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targeting heavy plasma and similar incomming

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Ugh !! The one thing that IMHO seems to have always been a mystery to me is why on earth that 3/4 of the time it SEEMS LIKE that actually "hitting" the target is more of a TRIBBLE shoot than actually "targeting it and successfully hitting it" is beyond me. It seems like this has been around as long as I can remember.

Yes I know how to target incomming heavy plasma (for example) .. SEEMS like you can do noting but focus on that one target ... fire REPEATEDLY at it ... and MAYBE one shot out of 6 to 10 will destroy the torp!

IMHO this is one of the most frustrating things to deal with. It is one thing to NOT try to hit it .. and get nailed .. ( that happens .. then it's my fault). But to all but stop everything else I'm doing and fire everything I can at it and still not hit the thing !!!

OK .. I'm done with my gripe !

Sorry about that folks .. but this REALLY irritates me to no end !
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    that's kind of the pont heavy torps were notorious for being liabilities cause it was incredibaly hard to get the torp to terget before it was destroyed, now you actually got to worry about them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    OlBuzzard wrote:
    Ugh !! The one thing that IMHO seems to have always been a mystery to me is why on earth that 3/4 of the time it SEEMS LIKE that actually "hitting" the target is more of a TRIBBLE shoot than actually "targeting it and successfully hitting it" is beyond me. It seems like this has been around as long as I can remember.

    Yes I know how to target incomming heavy plasma (for example) .. SEEMS like you can do noting but focus on that one target ... fire REPEATEDLY at it ... and MAYBE one shot out of 6 to 10 will destroy the torp!

    IMHO this is one of the most frustrating things to deal with. It is one thing to NOT try to hit it .. and get nailed .. ( that happens .. then it's my fault). But to all but stop everything else I'm doing and fire everything I can at it and still not hit the thing !!!

    OK .. I'm done with my gripe !

    Sorry about that folks .. but this REALLY irritates me to no end !

    Working as intended, this is a good thing.

    It is meant to have a 75% miss chance, allowing players the luxury of being able to fire them farther away than point blank and still be effective.

    Tricobalts have a daunting 60 second cooldown. A single turret can shoot it down no prob in the past, rendering the killing power of many useless.

    Now, you have to actually maneuver away from it and apply effort to shoot it down.

    Good improvement.

    Don't worry, when I find you in PvP, I'll make sure to have my entire team bring Tricobalts JUST to annoy you.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Destoroyah wrote:
    that's kind of the pont heavy torps were notorious for being liabilities cause it was incredibaly hard to get the torp to terget before it was destroyed, now you actually got to worry about them.

    It's also a HUGE buff to D'deridex ships. Without FAW or SV those 3 HIgh Yields are going to hit you. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Hakaishin wrote:
    Working as intended, this is a good thing.

    It is meant to have a 75% miss chance, allowing players the luxury of being able to fire them farther away than point blank and still be effective.

    Tricobalts have a daunting 60 second cooldown. A single turret can shoot it down no prob in the past, rendering the killing power of many useless.

    Now, you have to actually maneuver away from it and apply effort to shoot it down.

    Good improvement.

    Don't worry, when I find you in PvP, I'll make sure to have my entire team bring Tricobalts JUST to annoy you.

    I knew I could count on someone out the help explain it !

    :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Destoroyah wrote:
    that's kind of the pont heavy torps were notorious for being liabilities cause it was incredibaly hard to get the torp to terget before it was destroyed, now you actually got to worry about them.

    I never simply ignored them .. IMHO if that is the case (and it obviously is) the some of the skills of escort ships need to be returned as well as perhaps a high speed evasive maneuver (with cool down) as a counter measure would be acceptable. Not simply: here's a freebe ... take your best shot !
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    This is one of the few good things about the patch. I can't argue with torpedo improvements.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Hakaishin wrote:
    This is one of the few good things about the patch. I can't argue with torpedo improvements.

    nothing wrong with Torp improvements. Plasma weapons speed and affectiveness has always been a topic of debate since the old SFC-2 days. So I'm VERY familiar with them. I use to LOVE flying ISC ... especially the XCA ... hehehe I was a TERROR with that ship ! Between the weapons arcs and the PPD Device .. and the proper use of "psudo" fireing !! hahahahah ! WOW that was fun!

    At any rate: there should be a legitimate "counter measure" or counter defensive maneuver available ... not just a one shot in 10 that a player MIGHT get the target.

    One thought that comes to mind: "evasive maneuver" ... speed away as much as possible . IF the Plasy weapon is done correctly that means its affectiveness dissapates with time from the point of origin. Meaning that it would be possible to out run the worst part of the damage ... IF a player were to act quickly enough.

    just a couple more thoughts
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    "yes and no" would be my response to your ideas.

    As it is right now, I actually like it. You exagerate (sp) the kill likelihood however... 1/4 =/= 1/10. If you turn your entire weapon arc on a High Yield Tricobalt coming your way, one volley more or less guarantees it to be destroyed (which is worth it, considering 1 hit of that thing and you're instantly dead... and if not dead, then disabled due to the rift and WISHING you were dead).

