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[Proposal(s)] Solutions to the Projectile Flight Speed problems

First things first, some acknowledgements.

I would like to publicly thank @darkknightucf, better known as Odenknight, for his video conclusively demonstrating the current state of Torpedo Flight Speeds (which are woefully underpowered in the end game) and Destructible Torpedoes (excessively vulnerable to being shot down) in the context of PvE. Kinetic Kommunity ... Represent!

Link: Romulan Plasma Torpedo Theme Build & Discussion

I personally have also "held forth" on the basic topic of Torpedo Flight Speeds previously, which got decidedly lopsided support from the community (in favor) but no response from anyone at Cryptic (hardly surprising).

Link: Complimentary Torpedo Flight Speeds

I would therefore like to build upon these foundations and previous work by pontificating on new ideas and possibilities to correct the now Obvious Is Obvious™ deficiencies. Here goes.
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Comments

  • autumnturningautumnturning Member Posts: 743 Arc User
    FACT:
    Torpedo and Mine (and Cannon, really) Projectile Flight Speeds are in fact almost perfectly tuned … for the Mk I to Mk II phase of the game.

    If you want to play the game and "feel like you're playing a Star Trek movie" … during the Mk I-II phase of gameplay then the Torpedo Flight Speeds are, at present, just about "perfect" for recreating that FEEL of seeing little balls of light fly away from your ship to intercept and damage Foes. This means that everything involved is "hitting the sweet spot" in terms of relative movement speeds of ships and the Flight Speeds of Torpedoes and Mines (and Cannon fire).

    However … this does not remain TRUE in perpetuity throughout the remainder of the game. This then leads to the following …

    FACT:
    Torpedo and Mine (and Cannon, really) Projectile Flight Speeds are in fact egregiously underpowered … for the Mk XI to Mk XIV phase of the game.

    This is because all along the way, both Mk Levels have been increasing for Impulse Engines … going from a base +7.5 Impulse Speed to +12 at Mk XII, a +60% relative speed increase … and available Power Levels to devote to Engines have been increasing, due to Captain Skills … while Torpedo, Mine and Cannon Flight Speeds for their projectiles remains mired at Start Of Game "basic" levels, with hardly any way to improve the situation. As a consequence, EVERYTHING in the game simply moves faster and faster in combat … EXCEPT for Torpedoes, Mines and Cannon fire … which effectively have a "fixed" Flight Speed to $Target that *works* (and looks right) for ONE part of the game, but which becomes completely obsolete over time with longer gameplay.

    It is my firm belief that this situation is more a matter of a historical/legacy omission of understanding how the game environment and play evolves over time as character Levels increase from 1 to (now) 60. It's a matter of starting in the "right place" for the look and feel of the game, but then omitting an important factor to allow this specific aspect of the game (Projectile Flight Speeds to $Target) to "keep pace" with all of the other changes (and power creep) happening elsewhere, such as Engine Power and Impulse Speeds, which make the game happen and resolve faster and faster as Levels and Mk numbers increase.

    SOLUTION:
    Torpedo and Mine (and Cannon, really) Projectile Flight Speeds —> NEED TO BE VARIABLES <— that can be scaled upwards with Mk numbers and Rarity increases … just like what happens with Impulse Engines as they see increases in Mk numbers and Rarity increases.

    Without a means to "keep pace" with the changing … velocities … of the participants in the space combat environment, over time Torpedo, Mine and Cannon Projectile Flight Speeds are simply "doomed" to fall further and further behind as everything else gets increased and becomes "faster moving" until the Flight Speed of these projectiles become serious liabilities to the weapons themselves and their proper functioning.

    When you've got FORWARD facing Torpedo Launchers dumping Torpedoes out the BACK of your ship and they're trailing along behind you … you've got a tuning problem.

    Heck, I'd even argue that when you've got FORWARD facing Torpedo Launchers dumping out Torpedoes that can BARELY KEEP PACE with your forward movement as you fly towards your $Target … you've got a tuning problem.

