I was informed by a fleet mate yesterday who just reached Tier 4 in the rep system with both factions, that the Romulan Hyper Plasma Torpedo Launcher is missing from the system. Instead he said there was something called a "Rapid Fire Plasma Torpedo".
This is not the same item.
It is not part of the set (he confirmed this)
It has IDENTICAL stats to the Omega Torpedo Launcher (clearly a copy/paste job)
This set item missing along with half the consoles from the Embassy store being missing really needs looking into as soon as possible.
I paid 500 Romulan Marks for this. It's not even flagged as part of the set.
Seems like maybe they didn't have the actual one done, and they put this one in as a placeholder so people wouldn't realize the system wasn't complete.
They need to replace it with the real one for those of us who shelled out for this.
I paid 500 Romulan Marks for this. It's not even flagged as part of the set.
Seems like maybe they didn't have the actual one done, and they put this one in as a placeholder so people wouldn't realize the system wasn't complete.
They need to replace it with the real one for those of us who shelled out for this.
Agreed I can only think it is a placeholder.
I understand cryptics difficulties when they test things like this. If they have to use anything like the Tribble server its not surprising these things get missed. There is no way to jump straight to full reputation even for them meaning they dont actually get to test anything beyond tier 2 or so before it goes live.
A real test server setup would benefit them as much as us. Imagine the amount of useful testing you could get done if you had access to unlimited EC, dilithium, zen, fleet marks, could instantly complete projects etc. That is what a real test server should allow.
this is just typical of craptics work. minimal effort, meh, good enough, frack it, etc etc. watch what happens next. there will be an "oops this was never supposed to be here, my bad" post and we'll be done with t5 before it gets handled properly.
And have you guys seen what they've done with the superior shield repair from omega reputation? The description says 1400 per 6 seconds. 6 seconds my TRIBBLE, I have 1400 per 1 second. I don't have to heal my shields for the rest of my life (or until they fix it. which basically means the same thing but whatever.)
I was informed by a fleet mate yesterday who just reached Tier 4 in the rep system with both factions, that the Romulan Hyper Plasma Torpedo Launcher is missing from the system. Instead he said there was something called a "Rapid Fire Plasma Torpedo".
This is not the same item.
It is not part of the set (he confirmed this)
It is true that it is not immediately available at Tier 4.
I understand cryptics difficulties when they test things like this. If they have to use anything like the Tribble server its not surprising these things get missed. There is no way to jump straight to full reputation even for them meaning they dont actually get to test anything beyond tier 2 or so before it goes live.
What? No. Someone was in charge of this piece of gear. Someone input it into the database. Someone put it into the project section. This was NOT an unavoidable mistake.
A real test server setup would benefit them as much as us. Imagine the amount of useful testing you could get done if you had access to unlimited EC, dilithium, zen, fleet marks, could instantly complete projects etc. That is what a real test server should allow.
I agree that a real test server is desperately needed, but how useful would it be if Cryptic treats it like Tribble and mostly ignores its testers?
I simply don't know what to say because I've been waiting to get this item for my ship.
And, I hope they'd do something with those who already purchased the wrong item because it cost 15K dilithium. And, I also hope it's there not to be meant as a "trap" because it's a lot of dil for F2P.
In short, I'm disappointed and I hope it get fixed soon.
General
Added shields and armor to the ground devices vendor on New Romulus for the reputation system.
Teamed players on New Romulus can now achieve the different exploration perks. Temporarily removed "Romulan Plasma Flamethrower" from the T5 Projects list.
The Winter jacket can now display Fleet emblems.
Updated the cropped Winter jacket for Trill, Caitian, and Ferasan females.
Updated the C-store text for all the versions of the Vesta to include information about their consoles.
Ferasans and Caitians can now use the winter scarves.
Resolved the issue that incorrectly allowed Romulan Bridge Officers to have their costumes changed.
Updated the location of the hidden Lobi in Cold Comfort so it's no longer incorrectly obscured by geometry.
The Investigate Officer Reports mission now requires completing only 1 qualified mission, has a 30 min cooldown, and rewards 960 Dilithium and 50 Fleet Marks.
The Fleet Action daily that randomly picks 1 of 3 missions now gives 50 Fleet Marks and 960 Dilithium.
The Mining Event got a little more than a 50% boost to dilithium earned per node.
Winter Event
Added a mini-Q to the gazebo who can handle bank, mail, and exchange needs.
