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Torpedoes, why we dont use 'em and when we would

Pretty much every ship design since the 1870s has used a mixture of weapons including torpedoes, and so far as I can recall, pretty much every star trek show I have ever watched has seen ships with a mixed arsenal of guns and torpedoes. In the game hardly anyone who wants to build a competetive ship PvE will use a torpedo. Even less use a mixture of torps & guns. The reason is pretty straight forward, very poor synergy between the two weapon groups. Although some set bonusses encourge the use of mixed weapons, it is almost never a good choice when put against pumping all your buffs through one weapon class.

If we assume we would all be a bit happier if we had a reason to do this there are a few obvious methods of achieving it. We can encourage it or we can force it. Some set synergy has tried to encourage it, but with largely no effect. Unless the game is preapred to be far more generous in this area it seems unlikely to work. So we are left with forcing people to. Now that is likely to be very unpopular right? Well, not necessarily. We can force people to do something by giving it away for free with something people want.

So going back to historical ship designs, warships have various weapon classes, but through most of it ships have turrets and tubes. You can't fire a 15" naval shell out of a torpedo tube, but that is okay, because they don't actually have to reduce the number of guns on a warship significantly to include torpedo tubes. They go in different parts.

So... my suggestion is that in considering future ship releases there is a simple fix to encourage more 'Star Trek' like weapon loadouts by giving new ships new slots. You can do this in a lot of ways, but the tail gun is one model already in game where the slot is essentially free but limited. A new generation of ships called something like 'heavy ordnance vessels' could be released where they get a 'free' torpedo tube in the front, or even a specific torpedo to that class of ships. Rear facing mine racks could be incoroprated into some designs which alowed for only mines, and ordnace bays which could use either.
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    thatcursedwolfthatcursedwolf Member Posts: 1,617 Arc User
    I'd do one of the following: buff the base damage of torps and mines up and make them unaffected by consoles, have them get a percentage of the energy weapon console bonus, or change kinetic consoles to have a massive bonus but only 1 per ship so that torps and mines aren't an either/or choice with energy weapon consoles.
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    dalnar83dalnar83 Member Posts: 2,420 Arc User
    I think the greatest offender to the whole system is the quasimilion ways to reduce the weapon + overcap, which was the original drawback of energy weapons.
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    kyrrokkyrrok Member Posts: 1,352 Arc User
    I fully endorse the one big console idea. Give it at least 4x the boost the console does now and IT'S A DEAL!!! A base torpedo boost is also necessary especially the basic six. We seriously need more torpedo viability as well as mixed build viability. Energy weapons can be adjusted to increasing heights between energy levels, consoles, you name it, they got it and it boosts their power. Torpedoes have been left behind long enough.
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    jbmaverickjbmaverick Member Posts: 935 Arc User
    So going back to historical ship designs, warships have various weapon classes, but through most of it ships have turrets and tubes. You can't fire a 15" naval shell out of a torpedo tube, but that is okay, because they don't actually have to reduce the number of guns on a warship significantly to include torpedo tubes. They go in different parts.

    This is really the root of the problem. Because a weapon slot can fit any single type of weapon within the restrictions of the weapon itself, it makes sense for players to pick one or the other because trying to equip both requires a splitting of tactical consoles, buffs and powers, and skill point spending. If we had some ship slots where only energy weapons could go and some where only torpedoes could go, it might encourage more mixing and would make more sense. Every ship obviously has torpedo tubes because every ship can use torpedoes, so why are the tubes unusable because I slotted all energy weapons when the two systems are obviously incompatible. Leaving some slots to be hybrid slots would allow tailoring of style, but a minimum of 1 of each type fore and aft could work (mines and torpedoes occupying the same slot requirement in the aft case). Players could still choose to specialize into energy weapons or torpedoes but at least there's more incentive to split the difference a bit.

    Unfortunately, I can't imagine this ever really happening, the DPS min-maxers would cry bloody murder to have such an inefficient system be forced upon them and it would likely require a heavy rebuild of ship equipment slots in general.

