Look at almost every battle in ever episode - what did the most damage? What caused the whole ship to blow up? Torpedo hits!! The Borg would laugh off energy weapons, watch any DS9 battle - almost all torp hits blew up ships, last original series movie- cloaked Klingon ship was firing what and hammering the enterprise and excel? That's right Torpedos!! Oh and what was fired back to destroy that Klingon ship?? Torpedos!! Fire!! As Kirk would say.
In Star Trek Online Torpedos are USELESS!! Why? Why has Cryptic made the Series most primary destructive weapon useless in this game?
Why do shields have a built in 75% kinetic resist?
Why does 3% shields save your hull the same what 100% does?
Why can almost ALL escorts in this game OUTRUN torpedo's?
It's utter nonsense!!
It's more than that - it's unbalanced and GAME BREAKING
If you are a Star Trek fan do you really want to keep playing a game where the series main weapon is useless?
I guess it's because in PvE there is still some use for them - if just barely - so no-one really notices??
In PVE projectile stats and projectiles are king. You can easily outdps most ppl if you know what you're doing. And they are useful in PVP, but you have to have the right circumstances for 'em to be useful. Like, being a defiant torp boat cloaked waiting for someone else to knock off someone's shields.. then spread 3 quantums and watch 'em go boom
But yeah, pretty damned worthless in pvp..
Most people are other people. Their thoughts are someone elses opinions, their lives a mimicry, their passions a quotation. ~ Oscar Wilde
Well, they aren't so useless: when the torpedoes begin to hit the hull the life expectation of the target shortens dramatically, but yes, the torpedoes are underpowered if compared to the canon torpedoes.
Truth be known: underpowered but with infinite ammo.
Well, they aren't so useless: when the torpedoes begin to hit the hull the life expectation of the target shortens dramatically, but yes, the torpedoes are underpowered if compared to the canon torpedoes.
Truth be known: underpowered but with infinite ammo.
Bye / Qapla' / Jolan tru
Didn't Voyager have an infinite stock of Torpedos??;):eek::P
Well, they aren't so useless: when the torpedoes begin to hit the hull the life expectation of the target shortens dramatically, but yes, the torpedoes are underpowered if compared to the canon torpedoes.
Truth be known: underpowered but with infinite ammo.
Bye / Qapla' / Jolan tru
Life expectancy of a target also dramatically shortens when heavy cannons hit the bare hull. This is not something only torpedoes can achieve. The main difference between the two weapons is that DHCs don't suck when firing at a shielded target. General rule in PvP is that when your shields are down you are toast, regardless of what hits you next.
Torpedoes are powerful. The moment my Fleet Excelsior has ripped through an enemies shields, she fires a Quantum Spread III. That shot can instant-kill even some Battleship NPC's and a lot of players in PvP. My B'rel "dive bomber" can keep firing torpedoes to break shielding and then she starts affecting hull. My Mogai, after melting shield facings, fires HY3 Romulan Plasma Torpedoes. Even although they take some time to reach an enemy, their effect on enemy hull is more notable than that of my Romulan Plasma Dual Heavy Cannons.
That being said, torpedoes also have their problems. They are weak to get through shields, which is, according to Undiscovered Country, absolutely not canon. Torpedoes don't benefit from any boff ability to completely bypass enemy shields, like we have seen in Generations, which could be something equal to Directed Energy Modulation.
And as a last gear grinding thing: swap Transphasic and Chroniton effects. What we know from canon:
Chroniton can bypass enemy shielding to a much bigger degree due to being out of temporal alignment, like we have seen in VOY: Year of Hell. Transphasic blows up Borg Cubes, but is not notable otherwise, like we have seen in VOY: Endgame.
In game: Transphasic bigger bleedthrough by shields (that should be Chroniton), while Chroniton slows down enemies (which isnt Transphasic, but pretty danged useless).
So yeah, Torpedoes need a rework, I vote for that. But even in their current state, Torpedoes are useful.
Life expectancy of a target also dramatically shortens when heavy cannons hit the bare hull. This is not something only torpedoes can achieve. The main difference between the two weapons is that DHCs don't suck when firing at a shielded target. General rule in PvP is that when your shields are down you are toast, regardless of what hits you next.
