I'm finding some frustration with the torpedo system set up. Often, to get the most of a build, I'll have to mount a torp launcher to complete a set bonus, but I'll find the launcher itself to be lackluster, or it'll interact with Boff powers in a different way from the other launchers, forcing me to micromanage the launch systems when activating powers. It's cumbersome and not always fun when mounting multiple types of launchers. An example of this would be the Gravimetric Photon Torpedo launcher, which provides a nice set bonus to photon torpedo damage, but fires slowly and creates a slow, destructible torpedo when using High Yeild which doesn't hit it's target half the time due to enemy movement or counterfire. Granted, the damage is nice when it/if hits, but I genuinely prefer the rapid-fire streams of torps, as it has more of a classic Star Trek feel to it in additon to being more reliable.
My suggestion is to use a magazine system. Launchers would be mounted in weapon slots as normal, but ships would have several magazine slots, similar to the consumable slot, and the players can select which magazine the launchers would draw from. The launchers mounted in weapon slots would have the [Acc] [Crit] and other modifiers, the magazine slot items would define the damage, reload time, and other special game effect.
Thanks for reading.
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Comments
The High Yield firing modes are also flavors that by design give a certain kind of feel and playstyle to different torpedo types.
So ultimately what works for one build won't necessarily work for another, nor should it.
That Neutronic explosion at around 0.38 secs in is something beautiful, lol.
The power of torps is there if you want to look for it. Sure it's a tough style to play with and the house is stacked against you but when it works, boy is it fun.
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.
Let's be realistic, it would take time to lay a torpedo on the track to go into the torpedo tube. But why don't we keep laying them, even when not firing them? Hence the "load torpedo bays" command.
To effect a loading system, we could make every torpedo like the omega torpedo launcher which reloads each torpedo after a time.
And for parity with the shows, let's launch as many torpedoes at a time as a ship has torpedo tubes.
Perhaps different classes of ships can have a different number of fore and aft torpedo tubes.
This would be the most realistic, and the most fun. It would be silly to get hopes up though.
Would you care to justify your most dismissive and pointless remark?
Can we get real now
> redwren89 wrote: »
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> wardcalis wrote: »
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> redwren89 wrote: »
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> Why don't we expand on the "load torpedo bays, arm all weapons" rhetoric given by almost every star trek TV show captain out there.
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> Let's be realistic, it would take time to lay a torpedo on the track to go into the torpedo tube. But why don't we keep laying them, even when not firing them? Hence the "load torpedo bays" command.
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> To effect a loading system, we could make every torpedo like the omega torpedo launcher which reloads each torpedo after a time.
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> And for parity with the shows, let's launch as many torpedoes at a time as a ship has torpedo tubes.
> Perhaps different classes of ships can have a different number of fore and aft torpedo tubes.
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> This would be the most realistic, and the most fun. It would be silly to get hopes up though.
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> just no
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> Would you care to justify your most dismissive and pointless remark?
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> this would demolish torp boats, so no, we like being torp boats, we like understanding and using torps the correct way. thats how we do this type of thing. You're proposed change would make torps completely worthless for torp boats, beam boats and cannon boats
No logical reason is given here. I suggested a genuine idea. I won't be responding to this kind of post again.
> Unfortunately the game is built around choosing one weapon type and doing that exclusively. How can any set bonus compete against that 4th or 5th Spire console?
Proton weapon set gives 25%+ photon damage, 10% photon critical chance, 10% crit sev. This is much better than spire. So for torpedo boats, it's nice to use photons. I use gravimetric and adv piezoelectric torps with the proton weapon and other science torps in aft. However you did mention using one weapon type exclusively. A range of colony tac consoles boost energy and projectile dmg and heal you too for some versatility, albeit in an overly nerf-needed way.
(i assume they still share a cool-down? I don't run multi-torp builds.)
Last time I looked, yes, torps still share a cool down. Something which has never made even the tiniest bit of sense. It would make sense if a ship only had one torp launcher, meaning a new torp would have to be loaded before it could fire again but that isn't the case. The ship has x number of totally separate torp launchers, each with it's own totally separate torpedo loaded and for some inexplicable reason if I fire one of those torpedoes suddenly none of the other torpedo launchers can be used ?
Is there some special manual launch button on each launcher that is DNA encoded to one single crewmember who has to run from launcher to launcher, and press his/her/it's thumb to the pad before a torpedo can launch or something ?
It always sticks in my mind as 5 firing fast without shared cooldown looked very pretty with the lights.