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Torpedo Idea

uhmariuhmari Member Posts: 0 Arc User
what do you guys think of creating a spot in the ships equipment window that is for 1 torpedo (1 fore, 1 aft)

Then turning all the ships into a proc based chance to launch them based on fore, or rear weapons.


say, every 10-20 shots (rear or forward), you release a sequence of 3 of them. (automatically)
Post edited by uhmari on

Comments

  • seansamurai1seansamurai1 Member Posts: 634 Arc User
    edited July 2013
    Why. To achieve what?
    As it stands torpedoes for the most part are lacking.
    Torpedoes best used after breaking shields down, the proc is probably hardly ever gonna hit when that happens.
  • uhmariuhmari Member Posts: 0 Arc User
    edited July 2013
    As it stands torpedoes for the most part are lacking.

    ^ because of this
    and also because it adds realism to the game.
  • seansamurai1seansamurai1 Member Posts: 634 Arc User
    edited July 2013
    Realism? How?
    Enterprise didn't swan around automatically firing torpedoes, they were aimed and fired manually.
    What would a proc fire bring?
    No timing for maximum effect for one.
    For two it blanket wipes out a lot of torpedo specialised builds.
  • uhmariuhmari Member Posts: 0 Arc User
    edited July 2013
    Yea i thought about all the torpedo build stuff, I really want it.

    this idea is actually a fleet members, but i told them a few days ago i'd put it on forums and see what people said.


    the torpedo build was my main focus of counter point.

    He wanted to make the torpedo slots have charges to them.
    Like an ammo that you refuel
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    Why. To achieve what?

    Add a kinetic proc to directed energy weapons of course! /cough

    Still though, it raises the odd question about how unrestricted weapon slots are in STO. I get that it gives a wonderful freedom to players, but it's always kind of bothered me on a certain level.

    Weapon Slot Classes
    Class A - DHCs, DCs, SCs, Beam Banks
    Class B - SCs, Beam Arrays, Beam Banks
    Class C - Turrets
    Class D - Projectiles

    Where the various ships would have various classes of weapon slots, etc, etc, etc.

    No, I do not expect to receive any handshakes or pats on the back for making this post...I'm hitting Evasive Maneuvers and getting ready to cloak as I type this. ;)
  • uhmariuhmari Member Posts: 0 Arc User
    edited July 2013
    Yea, we were talking about it the other day.

    Torpedo builds are great, but i think needs some love.
    We need a tetryon torpedo that pwns shielding, then torpedo
    builds will make heeps more sense.
  • seansamurai1seansamurai1 Member Posts: 634 Arc User
    edited July 2013
    Or just increase kinetic bleed through.
    Other than that this 'proc fire' just removes yet another skillful application from the game.
    Torpedo bombers are currently extremely effective with transphasics, or destabilised torpedoes as you found out.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    uhmari wrote: »
    We need a tetryon torpedo that pwns shielding

    Couple of things...

    First, I've wondered why we have Ferengi Concentrated Tachyon Mines...but they went with the Rapid Fire Missile rather than some sort of Tachyon torp.

    Second, and this is out there in leftfield and most folks don't like it: bleedthrough should scale with remaining shield strength. A person with 50% shields remaining should not have the same bleedthrough amount they had at 100%.

    Watch almost any ship battle in any Star Trek series or movie...what happens when the Tac/Ops guy/gal says that shields are at any sort of percentage (40%, 60%, whatever)...? Stuff hits the hull harder.

    Want to really throw folks for a loop...? Logically extend that out to shield damage reductions scaling as well...cause, watch almost any...stuff hits harder. ;)
  • uhmariuhmari Member Posts: 0 Arc User
    edited July 2013
    this is why i am really for weapons being crazy like

    50% Bleed through, at a lower damage rate to hull, so you trade the way you deal damage.


    if it takes you 30 seconds to kill a ship, it should take you 30 seconds to kill the ship with a weapon that ignores shielding, imo.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    uhmari wrote: »
    if it takes you 30 seconds to kill a ship, it should take you 30 seconds to kill the ship with a weapon that ignores shielding, imo.

    Few things...

    1) If it is taking you 30s to kill a ship, you might want to pick another target...
    2) If it is taking you 30s to kill a ship, you might want to make friends with a Sci...
    3) If it is taking you 30s to kill a ship, you might want to examine your build...

    ...course, I tend to build for attrition in my "damage" ships - eventually they die or they fall asleep at the keyboard - I win either way. :P
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