What you want are Complimentary Torpedo Flight Speeds (no seriously, have a look). It's an idea that preserves "slow flight" for the early game, but then makes possible "fast(er) flight" as the Mk Levels increase on gear (in this case Impulse Speeds). It's a nuanced solution to a problem that deserves a nuanced answer ... and ideally it would affect Torpedoes, Mines and Cannons (ie. all "projectile" animation based damage sources) for both PCs and NPCs at the game mechanical level.
As far as Shield NEGATION of Torpedo Damage is concerned, I'm going to break with the consensus here and say that the Negation of Torpedo Damage should be subjected to RNGesus where the chance to Negate a portion of the damage is equal to the % of Shield Remaining that takes the damage. That way, instead of having a 100% chance of 75% Torpedo Damage Negation if Shield HP is 1+ ... instead you have a 75% Torpedo Damage Negation on (current Shield HP/max Shield HP)% chance ... meaning that the 75% Negation is more reliable when Shields are at full HP and less reliable when Shields are at low HP (and obviously Shield Down offers 0% chance of 75% Torpedo Damage Negation). After implementing THAT change, re-evaluate (I know, heresy, right?) and determine if additional adjustments are called for ... such as adjusting the value of the Shield Negation % (to something other than 75%?).
Point being that Full Shields are "strong" against Torpedoes, while Damaged Shields are "weak" against Torpedoes and prone to "bleedthrough" ...
Torpedoes, ARE powerful whether shields are up OR down. one only needs to watch THIS: The Battle of Khitomer from ST The Undiscovered Country https://youtube.com/watch?v=VPz-6HuM8Sc
Dev's watch and pay close attention; There should/ought to be very LITTLE (not some stupidly high percentage like 75) "Shield Negation" of Kinetic damage.
If that was the case NPCs would have to be adjusted a LOT or the terran queues would become outright impossible.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
Torpedoes, ARE powerful whether shields are up OR down. one only needs to watch THIS: The Battle of Khitomer from ST The Undiscovered Country https://youtube.com/watch?v=VPz-6HuM8Sc
Dev's watch and pay close attention; There should/ought to be very LITTLE (not some stupidly high percentage like 75) "Shield Negation" of Kinetic damage.
That looks about right: six torps to a Connie just annoy the crew, but four torps make a BoP go boom.
Vaadwaur weapons reduce shield hardness vs torpedo weapons. I thought i would mention that.
Shield hardness yes, but not so much reduction which I think is different, which is what I was thinking for the idea of a trait or boff ability that would cause your energy weapon hits to have a chance to destabilize the target's shield integrity. In this way you could still have your shield resistance/hardness affecting the torpedo damage, but the innate torpedo-damage reduction of shields would be negated or reduced giving you that illusion of the energy weapon hits weakening a area of the target's shields. I could even see beams maybe having a higher chance to inflict this destabilized shield-integrity debuff by the fact it is more of a constant sustained impact, where as cannons might have more of a higher reduction (maybe even making torpedo's more effective like a buff to their damage) compared to beam impacts. So I would write this trait or ability as follows;
Destabilize shield-integrity:
Your ship's energy weapon impacts have a stacking 2% (5% for beam weapon types) chance to apply destabilized shield-integrity debuff to the target of your weapons, with this stacking chance to apply the debuff being locked out for 10 seconds after the debuff falls off or is removed thru use of certain shield-TRIBBLE.. The destabilization shield-integrity debuff causes the debuffed target to have their shield's torpedo-damage reduction lowered to being only a 25% reduction compared to the 75% that they normally have, but if debuff is applied by a cannon type weapon it will fully negate the torpedo-damage reduction during that duration, this debuff would have a 12-20 second duration I think.
