STO in general is great game but two things is too unrealistic torpedo weapons damage and crew.
1. Torpedoes need big revamp to be more useful and more close to Star Trek reality in which torpedoes is much stronger then beams but ships have it in limited numbers So Cpt. Janway don't use it too much due she can't refill its supplies of Torpedoes. For now beams is more useful in STO and players mostly use beams in ship builds but this is very unrealistically.
My option is that will be better that STO devs made torpedoes more stronger but that it number is consumable from ship storage and that must be refiled in Starbase for moderate sum of money. Photon Torpedoes will be most cheaper Tricobalt must expensive. So ships we will equip with torpedo tubes and then we buy torpedoes for it.
2. I think that ship crew losing rate and their impact in battle need revamp! I think that it mechanic need revamp. In reality when ship all ship crew become KIA game is over and ship can't continue with fight.
So I think that in STO we lost crew too fast and it number have little impact in battles. My option is that you need to make its losing much more harder but on other side that Impact of KIA crew have bigger impact on ship systems and combat skills of ship this will be much closer to reality.
What is your options about these two things?
PS I like increasing of level cap to 60 but I think that last rank need to be 4 star Admiral not Fleet Admiral. Now we all hold rank of Fleet Admiral which funny mean that we are ALL Chiefs of Starfleet in reality only one person can hold this rank.
This will also you made problem in new increasing of lvl XP limit in future so I suggest that Admirals rank don't be connected with lvl of XP that it be connected with number of battles which we fought or something similar.
Having to buy ammo, no thanks. Otherwise yes, both mechanics could be revamped. But I'd rather they don't touch them because I dint trust the devs not to mess it up.
Torpedoes just need a scaling bleedthrough dependent on the hp of the shield it impacts. Crew just needs to survive more, provide more passive hull regen and effect healing much more.
In regards to rank, we should just be captains at every level.
The crew mechanic needs an overhaul, yes. Maybe they shouldn't die as it seems kinda stupid that they come back to life? What a poorly thought out system. The crew shouldn't even take any kind of damage when incoming damage is hitting shields. Maybe the bar should be an efficiency bar that drops with receiving crits or something.
1) A separate slot for torpedoes and only torpedoes.
Right now, no one uses torps except for sci ships, as doing so severely cuts into the dps of energy-weapons builds by forcing us to sacrifice 1 forward weapons slot. This creates a huge disincentive to use torps on cruisers or escorts. However, in order to allow all-torpedo builds , the usual 4 forward weapons slots should also be able to equip torpedoes as well as the usual energy weapons. This would not be without its own disadvantages, however.
2) Torpedos can only be used a limited number of times per mission, but refill at the end of the mission automatically and for free.
This prevents over-use of torps, and forces people to use them strategically, without creating the cost or pain of having to restock on torps somewhere. In short, I think this would create an excellent ballance between having a situation where torps cost too much or are too much of a pain to use at all, and where torps are over-used all the time.
3) Different torpedos have different numbers of uses per mission, along with other stats
ie: 1 big torpedo like the bio-neural warhead, or many small torps like photon. It could allow players to choose if they want spike damage or a sustained DPS throughout the mission.
4) A torpedo launcher, which can load multiple torps, one at a time, to full capacity, then fire off 1 at a time, or unload all at once in a massive volley
Basically you have like 25 torpedoes in reserve, and a torpedo launcher with a capacity of say, 3 -6 torpedoes. It loads 1 new torpedo into the launcher every 30 seconds until all 6 have been loaded. You can press 1 button to fire off a single torpedo at once, or wait until there are multiple torpedos loaded, and press a volley button, and fire all of the torps in the launcher at once. It would be EVEN better, if the "High Yield" and "Scatter Volley" BOff abilities WERE those buttons.
So for example, if I have 3/6 torps loaded and I punch the "Scatter Volley" button, it immediately fires three torps at the nearest three targets. Or if I punch "High Yield" it fires all three availible torps at one target.
And yes, please change the Living/Disabled/Dead crew mechanic to something else that makes more sense. A ship with half of its crew in the sickbay is not going to function as well as one that has a full crew.
the Crew Mechainc serves an important function as it sits in STO right now-that function is thus:
Take cookie-cutter builds (Mogh/Avenger, Bort/Oddy, KDF/Fed command ships), you find that KDF ships ahve between 1.5 and 3 times the crew of an equivalent Fed ship.