    BOTTOM LINE:
    Torpedo and Mine (and Cannon, really) Projectile Flight Speeds have been left UNMODIFIED for too long (since Beta, really) and never been subject to a re-examination of INTENT behind everyone's favorite phrase … Working As Intended. Yes, they "work" … in the sense that the game doesn't crash to desktop … but the current execution of HOW they "work" demonstrates a clear deficiency of the understanding of INTENT. Doing these performance parameters as Set And Forget CONSTANTS that can never be changed, when everything else around them does, is a classic case of Premature Optimization that results in the proverbial "painting yourself into a corner" that you can't get out of.

    Fortunately, I have some proposals for how to overcome this … historical/legacy deficiency …
  • autumnturningautumnturning Member Posts: 743 Arc User
    Proposal 1: Set Bonus and Console Choices Matter

    We all know about the various Set Bonuses and Console options that increase Torpedo and Mine (and Cannon) Damage. Which then begs the question … why haven't these modifiers been "extended" to include Projectile Flight Speeds for Torpedoes and Mines and Cannons? Why isn't there a 1:1 relationship between +Damage and +Projectile Flight Speeds offered by these Set Bonuses and Consoles?

    If a Console offers +20% Torpedo Damage, why isn't it ALSO offering +20% Torpedo Flight Speed boost AT THE SAME TIME?

    If a Console offers +20% Mine Damage, why isn't it ALSO offering +20% Mine Flight Speed boost AT THE SAME TIME?

    If a Console offers +20% Cannon Damage, why isn't it ALSO offering +20% Cannon Projectile Flight Speed boost AT THE SAME TIME?

    If a Set Bonus offers +20% Torpedo Damage (Klingon Honor Guard, I'm looking at you!), why isn't it ALSO offering +20% Torpedo Flight Speed AT THE SAME TIME?

    If a Trait Bonus offers +% All Damage (Auxiliary Power Configuration - Offense, I'm looking at you!), why isn't it ALSO offering a +% Torpedo/Mine/Cannon Projectile Flight Speed boost AT THE SAME TIME?

    The most obvious and simplest resolution would be to just simply take the +Damage modifier(s) that apply to Torpedoes, Mines and Cannons … and then apply an EQUAL increase to the Projectile Flight Speeds fired by those Weapons. Just do it in a 1:1 ratio and add the +% boosts all up together and do a x((100+%)/100) modifier to the Projectile Flight Speeds.

    Note that this would require the New Romulus Command Advanced Prototype Space Set 2-piece Set Bonus and the Ferrofluid Hydraulic Assembly to "Play Nice" and cooperate with other sources of Flight Speed boosts … which as demonstrated rather convincingly in the Romulan Plasma Torpedo Theme Build & Discussion video provided by Odenknight is simply and rather obviously NOT THE CASE at present on Holodeck at this time.

    SUMMATION:
    Making the Projectile Flight Speeds for Torpedoes, Mines and Cannons "responsive" to Set Bonus and Console choices is very likely to be the easiest, simplest and most comprehensive solution to the problem as I have identified it. This would, if implemented (properly!), result in a *much* more dynamic, diversified and interesting game to play, due to the myriad differences in opportunities and build styles available to the wide range of Ships that Cryptic has already produced and is still in the process of vetting for the Agents of Yesterday expansion. In short: VALUE ADDED and Quality Of Life Improved.
  • autumnturningautumnturning Member Posts: 743 Arc User
    Proposal 2: Mk Numbers and Rarity Levels Matter

    We all know that when Mk number and Rarity levels go up on everything else, that there are qualitative and quantitative improvements made to those Items. Engines get faster. Consoles offer more Power. Shields get stronger. Weapons do more Damage … etc. etc. etc.

    So why is it that Mk numbers and Rarity levels have NO IMPACT AT ALL on Projectile Flight Speeds?

    Why is it that a Torpedo fired from a Launcher Mk I travels at the exact same speed as that from a Launcher Mk XIV?

    Why do Mk numbers and Rarity level NOT MATTER when it comes to Projectile Flight Speeds? It's not like Engines that are Mk XIV are as slow as they were (and are) at Mk I.