    Pop Evasive and fly away from the torpedo, give yourself some room, and shoot it down.

    If you want it to go down faster, have your party's healer throw a turret or beam volley at it directly. As said, one full volley will do it (one solid push of your space bar), and they can go back to healing. Not even really missing more than 1 full second out of their routine.

    Just requires you to be a bit more aware of your surroundings, whether you're the target or not.

    Eject Warp Plasma's an instant way to destroy it.

    Gravity Well/Tyken's is an instant way to destroy it.

    Other AoE multi-hit skills (spread volley and torp spread) will more or less see to their demise quickly, all without even needing to swap target once.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Hakaishin wrote:
    "yes and no" would be my response to your ideas.

    As it is right now, I actually like it. You exagerate (sp) the kill likelihood however... 1/4 =/= 1/10. If you turn your entire weapon arc on a High Yield Tricobalt coming your way, one volley more or less guarantees it to be destroyed (which is worth it, considering 1 hit of that thing and you're instantly dead... and if not dead, then disabled due to the rift and WISHING you were dead).

    Pop Evasive and fly away from the torpedo, give yourself some room, and shoot it down.

    If you want it to go down faster, have your party's healer throw a turret or beam volley at it directly. As said, one full volley will do it (one solid push of your space bar), and they can go back to healing. Not even really missing more than 1 full second out of their routine.

    Just requires you to be a bit more aware of your surroundings, whether you're the target or not.

    Eject Warp Plasma's an instant way to destroy it.

    Gravity Well/Tyken's is an instant way to destroy it.

    Other AoE multi-hit skills (spread volley and torp spread) will more or less see to their demise quickly, all without even needing to swap target once.

    some of those skills are not available at lower levels. Also .. the way some things are being nerfed I'm not so sure that they are as affective as they need to be. Unfortunatly I was not able to import any of my other toons ( I have one at Captains level that should be perfect for this to test) .. soooo I'm having to start from scratch.

    BTW... Please note: I appreciate your input in the discussion. Always good to have a solid, civil discussion on the matter at hand!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    OlBuzzard wrote:
    some of those skills are not available at lower levels. Also .. the way some things are being nerfed I'm not so sure that they are as affective as they need to be. Unfortunatly I was not able to import any of my other toons ( I have one at Captains level that should be perfect for this to test) .. soooo I'm having to start from scratch.

    BTW... Please note: I appreciate your input in the discussion. Always good to have a solid, civil discussion on the matter at hand!

    True, but it doesn't make sense for designers to balance a game for low levels. The players will spend almost all of their time when all is said and done in end-game. To be openly blunt, the content before that is merely meant as a "tide-me-over" until then.

    That said, end game, it is balanced rather nicely.

    But yes... pre-Commander, you're likely going to be hurting.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Hakaishin wrote:
    True, but it doesn't make sense for designers to balance a game for low levels. The players will spend almost all of their time when all is said and done in end-game. To be openly blunt, the content before that is merely meant as a "tide-me-over" until then.

    That said, end game, it is balanced rather nicely.

    But yes... pre-Commander, you're likely going to be hurting.

    All things considered to be equal.. yes. But as I'm sure that you are quite aware .. things are not always equal. If we are expected to do some grinding ( and we are now) it is in everyones best interest that such matters are addressed. I pesonally try to not be so foolish when playing the game. So when things like this which do not give the proper options to engage in combat ... then yes I feel compelled to try to get the matter resloved!

    BTW... for what ever it is worth I still stand by you side in trying to get Cryptic to pay more attention to the PvP side of this development as well.

    As for end game .. there is still MUCH to be done (as in having some real end game content for everyone in BOTH factions.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    update: okie .. we finally got our "evasive manuever" ... LOL you have GOT TO BE KIDDING .. right?? LOL ! I spoke with a Klingon player who is a good friend .. his opinion is the same thing!

    Someone please tell me that this is just on the test server ! OH MY STARS! What a joke. I've turtles move with more enthusiasm ! I felt like someone needed to get outside of the ship and PUSH HARDER !
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Of all the things they've done to ruin Tricobalts and other Heavy Projectiles, the only thing these things ever really needed was a defense value so that they had a fair chance to actually connect. They had to remove a valid, fun tactic before they decided to address the real issue:(.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    SteveHale wrote: »
    Of all the things they've done to ruin Tricobalts and other Heavy Projectiles, the only thing these things ever really needed was a defense value so that they had a fair chance to actually connect. They had to remove a valid, fun tactic before they decided to address the real issue:(.

    yeah .. especially for escorts .. those ships rely heavily on being able to get the heck out of Dodge since they are smaller and more fragile to begin with.

    IMHO there is a better way to fix the issue. The old SFC-2 Orion pirates did the best job I've seen on the weapons we're discussing.
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