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    goodscotchgoodscotch Member Posts: 1,680 Arc User
    The torpedo I'm using now is the Crystalline Entity torpedo because its damage is Anti-Proton based and not Kinetic. All my other weapons are AP beams and all my tactical consoles are AP bonus consoles. The DPS on that particular torpedo is higher than any of the beams. I have it mounted aft.
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    pottsey5gpottsey5g Member Posts: 4,193 Arc User
    In the game hardly anyone who wants to build a competetive ship PvE will use a torpedo. Even less use a mixture of torps & guns. The reason is pretty straight forward, very poor synergy between the two weapon groups
    Are we playing the same game? Lots of people now build competitive ships in PvE with torpedos. The synergy between torpedoes and guns is the best its been in years. Torpedo's are the most popular they have been in years.

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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Torpedoes aren't used much because they are not the point and shoot one-shot weapons people assume they are and thus actually need to be used with careful planning. Hence why nobody uses them because the majority of players (not those on this forum) are only interested in smashing the space bar to kill everything.

    Torpedoes suffer heavily from shield resistances so you either gotta bypass then, overwhelm them, or negate them. All three of those tactics involves some planning and good piloting skills, knowing when and where to shoot.

    So torpedoes are well used by those in the know or those with patience to use them, everyone else just assumes they are wasting their time as they don't have the patience to to properly learn how to use the things.
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    There are actually also synergies for mixing weapons, particularly torpedoes and energy weapons.

    Sure, the consoles don't stack, but:
    1) Energy weapons drain power. The drain lowers the effective damage, so there is a diminishing return.
    2) Weapon buff powers often have shared cooldowns if they affect the same type of weapon. On a tactically focused ship, you will have more than enough BO ability slots to load multiple buffs - but you can't use them at the same time if they affect the same type of weapon.

    In this regard, Torpedoes and Beams have the biggest benefit as "secondary" weapon. Both weapon types have potent buffs that affect only a single weapon or a single shot, so you only need one weapon of that type to get the most out of it. Beams have Beam Overload, an Torpedoes have Torpedo Spread or High Yield Torpedo (and theoretically now also Transport Warhead, but I don't think anyone is seriously using that).

    The only "problem" is of course that many people love to fly Cruisers, and they usually don't have that many tactical slots, so they often don't have that many slots over.


    But Escorts and Science Vessels have good reasons to use torpedoes.
    Escorts simply because they have that many powers that it pays off to add a torpedo in the mix.
    Science Vessels because they have to manage their energy levels and can't necessarily max out weapon power, and torpedoes lower the energy drain from weapons.​​
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited September 2015
    Torps work great in PvP...maybe too well.
    No need for a super Torp console :/ I do not want to see what some players would do with that kind of kinetic punch.

    Unless of course they also make a Super Kinetic Resist console that can match.

    As for ships having to equip certain weapons in certain slots.. not sure I like that.
    Yet I can see your point about there being no incentive to make a ships loadout canonical.

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    e30erneste30ernest Member Posts: 1,794 Arc User
    Mixed energy + torp builds are pretty much viable in the game. It's just that they aren't optimal for topping DPS charts. My ship for example has 3 torps and 3 energy weapons. It can do respectable DPS, but I do not expect it to top DPS charts anytime soon.

    The reason why mixed builds aren't popular IMO is that people will tend to follow the "best" builds. They'll look at the top DPS builds and follow that even though they won't be reaching such high numbers.

    The main disadvantage of torps IMO are their travel speed and the innate resistance to kinetics from shields. Their travel speed makes it harder to land hits on higher DPS runs. Likewise, the kinetic resistance of shields make them more difficult to use with lower DPS runs where people have difficulties taking down shield facings.

    I do not believe that forcing people to slot torps by setting hard points on a ship for that would work. I actually think doing so will only destroy torp builds since hard points for torps would mean limited torp slot options, and it would be far more efficient to simply skill for energy weapons and leave that torp on auto-fire normal shots.
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    ryakidrysryakidrys Member Posts: 830 Arc User
    In the game hardly anyone who wants to build a competetive ship PvE will use a torpedo.