    So here's what I propose.
    • Take the current Flight Speeds for all Projectiles (Torpedoes, Mines and Cannons) that we've been using since Beta. That's your Baseline starting point. Express this value in terms of Impulse Speed (which I presume it already is, and if it isn't, FIX THAT!) but allow it to be used as a variable (that can be modified) and not just merely as a constant that can never be changed.
    • For each Mk number above TRIBBLE. … apply a +1 Impulse Speed modifier. That means that at Mk I, you get a +1 Impulse Speed modifier to the Projectile Flight Speed of whatever that weapon produces, whether it be Torpedo, Mine or Cannon. If it's a Mk XIV, then add a +14 Impulse Speed modifier to the Projectile Flight Speed of whatever that weapon produces. Keep It Simple Stupid.
    • For each level of Rarity … apply a +1 Impulse Speed modifier. That means that for Commons, you get a +1 Impulse Speed modifier. Uncommons, get a +2 modifier. Rares, get a +3 modifier. Very Rares, get a +4 modifier. Ultra Rares, get a +5 modifier. Epics, get a +6 modifier.
    • This would mean that a Common Mk I would get a combined +2 Impulse Speed modifier from Mk level and Rarity … while an Epic Mk XIV would get a combined +20 Impulse Speed modifier from Mk level and Rarity.

    This would allow Projectile Flight Speeds to "keep pace" with the increases in speeds seen in Impulse Engines as Mk numbers and Rarity levels increase while progressing through the game.

    Note that Proposal 2 here is not necessarily exclusive of Proposal 1 above … although if Cryptic were to implement both Proposals together, I would imagine that the operational order of the math would be to apply the +% modifier of Proposal 1 first and the (literally) "additional" modifier of Proposal 2 here second, so as to keep the "double dipping" potential of having one method excessively reinforcing the other to a minimum.
  • autumnturningautumnturning Member Posts: 743 Arc User
    edited July 2016
    Proposal 3: Impulse Speeds on the Throttle Matters when Firing Projectiles

    As a final (and given all evidence on Holodeck so far, necessary!) sanity check on Projectile Flight Speeds … since there are demonstrably and obviously edge cases that already exist where this ought to be happening already …
    • IF
      Ship Current Impulse Speed with Forward Throttle > Projectile Impulse Speed from Forward Arc Weapon
      THEN
      Projectile Impulse Speed from Forward Arc Weapon = Ship Impulse Speed +1
    • IF
      Ship Current Impulse Speed with Reverse Throttle > Projectile Impulse Speed from Aft Arc Weapon
      THEN
      Projectile Impulse Speed from Aft Arc Weapon = Ship Impulse Speed +1

    -- OR --
    • IF
      Ship Current Impulse Speed with Forward Throttle > Projectile Impulse Speed from Forward Arc Weapon
      THEN
      Projectile Impulse Speed from Forward Arc Weapon = Ship Impulse Speed + (1-14 based on Weapon Mk value)
    • IF
      Ship Current Impulse Speed with Reverse Throttle > Projectile Impulse Speed from Aft Arc Weapon
      THEN
      Projectile Impulse Speed from Aft Arc Weapon = Ship Impulse Speed + (1-14 based on Weapon Mk value)

    In practice, this will only matter to Torpedoes and Cannons, not Mines, since (at present) only they get "fired" from the ship at Impulse Speeds above zero. Currently, Mines just "fall off the back" of your ship at zero Impulse Speed, and stay "parked" where they drop until they arm themselves (a minor eternity after being launched, but that's a different issue).

    The above IF-THEN sanity check would ensure that ships never fly faster on a particular vector than the Projectiles they fire while flying that vector. This then helps prevent the ship from "overtaking" launched Projectiles, which ought to ostensibly be moving faster than the ship on that vector when launched in that direction. The second variation of this idea brings the Mk value of the weapon into play so as to provide a sliding scale of "how much faster" a Projectile is supposed to fly than the ship that is launching it in that direction (so higher Mk values are "better" in this regard) as a factor in the IF-THEN sanity check protecting against edge cases.

    Even if Proposals 1 and 2 are not accepted, Proposal 3 here ought to represent the absolute bare minimum of effort needed to "get Projectiles up to speed" after the Mk I-II experience as a preventative measure against "shooting forwards to watch them trail behind you" while you fly your ship. It would also mean that Emergency Power to Engines could (potentially, depending on other factors) become a useful means of increasing the Flight Speed of Torpedo and Cannon Projectiles (of all things), enhancing the value of an otherwise lackluster choice and increase build diversity. Same thing with Auxiliary Power to Dampeners, and all other Impulse Speed boosting measures, although such boosts via "sanity check" would, of course, be situational.

