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Dual Quantum Torpedo Launchers

You know what would be neat for a T6 Defiant Class? Well, the title already gives it away. The Quantum Torpedoes in this game fire like the Sovereign Class, but the Defiant fired two torpedoes at once and they sounded unique compared to the Sovereign.

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Perhaps they could give it a set power bonus by connecting it with the Phaser Quad Cannons found on the Sao Paulo Class? I just think a unique and more canon like launcher for the Defiant classes would be neat.

Comments

  • picard51picard51 Member Posts: 56 Arc User
    I could get behind that. They should bind it to escorts/raptors/raiders though. Give people a bigger incentive to fly the smaller gunboats
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  • gaevsmangaevsman Member Posts: 3,190 Arc User
    How would they work with high yield and spread? Double the number of torpedoes than usual?

    The same, HY, the two approach the target at the same time, and TS, two cluster of 3-4-5 at the same time, just give them more Dmg or CritD, i guess?
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  • kyrrokkyrrok Member Posts: 1,352 Arc User
    Spread should work like they always do. High Yield, I'm thinking 1 should be just the torpedoes, more powerful than the twins ordinarily, 2 should make the pair even more powerful, and 3 should just fire like 2 only twice. And NO to making them targetable. They will not be getting the 200K crits that the plasma bombs get so no BFAW cleanup either.
  • ssbn655ssbn655 Member Posts: 1,894 Arc User
    No in a word! Lets put this in perspective a spread 1 puts out at least 4 torpedos with me so far? So when you get spread 3 its what 6? So all of a sudden a ship with this would put out 12 count em 12 torpedos PLUS whatever other torpedo launcher thye have can you say OP'd?
  • e30erneste30ernest Member Posts: 1,794 Arc User
    ssbn655 wrote: »
    PLUS whatever other torpedo launcher thye have can you say OP'd?
    TS and HY don't work like FAW which benefits all your beam weapons at the same time. TS and HY only works on one launcher at a time. Buffing up a TS or a HY will only benefit this launcher.
  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    ssbn655 wrote: »
    No in a word! Lets put this in perspective a spread 1 puts out at least 4 torpedos with me so far? So when you get spread 3 its what 6? So all of a sudden a ship with this would put out 12 count em 12 torpedos PLUS whatever other torpedo launcher thye have can you say OP'd?

    Im not sure that even 12 spread 3 torpedoes would qualify as 'OP'... plus, they could make the damage modifier that HY applies to the dual launcher equal to the damage of a normal quantum torpedo spread 3... there are many ways to deal with this...


    I for one would love this... and so would my canon Defiant build.

    ​​
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  • e30erneste30ernest Member Posts: 1,794 Arc User
    Actually I wouldn't nerf it on the damage level. To balance it out, I'd place its damage slightly higher than standard torpedoes (a bit above or equal to rep torps) but have it's firing arc narrowed. It'll be like beam arrays vs dual beam banks. More firepower but narrower arc.
  • kyrrokkyrrok Member Posts: 1,352 Arc User
    e30ernest wrote: »
    Actually I wouldn't nerf it on the damage level. To balance it out, I'd place its damage slightly higher than standard torpedoes (a bit above or equal to rep torps) but have it's firing arc narrowed. It'll be like beam arrays vs dual beam banks. More firepower but narrower arc.

    Reduce target arc? No. we need a good reason to have them in the game,not one for throwing it out as soon as we buy one, and at 45 degrees, I'd throw it away. Torpedoes suffer enough disadvantages as it is. There is a good enough check to its power given it will be only one per ship allowed.
  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    e30ernest wrote: »
    Actually I wouldn't nerf it on the damage level. To balance it out, I'd place its damage slightly higher than standard torpedoes (a bit above or equal to rep torps) but have it's firing arc narrowed. It'll be like beam arrays vs dual beam banks. More firepower but narrower arc.

    Torpedoes have always been a bit odd when being fired at the edge of their arc... shrinking that arc down to a 45 degree cone would just exacerbate it... ​​
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  • asuran14asuran14 Member Posts: 2,335 Arc User
    I think there is a trait that already fires an aditional torp when you use spread or High Yield it fires additional torpedos, which i think might be nice here. Though could even just be linked visual to the T6 Defient that it fires two torps maybe even in a more mini-torp style making them look smaller than most other vessels when firing torpedos, not sure making it a weapon that takes up a spot is a good idea. Also doing it this way would make it that the Defient would fire twin torps of what ever torpedo type used, as it is more fo the torpedo launching system, then the torpedos themselves.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    kyrrok wrote: »
    Reduce target arc? No. we need a good reason to have them in the game,not one for throwing it out as soon as we buy one, and at 45 degrees, I'd throw it away. Torpedoes suffer enough disadvantages as it is. There is a good enough check to its power given it will be only one per ship allowed.