With all the shield boosting passives and everything else - is there every really a time any more when someone does not have a sliver of shields which will absorb 75% MINIMUM of the torps damage - with the built in 75% kinetic resist mechanic?
Also there is NO way even in PvE that Torpedos can match the DPS hull smashing of energy weapons.
Just as that nice voyager video above and dozens of others that could be posted - in the IP torps were fired at a 10 to 1 ratio vs enegry weapons - and every time significant dmage was done - usually it was from Torpedos.
I like my rom torp. I don't find them useless.
Otherwise, torps are situationally powerful, nuke the enemy shield, and a torp salvo is more efficient than any energy attack. They are more powerful used as spike damage than sustained firepower. Just like in the show.
I like my rom torp. I don't find them useless.
Otherwise, torps are situationally powerful, nuke the enemy shield, and a torp salvo is more efficient than any energy attack. They are more powerful used as spike damage than sustained firepower. Just like in the show.
Yes, there are certain builds for some situations in which certain torpedoes can be useful. Some can also spike decently. However, considering that fact that rapid firing DHCs or FAW/BO beams are ALWAYS useful and are certainly not situational at all it's pretty clear why you see a lot pure energy builds in both PvE and PvP and only a handful of torpedo users. The latter are also often inexperienced players who don't have any idea how low their overall DPS is. Most of them are usually situated on the lower end of my combat parser.
Make them a hell lot of more powerful but give them some kind of Ammo-mechanic which takes up Inventory Space...
Smaller Ships could carry not much, 2 Dozen maybe 3, while larger Ships (Cruisers) can load a lot of 'em.
Escorts would still pwn, tank and science the everlasting sh*t out of everything but they get a small kick to the shin.
Torpedocarrying Cruisers would get one or two new abilities, something like "Beam Over Torpedos" or "Ferry Weapons" which could use the same animation like Boarding Parties but obviously targeted at Friendlies.
Science Ship would get the middle ground in carrying Capacity but also some Torpedo-related abilities, all obviously with a science twist... Tachyon-emitting detonators (AoE Tachyon Beam) or something like that.
Yes, there are certain builds for some situations in which certain torpedoes can be useful. Some can also spike decently. However, considering that fact that rapid firing DHCs or FAW/BO beams are ALWAYS useful and are certainly not situational at all it's pretty clear why you see a lot pure energy builds in both PvE and PvP and only a handful of torpedo users. The latter are also often inexperienced players who don't have any idea how low their overall DPS is. Most of them are usually situated on the lower end of my combat parser.
I love(not) how in STAR TREK online - torpedos have become situational - and from many posters - accepted as situational.
Never on screen or in books or ANYTHING else star trek did I hear "Captain we can't fire the torpedos until the shields are down!!"
In PVE projectile stats and projectiles are king. You can easily outdps most ppl if you know what you're doing. And they are useful in PVP, but you have to have the right circumstances for 'em to be useful. Like, being a defiant torp boat cloaked waiting for someone else to knock off someone's shields.. then spread 3 quantums and watch 'em go boom
Torpedo boats are a viable build, but generally, you'll be using a ship with an Enhanced Battle Cloak otherwise it's kind of blah. And even then....
There are some who use transphasics primarily and with the mines and cluster torpedo can be pretty effective. But only to circumvent the whole 0.1% of shields up - no damage.
It'd be nice if it scaled based on current shield facing for bleedthrough, but expecting that kind of logic would be silly.
My torpedo boat, more often than not, out-damages the vast majority of energy weapon builds in PvP. It also does a lot of damage that completely bypass the shields. I would argue that with such strong shields in PvP today, torpedoes are more useful than ever.