Now if this were made into a boff-ability I could see it as either a intelligence or tactical oriented ability, with a very small chance of working in engineering or science kinda. I could see this being able to be a group wide affected buff, but just that the reduced torpedo-reduction of the shield would not be as high for the rest of the party. Like that for the ship applying it would get the full reduction of the torpedo-damage reduction being reduced to 0-25%, but for the other party members the shield's torpedo-damage reduction might be only at 25-50% based on if it was applied by a cannon or beam weapon.
If you need a trait or BOff power, or even a seated DOff, to bring torpedoes up to the same damage potential as beams, you can ultimately do more damage with the beams by using the same stuff you slotted for torpedoes to buff the beams instead.
This is a crucial point. I'm not interested in how I can buff torps to make them come up closer to the potential of a BFAW build. I'm simply asking that the base weapon itself be re-examined and brought into line with what has proven to be a mechanically superior build even though this relationship is in violation of canon.
What they should have done (this is never going to happen, but should have) is have a torpedo hard point on each ship's stats (some with one fore/one aft, some with two fore, etc you get the idea) and the torpedoes be a consumable or limited # you slot in that hardpoint. It makes no actual technical sense that you install a (energy type) torpedo launcher on your ship.. in every show ever the ship has the hole to shoot them out of built into it.. they just load a particular type of torpedo and fire it.
What they should have done (this is never going to happen, but should have) is have a torpedo hard point on each ship's stats (some with one fore/one aft, some with two fore, etc you get the idea) and the torpedoes be a consumable or limited # you slot in that hardpoint. It makes no actual technical sense that you install a (energy type) torpedo launcher on your ship.. in every show ever the ship has the hole to shoot them out of built into it.. they just load a particular type of torpedo and fire it.
Without fixing the bugs and old mechanics to torps, this would solve nothing but force people to have a weapon that they'd never use. Meanwhile, what happens to torp-heavy builds?
Im not saying now, im saying six years ago. Hardpoints in general should have been designed differently. The game meta would be an entirely different beast if ship hardpoints were by weapon types instead of just universal slots for whatever you want. How many birds of prey had beam arrays in star trek? Zero. Stuff like that. Im not complaining so dont take it as such, just food for thought to what the game would look like if the ships dictated what you could slot
Adding torpedo only slots won't solve anything. Apart from the limited console slots, you're limited by your skill tree, some ships do not have the seating necessary for dual weapon types and even if they did, it would still be better to slot in an energy weapon skill rather than a torp skill.
Adding torpedo only hard points won't make people use torps. It'll only lessen build diversity. The same goes with limiting torp loads to a finite quantity.
If you need a trait or BOff power, or even a seated DOff, to bring torpedoes up to the same damage potential as beams, you can ultimately do more damage with the beams by using the same stuff you slotted for torpedoes to buff the beams instead.
This is a crucial point. I'm not interested in how I can buff torps to make them come up closer to the potential of a BFAW build. I'm simply asking that the base weapon itself be re-examined and brought into line with what has proven to be a mechanically superior build even though this relationship is in violation of canon.
Several of the ideas that are more boff or trait based are not to bring up the damage of torpedoes to beams or cannons, but to make running torpedoes in a mixed build more viable an have some interplay between beams/cannons an torpedoes like in the shows.
Also you don't really need to buff the damage of torpedoes at all as they already have an extremely high damage potential compared to beams/cannons, just that the damage potential of the torpedoes is countered by the target having their shield facings up. Which is partly why many of us are not looking at buffing the actual damage output of torpedoes, but merely how to change or work around this badly implemented system.
Like myself I suggested that they change how the torpedo-damage reduction that is applied by having a torpedeo impact a shield facing be more dynamic, like having the total torpedo-damage reduction be tied to either how much hp is left on the shield or how high your shield power level is. As said one of the reasons torpedo damage is so low is it gets a 75% damage reduction applied to it when used against shields over hull hits.
