use em. They are not easy mode like some BFAW space whale cruiser, that's why people don't get on with them.
My character Tsin'xing
I just feel that a change to the resist mechanic might possibly make torps more attractive to mixed builds or those new players who just want to slot a torp for canon reasons.
Presently most people try a torp, find it useless and never use them again, and most advise seems to be to drop torps or mixed builds.
I'd love to see that change.
the Kelvin photon torps are have a faster projectile speed than most others i've tried and that includes standard fed-photon, quantum and transphasic
USS Sharlin NCC79713 B (part of sheridans access code) - T6, Hestia Class Advanced Escort
USS Babylon IV - T6 Krenim Science Vessel
USS Brakiri - T6 Elachi Escort
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– Grey Council greeting
Photon - 6
Quantum - 8
Rapid Reload Transphasic - 8
Transphasic - 10
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'