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Torpedoes still seperate from energy weapons

At first when I read the announcement, it sounded like they were going to combine torpedoes and energy weapons. Which would make it fun to have the option to max both and it would make sense. Now I see they are still separate like they used to be. I thought they were trying to streamline the skill trees and make torps fun to use again in the process? And before anybody posts any comments about torps are still viable, yes they are. But builds still have to "choose" whats optimal. So that means we are still gonna have all beam builds or all torp builds to get max potential out of our weapons. All Star Trek ships used torps and beams in all the shows. Why does Criptic want to make that weapon combination sub-optimal in our universe? They just can't balance it to save their life.
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Comments

  • kyrrokkyrrok Member Posts: 1,352 Arc User
    I must agree with that. There's still quite a bit that needs improving if they are going to really be a competitively viable, not barely if you keep it in easy mode viable. Having weapons specialization combined into one, is the bare minimum they can do.
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  • asuran14asuran14 Member Posts: 2,335 Arc User
    I can understand why they would keep them separate in the trees kinda mostly as a beam/pulse weapon is not the same as a on-average kinetic-based torpedo, but also I can see why people would want to combine them to make mixing them more viable an competitive, Yet honestly they could make some consoles that split the bonus between a torpedo an energy damage type. Even though the end-resulting buff would be less than if you focused into either completely, with how much more damage a torpedo does after the shields of a target are done it could work out better in the end. Another option would be to tie the kinetic damage reduction that torpedos suffer when hitting a shield that is still up to the amount of power that the target ship has in their shield sub-system. Honestly both of these options in the end buff torpedo an torpedo.beam mixed builds, without combining torpedo and beam buffing specialization talents. Even though both of these would take more effort with a revamp being done it would be nice to see a revamp of how power levels work, as well as getting rid of some of the consoles that are not used (such as the generic weapon type consoles +beam/torp/cannon), which such a change as these could be worked into.
  • jade1280jade1280 Member Posts: 868 Arc User
    Good thing it is not their lives on the line just the players.
  • stumpfgobsstumpfgobs Member Posts: 297 Arc User
    Just adding a synergy system could fix that. Lower all damage by 10% and reward players for using different weapons by giving them a 5% damage boost per different weapon class used on a ship - just as an example. It would not make torpedos crazy good but it would make them desirable.
  • pottsey5gpottsey5g Member Posts: 4,254 Arc User
    The new skill tree seems to be pushing them apart even more. At the moment with how the new tree is I wont be mixing anymore.
  • fovrelfovrel Member Posts: 1,448 Arc User
    The idea to be good with a weapon system, be it beams, cannons or torpedoes, which are your main weapons is rather silly. Take a captain that can really shoot good, he should be in the frontm where the shooting is. Next take a captain that is not so good in shooting, but is an expert when it comes to repairing the ship. Should that guy not stay at the warf?

    That is my stance on the whole skill system, the one we have now and the one we are getting. I wonder if there is any trade off and I think, I will end up with a build I already have, a generalist. You want to shoot well, you want to fly well, you want to be able to deal with damage, repairs, you want efficiency with your energy systems etc.

    Of course you can specialize your tac captain for energy weapons to get full advantage of doing damage, but what if you want to fly a science ship with that captain? Or you want to fly an escort with your science captain?

    The great thing about the system we have now is the fact that you can min/max and you can be a Jack-of-All and still perform on a sensable level.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    edited February 2016
    stumpfgobs wrote: »
    Just adding a synergy system could fix that. Lower all damage by 10% and reward players for using different weapons by giving them a 5% damage boost per different weapon class used on a ship - just as an example. It would not make torpedos crazy good but it would make them desirable.