Also one of the reasons I suggested that we have torpedo-spread function more like how bfaw/cannon scatter-volley does, is that It would make stacking torpedo-launchers more beneficial to torpedo-spread in the same way how stacking more beam/cannon weapons benefits bfaw/cannon scatter-volley. In the same way having a boff ability or trait that actually makes it that cannon/beam strikes can reduce/negate the torpedo damage reduction of a target's shield facing, which would thus actually make the ability/trait counter the one huge downfall of torpedoes as well as make mixed builds more interesting an viable.
One of the "easiest" fixes that I've seen proposed (but not in the past couple of pages of this thread) is to introduce a "counter-mechanic" where energy gets 75% resistance against bare hull...
You know the classic "energy strips the shields, kinetics blow the target up" game...
Or, if one wants to be a pain, energy weapon crits (even AP baked-in ones) don't count against bare hull...
Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
One of the "easiest" fixes that I've seen proposed (but not in the past couple of pages of this thread) is to introduce a "counter-mechanic" where energy gets 75% resistance against bare hull...
You know the classic "energy strips the shields, kinetics blow the target up" game...
Or, if one wants to be a pain, energy weapon crits (even AP baked-in ones) don't count against bare hull...
I actually like this type of idea, as it would make sense in many ways and would act as a method of off-settig the innate issue of torpedoes being that they get such a hefty reduction against shields. This would be nice as a method of balancing the effectiveness of torpedo/mine weapons against beam/cannon type weapons.
One of the "easiest" fixes that I've seen proposed (but not in the past couple of pages of this thread) is to introduce a "counter-mechanic" where energy gets 75% resistance against bare hull...
You know the classic "energy strips the shields, kinetics blow the target up" game...
Or, if one wants to be a pain, energy weapon crits (even AP baked-in ones) don't count against bare hull...
I'm good with this.
Now, which way to the Gladiator Arena so I can fight off all the haters?
I am honestly quite loving the high yield alternative fire style of the Advanced Temporal Defense Chroniton Torpedo Launcher Mk XII that is apart of the new rep coming with the next expansion. It actually is kinda unique from the tri-fire or singular large targetable torpedoes we have had.
Advanced Temporal Defense Chroniton Torpedo Launcher Mk XII
Advanced Temporal Defense Chroniton Torpedos are designed to leave a matrix of Chroniton particles on the firing ship, which can increase the user’s flight speed, turn rate, shield hardness, and shaves precious time off the recharge rate of bridge officer abilities. This weapon’s High Yield mode fires a cluster torpedo at the target, which deploys into a series of Chroniton Mines on arriving at its destination.
> @asuran14 said:
> I am honestly quite loving the high yield alternative fire style of the Advanced Temporal Defense Chroniton Torpedo Launcher Mk XII that is apart of the new rep coming with the next expansion. It actually is kinda unique from the tri-fire or singular large targetable torpedoes we have had.
>
> Advanced Temporal Defense Chroniton Torpedo Launcher Mk XII
> Advanced Temporal Defense Chroniton Torpedos are designed to leave a matrix of Chroniton particles on the firing ship, which can increase the user’s flight speed, turn rate, shield hardness, and shaves precious time off the recharge rate of bridge officer abilities. This weapon’s High Yield mode fires a cluster torpedo at the target, which deploys into a series of Chroniton Mines on arriving at its destination.
Will it be a destructible torp though? those are kind of useless most of the time
True, though even the cluster-torp, which is what this sounds like to be how it would work/function like, I have found work pretty well at getting the mines to the target an deployed. If it works just like the cluster-torps do in all ways/methods, than it would be I believe untargetable I would think.
I am honestly quite loving the high yield alternative fire style of the Advanced Temporal Defense Chroniton Torpedo Launcher Mk XII that is apart of the new rep coming with the next expansion. It actually is kinda unique from the tri-fire or singular large targetable torpedoes we have had.
Advanced Temporal Defense Chroniton Torpedo Launcher Mk XII
Advanced Temporal Defense Chroniton Torpedos are designed to leave a matrix of Chroniton particles on the firing ship, which can increase the user’s flight speed, turn rate, shield hardness, and shaves precious time off the recharge rate of bridge officer abilities. This weapon’s High Yield mode fires a cluster torpedo at the target, which deploys into a series of Chroniton Mines on arriving at its destination.