    While the number of kinetic ships to pure energy builds found in PVE are currently small, more and more folks, like myself, have started making full and mostly torp builds, not just carrying 1 or 2 of them. Currently, my highest DPS ship IS a torp boat, so read into it what you'd like.
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    kaiserwillykaiserwilly Member Posts: 61 Arc User
    ryakidrys wrote: »
    In the game hardly anyone who wants to build a competetive ship PvE will use a torpedo.

    While the number of kinetic ships to pure energy builds found in PVE are currently small, more and more folks, like myself, have started making full and mostly torp builds, not just carrying 1 or 2 of them. Currently, my highest DPS ship IS a torp boat, so read into it what you'd like.

    Whilst I understand the point, and I want to agree, this remains a fringe choice. Certainly there are sci low-wpn power torpedo build choices this is hardly any more 'Star Trek' than an total energy weapon configuration. I also have serious doubts that this would be genuinely better than running a pure beams configurationin the same ship and spamming the APB, BFAW, TT, rinse repeat, playstyle.

    As someone else pointed out in here somewhere it is not that torpedoes don't work, or even that they are 'not good enough'. The problem is that they are not optimal.

    I would love to hear from anyone who has broken the 30k barrier with a torpedo mounted fore and aft on this arrangament, and who feels genuinely this is delivering more DPS than having extra beams instead.



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    aesicaaesica Member Posts: 736 Arc User
    So... my suggestion is that in considering future ship releases there is a simple fix to encourage more 'Star Trek' like weapon loadouts by giving new ships new slots. You can do this in a lot of ways, but the tail gun is one model already in game where the slot is essentially free but limited. A new generation of ships called something like 'heavy ordnance vessels' could be released where they get a 'free' torpedo tube in the front, or even a specific torpedo to that class of ships. Rear facing mine racks could be incoroprated into some designs which alowed for only mines, and ordnace bays which could use either.
    I've had a similar idea actually, although I'd want these extra slots applied to all existing ships as well as future ones.

    1) 1 fore slot reserved for torpedoes only.

    2) 1 misc slot reserved for mines only.

    3) Cruisers (and possibly sci vessels) would have a passive feature allowing them to fire torpedoes equipped in the torpedo slot at 250 degrees rather than 90.

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    nikephorusnikephorus Member Posts: 2,744 Arc User
    I use to always try to slot at least one torpedo, but they lower your overall damage pretty significantly and a lot of the ships I use don't have enough tactical boff slots to equip torpedo buffs. I'm beginning to support the idea of adding a couple tactical torpedo slots to ships along with torpedo only tac consoles. Then at least people would use torpedoes on their regular builds.
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    rekurzionrekurzion Member Posts: 697 Arc User
    edited September 2015
    ryakidrys wrote: »
    In the game hardly anyone who wants to build a competetive ship PvE will use a torpedo.

    While the number of kinetic ships to pure energy builds found in PVE are currently small, more and more folks, like myself, have started making full and mostly torp builds, not just carrying 1 or 2 of them. Currently, my highest DPS ship IS a torp boat, so read into it what you'd like.

    Whilst I understand the point, and I want to agree, this remains a fringe choice. Certainly there are sci low-wpn power torpedo build choices this is hardly any more 'Star Trek' than an total energy weapon configuration. I also have serious doubts that this would be genuinely better than running a pure beams configurationin the same ship and spamming the APB, BFAW, TT, rinse repeat, playstyle.

    As someone else pointed out in here somewhere it is not that torpedoes don't work, or even that they are 'not good enough'. The problem is that they are not optimal.

    I would love to hear from anyone who has broken the 30k barrier with a torpedo mounted fore and aft on this arrangament, and who feels genuinely this is delivering more DPS than having extra beams instead.



    if it's a question about what is optimal compared to what simply works then i would agree beams with faw and the like have an advantage. but that is only one way to play - cause as much damage as possible as quickly as possible. while this takes a certain amount of skill and expertise it is also the simplest of approaches when playing against a computer. its the brute force method or what i like to call the Romulan approach. there is nothing wrong with slowing the game down and playing in a more strategic way.
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    shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    Couldn't they just make ALL topedoes, do x2 dmg vs npc enemies, while retaining base dmg vs players like they do on other items?

