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Photon Torpedoes move way to slow...

So after rewatching some DS9 and other shows, I noticed that STO's photons move way to slow.. Like easily need a speed boost of 50%. Anyone else agree?
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Comments

  • rocketfomthe5#9263 rocketfomthe5 Member Posts: 39 Arc User
    all TORPEDOES move too slow. They increased the speed of them awhile back but it wasn't near enough. Put them at the same speed as Cannons and they would be fine that way
  • avoozuulavoozuul Member Posts: 686 Arc User
    More like tricobalts are too slow.
  • shadowfang240shadowfang240 Member Posts: 22,614 Arc User
    someone said it in another thread, and it bears repeating...the speed at which the kelvin photon travels is the baseline by which ALL non-targetable torpedoes should be set to​​
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  • asuran14asuran14 Member Posts: 1,937 Arc User
    I would say that they should tie the travel time/speed of torpedoes to either your weapon power level, or your aux power level. I can understand not tying the damage of torpedoes to weapon power, but tying the travel speed to a power system makes sense actually, as the more power you dump into the launcher system the faster (and/or quicker) you could launch them at.
  • davefenestratordavefenestrator Member Posts: 5,121 Arc User
    asuran14 wrote: »
    I would say that they should tie the travel time/speed of torpedoes to either your weapon power level, or your aux power level. I can understand not tying the damage of torpedoes to weapon power, but tying the travel speed to a power system makes sense actually, as the more power you dump into the launcher system the faster (and/or quicker) you could launch them at.

    I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.

  • peterconnorfirstpeterconnorfirst Member Posts: 3,892 Arc User
    edited December 7

    I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.

    Yea but couldn’t our ship’s supply of aux power not really determine with how much power for propulsion a torpedo gets supplied with b4 firing? I find the idea behind it not that unreasonable and could make up for a pretty interesting new game mechanic. :)
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  • asuran14asuran14 Member Posts: 1,937 Arc User
    asuran14 wrote: »
    I would say that they should tie the travel time/speed of torpedoes to either your weapon power level, or your aux power level. I can understand not tying the damage of torpedoes to weapon power, but tying the travel speed to a power system makes sense actually, as the more power you dump into the launcher system the faster (and/or quicker) you could launch them at.

    I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.

    Well that is what is weird, as they do have warp-coils (also known as a warp sustainer engine), which grabs an holds onto a hand-off field from the launcher tube's sequential field induction coils. This is why a torpedo fired at warp speed is able to sustain warp travel, and in some ways it feels they function somewhat like a mixture of a rail-gun an self-propelled projectile. I could use the onboard propulsion systems being more of course correction thrusters, while the primary propellent is from the main-launcher.
  • strathkinstrathkin Member Posts: 711 Bug Hunter
    Kelvin's Torp's along with most other's can be improved by 33% using Pre-Fire Sequence along with a 12.5% damage boost; yet still I think most Torpedoes need either shorter firing times, slightly increased firing ARC, or a damage boost.

    Torpedoes are supposed to be one of the strongest weapons in an arsenal; yet Wide-Arc Dual Heavy Cannon's, Dual Cannon's, even Normal Cannon's with a 180° firing ARC put them all to shame. :#
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  • asuran14asuran14 Member Posts: 1,937 Arc User
    strathkin wrote: »
    Kelvin's Torp's along with most other's can be improved by 33% using Pre-Fire Sequence along with a 12.5% damage boost; yet still I think most Torpedoes need either shorter firing times, slightly increased firing ARC, or a damage boost.

    Torpedoes are supposed to be one of the strongest weapons in an arsenal; yet Wide-Arc Dual Heavy Cannon's, Dual Cannon's, even Normal Cannon's with a 180° firing ARC put them all to shame. :#

    That is not completely true, as the speed boost from the trait only affects destructible torpedoes, but the damage buff affects all torpedoes.

    Increases your damage with Torpedoes. Your Descructible Torpedoes, such as High-Yield Plasma Torpedoes, fly faster.
    +33% Destructible Torpedo Flight Speed
    +12.5% Torpedo Damage
  • davefenestratordavefenestrator Member Posts: 5,121 Arc User
    asuran14 wrote: »
    asuran14 wrote: »
    I would say that they should tie the travel time/speed of torpedoes to either your weapon power level, or your aux power level. I can understand not tying the damage of torpedoes to weapon power, but tying the travel speed to a power system makes sense actually, as the more power you dump into the launcher system the faster (and/or quicker) you could launch them at.

    I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.

    Well that is what is weird, as they do have warp-coils (also known as a warp sustainer engine), which grabs an holds onto a hand-off field from the launcher tube's sequential field induction coils. This is why a torpedo fired at warp speed is able to sustain warp travel, and in some ways it feels they function somewhat like a mixture of a rail-gun an self-propelled projectile. I could use the onboard propulsion systems being more of course correction thrusters, while the primary propellent is from the main-launcher.