    I could get behind that as it would make some sense as a captain/tactical officer would coordinate their use of weapons to enhance the strengths of those weapons. Another idea would be to place a diminishing return on the bonus gained from stacking tactical consoles that improve the same damage type, making it that slotting an even using torpedo weapons/consoles would be a better option once you reach or get close to the cap when diminishing returns kicks in. The cap at which the diminishing return would kick in at could be determined by how many tactical consoles a ship has, making it that tactical ships would have a higher cap.
    Post edited by asuran14 on
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  • stumpfgobsstumpfgobs Member Posts: 297 Arc User
    asuran14 wrote: »
    stumpfgobs wrote: »
    Just adding a synergy system could fix that. Lower all damage by 10% and reward players for using different weapons by giving them a 5% damage boost per different weapon class used on a ship - just as an example. It would not make torpedos crazy good but it would make them desirable.

    I could get behind that as it would make some sense as a captain/tactical officer would coordinate their use of weapons to enhance the strengths of those weapons. Another idea would be to place a diminishing return on the bonus gained from stacking tactical consoles that improve the same damage type, making it that slotting an even using torpedo weapons/consoles would be a better option once you reach or get close to the cap when diminishing returns kicks in. The cap at which the diminishing return would kick in at could be determined by how many tactical consoles a ship has, making it that tactical ships would have a higher cap.

    That is a nice idea too - one i would turn around a bit since i really dislike things like "diminishing returns" or other mechanics that just seem to "punish".
    Instead of diminishing returns, tac consoles that are singles get a flat 20% (for example) boost. Using 3 consoles of the same kind won't get you anything extra but if you use 3 different consoles - one for tetryon, one for torps and one for mines, all three get a 20% boost or if you use 3 polaron consoles and one proton console, the proton one gets 20% extra. It would make mixing stuff up way more interesting and while technically very similar to what you suggested, it doesn't have that punishing feel to it.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    edited February 2016
    stumpfgobs wrote: »
    asuran14 wrote: »
    stumpfgobs wrote: »
    Just adding a synergy system could fix that. Lower all damage by 10% and reward players for using different weapons by giving them a 5% damage boost per different weapon class used on a ship - just as an example. It would not make torpedos crazy good but it would make them desirable.

    I could get behind that as it would make some sense as a captain/tactical officer would coordinate their use of weapons to enhance the strengths of those weapons. Another idea would be to place a diminishing return on the bonus gained from stacking tactical consoles that improve the same damage type, making it that slotting an even using torpedo weapons/consoles would be a better option once you reach or get close to the cap when diminishing returns kicks in. The cap at which the diminishing return would kick in at could be determined by how many tactical consoles a ship has, making it that tactical ships would have a higher cap.

    That is a nice idea too - one i would turn around a bit since i really dislike things like "diminishing returns" or other mechanics that just seem to "punish".
    Instead of diminishing returns, tac consoles that are singles get a flat 20% (for example) boost. Using 3 consoles of the same kind won't get you anything extra but if you use 3 different consoles - one for tetryon, one for torps and one for mines, all three get a 20% boost or if you use 3 polaron consoles and one proton console, the proton one gets 20% extra. It would make mixing stuff up way more interesting and while technically very similar to what you suggested, it doesn't have that punishing feel to it.


    Well as much as you can see it as a punishment for stacking one type of weapon, you can also see it as a incentive like your suggestion to sub out a console an even weapon for a different type. But yeah basically both would be about the same just with a different way of going about it. Though one thing that gets me too is that unlike beams which are directly affected by weapon power torpedos have no such interaction, well also how torpedo spread works that is another story though that I have made suggestions to change. I always thought that even though torpedos would not make sense to get a boost to damage directly it would be nice if they got some bonus from you having high weapon power, maybe such a thing like firing an additional torpedo or increasing their rate of fire.

    I could see that synergy type idea that each energy and torpedo type interacts with each other differently, like transphasic torpedos gain a boost to their shield penetration when they are used with tetryon weapons, but these buffs could be quite varied leading to even more interesting build concepts. An I could see such a idea as that synergy system either as you had it, or this more indepth one being more of a talent you could spec into. Yet I will say one other thing the innate 30% base-line critical severity buff that anti-proton has needs to be adjusted as it is way to powerful to be base-line an always active, compare that to the other energy types that have a 2.5% chance for their buff/effect an even then it is not as powerful as antiproton. I would not mind seeing that critical severity buff translated into being either a 2.5% chance buff like the other energy types have, or a a 5% chance to get a stacking 2-5% critical severity buff capping out at 35% (not sure on duration just yet.). This would still be really strong yet not so overly dominating as a static constant buff like it is now.