The purpose it serves, is 'balance'. the slow recovery for larger crews makes KDF vessels in the escort and cruiser classes a good bit easier to kill than equivalent Federation ships, particularly in content (PvE) where basic Cloak is pretty much utterly useless after the first decloaking strike.
Without the mechanic working as it does, Fed ships lose the ability to recover faster from damage in the absence of Human officers ("Leadership" trait).
which would make many,many feds very sad, because instead of a loosely engineered liability, the large crew on Klink ships might actually BE an asset...
This would be the assumption but, in reality your hull regen rate no matter how full your crew is, doesn't do really anything for you once engaged in combat!
It works only when out of combat 99.9% of the time, the other 0.1% represent those instances where people dedicate everything under the sun, to try and have a somewhat viable regen rate while in combat!
Otherwise, when normally in combat the whole crew system, does nothing to aid you in regards to healing your hull!
You can easily suffer your regen rate or, more just from incoming bleed thru dmg alone during combat!
This is made worse, as your crew simply dies left and, right on top of this.
the Crew Mechainc serves an important function as it sits in STO right now-that function is thus:
Wrong.
Crew very slightly increases the hull regen rate, which is then 10% of normal during combat. So it doesn't matter if your crew is full or empty - your in combat hull regen (when you'd want it most), is bunk.
Also crew 'die' as a percentage when you get hit by torpedoes, and then 'get healed' as a flat number, so smaller ships tend to have full crew while larger ships have everyone dead.
The entire thing is useless, needs to be removed from the UI, and has been that way since launch.
if you look closely, the command stuff IS a buff to torps. A command ship with the new officer skills and your character with the first 5 traits unlocked makes a much better torp boat than ever.
if you look closely, the command stuff IS a buff to torps. A command ship with the new officer skills and your character with the first 5 traits unlocked makes a much better torp boat than ever.
Very true, but most people are hesitant to build a good torp boat out of the new command ships. That Tachyon console is an excellent shield buster, specially with the 4 piece range boost.
Very true, but most people are hesitant to build a good torp boat out of the new command ships. That Tachyon console is an excellent shield buster, specially with the 4 piece range boost.
im going to describe my build in the builds section in a bit. Ive had a lot of good luck with it so far -- it could be better, but its been very fun...
1. Torpedoes need big revamp to be more useful and more close to Star Trek reality in which torpedoes is much stronger then beams but ships have it in limited numbers So Cpt. Janway don't use it too much due she can't refill its supplies of Torpedoes. For now beams is more useful in STO and players mostly use beams in ship builds but this is very unrealistically.
My option is that will be better that STO devs made torpedoes more stronger but that it number is consumable from ship storage and that must be refiled in Starbase for moderate sum of money. Photon Torpedoes will be most cheaper Tricobalt must expensive. So ships we will equip with torpedo tubes and then we buy torpedoes for it.
An incentive to actually use forward torpedoes on a beam boat may not be a bad thing. However, torpedoes don't seem terribly out of balance. They have a significant penalty vs shields but tend to be more effective than beams against hull. You don't run a conventional escort as a torp-boat because it would take forever to beat down shields.
With regards to the limited numbers of torpedoes; this is a game, not a television show simulator. In Voyager, you have an isolated vessel that is (best case) years away from repple depple. The odds of finding a foreign torpedo that just happens to fit/work in your tubes is unlikely. So you conserve the warheads you have. In game, you're a transwarp hop away from resupply.
Your "pay to reload" torpedoes would have the opposite effect of what you want. Paid reloads incentivize the use of "free to fire" weapons.
2. I think that ship crew losing rate and their impact in battle need revamp! I think that it mechanic need revamp. In reality when ship all ship crew become KIA game is over and ship can't continue with fight.
The crew mechanic probably does need a revamp. I have seldom noticed an impact from crew numbers (but I mostly fly smaller ships with small crews).