    Would resolve some of the complaints, would it not?
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    thatcursedwolfthatcursedwolf Member Posts: 1,617 Arc User
    rekurzion wrote: »

    ... there is nothing wrong with slowing the game down and playing in a more strategic way.

    Unless you're in a queue. Then it's badwrongfun.
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    kaiserwillykaiserwilly Member Posts: 61 Arc User
    rekurzion wrote: »

    if it's a question about what is optimal compared to what simply works then i would agree beams with faw and the like have an advantage. but that is only one way to play - cause as much damage as possible as quickly as possible. while this takes a certain amount of skill and expertise it is also the simplest of approaches when playing against a computer. its the brute force method or what i like to call the Romulan approach. there is nothing wrong with slowing the game down and playing in a more strategic way.

    You are right, of course, but the knowledge that I am almost certainly reducing, or limiting your performance by doing this really sticks in my craw. Additionally, when I play with PuGs on ISA who commonly manage less DPS than the pets of a decent carrier I feel that performance of more 'natural' Star Trek layouts should perform better.
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    kyrrokkyrrok Member Posts: 1,352 Arc User
    edited September 2015
    jbmaverick wrote: »
    So going back to historical ship designs, warships have various weapon classes, but through most of it ships have turrets and tubes. You can't fire a 15" naval shell out of a torpedo tube, but that is okay, because they don't actually have to reduce the number of guns on a warship significantly to include torpedo tubes. They go in different parts.

    This is really the root of the problem. Because a weapon slot can fit any single type of weapon within the restrictions of the weapon itself, it makes sense for players to pick one or the other because trying to equip both requires a splitting of tactical consoles, buffs and powers, and skill point spending. If we had some ship slots where only energy weapons could go and some where only torpedoes could go, it might encourage more mixing and would make more sense. Every ship obviously has torpedo tubes because every ship can use torpedoes, so why are the tubes unusable because I slotted all energy weapons when the two systems are obviously incompatible. Leaving some slots to be hybrid slots would allow tailoring of style, but a minimum of 1 of each type fore and aft could work (mines and torpedoes occupying the same slot requirement in the aft case). Players could still choose to specialize into energy weapons or torpedoes but at least there's more incentive to split the difference a bit.

    Unfortunately, I can't imagine this ever really happening, the DPS min-maxers would cry bloody murder to have such an inefficient system be forced upon them and it would likely require a heavy rebuild of ship equipment slots in general.

    When it comes to the min-maxers and having mixed builds being forced upon them, I'd say "my deepest sympathies :D ". However as much as I didn't like the idea of being told "beams only or GTFO" , saying "mixed builds or GTFO" is NOT on my list either.

    The idea that "viable, just not optimal" just don't come anywhere near close to being right when adding torpedoes compromises a build as significantly as it does here. I say again, beams can keep first place, but is it asking too much for the other two to come in at a closer margin of 2nd and 3rd?
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    farmallmfarmallm Member Posts: 4,630 Arc User
    Ha, I guess you never saw my ships in action in the Delta enemy encounters. I let the torpedoes, cannons, and beams fire. Depending on which ship I use. I been using torpedoes on mine since I could slot them.

    Fed - usually photons and quantums. If I can't fit both into my build, I choose one of the other.
    KDF - photons
    Romulan - Romulan Rep Hyper Plasma for the multi torpedoes and regular plasma for the rear. I like using both as they provide good DPS. Plus the regular plasma throws out a ton of small ones for a nice cloud like effect when it hits.

    As for mines, I usually use those on my escorts types. Unless its my Breen ship. So I do use those as well.
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    rekurzionrekurzion Member Posts: 697 Arc User
    edited September 2015
    rekurzion wrote: »
    You are right, of course, but the knowledge that I am almost certainly reducing, or limiting your performance by doing this really sticks in my craw. Additionally, when I play with PuGs on ISA who commonly manage less DPS than the pets of a decent carrier I feel that performance of more 'natural' Star Trek layouts should perform better.

    no argument. and by no means would i suggest entering into a random match, with random players, doing random things and try to force a more technical game. that's just asking for failure.
    Couldn't they just make ALL topedoes, do x2 dmg vs npc enemies, while retaining base dmg vs players like they do on other items?