Added a Trade-in Store to the GPL Conversion Unit that will allow you to exchange Winter Epohh pets for Romulan Marks.
Winter event: Updated competitive race so that players are not disqualified automatically when a teammate is disqualified.
Added more snowmen that spawn if many players are on the map.
Snowmen and boss are a bit tougher if there are more players on the map.
Q now explicitly tells players to check their Duty Officer assignments while on the winter map to look for special holiday Duty Officer assignments.
Extended no-knock volume to cover starting wooden platform of competitive race
The snowball fight now requires the defeat of 150 snowmen to move to boss stage.
Added a transwarp to ESD and Qo'noS to the winter event.
Updated the FX for the Snowman Boss.
Updated "The Fast and the Flurrious":
Joining "The Fast and the Flurrious" race automatically removes Q's polymorph effect.
"The Fast and the Flurrious" now has a race official who explains when to race, how to race, and what you win.
Updated "The Fast and the Flurrious" to always award 2 winter epohh tags to people who finish the race without placing 1st-3rd.
Finishers must now click a "Finish" flag at the end.
Players in line for the single-person race are now safe from the snowmen.
Systems
Tachyon Harmonic: The Shield Drain component of this power is once again fully-functional at all ranks.
The Tetryon weapon ground proc now properly drains shields.
The "Omega ? Style 1" unlock will now properly grant Mk XI visuals instead of the old Mk X visuals.
Obtaining a Mk XII set of Honor Guard or MACO ground gear will now properly unlock the associated Adapted set.
Updated Winter Event abilities:
The Secondary fire on "Flurry" is now 30m instead of 20m to match all other Snowball Weapon ranges.
"Flurry" primary fire now does slightly more damage per tick.
"Avalanche" primary fire recharge increased from .5sec to .75sec
Free Snowballs now melt after 1 hour, instead of 10 minutes.
"Free Snowballs" and "Unmelting Snowballs" now deal slightly less damage, but also have less damage variance.
Beefed up the Snowman Overlord.
Added a new Range-AOE power to the Snowman Overlord.
Snowman Overlord's minion summon is now a shorter effect, allowing him to take other actions while it's activating.
The Snowman Overlord is now more resilient to incoming fire from all Snowball Weaponry.
Updated the description of the Frosted Boots.
Removed references to a 30-hour lifespan, since they are now permanent.
Federation characters can now purchase a Purple Nanopulse Bat'leth, and KDF characters can now purchase a Purple Nanopulse Lirpa.
Increased the number of Holiday Collectibles received with a Critical Success on Holiday Duty Officer Assignments.
Guess what they did not have in the this patch, part two of the romulan set the Hyper-Plasma Torpedo Launcher.
Besides not being flagged as part of the set, I really like the torpedo. It works well with my escort, it is like a torpedo version of a cannon, and it stacks the plasma DoT very well.
My only real beef with it is if it is intentional for it to not be affected by torpedo bridge officer abilities like high yield and torpedo spread, it makes it hard to decide what to do with the tactical bridge officer slots that I used to have torpedo abilities for and I miss firing a TRIBBLE ton of torpedoes into a large group of enemies. I know the torpedo's cool down is fast, but I cannot see how that would make it a problem to use with BOFF abilities, since the abilities have cool downs themselves.
I understand cryptics difficulties when they test things like this. If they have to use anything like the Tribble server its not surprising these things get missed. There is no way to jump straight to full reputation even for them meaning they dont actually get to test anything beyond tier 2 or so before it goes live.
A real test server setup would benefit them as much as us. Imagine the amount of useful testing you could get done if you had access to unlimited EC, dilithium, zen, fleet marks, could instantly complete projects etc. That is what a real test server should allow.
I too shelled out the 500 marks and Dilith for this item thinking it was part of the set!!!! Come on!!!! Get this fixed.
This is hardly surprising from a company that has ZERO QA in their team.......
Their QA consists of a pet hamster watching a ship on a monitor with a finger nail clipper stuck in the keyboard to make a ship constantly turn in circles while they eat their food on their lunch break
Hamster sees the water bottle being changed and claps good job that sure was quality bortasqu' turn rate testing! Then they tell this sweet little hamster it was a really tough job and will not have to do it again for another year or more
The "Rapid Fire" Torpedo that some people have gotten from this project was a prototype and placeholder, which ended up becoming the Omega Torpedo Launcher. The "Hyper-Plasma" Torpedo functions quite differently, and will soon be put in its proper place as the reward for this project.