For me, the more "canon" something is in the game, the better I like it. And, since I began watching TOS, on a black and white TV, when it was on prime time TV, my memory may not be all that reliable but having seen practically every episode or movie at least once (Except for Voyager because Janeway's grating voice annoyed me and her irritating demeanor reminded me of my boss whenever she was between boyfriends), I don't recall the Enterprise ever engaging in battle by starting with a torpedo salvo. It always seemed they would fire beams first (beam overload maybe?) then follow-up with torpedoes, which they often somehow seemed reluctant to use (probably due to a limited number). Maybe "canon" required that enemy shields be damaged before torpedoes could do any particular damage (I do think though that a weakened shield should protect less than a full shield; not a 3% shield as the equivalent of a 75% shield) and that torpedo explosions should have bleedthrough that increases as shield power of the target decreases.
One of the things I like about STO though is that it seems to be an ever evolving (albeit at times, apparently, too slowly for some) work in progress. Maybe the Devs will get to it, maybe they won't. Hopefully they will but until then, the little "universe" is still fun. In closing may I say that if we are going to stay with under powered torpedoes, can we please do something about those little green-balls-of-death torpedoes that some of those PVE d'ridex's fire, it seems only my polarize hull and evasive are in cooldown.
I've always felt that the main problem with torpedos in STO is that they don't have that "ship-rattling" effect that we see in the shows.
When a torpedo hits shields on screen, the ship bucks, crew is shaken up, and sparks fly. We don't get that.
What I'd like to see:
1. Kinetic impact
It's an explosion. It might be kinda cool if the impact knocked the ship around a little bit. Like nudging it over a little bit in the same direction as the torpedo was going when it hit.
But I'm not entirely sure the visual effect would work very well, something would have to limit how far a ship could be knocked with repeated strikes, and the fact that torpedoes can fire a lot more often than in the shows could be another issue.
2. Loss of crew efficiency
Torpedo hits that shove the ship around and rattle the hull are bound to have some effect on crew efficiency. I'd like to see this have an effect in combat.
The problem here is that the crew strength mechanic has never seemed to work all that well or have much effect on the ship's efficiency aside from subsystem repair... and the subsystems don't go down that often or for very long.
3. Random "bad" effects
We need "sparks to fly" occasionally when a torpedo hits. Even though we don't get to see the inside view of consoles blowing up in a crewman's face, we should be able to see the effects of it.
A loss of power in a subsystem. A console, BOFF ability, or weapon being knocked offline temporarily. A secondary explosion that does a little bit of hull damage. Weakened damage resistance. Something. And not the same something every single time. Give us a little variety in our mayhem.
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
Look at almost every battle in ever episode - what did the most damage? What caused the whole ship to blow up? Torpedo hits!! The Borg would laugh off energy weapons, watch any DS9 battle - almost all torp hits blew up ships, last original series movie- cloaked Klingon ship was firing what and hammering the enterprise and excel? That's right Torpedos!! Oh and what was fired back to destroy that Klingon ship?? Torpedos!! Fire!! As Kirk would say.
In Star Trek Online Torpedos are USELESS!! Why? Why has Cryptic made the Series most primary destructive weapon useless in this game?
Why do shields have a built in 75% kinetic resist?
Why does 3% shields save your hull the same what 100% does?
Why can almost ALL escorts in this game OUTRUN torpedo's?
It's utter nonsense!!
It's more than that - it's unbalanced and GAME BREAKING
If you are a Star Trek fan do you really want to keep playing a game where the series main weapon is useless?
I guess it's because in PvE there is still some use for them - if just barely - so no-one really notices??
Although Cryptic tries to be canon in some regards, game mechanics cannot be held to the standards of what makes for the dramatizations of the stories on TV and movies and books.
If you think about it, it would make battles too easy if it too just one torpedo to take out an unsheilded but otherwise unscathed enemy ship in one blow.
That's my 2 EC...
Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home' SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
Although Cryptic tries to be canon in some regards, game mechanics cannot be held to the standards of what makes for the dramatizations of the stories on TV and movies and books.
If you think about it, it would make battles too easy if it too just one torpedo to take out an unsheilded but otherwise unscathed enemy ship in one blow.
That's my 2 EC...
Although we have fleet stuff and rep stuff - one way to see how useless or used less - torps are is to take a look at their cost on the exchange.
Vs energy type weapons Torps have in most cases and their tac consoles dropped as much as 90% in the last 2 years.