I haven't tested yet, but if it behaves like other cluster torps, it can be shot down, is slow to deploy mines, the mines take time to activate, the mines must track the target, and the mines are of a low-yield type.
It would be fun if the pace of the game had a scenario where this weapon would be good.......
I haven't tested yet, but if it behaves like other cluster torps, it can be shot down, is slow to deploy mines, the mines take time to activate, the mines must track the target, and the mines are of a low-yield type.
It would be fun if the pace of the game had a scenario where this weapon would be good.......
Since that might be a problem, does the "hot pursuit" trait work with the cluster torpedo mines in general?
THat might be true though not see mine get brought done nearly as much, but still could be interesting. It would be nice to see either a trait or set-bonus that would give a cluster-torpedo/s a chance to detonate all of their mines (maybe bonus damage modifier too) instantly upon reaching it's target over deploying them.
Even with that more so I just wish that cluster-torpedoes would be able to take advantage of both mine an torpedo buffing abilities even if the bonus were at a reduced amount. Cluster torpedoes are interesting an fun to use yet the fact they don't gain much benefit. or any in the case of torpedo/mine boff abilities, it relegates them to being used more as a gimmick than as a interesting hybrid weapon delivery system. Imagine if you could use the dispersal pattern buff on your cluster-torpedo that has you lay a line of mines behind you/torpedo, while also using a torpedo spread meaning you now have a nice mine field laid behind several cluster-torpedoes you fired, even at a reduction of 45-55 percent that is still quite interesting an fun mechanic that could be used to great effect.
Torps are deadly. More so than they have been in a long long time.
With that said...75% damage reduction is a problem that needs addressing at some point.
A general speed increase across the board for all torpedoes and fixing destructible torpedo mis-fires as their arc comes into firing range would be nice to see in an upcoming patch note.
Oh yeah no matter how powerful torpedoes are, in the end their downfall is mostly the static damage reduction they receive from impacting a shield facing that is still up even if by a single shield point/hp. An I think we all can agree that it would be nice to see some change that would take this static reduction amount to being more of a dynamic reduction, which could be any of those suggested so far an would do an amazing job of improving the state of torpedo's viability. An so I hope we can see a dev that is apart of the team that does the reworks an nerf/buffing cycles we see, and maybe even have a discussion of what we would like to see happen an what the teams feels they can actually implement (or how fast they might be able to.).
As much as I agree we could use some increase to the flight speed of the torpedo, but to me it should be more thru options to increase things like that via the talent system or traits. Other things that would be nice to have is things like consoles or devices that might add flight/travel-speed, shields/hull-resistance, bonus hp, and deploy speed radius on the cluster-torpedo/mine
Issue with giving torpedoes a base-line buff to speed, than the base-line damage would need to be adjusted, and if you add in a change to the way shield facies affect torpedo-damage it would reduce the damage of torpedoes into a state of nearly uselessness. I am sure any change to the way damage-reduction of shields for torpedoes, or torpedo speed would need to be off-set by a change to the damage of the torpedos. While a change to the torpedo-damage reduction caused by hitting a shield facing would be the only influence on how to adjust torpedo damage for that change, and then making it that talents/traits an also consoles are how you adjust speed or other such things would make it that torpedoes would not need a further reduction to offset any further bonus.
Issue with giving torpedoes a base-line buff to speed, than the base-line damage would need to be adjusted, and if you add in a change to the way shield facies affect torpedo-damage it would reduce the damage of torpedoes into a state of nearly uselessness. I am sure any change to the way damage-reduction of shields for torpedoes, or torpedo speed would need to be off-set by a change to the damage of the torpedos. While a change to the torpedo-damage reduction caused by hitting a shield facing would be the only influence on how to adjust torpedo damage for that change, and then making it that talents/traits an also consoles are how you adjust speed or other such things would make it that torpedoes would not need a further reduction to offset any further bonus.