When that reward is changed, anyone that has obtained the "Rapid Fire" version of this Plasma Torpedo will find it changed in their inventory to the proper "Hyper-Plasma" torpedo, which will register as a part of the Romulan Singularity Harness alt-set.
The Hyper-Plasma Torpedo is built around the concept of multiple targetable Plasma Torpedoes (as seen used by D'deridex NPC ships) and functions as follows:
- The Standard Fire launches 3 targetable torpedoes at the primary target, over the course of 3 seconds. Each projectile deals approximately 68.8% of the damage that would be dealt by an equivalent standard Plasma Torpedo.
- Using a Torpedo Spread upgrade results in 2 targetable torpedoes of approximately the same magnitude as the primary fire, heading towards 3, 4, or 5 targets at Rank 1, 2, and 3 respectively.
- Using a High Yield upgrade launches 3 targetable High Yield Plasma projectiles at the primary target, over the course of 3 seconds. Each projectile deals approximately 45% of the damage that would be dealt by an equivalent standard Plasma High Yield.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
- The Standard Fire launches 3 targetable torpedoes at the primary target, over the course of 3 seconds.
How will that work in regard to having other torps as well as in regard to PWO-T's?
As in, if you fire the HP - does that 3 shot/3s fire cycle count as a single trigger so that the next torp can fire or is each of those shots counting as a trigger so your next torp won't fire until it's done?
Does it count as a single activation for PWO-T's or is it three?
Also, I suppose I might as well ask this as well. Will they change targets like other targetable torps if the original target is destroyed? If so, will all three track the same new target or is there a chance they could end up chasing different targets?
How will that work in regard to having other torps as well as in regard to PWO-T's?
As in, if you fire the HP - does that 3 shot/3s fire cycle count as a single trigger so that the next torp can fire or is each of those shots counting as a trigger so your next torp won't fire until it's done?
Does it count as a single activation for PWO-T's or is it three?
Also, I suppose I might as well ask this as well. Will they change targets like other targetable torps if the original target is destroyed? If so, will all three track the same new target or is there a chance they could end up chasing different targets?
I would assume that the next torpedo can fire after the hyper plasma torpedo is done. Whether the global cooldown starts after the first torpedo is fired or after the last torpedo is fired would depend on the length of the global cooldown. So if the global cooldown is 5 seconds or longer for each type of torpedo could mean that the next torpedo launches 2 seconds after the last hyper plasma torpedo has launched. If the global cooldown is less than 5 seconds, then the global cooldown will start after the hyper plasma torpedo is done launching.
I would assume that the next torpedo can fire after the hyper plasma torpedo is done. Whether the global cooldown starts after the first torpedo is fired or after the last torpedo is fired would depend on the length of the global cooldown. So if the global cooldown is 5 seconds or longer for each type of torpedo could mean that the next torpedo launches 2 seconds after the last hyper plasma torpedo has launched. If the global cooldown is less than 5 seconds, then the global cooldown will start after the hyper plasma torpedo is done launching.
As it stands now, just being random here - if you have 4x Plasma Torps. There's around a 1s (.5s activation rounded up) that separates each of them. Say you have 2x Plasma, a Cluster, and a Tric...again, it's Plasma #1 (1-Missippi) Plasma #2 (1-Missippi) Cluster (1-Missippi) Tric.
So the question is which of the two following is the case if you were to sport a Hyper, Plasma, Cluster, Tric (it really doesn't matter as long as it's not two of the torps that trigger a shared CD):
A) Hyper (1-Missippi, 2-Missippi, 3-Missippi) Plasma (1-Missippi) Cluster (1-Missippi) Tric
Basically does it create any sort of delay or CD that does not exist or will it work like B - where it works along the lines of a pulse/fire cycle on other weapons? Is it basically a single activation that has a cycle of 3s - that does not interfere with other torps...or does it?
Etc, etc, etc.
There's been discussion in another thread about the way the Omega Torp can cause issues with the firing cycle of torps.
Just trying to figure out the viability of both the Omega and Hyper in conjunction with other torps one might be toying around with, etc, etc, etc...