    Note that acceptance of Proposal 3 here could potentially make "alpha striking" from Full impulse a legitimate "jousting" tactic to begin combat …
    Post edited by autumnturning on
  • autumnturningautumnturning Member Posts: 743 Arc User
    Conclusion

    Due to an oversight that has not yet been corrected, the projectiles fired from Torpedoes, Mines and Cannons are "falling behind the curve" rather badly in terms of Flight Speeds in the late game, after being almost perfectly tuned in the early game. The problem is simply that One Speed Does NOT Fit All for how combat … flows … when going from Level 1 to Level 60 (and beyond with Specialization Points).

    The solution to the underlying problem is to stop treating Projectile Flight Speeds as a CONSTANT that is inviolate and never changing (and thus, always predictable and BORING!) … and instead make Projectile Flight Speeds for Torpedoes, Mines and Cannons something that Players can influence and augment through their decision process of Equipment selection and Skills allocation. Allow Projectile Flight Speeds to be a VARIABLE so that use of Projectile (animation) based weaponry can "keep up" with the increasing movement speeds of combat as a character "matures" and moves towards the end game experience.

    The sheer variety of options, possibilities and strategies that implementing ANY … let alone all 3 … of the above Proposals, would revolutionize the value, use and applicability of Torpedoes, Mines and Cannons not only in PvE but also in (what's left of) PvP as well. The sheer amount of interest in theory crafting alone on how to capitalize on these changes would drive a surge of interest in learning about the game and how to better use some of the most iconic weapons in the entire Star Trek franchise … that of the Torpedo … with additional benefits spilling over onto Mines and Cannons (particularly Cannons on queues such as The Breach where Proposal 3 would make a tremendous amount of difference due to high Impulse Speeds!).

    S imple
    E asy
    E ffective

    Is there a Community Manager in the house? o:)
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    I think I prefer proposal 3 to be honest.

    My biggest concern with linking speed with consoles, traits or set bonuses is that these all stack, so you could end up with a situation where torps, cannons etc are simply going way too fast and it would potentially be overpowered.

    I like the idea of the ship's speed being added to the torp speed, if you're going faster than it's speed when firing it.
    And I think something that could make it fun would be to add an extra penetration mechanic whereby torps launched at full speed bypass more of the shield/hull resistance.
    SulMatuul.png
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    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.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    LOL nice list of names @darkknightucf. You've got devs, then a @sarcasmdetector :smiley:

    I personally like proposal 2. That's fair for all kinds of ships since speed is based on the torpedo and not anything external. Consoles can be stacked putting tac-light ships at a disadvantage, and ship speed might place too high an advantage to zippy escorts. If proposal 3 is considered, I propose using throttle position instead.
  • arionisaarionisa Member Posts: 1,421 Arc User
    Although I am not well read on the physics of the Star trek universe, at least some things should be consistent. ie, engines provide a specific amount of thrust, yielding constant acceleration and ever increasing velocity until maximum velocity has been reached, with maximum velocity being the point at which thrust is equal to drag (whatever the "drag" is that exists in space).

    Relatively small and streamlined projectiles such as torpedoes would have much less drag than a starship, making their theoretical top speed much higher. At the same time, the engine thrust would be added to the initial launch velocity, with a torpedo launching at the velocity of the starship PLUS the added velocity from the launcher itself, with the engines providing acceleration on top of that, so, a starship launching torpedoes that are moving slower than it is is ridiculous.

    That being said, any given torpedo will still have a maximum possible velocity where thrust is equal to drag and it is quite possible that every torpedo designer of every race that makes them has given no thought whatsoever to how fast the torpedo has to be able to travel to have a snowballs chance of hitting a starship at maximum impulse ...... but it is extremely doubtful.

    Realistically, all torpedoes should have an initial velocity equal to starship velocity plus launcher velocity and a maximum velocity equal to (thrust=drag). As OP has suggested, higher Mark torps, should have higher Mark engines and thus higher maximum velocity, with a torpedoes maximum velocity always a certain percentage higher than a ships maximum velocity of the same Mark level.