    Interesting. I can't recall seeing torpedo fire at warp in any prime timeline show, is this a Kelvin or Discovery thing?
  • psiameesepsiameese Member Posts: 1,288 Arc User
    See Encounter at Farpoint. Enterprise runs from Q at warp velocity. Fires torpedoes at warp as the saucer performs a risky separation.
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  • pottsey5gpottsey5g Member Posts: 1,856 Arc User
    asuran14 wrote: »
    asuran14 wrote: »
    I would say that they should tie the travel time/speed of torpedoes to either your weapon power level, or your aux power level. I can understand not tying the damage of torpedoes to weapon power, but tying the travel speed to a power system makes sense actually, as the more power you dump into the launcher system the faster (and/or quicker) you could launch them at.

    I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.

    Well that is what is weird, as they do have warp-coils (also known as a warp sustainer engine), which grabs an holds onto a hand-off field from the launcher tube's sequential field induction coils. This is why a torpedo fired at warp speed is able to sustain warp travel, and in some ways it feels they function somewhat like a mixture of a rail-gun an self-propelled projectile. I could use the onboard propulsion systems being more of course correction thrusters, while the primary propellent is from the main-launcher.

    Interesting. I can't recall seeing torpedo fire at warp in any prime timeline show, is this a Kelvin or Discovery thing?

    There have been a number of cases where torpedo's change speed, even lunched at subwarp then going into warp. Torpdeos come in a lot of different versions and many probes they shoot are just torpedoes configured to warp with a sensor package instead of a payload.
  • asuran14asuran14 Member Posts: 1,937 Arc User
    asuran14 wrote: »
    asuran14 wrote: »
    I would say that they should tie the travel time/speed of torpedoes to either your weapon power level, or your aux power level. I can understand not tying the damage of torpedoes to weapon power, but tying the travel speed to a power system makes sense actually, as the more power you dump into the launcher system the faster (and/or quicker) you could launch them at.

    I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.

    Well that is what is weird, as they do have warp-coils (also known as a warp sustainer engine), which grabs an holds onto a hand-off field from the launcher tube's sequential field induction coils. This is why a torpedo fired at warp speed is able to sustain warp travel, and in some ways it feels they function somewhat like a mixture of a rail-gun an self-propelled projectile. I could use the onboard propulsion systems being more of course correction thrusters, while the primary propellent is from the main-launcher.

    Interesting. I can't recall seeing torpedo fire at warp in any prime timeline show, is this a Kelvin or Discovery thing?

    I do believe it has been done, sometimes to drop a ship out of warp that they are chasing. though i would have to go back and rewatch some episodes to see which ones, it might have been in the movies. it was quite rare, though firing torpedoes seemed quite rare too in the shows.
  • darkknightucfdarkknightucf Member Posts: 1,465 Media Corps
    asuran14 wrote: »
    strathkin wrote: »
    Kelvin's Torp's along with most other's can be improved by 33% using Pre-Fire Sequence along with a 12.5% damage boost; yet still I think most Torpedoes need either shorter firing times, slightly increased firing ARC, or a damage boost.

    Torpedoes are supposed to be one of the strongest weapons in an arsenal; yet Wide-Arc Dual Heavy Cannon's, Dual Cannon's, even Normal Cannon's with a 180° firing ARC put them all to shame. :#

    That is not completely true, as the speed boost from the trait only affects destructible torpedoes, but the damage buff affects all torpedoes.

    Increases your damage with Torpedoes. Your Descructible Torpedoes, such as High-Yield Plasma Torpedoes, fly faster.
    +33% Destructible Torpedo Flight Speed
    +12.5% Torpedo Damage

    This is correct. The speed increase only affects "pet"/destructible torpedoes. A fun note from @borticuscryptic who says something about the non-destructible torpedo flight speed being tied into the FX attribute of the torp. Bort, is there any news as to whether the non-destructible flight speed will increase in the future?

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  • reyan01reyan01 Member Posts: 10,607 Arc User
    someone said it in another thread, and it bears repeating...the speed at which the kelvin photon travels is the baseline by which ALL non-targetable torpedoes should be set to​​

    Couldn't agree more!

