I noticed that when I activated torpedo abilities such as Torpedo Spread 3, the values of the different torps while under the effect were exactly the same. For example while my ultra-rare gravimetric photon torpedo and epic bio-molecular photon torpedo both show different values alone, they show the exact same damage after torpedo spread is activated. Hopefully this can be address since there's no point in upgrading the rarity of any torpedo if a generic base type is going to be referenced for any torpedo ability.
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I'd like to reference the spreadsheet where @jarvisandalfred provided the weapon mod formula, and we looked at the results for one specific torpedo (ref Rom Hyperplasma tab).
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.
This was confirmed to be a tooltip error, fortunately.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
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