This as passive powers to enegy weapons, new types of energy weapons, new resistences and everything else has been added - torps just keep getting nerfed to the point of not being effective.
2. Major problems
a)Shields before anyhting else have a base min 75% kinetic resist to torps - this is WAY too high.
b)Bleedthrough damage and damage to shield is the same if your shield is at 3% of 100% - this seems illiogical as well as against canon. When weak shields of a ship are hit in the show - the explosion rips though the hull and the hull takes massive damage - to the point where some officer always says "one more hit and we are finished captain!!"
If Virusdancer or DDIS were here they could show you the detailed math of just how ridiculous the games mechnics are when it come to torpedos.
One major problem with STO torpedoes is that they only deal kinetic damage (with some side effects like chroniton slows, plasma fires, etc). How about allowing them to deliver multiple damage types? For example, using arbitrary numbers, how about a plasma torpedo that deals 1000 plasma damage, 1000 kinetic damage, and a plasma fire stack? Or a borg anti-shield torpedo that deals 3000 shield-only damage and zero kinetic energy damage? We already have hybrid energy weapons, so why not do something similar with torpedo damage types and effects?
The above will go a long way in solving torpedo vs. shield issues that have been present since STO's public launch.
Captain Janeway says they have 38 photon torpedos and NO WAY to replace them - I figure the captain of the starship would know if there were a way.
on top of that it was never addressed in the show - but that is totally beside the point of how Torps have not been boosted but energy weapons and passive resists have been boosted almost every month.
At bare min they should increase Shield penetration on the games weakest torp: the Transphasic - to 60% from 40% - that would help out a little.
Second they should reduce the base kinetic resist of shields from 75% to a more reasonable 25%
And why can a player not avoid an NPC's torp but can easily evade a players torp? Never in the show did I see them try to outrun a torpedo - that's laughable.
maybe she found a way like i said before in another thread if i needed a hard explanation for every thing said or did in star trek never get past any EP but some on the other hand have to be spoonfed explanation....... or the just joke and nip pick something for 20 some years and ppl ask why star trek is not back on TV
maybe she found a way like i said before in another thread if i needed a hard explanation for every thing said or did in star trek never get past any EP but some on the other hand have to be spoonfed explanation....... or the just joke and nip pick something for 20 some years and ppl ask why star trek is not back on TV
But you also make a good point and are backing my argument that Torpedo's SHOULD be getting buffed just as much if not more than energy weapons - as in shows like Voyager the primary weapons USED was torpedos!! When it came to talking about destroying a ship it was always about torpedos.
Look at the DS9 battle between Defiant and the Lakota(excel class) - They were at a stalemate with energy weapons and photons so the Adm says
"I'snt the Lakota equipped with Quantum torpedos?"
To which the women Captain replies "I thought we were just supposed to stop her(defiant) not DESTROY her"
So again why are torps such a joke now in the game?
I don't know if it's been said here or not, I didn't read all the posts.
You can't outrun a normal torpedo. Unless it's a targetable projectile, you can't. The instant a torpedo (or energy cannon shot) is fired, the hit or miss, time to impact, damage, and whether it's a crit or not is determined (the only thing I've noticed is that the target's shield being up or down is determined on impact). You can outrun the torpedo visual, but you'll probably focus so much on that part that you won't notice the damage has already been done. This can easily be tested with any torp, but a plasma torp makes it easier to see this because a plasma fire will show up on your ship even if the animation hasn't hit.
Torpedoes in game are undershadowed due to how the game has gravitated towards energy weapons, especially cannons. But they do work, just not noticeable at end-game due to all the fancy particle effects. You only really see this in action at low levels with the simple - traditional Trek Battles.
Torpedoes are powerful. The moment my Fleet Excelsior has ripped through an enemies shield
And as a last gear grinding thing: swap Transphasic and Chroniton effects. What we know from canon: Chroniton can bypass enemy shielding to a much bigger degree due to being out of temporal alignment, like we have seen in VOY: Year of Hell. Transphasic blows up Borg Cubes, but is not notable otherwise, like we have seen in VOY: Endgame.