    I've said this before and will say it again, one of the most iritating aspects of playing a torpedo boat is finding yourself in this scenario:

    - EPtE toward target
    - See that teammate is also in range
    - Activate THY III and fire torpedoes
    - Watch Teammate activate BFAW (and various buffs on top)
    - Target vaped by BFAW
    - Torpedoes hit space where now-dead enemy once was

    Obviously this isn't always the case - but it does happen, and it's quite disheartening.
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  • lordsteve1lordsteve1 Member Posts: 2,894 Arc User
    I'd have to fully agree, the Kelvin Photons feel like they should be the baseline speed by which all other torps follow from. When you shoot those off they actually feel like a decent meaty projectile (even if they don't do the most damage), they fly good and fast and match what i'd perceive to be the speed a torp should be going at. Standard torps by comparison feel like you're throwing heavy weights at the enemy and they are flying through mud.
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  • feralaffferalaff Member Posts: 22 Arc User
    As the torpedo lover that i am....yes! I agree that all "non-targetable torpedoes" should move faster, (let's say + 25-30% speed) and also 1 second faster firing rate.
  • reyan01reyan01 Member Posts: 10,607 Arc User
    lordsteve1 wrote: »
    I'd have to fully agree, the Kelvin Photons feel like they should be the baseline speed by which all other torps follow from. When you shoot those off they actually feel like a decent meaty projectile (even if they don't do the most damage), they fly good and fast and match what i'd perceive to be the speed a torp should be going at. Standard torps by comparison feel like you're throwing heavy weights at the enemy and they are flying through mud.

    This!

    As said in my post previous, it's quite disheartening firing a nice THYIII (non-destructable torps), watching those projectiles fly toward a target..... getting closer and closer....... and then the target gets BFAW vaped and the torpedoes hit the dead ship or the space it used to occupy.

    As I said in another post on another thread, I made a KT photon torpedo boat out my Nova too, for fun. It's not as effective as my primary torpedo build but it was good fun as the KT torpedoes travel quickly enough that they manage to actually HIT their target.
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  • crashdragoncrashdragon Member Posts: 8,368 Arc User
    Torpedoes seem to be slow when your the one firing them.

    If your it's target, they seem to bloody move like Quark on a bar of Latinum.
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  • baddmoonrizinbaddmoonrizin Member Posts: 2,861 Community Moderator
    Geezus! How many torpedo threads do we need?!? :D
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  • somtaawkharsomtaawkhar Member Posts: 3,303 Arc User
    Geezus! How many torpedo threads do we need?!? :D
    We need to torpedo all these torpedo threads!
  • crashdragoncrashdragon Member Posts: 8,368 Arc User
    Geezus! How many torpedo threads do we need?!? :D

    Three more, then we'll get back to lockbox threads.
    Stop game crashes, slow down and fly safely. =3
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  • azrael605azrael605 Member Posts: 5,564 Arc User
    > @asuran14 said:
    > davefenestrator wrote: »
    >
    > asuran14 wrote: »
    >
    > davefenestrator wrote: »
    >
    > asuran14 wrote: »
    >
    > I would say that they should tie the travel time/speed of torpedoes to either your weapon power level, or your aux power level. I can understand not tying the damage of torpedoes to weapon power, but tying the travel speed to a power system makes sense actually, as the more power you dump into the launcher system the faster (and/or quicker) you could launch them at.
    >
    >
    >
    >
    > I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.
    >
    >
    >
    >
    >
    > Well that is what is weird, as they do have warp-coils (also known as a warp sustainer engine), which grabs an holds onto a hand-off field from the launcher tube's sequential field induction coils. This is why a torpedo fired at warp speed is able to sustain warp travel, and in some ways it feels they function somewhat like a mixture of a rail-gun an self-propelled projectile. I could use the onboard propulsion systems being more of course correction thrusters, while the primary propellent is from the main-launcher.
    >
    >
    >
    >
    > Interesting. I can't recall seeing torpedo fire at warp in any prime timeline show, is this a Kelvin or Discovery thing?
    >
    >
    >
    >
    > I do believe it has been done, sometimes to drop a ship out of warp that they are chasing. though i would have to go back and rewatch some episodes to see which ones, it might have been in the movies. it was quite rare, though firing torpedoes seemed quite rare too in the shows.

    Picard did it often, for example, Best of Both Worlds. Kirk often fired torpedoes and phasers at warp (Elaan of Troias, "we'll pivot at warp 2"). Not really sure how anyone who has watched the shows could miss it, it happens a lot.
  • pottsey5gpottsey5g Member Posts: 1,856 Arc User
    The thing I find odd about torpedoes is in the game the big plasma ball torpedoes are super slow the complete opposite to how they are in the TV show. In the show the big plasma ball torpedoes are some of the fastest torpedos around. So fast that they outrun the Enterprise in warp
  • neomodiousneomodious Member Posts: 410 Arc User
    asuran14 wrote: »
    I would say that they should tie the travel time/speed of torpedoes to either your weapon power level, or your aux power level. I can understand not tying the damage of torpedoes to weapon power, but tying the travel speed to a power system makes sense actually, as the more power you dump into the launcher system the faster (and/or quicker) you could launch them at.

    I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.

    You mean like jets on an aircraft carrier? Especially since there's work being done to change from steam powered to electromagnetic accelerator?
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