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Torpedoes still seperate from energy weapons

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  • lianthelialianthelia Member Posts: 7,897 Arc User
    ssbn655 wrote: »
    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.

    While you're doing 20k with torps...people can reach 10 times that with beams. The torps do zilch to shielded targets and the plasma dots have been nerfed over the years so they can't be a alternative to top dps.
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  • asuran14asuran14 Member Posts: 2,335 Arc User
    lianthelia wrote: »
    ssbn655 wrote: »
    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.

    While you're doing 20k with torps...people can reach 10 times that with beams. The torps do zilch to shielded targets and the plasma dots have been nerfed over the years so they can't be a alternative to top dps.

    Yeah this is the issue that regardless of how much shield hp your target has left, and how much shield power they have allotted to their shield system, if their shields are up they reduce a huge amount of damage from torpedo hits. I would really wish the devs would look into adjusting how shield power system works to be that not only does it affect your shield regen, but also how much kenetic resistance it gives against torpedo damage, as than if a target still has shields yet low shield system power the torpedos would be effective still. Or tie the damage reduction to torpedos from having shields up to how much of your shield's hp is left, to make weakened shields actually be less effective a protection against torpedoes.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    daiph wrote: »
    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.

    I personally would want the two basic trees combined to make hybrid builds more viable. Star Trek's ships almost always combined energy and projectile weapons. Combining energy and torpedo skills brings us closer to canon. "Pure" builds will still be more powerful, but at least canon-hybrid builds won't be too far behind.

  • kyrrokkyrrok Member Posts: 1,352 Arc User
    If only a one per ship deal, I'd really like a tac console with a +2.5% crtH, and added damage equal to a for example a phaser relay and a quantum chamber in the same console. Available in any of at least the basic 6 type of each.
  • daiphdaiph Member Posts: 149 Arc User
    e30ernest wrote: »
    I personally would want the two basic trees combined to make hybrid builds more viable. Star Trek's ships almost always combined energy and projectile weapons. Combining energy and torpedo skills brings us closer to canon. "Pure" builds will still be more powerful, but at least canon-hybrid builds won't be too far behind.

    That just means they're either equally viable, or potent enough in specific situation to warrant carrying both. You could put full points into both of them in both the old and new skill trees if that's what you really wanted, or, if you want some points to go elsewhere, merely make them 'level' at whatever point you can take them to.
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  • fluffymooffluffymoof Member Posts: 430 Arc User
    e30ernest wrote: »
    daiph wrote: »
    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.

    I personally would want the two basic trees combined to make hybrid builds more viable. Star Trek's ships almost always combined energy and projectile weapons. Combining energy and torpedo skills brings us closer to canon. "Pure" builds will still be more powerful, but at least canon-hybrid builds won't be too far behind.

    Lore wise, it'd make sense. In-game, all you'd need to go is give a buff to "doing it correctly." If you gave a reasonable enough buff to those one torpedo in front and one in back, people would switch to it. It's the old armor mastery idea, where you get a buff for doing things correctly and not get the buff when you're wearing half leather and half cloth.
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  • oridjerraaoridjerraa Member Posts: 313 Arc User
    Mixing Torps and Beams is very viable even when not max skill capped. The new T6 Flagships are an excellent example that Cryptic has been boosting the combinations of weaponry that can compete well with Bfaw beamboats. My engineer dose really good damage; I use Gravity Well, Torp Spread 3(phase quantum and Terran torps, and a varity of beams as I run no fleet or standard tac consoles.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    ssbn655 wrote: »
    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.

    Because....

    1) beams have a very high rate of fire compared to torps.

    2) those pesky shields and high shield regen significantly hampers kinetic damage.

    Now, vs unshielded targets, heck yea I am dropping 400K+ crits on them. unfortunately, targets like that are few and far between.


    Overall, the OP does have legitimate concerns, and some very good points have been brought up about torps (and mines by proxy), including the archaic firing cycles, time between deployments, and flight speed for almost all "heavies". Those do need to be addressed.

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