The "Rapid Fire" Torpedo that some people have gotten from this project was a prototype and placeholder, which ended up becoming the Omega Torpedo Launcher. The "Hyper-Plasma" Torpedo functions quite differently, and will soon be put in its proper place as the reward for this project.
When that reward is changed, anyone that has obtained the "Rapid Fire" version of this Plasma Torpedo will find it changed in their inventory to the proper "Hyper-Plasma" torpedo, which will register as a part of the Romulan Singularity Harness alt-set.
The Hyper-Plasma Torpedo is built around the concept of multiple targetable Plasma Torpedoes (as seen used by D'deridex NPC ships) and functions as follows:
- The Standard Fire launches 3 targetable torpedoes at the primary target, over the course of 3 seconds. Each projectile deals approximately 68.8% of the damage that would be dealt by an equivalent standard Plasma Torpedo.
- Using a Torpedo Spread upgrade results in 2 targetable torpedoes of approximately the same magnitude as the primary fire, heading towards 3, 4, or 5 targets at Rank 1, 2, and 3 respectively.
- Using a High Yield upgrade launches 3 targetable High Yield Plasma projectiles at the primary target, over the course of 3 seconds. Each projectile deals approximately 45% of the damage that would be dealt by an equivalent standard Plasma High Yield.
Interesting weapon. I like the harder to counter HY plasma torp, but the standard fire will make it difficult to use in pvp, which is sad considering this set was supposed to give a little boost to plasma weaponry. Targetable projectiles are trucky to use in this situation, if we don't stay really close to our target. Anyway, it will be a great pve gear.
Does any of the fire mode deals some AOE damage (plasma fire), like the regular plasma torp HY does?
The "Rapid Fire" Torpedo that some people have gotten from this project was a prototype and placeholder, which ended up becoming the Omega Torpedo Launcher. The "Hyper-Plasma" Torpedo functions quite differently, and will soon be put in its proper place as the reward for this project.
When that reward is changed, anyone that has obtained the "Rapid Fire" version of this Plasma Torpedo will find it changed in their inventory to the proper "Hyper-Plasma" torpedo, which will register as a part of the Romulan Singularity Harness alt-set.
The Hyper-Plasma Torpedo is built around the concept of multiple targetable Plasma Torpedoes (as seen used by D'deridex NPC ships) and functions as follows:
- The Standard Fire launches 3 targetable torpedoes at the primary target, over the course of 3 seconds. Each projectile deals approximately 68.8% of the damage that would be dealt by an equivalent standard Plasma Torpedo.
- Using a Torpedo Spread upgrade results in 2 targetable torpedoes of approximately the same magnitude as the primary fire, heading towards 3, 4, or 5 targets at Rank 1, 2, and 3 respectively.
- Using a High Yield upgrade launches 3 targetable High Yield Plasma projectiles at the primary target, over the course of 3 seconds. Each projectile deals approximately 45% of the damage that would be dealt by an equivalent standard Plasma High Yield.
Sounds like a cool weapon, but you might want to explain how what happened is anywhere near acceptable.....
The "Rapid Fire" Torpedo that some people have gotten from this project was a prototype and placeholder, which ended up becoming the Omega Torpedo Launcher. The "Hyper-Plasma" Torpedo functions quite differently, and will soon be put in its proper place as the reward for this project.
When that reward is changed, anyone that has obtained the "Rapid Fire" version of this Plasma Torpedo will find it changed in their inventory to the proper "Hyper-Plasma" torpedo, which will register as a part of the Romulan Singularity Harness alt-set.
The Hyper-Plasma Torpedo is built around the concept of multiple targetable Plasma Torpedoes (as seen used by D'deridex NPC ships) and functions as follows:
- The Standard Fire launches 3 targetable torpedoes at the primary target, over the course of 3 seconds. Each projectile deals approximately 68.8% of the damage that would be dealt by an equivalent standard Plasma Torpedo.
- Using a Torpedo Spread upgrade results in 2 targetable torpedoes of approximately the same magnitude as the primary fire, heading towards 3, 4, or 5 targets at Rank 1, 2, and 3 respectively.
- Using a High Yield upgrade launches 3 targetable High Yield Plasma projectiles at the primary target, over the course of 3 seconds. Each projectile deals approximately 45% of the damage that would be dealt by an equivalent standard Plasma High Yield.
That sounds fun as long as the fire rate is not to low. Does the set item which boosts High Yield Plasma torpedoes work on the Rom and Omega plasma torps?
