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Torpedo Update Request

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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited December 2012
    Your right the old Warhead unit was much better... I understand why it got changed I mean none of the other Kinetic Dmg units made anysense at all.

    Honestly I would be in favor of an elimination of ALL kinetic dmg units and replacment with one Universal warhead unit that buffed every torp / kinetic attack.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • brandonflbrandonfl Member Posts: 892
    edited December 2012
    Torps are fine. Really, about the only problem with them is that they do negligible shield damage, even though they're impact on shields should be causing a highly energetic explosion. That has never made much sense to me.
    LOLSTO
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2012
    to those that think torps are FINE, or think this would destroy their builds, i have a couple of questions.

    are torpedoes fine on cruisers? are torpedoes being used in game in a way they are intended to be used in canon?

    theres no answer other then no on both of those questions. an all torp boat is as uncanon as an all beam or cannon boat. for the single place torpedoes currently shine, decloak alpha insta kill, i don't think the ammo and the changes would effect that much. a HY3 fires torps every half second, and thats haw fast the pure damage torps fire in my proposal.

    as far as damage per torp being less, that may be a problem for them dealing kill damage at the right moment like they can now, but but i don't see how someone could survive a BO3, and 2 new style quantum launchers all spiting out HY torps. they would even do significant damage to shields too, they wouldn't be rendered null when hitting them. as cool as they are to watch, decloak insta kills arent really trek, nothing personal to those that specialize in them.

    a higher base fireing arc is to allow slow turning ships usability, even if torps were made much better weapons, if they sat unfired most of the time they arent fixed. and a cruiser cant blow a hole through a shield so they can land a perfect torp strike, so them doing a lot higher % damage to shield is needed as well.

    how i envision multiple torpedoes to work is that they would fire basically simultaneously, or the next server tic, their per launcher rate of fire limiter not interfering with each other. this would also allow torp boats to spike a HUGE amount of torps into the field at a time, imagine 4 photon launchers with TS on or something. there might have to be a limit of only 2 torps launchers per direction or something.

    torp boats though are as uncanon as all energy boats though, torps should be crafted in a way so that a mix of torp and energy is IDEAL on every single ship, and you wouldn't necessarily need high end tac powers to make them do anything.

    forgot the missile launcher, i'll add that to the proposal post.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2012
    Hrmmm, not going to touch the canon argument - STO left canon behind a long time.

    Something that does stand out though, is the firing arc. 135's kind of an odd number though - only leaves a 90 deadzone on either side. If you had the Wide Quantum on the front, you'd only have a 45 deadzone on either side....
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2012
    Hrmmm, not going to touch the canon argument - STO left canon behind a long time.

    Something that does stand out though, is the firing arc. 135's kind of an odd number though - only leaves a 90 deadzone on either side. If you had the Wide Quantum on the front, you'd only have a 45 deadzone on either side....

    i don't go reaching for canon justification much anymore, but this is something as basic as torpedoes. its a defining start trek feature that separates the game from being a start trek game, to generic space shooter. not only would it look more canon, it would just make torps as good as energy weapons, or at least the opportunity cost for not using at least 1 torp would be higher then using no torps.

    i think there should be a torp mod called arc, that would bump it from 135 to 180. 135 is just squarely between 90 and 180.
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