I don't think they will (or need to) get a damage reduction if they have an increased speed. Even when they (torps) land on their target, energy weapons are still superior in DPS as it is.
Destructible Torpedoes are an even bigger joke as demonstrated by @darkknightucf's lengthy but very informative video:
Comments
If that was the case NPCs would have to be adjusted a LOT or the terran queues would become outright impossible.
"He shall be my finest warrior, this generic man who was forced upon me.
Like a badass I shall make him look, and in the furnace of war I shall forge him.
he shall be of iron will and steely sinew.
In great armour I shall clad him and with the mightiest weapons he shall be armed.
He will be untouched by plague or disease; no sickness shall blight him.
He shall have such tactics, strategies and machines that no foe will best him in battle.
He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
He is Tovan Khev... and he shall know no fear."
Torps coudl be evaded and positioning when firing counted, soo... yeah... i miss that game.
That looks about right: six torps to a Connie just annoy the crew, but four torps make a BoP go boom.
Vaadwaur weapons reduce shield hardness vs torpedo weapons. I thought i would mention that.
Shield hardness yes, but not so much reduction which I think is different, which is what I was thinking for the idea of a trait or boff ability that would cause your energy weapon hits to have a chance to destabilize the target's shield integrity. In this way you could still have your shield resistance/hardness affecting the torpedo damage, but the innate torpedo-damage reduction of shields would be negated or reduced giving you that illusion of the energy weapon hits weakening a area of the target's shields. I could even see beams maybe having a higher chance to inflict this destabilized shield-integrity debuff by the fact it is more of a constant sustained impact, where as cannons might have more of a higher reduction (maybe even making torpedo's more effective like a buff to their damage) compared to beam impacts. So I would write this trait or ability as follows;
Destabilize shield-integrity:
Your ship's energy weapon impacts have a stacking 2% (5% for beam weapon types) chance to apply destabilized shield-integrity debuff to the target of your weapons, with this stacking chance to apply the debuff being locked out for 10 seconds after the debuff falls off or is removed thru use of certain shield-TRIBBLE.. The destabilization shield-integrity debuff causes the debuffed target to have their shield's torpedo-damage reduction lowered to being only a 25% reduction compared to the 75% that they normally have, but if debuff is applied by a cannon type weapon it will fully negate the torpedo-damage reduction during that duration, this debuff would have a 12-20 second duration I think.
Now if this were made into a boff-ability I could see it as either a intelligence or tactical oriented ability, with a very small chance of working in engineering or science kinda. I could see this being able to be a group wide affected buff, but just that the reduced torpedo-reduction of the shield would not be as high for the rest of the party. Like that for the ship applying it would get the full reduction of the torpedo-damage reduction being reduced to 0-25%, but for the other party members the shield's torpedo-damage reduction might be only at 25-50% based on if it was applied by a cannon or beam weapon.
This is a crucial point. I'm not interested in how I can buff torps to make them come up closer to the potential of a BFAW build. I'm simply asking that the base weapon itself be re-examined and brought into line with what has proven to be a mechanically superior build even though this relationship is in violation of canon.
Without fixing the bugs and old mechanics to torps, this would solve nothing but force people to have a weapon that they'd never use. Meanwhile, what happens to torp-heavy builds?
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.
Adding torpedo only slots won't solve anything. Apart from the limited console slots, you're limited by your skill tree, some ships do not have the seating necessary for dual weapon types and even if they did, it would still be better to slot in an energy weapon skill rather than a torp skill.
Adding torpedo only hard points won't make people use torps. It'll only lessen build diversity. The same goes with limiting torp loads to a finite quantity.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Several of the ideas that are more boff or trait based are not to bring up the damage of torpedoes to beams or cannons, but to make running torpedoes in a mixed build more viable an have some interplay between beams/cannons an torpedoes like in the shows.