    Would resolve some of the complaints, would it not?

    of interest check out the photons torps shot by the romulans and klingons in the new romulas patrol missions for reference. they function just like you suggest. a single torp does barely nothing, around 5K in base damage reduced to peanuts on a shield. but let them shoot a HYII and all of a sudden each torp does 20-50K non crit damage. so the mechanics are already in play.
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Couldn't they just make ALL topedoes, do x2 dmg vs npc enemies, while retaining base dmg vs players like they do on other items?

    Would resolve some of the complaints, would it not?

    Sure they could do that, but do they need to? What if they would just turn the world from the BFAW fest it is to a Torpedo Spread fest? Is that really an improvement?

    I think not.

    First you need to establish torpedoes need a boost, and then you need to figure out what kind of boost and how much.​​
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    azurianstarazurianstar Member Posts: 6,985 Arc User
    jbmaverick wrote: »
    Unfortunately, I can't imagine this ever really happening, the DPS min-maxers would cry bloody murder to have such an inefficient system be forced upon them and it would likely require a heavy rebuild of ship equipment slots in general.

    It's long overdue that STO got a correction, because the DPS inflation has gotten beyond ridiculous with people now claiming up to 200k DPS.

    Originally Torpedoes supposed to be THE weapon to attack hulls with, but that stopped when energy weapons became far more effective doing the work. Nowdays Torpedos either got laughed at or regarded as spike weapons. Which the most famous is the Neutronic Torpedo, unless you got lucky with a high crit Tricobalt.
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    nikephorusnikephorus Member Posts: 2,744 Arc User
    Torpedoes can still be effective...the problem is you really need to go all out torpedoes to really see the benefits. Mixed loadouts don't perform as well unfortunately.
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    uryenserellonturyenserellont Member Posts: 858 Arc User
    I want to see something simple: Scale the kinetic resistance of shields depending on what % remains. 100% shields give their full, normal resistance while 10% shields remaining only give about 10% resistance (just for example - not a value I gave any thought to).
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    kaiserwillykaiserwilly Member Posts: 61 Arc User
    I want to see something simple: Scale the kinetic resistance of shields depending on what % remains. 100% shields give their full, normal resistance while 10% shields remaining only give about 10% resistance (just for example - not a value I gave any thought to).

    Alternatively you could replace this scaling mechanic, which is an intersting one, with a chance to penetrate shields altogether inversely proportionate to remaining shield strenth.

    Either of these though, woud have profound effects on the way the game works currently as most of the 30k+ folk would be dead in a few seconds of ISA.
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    paxdawnpaxdawn Member Posts: 767 Arc User
    edited September 2015
    e30ernest wrote: »
    Mixed energy + torp builds are pretty much viable in the game. It's just that they aren't optimal for topping DPS charts. My ship for example has 3 torps and 3 energy weapons. It can do respectable DPS, but I do not expect it to top DPS charts anytime soon.

    Torps not optimal for topping dps charts is only true if you chase dps in the map ISA. If one has a flexibility in maps, a full torp is superior to beams in certain maps. Considering that both dps leagues and parses have more than just ISA chart.

    If I were to Guess, your torp build, which I would most likely outdps in ISA with my rom tac beam build, may already outdps my beam rom tac build in CCA.
    I want to see something simple: Scale the kinetic resistance of shields depending on what % remains. 100% shields give their full, normal resistance while 10% shields remaining only give about 10% resistance (just for example - not a value I gave any thought to).

    In the current mechanics, the higher the shield effective HP the superior the Torps are to beams. Rather than changing the mechanics, why not first optimize what is currently available. play with Torps strengths rather than weaknesses, that's means bypassing shields where Torps are far superior than beams,is better than dealing direct damage to shields. There also of an issue with different maps, different difficulty. One can be playing mobs with 0 shield hp, or thousands of shield hp, while other maps have mobs having 2M+ shield hp.