    The reason to use them would be increased firepower. IMO with the turn-rate of the Defiant, it shouldn't be a problem to use in the hands of a skilled pilot. It doesn't even need to be a 45 arc, maybe 60 or 70 arc. I'd take a reduced arc anyday over reduced damage/effectivity for HY and TS.
  • kyrrokkyrrok Member Posts: 1,352 Arc User
    One per ship is more than enough check to its power. It's just one more torp per fire. I would really just rather do with neither a more confining arc, nor less power on HY or TS, nor any adverse counter-feature at all, wouldn't you?
  • e30erneste30ernest Member Posts: 1,794 Arc User
    kyrrok wrote: »
    One per ship is more than enough check to its power. It's just one more torp per fire. I would really just rather do with neither a more confining arc, nor less power on HY or TS, nor any adverse counter-feature at all, wouldn't you?

    Oh I would, that would be ideal. However knowing how games go, I am sure there will be a trade-off somewhere if they make this a reality.
  • belidosbelidos Member Posts: 452 Arc User
    edited July 2015
    ssbn655 wrote: »
    No in a word! Lets put this in perspective a spread 1 puts out at least 4 torpedos with me so far? So when you get spread 3 its what 6? So all of a sudden a ship with this would put out 12 count em 12 torpedos PLUS whatever other torpedo launcher thye have can you say OP'd?

    Stop and actually think for one second. It won't have to be OP because it could be no different to any other torpedo launcher except in the looks and audio, it could instead of firing say a single 4k damage torpedo, fire two 2k torpedos, so TS and HY wouldn't be OP because the base damage for each is half of a normal torpedo to start with, all the poster wants is an audio and visual look not more power.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    Actually even though it might look like two torps you would not need to be have the damage split between the visuals at all, since in the end you cann't target the indivual torps from the laucher as such could keep the same damage as the twin torps would hit the target at the same time. Now if we were talking about more of the romulan prototype torp that fives three seperate torps that can be targeted, than i can see splitting the damage, but right now it is just really a visual difference.

    I will say though i would not mind seeing more torps, beam/cannon weapons that look, fire, and act differently when using abilties like High-yeild/cannon-rapid/fire-at-wll/Beam-overload/spread so that there is alittle more uniquess in things. even if done in a using different doffs that cause those abilities to work differently with different weapon//torp types.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    belidos wrote: »
    ssbn655 wrote: »
    No in a word! Lets put this in perspective a spread 1 puts out at least 4 torpedos with me so far? So when you get spread 3 its what 6? So all of a sudden a ship with this would put out 12 count em 12 torpedos PLUS whatever other torpedo launcher thye have can you say OP'd?

    Stop and actually think for one second. It won't have to be OP because it could be no different to any other torpedo launcher except in the looks and audio, it could instead of firing say a single 4k damage torpedo, fire two 2k torpedos, so TS and HY wouldn't be OP because the base damage for each is half of a normal torpedo to start with, all the poster wants is an audio and visual look not more power.
    Incidentally, spreading the damage across two torpedoes and altering nothing else might actually be a nerf, because the spike damage of the torpedoes on a crit would be lower. The chances of landing a "full" crit (both torps critting) is lower.

    Might not be that relevant in PvE, since PvE is mostly DPS/"pressure" damage, but in PvP it would be a drawback.
    ​​
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  • artan42artan42 Member Posts: 10,450 Bug Hunter
    I was hoping the Valiant would come with this. ​​
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  • thomaselkinsthomaselkins Member Posts: 575 Arc User
    What do you think a potential set bonus with Phaser Quad Cannons could be? I was thinking maybe something like adding Trilithium resin to your torpedoes which would cause radiation damage to enemy targets. That's not what it has to be of course, that's just what came to mind after watching Sisko deliver Trilithium resin to a colony via Quantum Torpedoes.
  • davideightdavideight Member Posts: 466 Arc User
    just dont make it work with hy and spread? there are many torps out there that dont. or didnt previously.

    make this launcher have a set bonus procc of rapid fire on every hit with the dual cannons.

    if it proccs it will fire 2x3 torps of half dmg each (so its like a hy1 procc) and make the travelspeed faster on those.

    that will have a benefit and corresponding trade-off therefore. make those launchers like cannons. it could be a built in, since only the defiant ever used dual launchers.


    or design it like the omega torpedo. let it have up to 3 stacks, 2x3 quantums fire in a row (each single torp half damage of course, its more a visual thing) then its depleted for 3seconds/recharge.

    there are so many ways to make this.


    basically its a visual update, there is no actual need for each quantum to deal same amount of dmg as a normal does.


    just another way would be limiting this dual launcher to 45° as trade-off for more dmg and more travelspeed.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    davideight wrote: »
    just dont make it work with hy and spread? there are many torps out there that dont. or didnt previously.