I had read the mechanic as "disabling" or "injuring" crew, not killing them. It's reasonable that disabled crew may return to their posts after medical treatment. And ship systems are often portrayed as having a great deal of automation. I don't think you'd be "out of the fight" with your entire crew disabled, but certainly a scaling debuff may be applicable. But would a scaling debuff be fun? I already die fast enough when things go sideways.
PS I like increasing of level cap to 60 but I think that last rank need to be 4 star Admiral not Fleet Admiral. Now we all hold rank of Fleet Admiral which funny mean that we are ALL Chiefs of Starfleet in reality only one person can hold this rank.
This will also you made problem in new increasing of lvl XP limit in future so I suggest that Admirals rank don't be connected with lvl of XP that it be connected with number of battles which we fought or something similar.
Oh heck no. Tying titles/ranks to "number of battles" is doomed to be abused. I remember the nightmare that was the Force Ranking System in SWG and all the fight-clubbing that was attached to it. Is it silly we all have access to the "Fleet Admiral" title? Maybe. But anyone that is bothered by it can turn it off or change it.
They have a significant penalty vs shields but tend to be more effective than beams against hull. You don't run a conventional escort as a torp-boat because it would take forever to beat down shields.
Hi :-)
I fly an escort that uses torpedoes as primary weapons. While shields are annoying, there are ways to deal with or bypass them:
1) slot a beam that is properly coded to process the BO DOffs (please fix Experimental Proton Weapon :-))
2) A properly working Neuronic torpedo with a flow caps build would temporarily drop shields for other torpedoes to hit hull.
Granted, both in game are RNG right now (one, by design, one, not so much), but I, and a few others, make do, especially in team settings.
The "one projectile at a time" mechanic needs to be abolished.
Fix the flight speed and hit box mechanic for standard torps.
Allow the tricobalt DOff to work for ALL HY slow torps.
A functional Command spec tree that is not reliant on energy weapons to process torpedo benefits would be ideal, but I do not believe that was the intent of said tree.
A diversity of "specialist torps" vs specific mobs (like the Enh Bio-molecular), or utility torps (like Particle Emission Plasma). EMP/subspace field distortion torps would be nice(anti-shield, weak kinetic).
Shortening of mine cool down/activation time.
A universal +kinetic console
KCB boosted by kinetic/torps/mine consoles & powers.
talking crew, ship disabled or dead after all crew dead
then something would have to be done about theta radiation, it can clean out a crew in no time
uni console that can be put on any ship
as for torps buffed and ammo stuff
I always liked how the omega torp worked, it felt like it did have ammo, only so many shots then you gotta wait: trick is for any vape/cloak builds, they only need a few shots then they can retreat back to cloak to "ammo up" so going the omega torp route for all torps wouldnt really effect those guys= all the benefits with none of the penalties
ammo route is more real, but then again- it just adds a pointless step- crafted torp buffs? stacks and stacks of torps in your inventory that cost money to make? where would it end? you would hop through the hoops anyways to have more then enough ammo on hand for whatever you were planning to do- so its effect in pve/pvp would be void as folks would be rolling around with hundreds of torps= all the benefits with only negative being is wasted time in game crafting/buying torps (something that happens outside of combat so pointless effect IN combat)
best thing for torps in my mind is speeding up the rate of fire, removing the shared cooldown, and boosting the speed of the torp, other great fix I have heard others suggest is lowering the damage and increasing the shield bleedthru (but this one im less inclided to see happen on account of theres so many ways to buff the damage or debuff the resistance of your target that we could get into the territory real fast of torps dominating the game, honestly- you dont want to see that, we want to see them equal, on par, a solid option that no one can deny, when compared to other weapons- right now cryptics fix for torps is simply to make them a part of sets, so folks that would never ever fly with one are now inclided to do so to get the set bonus- that and add wacky effects to the torps via rep gear, Im fine with that approach BUT what happened with the neurotic torp and its effect in pvp was world ending: and with how long cryptic took to address it scares me for the future of torps and mines all together
I am a torp captain, I love torp builds (nothing but projectiles), flown a torp build in pvp for a year or so, loved it- but now ships fly so fast that trying to take advantage of a shield facing down is almost impossible unless you go the dive bomb route via out of cloak (and if your going to do that, why not simply do energy for more damage and a kill LOL)
pressure damage is almost all but dead now in this game as there are so many escape consoles, auto heals, and buffed resistances that whatever traction you start to make on your target with torps is going to be washed away in about a minute- then your right back to square one as if the last 2 minutes didnt even happen- AND IN PVE, with some pug team you will see your torps do some good in the stf, BUT with any team that actually knows how to build ships you will often find your torps sailing towards the target only to not have a target anymore cause the faw/rapid/surgical energy builds just chew through all the pve ships so fast: to many times I have fired at targets and did nothing on account of them all dying so fast before my torps can land
THAT brings up an idea, I would like to see torps AUTO aquire new targets IF the primary target is dead, I mean its not like star trek torpedos and mines are mindless rockets- their high tech borderline thinking machines right?
