Can the change to Projectile Weapons Officer doff be "changed" to affect all usable torpedoes in the game.
The effect of slotting the doff in an active slot is : Chance to reduce the time to recharge torpedoes.
With a maximum effect of 20% chance: Improve recharge time by 5 sec , per slotted doff, the current mechanic is at best a 5x 20% chance to lower torpedo recharge by 5 seconds, if they would all hit, that would be a 25 second reduction on firing a torpedo. Best case scenario, u get to fire a destabilized torp every minute.....
This would most benefit the projectiles with very long recharge rate, like tvaro-torp and dkora missiles.
Especially the ferengi missles, with their 3min cooldown and low damage are hardly usefull (i believe i fired them actively around 20x in the last year flying a dkora).
I currently have several torpedo types/items that i hardly use, caused by the long duration between uses , for example ...
Ferengi Swam Missile
Destabilized Plasma Torpedo
Grappler system
Emission Seeking Torpedo
Photonic SHockwave
Torpedo Point Defence
Preferably, the doff would affect any weapon type that is linked to the Warhead Yield Chamer, but if the cooldown of the abilities is not possible, then please have the Projectile doffs have another "benefit" to those weapons, like increasing damage or flighspeed, or special shield-damage for example .... or give those abilities a hardcoded minimum of 30seconds if the fear is that the recharge would go to low..
Please take these and other similar things out of the novelty corner, and give them the same juice others doffs have ....
With the new attention to Sci Powers with gravwell, the aftershock doffs will give that some serious boosting, where the projectile doffs are getting hit with the nerf-hammer ...
Tvaro orbs of death each minute why would that be overpowered in comparison to 3 gravity-wells with aftershocks every minute ..... or double beam-overload .... or full spread tactical cpt in an escort with APO+APA+CRF3 disgorging from 4 DHCs every minute ???
DPS fact ... the tac would still win by an expected margin of 2x the dps with the current game mechanics....
Let's put it this way, the T'Varo torpedo can do well over 100k damage per hit in a massive AOE. I don't know about you, but I don't want to see that popping out every 10 seconds. Gravity Well can't even do half of that damage right now.
Let's put it this way, the T'Varo torpedo can do well over 100k damage per hit in a massive AOE. I don't know about you, but I don't want to see that popping out every 10 seconds. Gravity Well can't even do half of that damage right now.
Assuming the 5 doff limit, the reduction could at maximum be 25sec per firing cycle ...
Megatorp starts with 2minute recharge .... so at best, it could get down to every 30 seconds fired IF it would get several procs from 5 available torpdoffs ....
If the maximum PW-doff is 3 on a ship, the max reduc would lower from 25 to 15seconds possible per firing cycle .... so again ... assuming several reductions, the megatorp fire cycle would be somewhere near 45seconds, but probably more towards 1minute.
The base question in this case would be ... how often can we fire it currently, and is that too much ?
Same goes on paper for the dkora swarm missiles .... in potentia very damaging IF it can fire very very fast, in effect is hardly ever fires, so the 100% kinetic damage is as useless as the KCB on any shielded target by itself.... and only slightly usefull on unshielded targets in borg stf's
You may only slot 3 projectile weapon duty officers. Secondly, the proc is every time a torpedo is fired, which means you would be popping mega torps every 10 seconds. That is far too extreme, you'd be pulling 10k DPS on just that one torpedo console, and that's assuming it only hits one target.
which means you would be popping mega torps every 10 seconds
I am not able to test/calc in game right now ... but 10sec is way off..
I can be shortened alot, but 2 minutes to 10 secconds is not possible with the current available items, even counting in the tvaro set bonus and the khg stuff with 3 pw doffs firing 4 torpedoes continuously.
To enable the shortest launchwindow.
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And I think you can only use 3 torp doffs.
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Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Assuming the 5 doff limit, the reduction could at maximum be 25sec per firing cycle ...
Megatorp starts with 2minute recharge .... so at best, it could get down to every 30 seconds fired IF it would get several procs from 5 available torpdoffs ....
If the maximum PW-doff is 3 on a ship, the max reduc would lower from 25 to 15seconds possible per firing cycle .... so again ... assuming several reductions, the megatorp fire cycle would be somewhere near 45seconds, but probably more towards 1minute.
The base question in this case would be ... how often can we fire it currently, and is that too much ?
Same goes on paper for the dkora swarm missiles .... in potentia very damaging IF it can fire very very fast, in effect is hardly ever fires, so the 100% kinetic damage is as useless as the KCB on any shielded target by itself.... and only slightly usefull on unshielded targets in borg stf's
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
I am not able to test/calc in game right now ... but 10sec is way off..
I can be shortened alot, but 2 minutes to 10 secconds is not possible with the current available items, even counting in the tvaro set bonus and the khg stuff with 3 pw doffs firing 4 torpedoes continuously.
To enable the shortest launchwindow.
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