One feature I would really like to see is a way to set torpedo skills to only work with certain torpedoes. On a torpedo boats it can be tricky to get the correct torpedo to use torpedo spread or High yield.
The Hyper-Plasma Torpedo is built around the concept of multiple targetable Plasma Torpedoes (as seen used by D'deridex NPC ships) and functions as follows:
- The Standard Fire launches 3 targetable torpedoes at the primary target, over the course of 3 seconds. Each projectile deals approximately 68.8% of the damage that would be dealt by an equivalent standard Plasma Torpedo.
- Using a Torpedo Spread upgrade results in 2 targetable torpedoes of approximately the same magnitude as the primary fire, heading towards 3, 4, or 5 targets at Rank 1, 2, and 3 respectively.
- Using a High Yield upgrade launches 3 targetable High Yield Plasma projectiles at the primary target, over the course of 3 seconds. Each projectile deals approximately 45% of the damage that would be dealt by an equivalent standard Plasma High Yield.
After stopping to think about that I am wondering if I am miss reading it? That reads to me as High Yield shoots 3 torps at 45% damage. While normal fire shoots 3 torps at 68%. So High Yield downgrades your damage with no advantage?
EDIT: I see where I went wrong. High yield is 3 shots at 68% of the damage of a normal high yield shot.
Normal fire is 45% of a none high yield shot. This weapon sounds great, I just hope it works with the Reman set that makes hvy plasma torps fly faster.
After stopping to think about that I am wondering if I am miss reading it? That reads to me as High Yield shoots 3 torps at 45% damage. While normal fire shoots 3 torps at 68%. So High Yield downgrades your damage with no advantage?
EDIT: I see where I went wrong. High yield is 3 shots at 68% of the damage of a normal high yield shot.
Normal fire is 45% of a none high yield shot. This weapon sounds great, I just hope it works with the Reman set that makes hvy plasma torps fly faster.
Regular 3x 68% = 204%
THY1 3x 45% of 300% = 405%
THY2 3x 45% of 350% = 472.5%
THY3 3x 45% of 400% = 540%
If it follows the 300%, 350%, 400% for HY Plasma... as compared to a normal Plasma torp.
Comments
But you say it is the same weapon as the Omega torpedo? not comparable to the Breen rapid fire transphasic?
Seems like maybe they didn't have the actual one done, and they put this one in as a placeholder so people wouldn't realize the system wasn't complete.
They need to replace it with the real one for those of us who shelled out for this.
Agreed I can only think it is a placeholder.
I understand cryptics difficulties when they test things like this. If they have to use anything like the Tribble server its not surprising these things get missed. There is no way to jump straight to full reputation even for them meaning they dont actually get to test anything beyond tier 2 or so before it goes live.
A real test server setup would benefit them as much as us. Imagine the amount of useful testing you could get done if you had access to unlimited EC, dilithium, zen, fleet marks, could instantly complete projects etc. That is what a real test server should allow.
The fleet store came out how long ago? I am still waiting for the fleet mines to be fixed and missing mines to be added.
Yeah, every time I read stuff like this thread it feels STO's QA is akin to the Yeti, Bigfoot and the Loch Ness Monster.
It is true that it is not immediately available at Tier 4.
False. They look identical from the tooltip, but if you read their detailed descriptions they actually function differently.
What? No. Someone was in charge of this piece of gear. Someone input it into the database. Someone put it into the project section. This was NOT an unavoidable mistake.
I agree that a real test server is desperately needed, but how useful would it be if Cryptic treats it like Tribble and mostly ignores its testers?
And, I hope they'd do something with those who already purchased the wrong item because it cost 15K dilithium. And, I also hope it's there not to be meant as a "trap" because it's a lot of dil for F2P.
In short, I'm disappointed and I hope it get fixed soon.
Added shields and armor to the ground devices vendor on New Romulus for the reputation system.
Teamed players on New Romulus can now achieve the different exploration perks.
Temporarily removed "Romulan Plasma Flamethrower" from the T5 Projects list.
The Winter jacket can now display Fleet emblems.
Updated the cropped Winter jacket for Trill, Caitian, and Ferasan females.
Updated the C-store text for all the versions of the Vesta to include information about their consoles.
Ferasans and Caitians can now use the winter scarves.
Resolved the issue that incorrectly allowed Romulan Bridge Officers to have their costumes changed.