    Just as an explanation of a change I would think would help torpedo heavy builds that use torpedo spread, maybe making it cause the other torpedo launchers, which are of the same kind as the one used to fire the torpedo spread, launch an additional torpedo/s based on the rank of the torpedo spread at targets within their firing arcs making it function much more like bfaw an even cannon scatter volley. This could even be translated over into torp high yield that it fires an additional torpedo from the main fore or aft launchers based on if you are using a forward or aft slotted torpedo launcher.
    Post edited by asuran14 on
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    pottsey5g wrote: »
    The new skill tree seems to be pushing them apart even more.
    How? I don't see it. The weapon specific skills are pretty much the same as they were before, just that they no longer have 9 ranks each, but only 3.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • tunebreakertunebreaker Member Posts: 1,222 Arc User
    pottsey5g wrote: »
    The new skill tree seems to be pushing them apart even more.
    How? I don't see it. The weapon specific skills are pretty much the same as they were before, just that they no longer have 9 ranks each, but only 3.

    We have more useful choices either benefitting all damage or survivability. Thus making it harder to put points into both energy and torp skills.
  • samt1996samt1996 Member Posts: 2,856 Arc User
    Although torpedo builds are more viable than ever you'll notice the torps being used are the ones with special secondary effects while the torpedoes themselves retain the same deficiencies as before.
  • stumpfgobsstumpfgobs Member Posts: 297 Arc User
    asuran14 wrote: »
    Well as much as you can see it as a punishment for stacking one type of weapon, you can also see it as a incentive like your suggestion to sub out a console an even weapon for a different type. But yeah basically both would be about the same just with a different way of going about it. Though one thing that gets me too is that unlike beams which are directly affected by weapon power torpedos have no such interaction, well also how torpedo spread works that is another story though that I have made suggestions to change. I always thought that even though torpedos would not make sense to get a boost to damage directly it would be nice if they got some bonus from you having high weapon power, maybe such a thing like firing an additional torpedo or increasing their rate of fire.
    Torpedoes being unaffected by weapons power can also be seen as one of the big advantages of torps and i think they should stay that way - making weapons power even more powerful is something i'd be very, very cautious about. As an alternative, how about connecting aux power and torp flight speed?
    There are some mechanics that really should get looked at however. The shared torpedo cooldown, for example, really needs to go. If beam arrays or cannons had that lockout, nobody would use them either - imagine firing 1 beam array on your 8 beam cruiser and it stops all weapons from firing until a few seconds after it is finished. Who in their right mind would use those beams? The same is true, in an even more horrible way, for mines btw.
    asuran14 wrote: »
    I could see that synergy type idea that each energy and torpedo type interacts with each other differently, like transphasic torpedos gain a boost to their shield penetration when they are used with tetryon weapons, but these buffs could be quite varied leading to even more interesting build concepts. An I could see such a idea as that synergy system either as you had it, or this more indepth one being more of a talent you could spec into. Yet I will say one other thing the innate 30% base-line critical severity buff that anti-proton has needs to be adjusted as it is way to powerful to be base-line an always active, compare that to the other energy types that have a 2.5% chance for their buff/effect an even then it is not as powerful as antiproton. I would not mind seeing that critical severity buff translated into being either a 2.5% chance buff like the other energy types have, or a a 5% chance to get a stacking 2-5% critical severity buff capping out at 35% (not sure on duration just yet.). This would still be really strong yet not so overly dominating as a static constant buff like it is now.
    Given how dominant and omnipresent antiproton is, npcs should have antiproton resistance a lot more often. Maybe adding an energy specific crit resistance and a more common ap resistance could balance it out without straight up nerfing the DEEEPZS-crowds favorite toy.
    I'm not sure how much of an outlier AP is though. It would be interesting to see some numbers comparing some All out Tetryon/Phaser/Polaron DPS build against an AP Build and compare the numbers.

