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.
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.
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.
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.
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.
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
Comments
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.
^ because of this
and also because it adds realism to the game.
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.
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
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.
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.
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.
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.
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.
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