OR if they miss they get a second roll to come back around and hit?
heres the dif with energy weapons and projectiles
energy: almost instant hit after fire, crosses great distances in a blink of an eye/ torps got travel time, so bad so that most fast moving targets can out run them for long periods of time (long being a few seconds, and in space combat thats ... insane long to deliver damage LOL)
energy: no cooldown on fire, you just keep shooting and shooting till you get bored, takes a second to fire off everyone of your energy weapons but just like that, ready to fire again/ torps got cooldown, now with projectile doffs most all torps you can get to a fire every other second an half or so non stop, nice and all but its not like ALL the torps on your ship get to fire every second, its ...one, ONE weapon on your ship that can fire every other second half, so ya, all torps forward, doesnt matter what you got, only one gets to go-
energy: cant stop the shot, once fired its going to hit or miss thats it/ torps, not only can they miss but many torps are targetable, so they can simply be shot down
energy: back bone of damage in the game, its the scale and thats not changing/ torps often do more damage then the energy weapons are even capable of WITH a crit, but.. if they hit shields that damage is nerfed so bad that taking in to account: the travel time, the slow rate of fire, the only one fires per second with 3 doffs and so on its hard to justify putting one on a ship becuase a turret in the back would do more damage over all in the fight, (damage per second) AND the turret could be buffed by energy weapon consoles with your other energy weapons (thinking of those builds that run mixed, energy and torps) AS for a torp boat (nothing but projectiles) ya, its hard to even compete with the damage energy builds can do- LOL im firing explosive BOMBS at targets but some how little beams of energy do way more damage
aw well, what can you do:)
HY torps aquire new targets, at least those that I've seen so far. Many HY and some regular torpedoes are targetable, yes. Don't use those. Heck, there's some mission reward torps that have 40% shield penetration built in. With abilities, that goes higher. Doesn't matter as much, though, on advanced and elite due to the higher Kinetic DR on NPCs. With that said, I would love something that makes them viable at high-end-game level play. Beamspam or cannons is the way to go solo. Working in a team with command skills requires paying attention and/or teamspeak. I almost wish more people would use the built in voice-chat when pugging. That said, Ionic Turbulence is good for all damage, along with the flanking bonus from raiders and the intel skill tree.
I run 2 torp boat, one a human fed sci running a fleet recon sci ship, the other a kdf aligned reman running a fleet T'Varo, both ships T5U. I have no problem at all doing has much damage as most average user, T'Varo easily do well over 10k. So as torp user I have a slightly different vue on torp use and what would make either ship do more damage.
So in relation relating to torpedo needing a boost the best way I see would be to reduce global cooldown to 1 sec instead of 1.5 sec. I believe that alone would make up for lackluster usability against shields. That higher fire rate alone combined with 2-3 projectile doffs would make torpedos as dangerous as energy weapons and make them more even.
Other than that for torpedos the only other thing I can see would be a sligtly higher speed for all of them. When I mean slightly I mean more like hargpen torp speed or close too for normal torp. Destructible torpedo I would make them just a little slower than photon, not that fast but not as slow as they are now. This relate to a problem I encounter sometimes with really high dps teams, torpedo don't have time to connect to anything, everything is dead before they reach them..... Hard to do damage that way...
As for crew dying, I always draw lots of agro so crew is relative for me, never pay it much attention since they spend a lot of time unconcious or dead. I adapted Maco/Honor Guard 2 pieces on both torpedo boat and that 2 pce combo helps to keep crew alive and regenerate them quickly. Doesn't seem to make much difference either way so until they really do something about it I worry about other things.