  • samt1996samt1996 Member Posts: 2,856 Arc User
    edited February 2016
    What most people often fail to realize is the difference between Antiproton and other damage types is a couple percent at best and only on an optimized build. It is not inherently overpowered in any way and the only meaningful difference you will see is on a min maxed DPS build. Even then it's marginal.

    There is a big difference between slightly better and overpowered: BFAW, Plasmonic Leech and weapon power overcapping being the latter.
  • tmassxtmassx Member Posts: 831 Arc User
    So that means we are still gonna have all beam builds or all torp builds to get max potential out of our weapons. All Star Trek ships used torps and beams in all the shows. Why does Criptic want to make that weapon combination sub-optimal in our universe? They just can't balance it to save their life.

    For me is disappointed that the devs repeat this setting. I enjoyed that maybe I'll play torpedoes , but it looks like not.
  • lianthelialianthelia Member Posts: 7,897 Arc User
    It's all about the all mighty FaW...
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    stumpfgobs wrote: »
    Torpedoes being unaffected by weapons power can also be seen as one of the big advantages of torps and i think they should stay that way - making weapons power even more powerful is something i'd be very, very cautious about.
    Indeed. Making it depend on weapon power would be either a direct nerf for Science Vessels, or be an extra buff to the type of ships that don't even need it anymore.
    As an alternative, how about connecting aux power and torp flight speed?
    That could work, but quite frankly, in the end it's not needed.


    It used to be, in the old days when we were still writing on stone tablets and didn't have iPhones, there was a good reason to still use torpedoes.
    Due to the energy drain, adding a 7th or 8th beam did very little to your DPS. The extra energy consumption meant you were getting less out of the last beams.
    In addition, beam (and cannon) skills locked the respective type of skills out, so you could only run one weapon specific buff if you didn't mix. And it happened to be that there were 3 buffs that affected only a single weapon: Beam Overload, High Yield Torpedo, and Torpedo Spread. So you got little out of your 7th or 8th beam, and you could easily afford to slot a buff that would buff your single torpedo launcher.
    This was particular useful for spike damage builds (very important in PvP, less so in PvE), but it also benefited your overall DPS.


    Maybe one really has come to the conclusion that Plasmonic Leech and the like need to be nerfed hard. BFAW would probably be fine if you couldn't overcap that easily, and people would run mixed builds because it would be the best use of their abilities. With all the cooldown reductions we have now, it would be even easier. In the past, it was useful to run 2 buffs for one weapon type, so you have the best uptime, but now, you can do with just one. Back then, of course, many Cruisers had 2 or 3 low level tactical buffs only, so it was even harder to cover your needs, but now, practically no cruiser comes without the ability to slot at least 3 tactical powers, and one of them probably at Lt.Cmdr.

    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • lianthelialianthelia Member Posts: 7,897 Arc User
    edited February 2016
    stumpfgobs wrote: »
    Torpedoes being unaffected by weapons power can also be seen as one of the big advantages of torps and i think they should stay that way - making weapons power even more powerful is something i'd be very, very cautious about.
    Indeed. Making it depend on weapon power would be either a direct nerf for Science Vessels, or be an extra buff to the type of ships that don't even need it anymore.
    As an alternative, how about connecting aux power and torp flight speed?
    That could work, but quite frankly, in the end it's not needed.


    It used to be, in the old days when we were still writing on stone tablets and didn't have iPhones, there was a good reason to still use torpedoes.
    Due to the energy drain, adding a 7th or 8th beam did very little to your DPS. The extra energy consumption meant you were getting less out of the last beams.
    In addition, beam (and cannon) skills locked the respective type of skills out, so you could only run one weapon specific buff if you didn't mix. And it happened to be that there were 3 buffs that affected only a single weapon: Beam Overload, High Yield Torpedo, and Torpedo Spread. So you got little out of your 7th or 8th beam, and you could easily afford to slot a buff that would buff your single torpedo launcher.
    This was particular useful for spike damage builds (very important in PvP, less so in PvE), but it also benefited your overall DPS.