Also you don't really need to buff the damage of torpedoes at all as they already have an extremely high damage potential compared to beams/cannons, just that the damage potential of the torpedoes is countered by the target having their shield facings up. Which is partly why many of us are not looking at buffing the actual damage output of torpedoes, but merely how to change or work around this badly implemented system.
Like myself I suggested that they change how the torpedo-damage reduction that is applied by having a torpedeo impact a shield facing be more dynamic, like having the total torpedo-damage reduction be tied to either how much hp is left on the shield or how high your shield power level is. As said one of the reasons torpedo damage is so low is it gets a 75% damage reduction applied to it when used against shields over hull hits.
Also one of the reasons I suggested that we have torpedo-spread function more like how bfaw/cannon scatter-volley does, is that It would make stacking torpedo-launchers more beneficial to torpedo-spread in the same way how stacking more beam/cannon weapons benefits bfaw/cannon scatter-volley. In the same way having a boff ability or trait that actually makes it that cannon/beam strikes can reduce/negate the torpedo damage reduction of a target's shield facing, which would thus actually make the ability/trait counter the one huge downfall of torpedoes as well as make mixed builds more interesting an viable.
You know the classic "energy strips the shields, kinetics blow the target up" game...
Or, if one wants to be a pain, energy weapon crits (even AP baked-in ones) don't count against bare hull...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
I actually like this type of idea, as it would make sense in many ways and would act as a method of off-settig the innate issue of torpedoes being that they get such a hefty reduction against shields. This would be nice as a method of balancing the effectiveness of torpedo/mine weapons against beam/cannon type weapons.
I'm good with this.
Now, which way to the Gladiator Arena so I can fight off all the haters?
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.
Advanced Temporal Defense Chroniton Torpedo Launcher Mk XII
Advanced Temporal Defense Chroniton Torpedos are designed to leave a matrix of Chroniton particles on the firing ship, which can increase the user’s flight speed, turn rate, shield hardness, and shaves precious time off the recharge rate of bridge officer abilities. This weapon’s High Yield mode fires a cluster torpedo at the target, which deploys into a series of Chroniton Mines on arriving at its destination.
True, though even the cluster-torp, which is what this sounds like to be how it would work/function like, I have found work pretty well at getting the mines to the target an deployed. If it works just like the cluster-torps do in all ways/methods, than it would be I believe untargetable I would think.
I haven't tested yet, but if it behaves like other cluster torps, it can be shot down, is slow to deploy mines, the mines take time to activate, the mines must track the target, and the mines are of a low-yield type.
It would be fun if the pace of the game had a scenario where this weapon would be good.......
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.
Since that might be a problem, does the "hot pursuit" trait work with the cluster torpedo mines in general?
Even with that more so I just wish that cluster-torpedoes would be able to take advantage of both mine an torpedo buffing abilities even if the bonus were at a reduced amount. Cluster torpedoes are interesting an fun to use yet the fact they don't gain much benefit. or any in the case of torpedo/mine boff abilities, it relegates them to being used more as a gimmick than as a interesting hybrid weapon delivery system. Imagine if you could use the dispersal pattern buff on your cluster-torpedo that has you lay a line of mines behind you/torpedo, while also using a torpedo spread meaning you now have a nice mine field laid behind several cluster-torpedoes you fired, even at a reduction of 45-55 percent that is still quite interesting an fun mechanic that could be used to great effect.
With that said...75% damage reduction is a problem that needs addressing at some point.
A general speed increase across the board for all torpedoes and fixing destructible torpedo mis-fires as their arc comes into firing range would be nice to see in an upcoming patch note.
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.
I don't think they will (or need to) get a damage reduction if they have an increased speed. Even when they (torps) land on their target, energy weapons are still superior in DPS as it is.
Destructible Torpedoes are an even bigger joke as demonstrated by @darkknightucf's lengthy but very informative video:
https://youtu.be/g233ftc0NvQ
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!