Jamal : Tactical space specialist. USS Bug Warrior and many others
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property
Enhanced Shield Penetration...have it apply to all weapons.
[Pla] mod Sci Consoles...add a Plasma DoT to projectiles.
Fix the misfire malfunction (it's annoying on a 45s CD Vaad Cluster how many times it misfires).
Convert Generic Torp/Mine Tac Consoles to Generic Kinetic Weapon Tac Consoles (boosting Weapon Kinetic and not Exotic Kinetic).
Convert Torp/Mine PWO DOFFs to Projectile PWO DOFFs.
Fix the visual desync...have the torps visually hit when they actually hit.
Split HY into two abilities, offering a High Yield Heavy (splash) and a Rapid Fire/Salvo (multiple torps single target).
Change Kinetic Precision to be a base 10% increased Shield Penetration with a scaling increase in Shield Penetration based on the amount of Shield Capacity remaining.
Add [Arc] R&D Torpedoes.
Make the Disrupting Photons available to non-Roms.
Make Torp Spread roll to hit for each target, where a "miss" would be a "glancing blow" doing reduced damage.
Have Weapon Power boost Projectile damage. Kinetic energy is still energy. Damage would have to be tuned. Scaling wouldn't be as efficient.
Change Command Officer's Expose Weakness/Tachyon Charges/Violent Detonation to affect anybody firing on the Exposed target.
What I would like to see is Cruisers be given a huge oomph with regards to torpedoes.
Perhaps change the number of torpedoes fired, like 1x for sci ships, 2x for escorts and 3x for battlecruisers and 4x for full cruisers.
Canonicly, cruisers have always been the heavy hitters, which makes sense given that their sheer size gives them the physical capabilities to carry larger torpedo launcher systems and more torpedoes than other ships.
I mean just compare an Intrepid class complement of roughly 40 photon torpedoes, vs the 250 a Galaxy Class starship can carry, not to mention the laters capability of firing off clusters of torpedoes.
The Sovereign Class put even more extra emphasis on torpedo firepower by not only having 9 photon torpedo launchers, but also a dedicated Quantum Torpedo turret as part of its principle armament.
Also, the ineffectiveness of torpedoes vs shields is rather shameful, given that it was usually torpedoes that managed to put a serious dent in real tough targets.
Perhaps one could keep the current damage reduction against shields, but have torpedo hits add a temporary shield heal debuff of say 50% for 5 seconds.
I would also like torpedoes given more effectiveness. If torpedoes were balanced so that their use resulted in faster kills over an energy weapon in the slot, then they become effective. If cryptic wants torpedoes to be used after shields are broken down, that's fine. But right now, even against bare hull torpedoes are not substantially better than energy weapons.
With a game as mature as STO, simple numerical changes are more likely to be seen over major mechanics changes. Luckily, there are a lot of simple number changes that can be changed to get the balance right. Oftentimes in MMO, it's not a major revamp that's needed, it's just number changes.
Some numbers that can be changed:
1. Inherent shield resistance against kinetic - Torpedoes become more or less effective against shields.
2. Increase all PvE enemy energy resistance - Energy becomes a shield buster, but hull busting is best served by torpedoes. Or decrease PvE enemy kinetic resistance, possibly into negatives.
3. Increase Torpedo damage across the board - Pretty self explanatory
Personally, I like the mechanic of timing torpedo strikes. I'd actually think it would be interesting to double torpedo damage and INCREASE shield resistance so that on shielded targets the same amount of damage gets through, but unshielded targets get a lot more damage.
The only mechanic change I think would be good would be disabling a shield facing for X seconds once reduced to 0. I'd have the shield facing flash in the HUD to represent that. It would provide a window of vulnerability that would allow even broadside crusiers to turn to face the target and fire torpedoes. If the numbers were tweaked so that was the right decision for broadside crusiers, torpedoes become viable. This would address the "sliver of shield" problem.
The torpedo vulnerability also would make facing more important for players as well. Right now, kinetic protection is just hitting redistribute. If players were also vulnerable in such a manner, turning to put a raised facing to the target becomes a wise tactical move, even if it removes weapons from the firing arc.