In game: Transphasic bigger bleedthrough by shields (that should be Chroniton), while Chroniton slows down enemies (which isnt Transphasic, but pretty danged useless).
So yeah, Torpedoes need a rework, I vote for that. But even in their current state, Torpedoes are useful.
Actually you would switch Chroniton Torpedoes with Har'peng Torpedoes.
Chroniton Torpedoes in Voyager: Year of Hell bypassed shields, had radiation, and a delayed explosion. Which exactly what a Har'peng torpedo does.
Transphasic works as it should due to game balance, if it was 100% bypass, then players would use that and not any other kind of Torpedo.
I don't know if it's been said here or not, I didn't read all the posts.
You can't outrun a normal torpedo. Unless it's a targetable projectile, you can't. The instant a torpedo (or energy cannon shot) is fired, the hit or miss, time to impact, damage, and whether it's a crit or not is determined (the only thing I've noticed is that the target's shield being up or down is determined on impact). You can outrun the torpedo visual, but you'll probably focus so much on that part that you won't notice the damage has already been done. This can easily be tested with any torp, but a plasma torp makes it easier to see this because a plasma fire will show up on your ship even if the animation hasn't hit.
You can't? Come play me in a 1 vs 1 PvP and I will show you just how you can.
You can't? Come play me in a 1 vs 1 PvP and I will show you just how you can.
Challenge accepted. But first let me share a little story.
I was in Kerrat, attacking a player in a BoP. He was losing, so he flew off fast and started battlecloaking. I got a torpedo fired off just before he disappeared. Now keep in mind, he's going faster than the torpedo animation. And then, he appeared in a flash, his ship turning into a fireball (hit him with his shields down). He exploded after the time it took for the torpedo to launch from my ship and reach the point in space where he was when I launched it.
Worf and Tasha are tactical in TNG but wear the golden-yellow of engineering.
Scotty is an engineer in red...
But as for torp and shields, I agree.
Let penetration increase with shield % decreasing.
Cheers
"Starship captains are like children. They want everything right now and they want it their way. The secret is to give them what they need, not what they want."
- Scotty, to La Forge
Comments
But yeah, pretty damned worthless in pvp..
Truth be known: underpowered but with infinite ammo.
Bye / Qapla' / Jolan tru
Didn't Voyager have an infinite stock of Torpedos??;):eek::P
http://www.youtube.com/watch?v=PIGxMENwq1k
Life expectancy of a target also dramatically shortens when heavy cannons hit the bare hull. This is not something only torpedoes can achieve. The main difference between the two weapons is that DHCs don't suck when firing at a shielded target. General rule in PvP is that when your shields are down you are toast, regardless of what hits you next.
That being said, torpedoes also have their problems. They are weak to get through shields, which is, according to Undiscovered Country, absolutely not canon. Torpedoes don't benefit from any boff ability to completely bypass enemy shields, like we have seen in Generations, which could be something equal to Directed Energy Modulation.
And as a last gear grinding thing: swap Transphasic and Chroniton effects. What we know from canon:
Chroniton can bypass enemy shielding to a much bigger degree due to being out of temporal alignment, like we have seen in VOY: Year of Hell. Transphasic blows up Borg Cubes, but is not notable otherwise, like we have seen in VOY: Endgame.
In game: Transphasic bigger bleedthrough by shields (that should be Chroniton), while Chroniton slows down enemies (which isnt Transphasic, but pretty danged useless).
So yeah, Torpedoes need a rework, I vote for that. But even in their current state, Torpedoes are useful.
Join the Deltas today!
With all the shield boosting passives and everything else - is there every really a time any more when someone does not have a sliver of shields which will absorb 75% MINIMUM of the torps damage - with the built in 75% kinetic resist mechanic?
Also there is NO way even in PvE that Torpedos can match the DPS hull smashing of energy weapons.
Just as that nice voyager video above and dozens of others that could be posted - in the IP torps were fired at a 10 to 1 ratio vs enegry weapons - and every time significant dmage was done - usually it was from Torpedos.
Why is Cryptic making them more and more useless?
Otherwise, torps are situationally powerful, nuke the enemy shield, and a torp salvo is more efficient than any energy attack. They are more powerful used as spike damage than sustained firepower. Just like in the show.