    Logic (and history) dictates that any advance in ship/armor design always results in a similar advance in weapons design......except in the STO universe.

    Although by now I have forgotten each option given by the OP, personal opinion is that torpedo speed (acceleration and maximum velocity) should scale with mark level, with damage doing the same. No exact numbers from me, but a Mark XII torp against Mark XII shields/appropriate tier ship, should have the same percentage damage and speed advantage as a Mark II torp against Mark II shields/appropriate ship tier.
    LTS and loving it.
    Ariotex.png
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    edited June 2016
    Dude...the devs rarely come to the forusm now. If you *really* wnat their attention, you need to post this on the STO Reddit. Your ideas are sound and doable it would seem. But yeah: time-to-target is making beams dominant and killing cannons and projectiles.

    In fact I posted a reddit thing a few months back:

    Why cannons suck and how to fix them
    T93uSC8.jpg
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    Dude...the devs rarely come to the forusm now.

    that isn't any more true now than it was the last zillion times someone said it​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • autumnturningautumnturning Member Posts: 743 Arc User
    edited June 2016
    lordsteve1 wrote: »
    I think I prefer proposal 3 to be honest.

    Proposal 3 is the "Sanity Check" idea of making sure that projectiles can't fly slower to the $Target than the ship that's firing them.

    Not a problem with Mk I-II gear, but very obviously a problem with Mk XI-XIV gear.
    lordsteve1 wrote: »
    My biggest concern with linking speed with consoles, traits or set bonuses is that these all stack, so you could end up with a situation where torps, cannons etc are simply going way too fast and it would potentially be overpowered.

    I'd counter by noting that what you're "afraid of" (and legitimately so) is more a matter of "tuning" than anything else. You're worried about overstacking, where buffs can get stacked up too high. That's something that can be proven/tested out and demonstrated to see if the values I've given are something that is susceptible to min-max issues and need to be adjusted accordingly. Note that I've given Proposals 1, 2 and 3 with the baseline assumption of them being accepted in isolation, as opposed to in parallel. If Proposals 1 AND 2 are accepted together, I can easily imagine a situation in which the "sweet spot" for tuning the buffs from each would be 50% of what you'd want from each in isolation.

    So to put it mildly, I'm less "wedded" to the notion of needing the Flight Speed Buffs to be EXACTLY where I've pegged them in my Proposals (meaning that tuning adjustments are perfectly fine) than I am to the notion that these SOURCES of Flight Speed Buffs are important because of the ... shape(s) ... of influence those sources would have on how the game would play.
    lordsteve1 wrote: »
    I like the idea of the ship's speed being added to the torp speed, if you're going faster than it's speed when firing it.
    And I think something that could make it fun would be to add an extra penetration mechanic whereby torps launched at full speed bypass more of the shield/hull resistance.

    Separate topic and mechanic would need to be called for to implement that. You're literally talking about translating Impulse Speed into a Kinetic Damage Buff. That's a VERY different bottle of anti-matter containment.

    To be specific, I'm only referencing the +% Damage buffs for "benchmark values" to duplicate over for +% Flight Speed buffs to Projectiles. I'm NOT asking to feed that Flight Speed back into being an additional Damage Buff, since that would be tantamount to "double dipping" in the context of the Proposal 1 (and 2 and 3) that I'm making.
    e30ernest wrote: »
    LOL nice list of names @darkknightucf. You've got devs, then a @sarcasmdetector :smiley:

    As I'm sure you know, @e30ernest, although not everyone else may ... @sarcasmdetector is a legitimate ID for one of the regulars on THE SHOW that gets broadcast on Wednesdays. He has a voice that sounds like a grumpy cat wearing a red shirt in a cement mixer parked in the Canadian wilderness.
    e30ernest wrote: »
    I personally like proposal 2. That's fair for all kinds of ships since speed is based on the torpedo and not anything external. Consoles can be stacked putting tac-light ships at a disadvantage, and ship speed might place too high an advantage to zippy escorts. If proposal 3 is considered, I propose using throttle position instead.