Thank you everyone for your opinions and ideas. We all can just hope that Cryptic will use it for revamps of this two areas of game.
For now players which use all Antiproton beams in their ships will bet us which use sets as builds for our ships and this is unfair at least to me.
We use much of Dilitrium and time in collecting reputation marks for made them and it is weak and practically useless in compared with non set weapons builds (especially torpedoes from set). So Torpedoes definitely need revamp and sets too (to become useful)
I Personally have 7 space sets and use 4 of them with my ships:
1. Omega Adapted Borg Technology Set
2. Protonic Arsenal Set
3. Delta Alliance Ordnance Set
4. Assimilated Borg Technology Set
More often than not you cant fix broken/unintended mechanic with number games. Its excactly these "simple solutions" that get us where we are.
Your idea might be fine for the standard user, but then someone comes up, pairs his torpedos with 5 damage consoles, onehits the sh** out of you and we have a new thread about overpowered torpedos. :rolleyes:
More often than not you cant fix broken/unintended mechanic with number games. Its excactly these "simple solutions" that get us where we are.
Your idea might be fine for the standard user, but then someone comes up, pairs his torpedos with 5 damage consoles, onehits the sh** out of you and we have a new thread about overpowered torpedos. :rolleyes:
Why do I get the feeling that you're clairvoyant? :-). We'll see come March.
Comments
Torpedoes just need a scaling bleedthrough dependent on the hp of the shield it impacts. Crew just needs to survive more, provide more passive hull regen and effect healing much more.
In regards to rank, we should just be captains at every level.
You can use the omega set launcher if you want that experience no?
I came to the following conclusions:
1) A separate slot for torpedoes and only torpedoes.
Right now, no one uses torps except for sci ships, as doing so severely cuts into the dps of energy-weapons builds by forcing us to sacrifice 1 forward weapons slot. This creates a huge disincentive to use torps on cruisers or escorts. However, in order to allow all-torpedo builds , the usual 4 forward weapons slots should also be able to equip torpedoes as well as the usual energy weapons. This would not be without its own disadvantages, however.
2) Torpedos can only be used a limited number of times per mission, but refill at the end of the mission automatically and for free.
This prevents over-use of torps, and forces people to use them strategically, without creating the cost or pain of having to restock on torps somewhere. In short, I think this would create an excellent ballance between having a situation where torps cost too much or are too much of a pain to use at all, and where torps are over-used all the time.
3) Different torpedos have different numbers of uses per mission, along with other stats
ie: 1 big torpedo like the bio-neural warhead, or many small torps like photon. It could allow players to choose if they want spike damage or a sustained DPS throughout the mission.
4) A torpedo launcher, which can load multiple torps, one at a time, to full capacity, then fire off 1 at a time, or unload all at once in a massive volley
Basically you have like 25 torpedoes in reserve, and a torpedo launcher with a capacity of say, 3 -6 torpedoes. It loads 1 new torpedo into the launcher every 30 seconds until all 6 have been loaded. You can press 1 button to fire off a single torpedo at once, or wait until there are multiple torpedos loaded, and press a volley button, and fire all of the torps in the launcher at once. It would be EVEN better, if the "High Yield" and "Scatter Volley" BOff abilities WERE those buttons.
So for example, if I have 3/6 torps loaded and I punch the "Scatter Volley" button, it immediately fires three torps at the nearest three targets. Or if I punch "High Yield" it fires all three availible torps at one target.
And yes, please change the Living/Disabled/Dead crew mechanic to something else that makes more sense. A ship with half of its crew in the sickbay is not going to function as well as one that has a full crew.
This would be the assumption but, in reality your hull regen rate no matter how full your crew is, doesn't do really anything for you once engaged in combat!
It works only when out of combat 99.9% of the time, the other 0.1% represent those instances where people dedicate everything under the sun, to try and have a somewhat viable regen rate while in combat!
Otherwise, when normally in combat the whole crew system, does nothing to aid you in regards to healing your hull!
You can easily suffer your regen rate or, more just from incoming bleed thru dmg alone during combat!
This is made worse, as your crew simply dies left and, right on top of this.
Praetor of the -RTS- Romulan Tal Shiar fleet!