    Maybe one really has come to the conclusion that Plasmonic Leech and the like need to be nerfed hard. BFAW would probably be fine if you couldn't overcap that easily, and people would run mixed builds because it would be the best use of their abilities. With all the cooldown reductions we have now, it would be even easier. In the past, it was useful to run 2 buffs for one weapon type, so you have the best uptime, but now, you can do with just one. Back then, of course, many Cruisers had 2 or 3 low level tactical buffs only, so it was even harder to cover your needs, but now, practically no cruiser comes without the ability to slot at least 3 tactical powers, and one of them probably at Lt.Cmdr.

    Well it's more than the leech...so many ways to get extra power in this game...and not just extra power, ways of reducing the power cost of firing weapons. I mean all it takes is emergency weapon cycle, EPtW, and weapon system efficiency cruiser command and bam...you have a 50% reduction to weapon power cost. Don't forget people stack EPS to get their power regenerated quickly.
    Can't have a honest conversation because of a white knight with power
  • asuran14asuran14 Member Posts: 2,335 Arc User
    I can agree with that adding/tying torpedo rate of fire or such to weapon power would maybe not be ideal, but adding it to aux power would actually make sense as Aux would be the power you would most likely use to run the launcher systems. I can agree it is weird choice to make it that torpedo launches have a shared cooldown even when of the same type, but I can understand why they would not want to allow for all torpedoes to fire in quick succession, but I could actually see them doing it that torpedos of the same base type (photon, transphasic, quantum, and such) do not have a shared cooldown yet keeping it that torpedo launchers of a different type still have the 2 second shared cooldown. Basically this stems from the idea that they would need afew seconds to switch torpedo types between launches, while those of a similar type would just rapidly launch and reload quicker comparatively.

    Though i would not mind seeing a new type of torpedo launcher not like the damage type, but like a dual launcher or heavy warhead launcher that would give some more options to torpedo users. Though even just making it that cluster-torpedos had some limited interaction with both the torpedo an mine based buffing abilities, like that it gains half the bonus of the two buffs an yet can actually have both applied to it. Think of seeing a cluster-torpedo spread that launches three of them that is using also dispersal pattern alpha when it reaches it's destination, even if these only gave the cluster-torp half their normal bonus that would be really nice an give using them alot of really good synergy for using them in torpedo/mine build.

    I can truly agree that all the bonus and power leeching we have now that makes managing your power-levels pretty much a left behind concept once you have those could use a looking over, or even just the overcapping of powers-systems. Yet this is really a slippery slope as it is a combination of things from the prevalence of +power an power-leeching mechanics in the game, alongside things like reductions in power-costs that makes it that you can pretty well negate the need to worry about your power levels to a degree. I think there should be more of a overall look at the whole of the power-system concept an items that interact with it, and then building a system around it that makes gaining enough bonus power either from console or leeching either more difficult or slowly lose efficiency as you put more into it.

    I agree with many that feel either cannon abilities (cannon rapid fire, scatter volley) should be obtainable in the ensign rank, or pushing beam abilities (bfw, beam overload) up one rank to start in Lt ranks. Yet if they did move the beam abilities up one rank, than I would move attack patterns down one rank so that you could get access to them abit ealier an not have redundant choices for some of the patterns in the same ranking, like with how in commander rank you have omega 2 and 3 even if one is harder to get giving you more options of what attack patterns you can slot overall without making one choice void when you get the top rank of the ability as they are in the same seat rank.
  • twg042370twg042370 Member Posts: 2,312 Arc User
    Skittleboats for 2016~!
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  • daiphdaiph Member Posts: 149 Arc User
    At first when I read the announcement, it sounded like they were going to combine torpedoes and energy weapons. Which would make it fun to have the option to max both and it would make sense. Now I see they are still separate like they used to be. I thought they were trying to streamline the skill trees and make torps fun to use again in the process? And before anybody posts any comments about torps are still viable, yes they are. But builds still have to "choose" whats optimal. So that means we are still gonna have all beam builds or all torp builds to get max potential out of our weapons. All Star Trek ships used torps and beams in all the shows. Why does Criptic want to make that weapon combination sub-optimal in our universe? They just can't balance it to save their life.