Updated the location of the hidden Lobi in Cold Comfort so it's no longer incorrectly obscured by geometry.
The Investigate Officer Reports mission now requires completing only 1 qualified mission, has a 30 min cooldown, and rewards 960 Dilithium and 50 Fleet Marks.
The Fleet Action daily that randomly picks 1 of 3 missions now gives 50 Fleet Marks and 960 Dilithium.
The Mining Event got a little more than a 50% boost to dilithium earned per node.
Winter Event
Added a mini-Q to the gazebo who can handle bank, mail, and exchange needs.
Added a Trade-in Store to the GPL Conversion Unit that will allow you to exchange Winter Epohh pets for Romulan Marks.
Winter event: Updated competitive race so that players are not disqualified automatically when a teammate is disqualified.
Added more snowmen that spawn if many players are on the map.
Snowmen and boss are a bit tougher if there are more players on the map.
Q now explicitly tells players to check their Duty Officer assignments while on the winter map to look for special holiday Duty Officer assignments.
Extended no-knock volume to cover starting wooden platform of competitive race
The snowball fight now requires the defeat of 150 snowmen to move to boss stage.
Added a transwarp to ESD and Qo'noS to the winter event.
Updated the FX for the Snowman Boss.
Updated "The Fast and the Flurrious":
Joining "The Fast and the Flurrious" race automatically removes Q's polymorph effect.
"The Fast and the Flurrious" now has a race official who explains when to race, how to race, and what you win.
Updated "The Fast and the Flurrious" to always award 2 winter epohh tags to people who finish the race without placing 1st-3rd.
Finishers must now click a "Finish" flag at the end.
Players in line for the single-person race are now safe from the snowmen.
Systems
Tachyon Harmonic: The Shield Drain component of this power is once again fully-functional at all ranks.
The Tetryon weapon ground proc now properly drains shields.
The "Omega ? Style 1" unlock will now properly grant Mk XI visuals instead of the old Mk X visuals.
Obtaining a Mk XII set of Honor Guard or MACO ground gear will now properly unlock the associated Adapted set.
Updated Winter Event abilities:
The Secondary fire on "Flurry" is now 30m instead of 20m to match all other Snowball Weapon ranges.
"Flurry" primary fire now does slightly more damage per tick.
"Avalanche" primary fire recharge increased from .5sec to .75sec
Free Snowballs now melt after 1 hour, instead of 10 minutes.
"Free Snowballs" and "Unmelting Snowballs" now deal slightly less damage, but also have less damage variance.
Beefed up the Snowman Overlord.
Added a new Range-AOE power to the Snowman Overlord.
Snowman Overlord's minion summon is now a shorter effect, allowing him to take other actions while it's activating.
The Snowman Overlord is now more resilient to incoming fire from all Snowball Weaponry.
Updated the description of the Frosted Boots.
Removed references to a 30-hour lifespan, since they are now permanent.
Federation characters can now purchase a Purple Nanopulse Bat'leth, and KDF characters can now purchase a Purple Nanopulse Lirpa.
Increased the number of Holiday Collectibles received with a Critical Success on Holiday Duty Officer Assignments.
Guess what they did not have in the this patch, part two of the romulan set the Hyper-Plasma Torpedo Launcher.
My only real beef with it is if it is intentional for it to not be affected by torpedo bridge officer abilities like high yield and torpedo spread, it makes it hard to decide what to do with the tactical bridge officer slots that I used to have torpedo abilities for and I miss firing a TRIBBLE ton of torpedoes into a large group of enemies. I know the torpedo's cool down is fast, but I cannot see how that would make it a problem to use with BOFF abilities, since the abilities have cool downs themselves.
I too shelled out the 500 marks and Dilith for this item thinking it was part of the set!!!! Come on!!!! Get this fixed.
Their QA consists of a pet hamster watching a ship on a monitor with a finger nail clipper stuck in the keyboard to make a ship constantly turn in circles while they eat their food on their lunch break
Hamster sees the water bottle being changed and claps good job that sure was quality bortasqu' turn rate testing! Then they tell this sweet little hamster it was a really tough job and will not have to do it again for another year or more
The "Rapid Fire" Torpedo that some people have gotten from this project was a prototype and placeholder, which ended up becoming the Omega Torpedo Launcher. The "Hyper-Plasma" Torpedo functions quite differently, and will soon be put in its proper place as the reward for this project.