Wrong.
Crew very slightly increases the hull regen rate, which is then 10% of normal during combat. So it doesn't matter if your crew is full or empty - your in combat hull regen (when you'd want it most), is bunk.
Also crew 'die' as a percentage when you get hit by torpedoes, and then 'get healed' as a flat number, so smaller ships tend to have full crew while larger ships have everyone dead.
The entire thing is useless, needs to be removed from the UI, and has been that way since launch.
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Very true, but most people are hesitant to build a good torp boat out of the new command ships. That Tachyon console is an excellent shield buster, specially with the 4 piece range boost.
im going to describe my build in the builds section in a bit. Ive had a lot of good luck with it so far -- it could be better, but its been very fun...
An incentive to actually use forward torpedoes on a beam boat may not be a bad thing. However, torpedoes don't seem terribly out of balance. They have a significant penalty vs shields but tend to be more effective than beams against hull. You don't run a conventional escort as a torp-boat because it would take forever to beat down shields.
With regards to the limited numbers of torpedoes; this is a game, not a television show simulator. In Voyager, you have an isolated vessel that is (best case) years away from repple depple. The odds of finding a foreign torpedo that just happens to fit/work in your tubes is unlikely. So you conserve the warheads you have. In game, you're a transwarp hop away from resupply.
Your "pay to reload" torpedoes would have the opposite effect of what you want. Paid reloads incentivize the use of "free to fire" weapons.
The crew mechanic probably does need a revamp. I have seldom noticed an impact from crew numbers (but I mostly fly smaller ships with small crews).
I had read the mechanic as "disabling" or "injuring" crew, not killing them. It's reasonable that disabled crew may return to their posts after medical treatment. And ship systems are often portrayed as having a great deal of automation. I don't think you'd be "out of the fight" with your entire crew disabled, but certainly a scaling debuff may be applicable. But would a scaling debuff be fun? I already die fast enough when things go sideways.
Oh heck no. Tying titles/ranks to "number of battles" is doomed to be abused. I remember the nightmare that was the Force Ranking System in SWG and all the fight-clubbing that was attached to it. Is it silly we all have access to the "Fleet Admiral" title? Maybe. But anyone that is bothered by it can turn it off or change it.
Hi :-)
I fly an escort that uses torpedoes as primary weapons. While shields are annoying, there are ways to deal with or bypass them:
1) slot a beam that is properly coded to process the BO DOffs (please fix Experimental Proton Weapon :-))
2) A properly working Neuronic torpedo with a flow caps build would temporarily drop shields for other torpedoes to hit hull.
Granted, both in game are RNG right now (one, by design, one, not so much), but I, and a few others, make do, especially in team settings.
The "one projectile at a time" mechanic needs to be abolished.
Fix the flight speed and hit box mechanic for standard torps.
Allow the tricobalt DOff to work for ALL HY slow torps.
A functional Command spec tree that is not reliant on energy weapons to process torpedo benefits would be ideal, but I do not believe that was the intent of said tree.
A diversity of "specialist torps" vs specific mobs (like the Enh Bio-molecular), or utility torps (like Particle Emission Plasma). EMP/subspace field distortion torps would be nice(anti-shield, weak kinetic).
Shortening of mine cool down/activation time.
A universal +kinetic console
KCB boosted by kinetic/torps/mine consoles & powers.
Just a few ideas off the top of my head.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
HY torps aquire new targets, at least those that I've seen so far. Many HY and some regular torpedoes are targetable, yes. Don't use those. Heck, there's some mission reward torps that have 40% shield penetration built in. With abilities, that goes higher. Doesn't matter as much, though, on advanced and elite due to the higher Kinetic DR on NPCs. With that said, I would love something that makes them viable at high-end-game level play. Beamspam or cannons is the way to go solo. Working in a team with command skills requires paying attention and/or teamspeak. I almost wish more people would use the built in voice-chat when pugging. That said, Ionic Turbulence is good for all damage, along with the flanking bonus from raiders and the intel skill tree.
So in relation relating to torpedo needing a boost the best way I see would be to reduce global cooldown to 1 sec instead of 1.5 sec. I believe that alone would make up for lackluster usability against shields. That higher fire rate alone combined with 2-3 projectile doffs would make torpedos as dangerous as energy weapons and make them more even.