    What I don't understand is how you don't see this being an OP idea. Part of the reason so many splits exist in skill systems is to make people choose specific build and play styles.

    Admittedly, torp builds are somewhat niche. Either you're a Sci looking to push Aux and hold onto some shield/engine power so you drop Weaps like a hot potato, or you're an enhanced cloak pain in the neck most likely running transphasics for added shield pen.

    Not that this is really a choice anymore, sci's getting an all new nerf and so we'll see less torp-heavy builds, and torps will always do enough spike damage to hull to be worthwhile anyway.
    What everyone buying Zen are really saying while all these bugs are still floating freely:
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  • kapla5571kapla5571 Member Posts: 103 Arc User
    lianthelia wrote: »
    Well it's more than the leech...so many ways to get extra power in this game...and not just extra power, ways of reducing the power cost of firing weapons. I mean all it takes is emergency weapon cycle, EPtW, and weapon system efficiency cruiser command and bam...you have a 50% reduction to weapon power cost. Don't forget people stack EPS to get their power regenerated quickly.

    With all that in mind, I think its time they just drop "overcapping" as a mechanic altogether.
  • pottsey5gpottsey5g Member Posts: 4,254 Arc User
    pottsey5g wrote: »
    The new skill tree seems to be pushing them apart even more.
    How? I don't see it. The weapon specific skills are pretty much the same as they were before, just that they no longer have 9 ranks each, but only 3.
    There are better things to spend points on for example by giving up one weapon type I can put all my points into shield pen and amour pen. It seems like we are better off focusing even more now then before.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    I agree that they are creating more ways of boosting and benefiting from specializing into one single type of weapon/energy type with some of their changes, and we could use some choices talented or otherwise that actually promote an improve the effectiveness of mixing weapon types an even energy types. This could be less of talents that boosts damage overall as that makes sense for specializing into one type, and could go more into certain types when used together re-enforce each other's effect and/or create new interesting bonuses that could be desired in less dps oriented play-styles.
  • ssbn655ssbn655 Member Posts: 1,894 Arc User
    edited February 2016
    skollulfr wrote: »
    when beam strikes can do 4000 damage per hit, who needs torps?
    wallpaper doesnt fix collapsed foundations.

    LOL when a Neu can do nearly 20k like my Tac KDF toons and crafted plasma torps have a nice lingering DOT and AOE plus have zero power drain I question why use Beams at all outside of bringing shields down.
  • ssbn655ssbn655 Member Posts: 1,894 Arc User
    I guess stumpfgobs NEVER looked at the ship traits or space traits. Weapon Synergy is already in the game. Same goes for the person calling for aux to speed up torpedoes and uping thier damage. Already in the game look under your traits. SO yeah look at whats already in the game for once.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    ssbn655 wrote: »
    I guess stumpfgobs NEVER looked at the ship traits or space traits. Weapon Synergy is already in the game. Same goes for the person calling for aux to speed up torpedoes and uping thier damage. Already in the game look under your traits. SO yeah look at whats already in the game for once.

    Obviously a PEP, or gravtorp, will benefit from aux power. But since when is the general flight speed of torps affected by aux?! This is entirely new to me.
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  • asuran14asuran14 Member Posts: 2,335 Arc User
    I am thinking more of something like interactions between two types of weapons not merely using a cannons gives your torpedos higher damage which is yes in game. Also i could honestly see Aux power which is power that is not fully used by any specific system like engines/weapons/shields an so could be the power that the launchers use for their system though it would make more sense to be tied to weapon power in the end. Though from the stand-point that your primary weapon you use on your ship is normally a form of energy discharge weapons an so your weapon power would translate directly into higher energy discharges an more destructive potency, that uses excess energy from a another system would make sense to keep your primary weapons as potent as possible.
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