    The way I look at it is that Proposal 1 makes the SHIP matter, along with what gets equipped outside of the Weapon slots ... while Proposal 2 makes the WEAPONS matter, in terms of what gets put into the Weapon slots. As already mentioned, these two Proposals are not mutually exclusionary.

    Proposal 1 yields diversity of builds.
    Proposal 2 yields consistency of baseline performance(s).

    Both together make the game much more dynamic and interesting.

    Oh and Proposal 3 is of course the "Sanity Check" ...
    Dude...the devs rarely come to the forusm now. If you *really* want their attention, you need to post this on the STO Reddit.

    Understood, but I don't have a Reddit account (I know, I know, "easy enough to fix" but there it is).

    That said, I would have no objection to a friendly r/sto poster providing a crosslink on Reddit to this thread and adding to the conversation in that forum. Heck, if you (or anyone else) wants to repost everything I wrote for the Proposals (et al.) over on Reddit, feel free! All I ask for is the courtesy of attribution.

    The distinction I would make is that the Developers are less likely to *respond* over here than they are on Reddit. That doesn't mean they AREN'T paying attention over here ... hence why I asked if there was a Community Manager in the house. o:)
    Your ideas are sound and doable it would seem.

    I appreciate the upvote!
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    i believe @pwlaughingtrendy is our resident community manager, bacon-lover and all around leek-swinging badass with power over all​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • bridgernbridgern Member Posts: 710 Arc User
    Some great ideas and I hope the Devs will consider them, I personally think Proposal#2 might be the best.
    Bridger.png
  • autumnturningautumnturning Member Posts: 743 Arc User
    Your upvote is appreciated.

    As mentioned previously ... Proposal 2 is the "keeping up with the Joneses" option to maintain baseline parity. This results in a "flat" distribution of options, since it's all limited to the Weapon slot(s).

    Proposal 1 is what yields "diversity" in performance due to the variety of build specs available, since it's concerned with Set Bonuses and Consoles slots, which is where the "real" variability is to be found.

    Proposal 3 is the "sanity check" to ward off a variety of potential edge cases, many of which we already encounter on a daily basis (especially in The Breach event).
  • judasjungjudasjung Member Posts: 22 Arc User
    I support this thread 100%
  • autumnturningautumnturning Member Posts: 743 Arc User
    There has been a very depressing/disturbing/disqualifying bit of communication from @borticuscryptic over on the r/sto forums, which can be found HERE.



    Shorter @darkknightucf ...
    Obviously stupid behavior is stupidly obvious.

    TL;DR response from @borticuscryptic ...
    No it's not.

    I will now quote what I wrote 2.5 weeks ago on this very point.
    BOTTOM LINE:
    Torpedo and Mine (and Cannon, really) Projectile Flight Speeds have been left UNMODIFIED for too long (since Beta, really) and never been subject to a re-examination of INTENT behind everyone's favorite phrase … Working As Intended. Yes, they "work" … in the sense that the game doesn't crash to desktop … but the current execution of HOW they "work" demonstrates a clear deficiency of the understanding of INTENT. Doing these performance parameters as Set And Forget CONSTANTS that can never be changed, when everything else around them does, is a classic case of Premature Optimization that results in the proverbial "painting yourself into a corner" that you can't get out of.

    To reiterate ... there's a difference between "working" as intended and "working" as INTENDED ... with the key point being the *INTENT* behind what is (actually) happening.

    What the game does right now with respect to Torpedo Flight Speeds (and Mines and Cannons) is worthy of a nomination to Murphy's Rules and is basically as reasonable as ... well ... this ...

    pic2906097_md.jpg

    So @borticuscryptic is resistant to even the Sanity Check of Proposal 3 because ... too much work? :s

    Um ... guys?
    When you roundfile Constructive Criticism (which you supposedly want), it does not bode well for the future of your game. It calls into question your capacity to Negotiate In Good Faith whether something identified by the community (in this case, the Kinetic Kommunity) is even a "problem" in the first place that ought to be fixed at all ... :/
  • e30erneste30ernest Member Posts: 1,794 Arc User
    Yeah when I first read that, I immediately thought of this thread. I think with enough clamoring we can change their minds about this.