    Because if they do change that mechanics as you suggested and torp remains to be vastly superior in shield penetration mechanics, you end up with Overpowered Torps.
    Post edited by paxdawn on
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    asuran14asuran14 Member Posts: 2,335 Arc User
    edited September 2015
    I think if you made a hybrid console that had one energy type an one torp type on it for a damage bonus, which would give less damage bonus than either console buffing a single energy/torp type than that might help to make the mix builds more competitive. Kinda the same issue with having the Cannon/beam/torp general buffing console they just don't give a large enough boost to be worthwhile compared to a single type buffing console, or a buff to the cannon/beam/torp type to compensate for the reduced damage bonus on it rendering it kinda sub-par an near worthless.

    Another Idea though an Idea that would be shot down is limiting the of single energy type buffing consoles you can slot at a time based on the number of tact console slots. Though like i said this is very much a no go i am sure as it would impact the min-max extremely.

    I do like the Idea of shields strength effecting the damage a torp can deal,or the effective resistance of the shield to the torp's damage. Though what if it was not based on the Shield's hp that determined how much of the torp's damage is reduced, but the shield power-level the ship has. This would make power draining more useful with torps as they would reduce the torp resistance of a ship by draining the ship's shield power. It also makes sense as really what would determine the strength of your shield bu the power you are pumping into it, and so by depleting or reducing the tartget's shield power levels would effectively make their shields weaker.
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    darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited September 2015
    I would love to hear from anyone who has broken the 30k barrier with a torpedo mounted fore and aft on this arrangament, and who feels genuinely this is delivering more DPS than having extra beams instead.

    Hi. I'm @odenknight in game. I can state my rankings on whichever DPS League tables you want to reference, but ultimately, my ranking is irrelevant to addressing the issues at hand.

    First off, I'd like to say that fixing the laundry list of bugs w/ torpedoes, including the major issue that robs torps of MOD damage beyond Mk XIV VR, would go a very long way into improving the quality of life for kinetics/projectiles.

    Second, there have been some attempts to create a better situation for people who want to have a heterogeneous (or canon) build. The Command Tree Tier 1 Space attempted to make slotting a torpedo worthwhile, but, between the way the tree was designed, the performance of the Intel Tree at the time (aka STILL), and the point made above, it was relegated to torp boats attempting to shoe-horn a mechanic that wasn't designed for them into their builds. The same for Weapon System Synergy (T6 Vet Trait). Bugs notwithstanding, it is a very nice trait for anyone who wants to use torpedoes, but it requires energy weapons to use. The more energy weapons, the getter the chance that it will become active at a crucial time.

    Third, the creation of the energy projectiles was an attempt to cater to the die-hards and followers in the "Energy Only" camp. These torpedoes initially were supposed to have drawbacks, but even those drawbacks were removed in an attempt to increase their appeal. The AP 'projectile' is a ball of energy boosted by AP Tac Consoles, Weapon Power, any +All Energy boosts (EPtW, Iconian, etc), any + All Damage boosts, Energy Skills, AND Projectile Skills, Concentrate Firepower, receives bonuses to Expose/Exploits (though it shouldn't?), and doesn't suffer from almost any of the drawbacks of either energy weapons (FBP doesn't work on it) or torpedoes (full damage potential to both shield and hull). It has also been demonstrated that if you can slot multiples of this weapon, the restriction that torpedoes face when attempting to fire more than one torpedo rapidly isn't in place with this weapon, demonstrating that the torpedo firing cd CAN be changed. This weapon has been designed to be as near perfect as possible to get the "Energy Only" crowd to use it, and calling it a torpedo is just "insulting" to the "purists" that exist within the Kinetic Kommunity. ;)

    Lets not even start about the new DOffs or Rep Trait (Omega Graviton Amplifier) that rely on a very high rate (aka beam RoF) of fire in order to proc, let alone be useful.

    Kemocite has been, hands down, THE BEST thing for torpedo users, eclipsing the creation of the Neutronic & PEP torpedoes. Even then, it's still bugged w/ some torps depending on the firing mode. It double-procs under spread, and it fails to apply the debuff for some HY torps (still pending testing of the latest patch).

    The points still stand that there are mechanics that are in place that COULD make projectiles better, but just aren't being utilized. If energy weapons are continuing to be favored in the frequency of buffs, functional mechanics, and new iterations, then lets fix the glaring bugs with projectiles and change the archaic mechanics that limit their functionality.

    It's either that, or remove all Leech-like affects from the game ;)

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