When that reward is changed, anyone that has obtained the "Rapid Fire" version of this Plasma Torpedo will find it changed in their inventory to the proper "Hyper-Plasma" torpedo, which will register as a part of the Romulan Singularity Harness alt-set.
The Hyper-Plasma Torpedo is built around the concept of multiple targetable Plasma Torpedoes (as seen used by D'deridex NPC ships) and functions as follows:
- The Standard Fire launches 3 targetable torpedoes at the primary target, over the course of 3 seconds. Each projectile deals approximately 68.8% of the damage that would be dealt by an equivalent standard Plasma Torpedo.
- Using a Torpedo Spread upgrade results in 2 targetable torpedoes of approximately the same magnitude as the primary fire, heading towards 3, 4, or 5 targets at Rank 1, 2, and 3 respectively.
- Using a High Yield upgrade launches 3 targetable High Yield Plasma projectiles at the primary target, over the course of 3 seconds. Each projectile deals approximately 45% of the damage that would be dealt by an equivalent standard Plasma High Yield.
Cryptic - Lead Systems Designer
"Play smart!"
How will that work in regard to having other torps as well as in regard to PWO-T's?
As in, if you fire the HP - does that 3 shot/3s fire cycle count as a single trigger so that the next torp can fire or is each of those shots counting as a trigger so your next torp won't fire until it's done?
Does it count as a single activation for PWO-T's or is it three?
Also, I suppose I might as well ask this as well. Will they change targets like other targetable torps if the original target is destroyed? If so, will all three track the same new target or is there a chance they could end up chasing different targets?
I would assume that the next torpedo can fire after the hyper plasma torpedo is done. Whether the global cooldown starts after the first torpedo is fired or after the last torpedo is fired would depend on the length of the global cooldown. So if the global cooldown is 5 seconds or longer for each type of torpedo could mean that the next torpedo launches 2 seconds after the last hyper plasma torpedo has launched. If the global cooldown is less than 5 seconds, then the global cooldown will start after the hyper plasma torpedo is done launching.
As it stands now, just being random here - if you have 4x Plasma Torps. There's around a 1s (.5s activation rounded up) that separates each of them. Say you have 2x Plasma, a Cluster, and a Tric...again, it's Plasma #1 (1-Missippi) Plasma #2 (1-Missippi) Cluster (1-Missippi) Tric.
So the question is which of the two following is the case if you were to sport a Hyper, Plasma, Cluster, Tric (it really doesn't matter as long as it's not two of the torps that trigger a shared CD):
A) Hyper (1-Missippi, 2-Missippi, 3-Missippi) Plasma (1-Missippi) Cluster (1-Missippi) Tric
Basically does it create any sort of delay or CD that does not exist or will it work like B - where it works along the lines of a pulse/fire cycle on other weapons? Is it basically a single activation that has a cycle of 3s - that does not interfere with other torps...or does it?
Etc, etc, etc.
There's been discussion in another thread about the way the Omega Torp can cause issues with the firing cycle of torps.
Just trying to figure out the viability of both the Omega and Hyper in conjunction with other torps one might be toying around with, etc, etc, etc...
Interesting weapon. I like the harder to counter HY plasma torp, but the standard fire will make it difficult to use in pvp, which is sad considering this set was supposed to give a little boost to plasma weaponry. Targetable projectiles are trucky to use in this situation, if we don't stay really close to our target. Anyway, it will be a great pve gear.
Does any of the fire mode deals some AOE damage (plasma fire), like the regular plasma torp HY does?
God, lvl 60 CW. 17k.
Sounds like a cool weapon, but you might want to explain how what happened is anywhere near acceptable.....
One feature I would really like to see is a way to set torpedo skills to only work with certain torpedoes. On a torpedo boats it can be tricky to get the correct torpedo to use torpedo spread or High yield.
EDIT: I see where I went wrong. High yield is 3 shots at 68% of the damage of a normal high yield shot.
Normal fire is 45% of a none high yield shot. This weapon sounds great, I just hope it works with the Reman set that makes hvy plasma torps fly faster.
Regular 3x 68% = 204%
THY1 3x 45% of 300% = 405%
THY2 3x 45% of 350% = 472.5%
THY3 3x 45% of 400% = 540%
If it follows the 300%, 350%, 400% for HY Plasma... as compared to a normal Plasma torp.