Other than that for torpedos the only other thing I can see would be a sligtly higher speed for all of them. When I mean slightly I mean more like hargpen torp speed or close too for normal torp. Destructible torpedo I would make them just a little slower than photon, not that fast but not as slow as they are now. This relate to a problem I encounter sometimes with really high dps teams, torpedo don't have time to connect to anything, everything is dead before they reach them..... Hard to do damage that way...
As for crew dying, I always draw lots of agro so crew is relative for me, never pay it much attention since they spend a lot of time unconcious or dead. I adapted Maco/Honor Guard 2 pieces on both torpedo boat and that 2 pce combo helps to keep crew alive and regenerate them quickly. Doesn't seem to make much difference either way so until they really do something about it I worry about other things.
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property
Perhaps change the number of torpedoes fired, like 1x for sci ships, 2x for escorts and 3x for battlecruisers and 4x for full cruisers.
Canonicly, cruisers have always been the heavy hitters, which makes sense given that their sheer size gives them the physical capabilities to carry larger torpedo launcher systems and more torpedoes than other ships.
I mean just compare an Intrepid class complement of roughly 40 photon torpedoes, vs the 250 a Galaxy Class starship can carry, not to mention the laters capability of firing off clusters of torpedoes.
The Sovereign Class put even more extra emphasis on torpedo firepower by not only having 9 photon torpedo launchers, but also a dedicated Quantum Torpedo turret as part of its principle armament.
Also, the ineffectiveness of torpedoes vs shields is rather shameful, given that it was usually torpedoes that managed to put a serious dent in real tough targets.
Perhaps one could keep the current damage reduction against shields, but have torpedo hits add a temporary shield heal debuff of say 50% for 5 seconds.
With a game as mature as STO, simple numerical changes are more likely to be seen over major mechanics changes. Luckily, there are a lot of simple number changes that can be changed to get the balance right. Oftentimes in MMO, it's not a major revamp that's needed, it's just number changes.
Some numbers that can be changed:
1. Inherent shield resistance against kinetic - Torpedoes become more or less effective against shields.
2. Increase all PvE enemy energy resistance - Energy becomes a shield buster, but hull busting is best served by torpedoes. Or decrease PvE enemy kinetic resistance, possibly into negatives.
3. Increase Torpedo damage across the board - Pretty self explanatory
Personally, I like the mechanic of timing torpedo strikes. I'd actually think it would be interesting to double torpedo damage and INCREASE shield resistance so that on shielded targets the same amount of damage gets through, but unshielded targets get a lot more damage.
The only mechanic change I think would be good would be disabling a shield facing for X seconds once reduced to 0. I'd have the shield facing flash in the HUD to represent that. It would provide a window of vulnerability that would allow even broadside crusiers to turn to face the target and fire torpedoes. If the numbers were tweaked so that was the right decision for broadside crusiers, torpedoes become viable. This would address the "sliver of shield" problem.
The torpedo vulnerability also would make facing more important for players as well. Right now, kinetic protection is just hitting redistribute. If players were also vulnerable in such a manner, turning to put a raised facing to the target becomes a wise tactical move, even if it removes weapons from the firing arc.
For now players which use all Antiproton beams in their ships will bet us which use sets as builds for our ships and this is unfair at least to me.
We use much of Dilitrium and time in collecting reputation marks for made them and it is weak and practically useless in compared with non set weapons builds (especially torpedoes from set). So Torpedoes definitely need revamp and sets too (to become useful)
I Personally have 7 space sets and use 4 of them with my ships:
1. Omega Adapted Borg Technology Set
2. Protonic Arsenal Set
3. Delta Alliance Ordnance Set
4. Assimilated Borg Technology Set
Qapla!
More often than not you cant fix broken/unintended mechanic with number games. Its excactly these "simple solutions" that get us where we are.
Your idea might be fine for the standard user, but then someone comes up, pairs his torpedos with 5 damage consoles, onehits the sh** out of you and we have a new thread about overpowered torpedos. :rolleyes:
Why do I get the feeling that you're clairvoyant? :-). We'll see come March.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.