Yes, there are certain builds for some situations in which certain torpedoes can be useful. Some can also spike decently. However, considering that fact that rapid firing DHCs or FAW/BO beams are ALWAYS useful and are certainly not situational at all it's pretty clear why you see a lot pure energy builds in both PvE and PvP and only a handful of torpedo users. The latter are also often inexperienced players who don't have any idea how low their overall DPS is. Most of them are usually situated on the lower end of my combat parser.
Smaller Ships could carry not much, 2 Dozen maybe 3, while larger Ships (Cruisers) can load a lot of 'em.
Escorts would still pwn, tank and science the everlasting sh*t out of everything but they get a small kick to the shin.
Torpedocarrying Cruisers would get one or two new abilities, something like "Beam Over Torpedos" or "Ferry Weapons" which could use the same animation like Boarding Parties but obviously targeted at Friendlies.
Science Ship would get the middle ground in carrying Capacity but also some Torpedo-related abilities, all obviously with a science twist... Tachyon-emitting detonators (AoE Tachyon Beam) or something like that.
I love(not) how in STAR TREK online - torpedos have become situational - and from many posters - accepted as situational.
Never on screen or in books or ANYTHING else star trek did I hear "Captain we can't fire the torpedos until the shields are down!!"
Do 30k in a torp boat then come talk.
There are some who use transphasics primarily and with the mines and cluster torpedo can be pretty effective. But only to circumvent the whole 0.1% of shields up - no damage.
It'd be nice if it scaled based on current shield facing for bleedthrough, but expecting that kind of logic would be silly.
One of the things I like about STO though is that it seems to be an ever evolving (albeit at times, apparently, too slowly for some) work in progress. Maybe the Devs will get to it, maybe they won't. Hopefully they will but until then, the little "universe" is still fun. In closing may I say that if we are going to stay with under powered torpedoes, can we please do something about those little green-balls-of-death torpedoes that some of those PVE d'ridex's fire, it seems only my polarize hull and evasive are in cooldown.
When a torpedo hits shields on screen, the ship bucks, crew is shaken up, and sparks fly. We don't get that.
What I'd like to see:
1. Kinetic impact
It's an explosion. It might be kinda cool if the impact knocked the ship around a little bit. Like nudging it over a little bit in the same direction as the torpedo was going when it hit.
But I'm not entirely sure the visual effect would work very well, something would have to limit how far a ship could be knocked with repeated strikes, and the fact that torpedoes can fire a lot more often than in the shows could be another issue.
2. Loss of crew efficiency
Torpedo hits that shove the ship around and rattle the hull are bound to have some effect on crew efficiency. I'd like to see this have an effect in combat.
The problem here is that the crew strength mechanic has never seemed to work all that well or have much effect on the ship's efficiency aside from subsystem repair... and the subsystems don't go down that often or for very long.
3. Random "bad" effects
We need "sparks to fly" occasionally when a torpedo hits. Even though we don't get to see the inside view of consoles blowing up in a crewman's face, we should be able to see the effects of it.
A loss of power in a subsystem. A console, BOFF ability, or weapon being knocked offline temporarily. A secondary explosion that does a little bit of hull damage. Weakened damage resistance. Something. And not the same something every single time. Give us a little variety in our mayhem.
Link: How to PM - Twitter @STOMod_Bluegeek
Although Cryptic tries to be canon in some regards, game mechanics cannot be held to the standards of what makes for the dramatizations of the stories on TV and movies and books.
If you think about it, it would make battles too easy if it too just one torpedo to take out an unsheilded but otherwise unscathed enemy ship in one blow.
That's my 2 EC...
SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
Although we have fleet stuff and rep stuff - one way to see how useless or used less - torps are is to take a look at their cost on the exchange.
Vs energy type weapons Torps have in most cases and their tac consoles dropped as much as 90% in the last 2 years.
This as passive powers to enegy weapons, new types of energy weapons, new resistences and everything else has been added - torps just keep getting nerfed to the point of not being effective.