    It might make the torp less wanted for STFs since most STFs require some sort of AOE attacks. In that case that weaponslot might be better used for beams (again) or extra cannons. Or, it might end up like the Hargh'peng and the Omega torps which are nice to have but not as good as the top 3 torpedoes for torpedo boats right now.

    It may end up like many of the built-in unique weapons of some ships, nice on paper but not worth keeping on for high-end play.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    That is one thing i wish they would do is make the Hargh'peng work even if a reduced manner, like a hy-Hargh'peng might only gain 80% of the effictiveness of what the Hy would normally give to other torps, or just hyper-charges it an than places it on a longer than normal Cd.
  • kyrrokkyrrok Member Posts: 1,352 Arc User
    davideight wrote: »
    just dont make it work with hy and spread? there are many torps out there that dont. or didnt previously.
    belidos wrote: »
    ssbn655 wrote: »
    No in a word! Lets put this in perspective a spread 1 puts out at least 4 torpedos with me so far? So when you get spread 3 its what 6? So all of a sudden a ship with this would put out 12 count em 12 torpedos PLUS whatever other torpedo launcher thye have can you say OP'd?

    Stop and actually think for one second. It won't have to be OP because it could be no different to any other torpedo launcher except in the looks and audio, it could instead of firing say a single 4k damage torpedo, fire two 2k torpedos, so TS and HY wouldn't be OP because the base damage for each is half of a normal torpedo to start with, all the poster wants is an audio and visual look not more power.

    In either case, it's more trash for me to get rid of in favor of a 4k torpedo that I can use THY on. It's one more torpedo per fire. It's not the super deluxe ultra death ray of doom. I like to see balance too but there has to be SOME reason why the twin torps are better than the regulars. Cutting the arc, the power, or some other counter-feature to bring balance to this one aspect in a game where balance otherwise is completely thrown away, is now nearly pointless and would just make the twin torps a non starter. In a game where there are some convincing "I WIN!!!" buttons, this doesn't come anywhere near close.

    I still say TS fires more than enough as it is and can afford to have the going rate, NOT 2x the torpedoes on top. Otherwise, the only check to its power only ever needs to be that it's only on the defiant and fleet defiant, and only ONE per ship.

    If they absolutely, positively MUST add a counterfeature, how about 1.5x the cooldown? At 2x the power, it would still be enough to make it worth while. Some of us only fire them on HY/TS anyway.
  • hunteralpha84hunteralpha84 Member Posts: 524 Arc User
    Love it. Narrow the arc slightly and make it so.
  • kyrrokkyrrok Member Posts: 1,352 Arc User
    Love it. Narrow the arc slightly and make it so.

    yes let's narrow the arc too and I'll have something to present to the trash can the moment I get a T6 defiant.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    You know what would be neat for a T6 Defiant Class? Well, the title already gives it away. The Quantum Torpedoes in this game fire like the Sovereign Class, but the Defiant fired two torpedoes at once and they sounded unique compared to the Sovereign.

    19863843952_8bac52f314_o.jpg

    Perhaps they could give it a set power bonus by connecting it with the Phaser Quad Cannons found on the Sao Paulo Class? I just think a unique and more canon like launcher for the Defiant classes would be neat.

    You can achieve that visual effect by using Torpedo Spread with two targets, one on your left and the other on your right.
  • themetalstickmanthemetalstickman Member Posts: 1,010 Arc User
    kyrrok wrote: »
    Reduce target arc? No. we need a good reason to have them in the game,not one for throwing it out as soon as we buy one, and at 45 degrees, I'd throw it away. Torpedoes suffer enough disadvantages as it is. There is a good enough check to its power given it will be only one per ship allowed.

    YOU would trash it. Others would not. No item in-game can appeal to all players, but that doesn't mean they shouldn't build it.​​
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  • ssbn655ssbn655 Member Posts: 1,894 Arc User
    e30ernest wrote: »
    ssbn655 wrote: »
    PLUS whatever other torpedo launcher thye have can you say OP'd?
    TS and HY don't work like FAW which benefits all your beam weapons at the same time. TS and HY only works on one launcher at a time. Buffing up a TS or a HY will only benefit this launcher.

    I was refering to a ship having a dual quantum launcher on auto fire with say a Romulan plasma torp on manual. To clear up the perception you had. The dual quantum would get the Spread and followed up by the other torpedo SINGLe launcher you may have I know of some torp builds with 3 different types so there is pretty much a torpedo in the air all the time.
    The dual thing would make the wailing and nashing of teeth over Neutronics being OP'd by some look like a hissy fit. Besides enough giving all the good stuff to lame old feds! Seriously in TNG it came across as the feds were in decline as far as thier super power status went.
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