2. Major problems
a)Shields before anyhting else have a base min 75% kinetic resist to torps - this is WAY too high.
b)Bleedthrough damage and damage to shield is the same if your shield is at 3% of 100% - this seems illiogical as well as against canon. When weak shields of a ship are hit in the show - the explosion rips though the hull and the hull takes massive damage - to the point where some officer always says "one more hit and we are finished captain!!"
If Virusdancer or DDIS were here they could show you the detailed math of just how ridiculous the games mechnics are when it come to torpedos.
from this page show me tell me why VOY could have not made them own her own?
http://en.memory-alpha.org/wiki/Photon_torpedo
The warhead had a detonation chamber filled with antimatter. what dose a warp core make?
system Lord Baal is dead
The above will go a long way in solving torpedo vs. shield issues that have been present since STO's public launch.
In the 5th episode - in the video above plus at the beginning of this video :
http://www.youtube.com/watch?NR=1&v=gFq-37a7pk0&feature=endscreen
Captain Janeway says they have 38 photon torpedos and NO WAY to replace them - I figure the captain of the starship would know if there were a way.
on top of that it was never addressed in the show - but that is totally beside the point of how Torps have not been boosted but energy weapons and passive resists have been boosted almost every month.
At bare min they should increase Shield penetration on the games weakest torp: the Transphasic - to 60% from 40% - that would help out a little.
Second they should reduce the base kinetic resist of shields from 75% to a more reasonable 25%
And why can a player not avoid an NPC's torp but can easily evade a players torp? Never in the show did I see them try to outrun a torpedo - that's laughable.
system Lord Baal is dead
But you also make a good point and are backing my argument that Torpedo's SHOULD be getting buffed just as much if not more than energy weapons - as in shows like Voyager the primary weapons USED was torpedos!! When it came to talking about destroying a ship it was always about torpedos.
Look at the DS9 battle between Defiant and the Lakota(excel class) - They were at a stalemate with energy weapons and photons so the Adm says
"I'snt the Lakota equipped with Quantum torpedos?"
To which the women Captain replies "I thought we were just supposed to stop her(defiant) not DESTROY her"
So again why are torps such a joke now in the game?
i could say same for shields hull beam weapons and yes torps i mean ships lasted longer in fights with the Dominion on DS9 then they do in this game
system Lord Baal is dead
http://www.youtube.com/watch?v=fg58hVEY5Og
or the fully scene from undiscovered country:
http://www.youtube.com/watch?v=XSqCJ-UGYns
DS9 battle:
http://youtu.be/QkQizwbq7Rs?t=1m48s
You can't outrun a normal torpedo. Unless it's a targetable projectile, you can't. The instant a torpedo (or energy cannon shot) is fired, the hit or miss, time to impact, damage, and whether it's a crit or not is determined (the only thing I've noticed is that the target's shield being up or down is determined on impact). You can outrun the torpedo visual, but you'll probably focus so much on that part that you won't notice the damage has already been done. This can easily be tested with any torp, but a plasma torp makes it easier to see this because a plasma fire will show up on your ship even if the animation hasn't hit.
Actually you would switch Chroniton Torpedoes with Har'peng Torpedoes.
Chroniton Torpedoes in Voyager: Year of Hell bypassed shields, had radiation, and a delayed explosion. Which exactly what a Har'peng torpedo does.
Transphasic works as it should due to game balance, if it was 100% bypass, then players would use that and not any other kind of Torpedo.
You can't? Come play me in a 1 vs 1 PvP and I will show you just how you can.
Challenge accepted. But first let me share a little story.
I was in Kerrat, attacking a player in a BoP. He was losing, so he flew off fast and started battlecloaking. I got a torpedo fired off just before he disappeared. Now keep in mind, he's going faster than the torpedo animation. And then, he appeared in a flash, his ship turning into a fireball (hit him with his shields down). He exploded after the time it took for the torpedo to launch from my ship and reach the point in space where he was when I launched it.
Worf and Tasha are tactical in TNG but wear the golden-yellow of engineering.
Scotty is an engineer in red...
But as for torp and shields, I agree.
Let penetration increase with shield % decreasing.
Cheers
- Scotty, to La Forge