    Really, when a ship overtakes or flies as fast as its own torps even when it isn't flying at full impulse, you know there's an issue.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    edited July 2016
    It's just plain sad when they outright refuse to look at or acknowledge a problem when it's so obvious.
    I mean it's not like the people posting here are newbies who are just whining. These are some of the most knowledgable players around.

    But seriously it's ridiculous looking when you overtake your torps, even going at sub-full impulse speeds. And in the environment drowning in insta-hit damage spam attacks like the mighty BFAW it puts torps at a real disadvantage. I mean new players are just automatically put off using them, and the recommended game meta these days is to not even slot them at all! That's being caused because their mechanics are outdated and outclassed by pretty much everything else.
    Only the seriously commited player minority actually tries and gets anywhere with torps. That's a lot of potential from the players that's being needlessly wasted, that's potential income right there.
    SulMatuul.png
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    Dude...the devs rarely come to the forusm now.

    that isn't any more true now than it was the last zillion times someone said it​​

    We will have to agree to disagree. But I think a simple content analysis/post analysis will show they post more frequently on Reddit than here.
    T93uSC8.jpg
  • e30erneste30ernest Member Posts: 1,794 Arc User
  • autumnturningautumnturning Member Posts: 743 Arc User
    edited July 2016
    Much appreciation to @borticuscryptic for making an announcement SOMEWHERE that the situation is WORTHY of attention, even if the team honestly doesn't have enough TIME to devote to the subject at this point (because Console release is due to happen) and resources are finite.

    Time points of interest in the Timberwolf interview.

    24:01-43:40 . Torpedo issues interview portion(s) ... special shout out to the Kinetic Kommunity!
    Timberwolf: How do you view Torpedoes in the office?
    Borticus: A troublemaker!

    Don't worry, he explains ... and the explanation is compelling. The "history lesson" @borticuscryptic provides is very useful in terms of understanding the "Help Us Help You" framework to provide useful information and feedback to the Development Team. The more we can do to work hand in glove with the people who have to Do The Work can only benefit ALL OF US! My only regret is that @borticuscryptic hasn't given this information more freely (including in these forums) to better align us with him and his team for better throughput of feedback to work to patch notes.

    38:24-40:09 . Torpedo (and Mine?) And Cannon Flight Times --> Are Under Review <--

    keep-calm-and-plant-the-flag.png
    Borticus: It doesn't feel good when you fire one of your big powerful weapons and the enemy dies before it gets there. We know that that doesn't feel good. But it also feels odd if you're flying quickly and outrunning your own bullets.
    Timberwolf: This is true.

    @borticuscryptic ... on behalf of the Kinetic Kommunity ... THANK YOU!™

    Now, what can WE do to help YOU in this endeavor? Communication is appreciated!
  • autumnturningautumnturning Member Posts: 743 Arc User
    Addendum update edited into Proposal 3 above.
    • IF
      Ship Current Impulse Speed with Forward Throttle > Projectile Impulse Speed from Forward Arc Weapon
      THEN
      Projectile Impulse Speed from Forward Arc Weapon = Ship Impulse Speed + (1-14 based on Weapon Mk value)
    • IF
      Ship Current Impulse Speed with Reverse Throttle > Projectile Impulse Speed from Aft Arc Weapon
      THEN
      Projectile Impulse Speed from Aft Arc Weapon = Ship Impulse Speed + (1-14 based on Weapon Mk value)

    In practice, this will only matter to Torpedoes and Cannons, not Mines, since (at present) only they get "fired" from the ship at Impulse Speeds above zero. Currently, Mines just "fall off the back" of your ship at zero Impulse Speed, and stay "parked" where they drop until they arm themselves (a minor eternity after being launched, but that's a different issue).

    The above IF-THEN sanity check would ensure that ships never fly faster on a particular vector than the Projectiles they fire while flying that vector. This then helps prevent the ship from "overtaking" launched Projectiles, which ought to ostensibly be moving faster than the ship on that vector when launched in that direction. The second variation of this idea brings the Mk value of the weapon into play so as to provide a sliding scale of "how much faster" a Projectile is supposed to fly than the ship that is launching it in that direction (so higher Mk values are "better" in this regard) as a factor in the IF-THEN sanity check protecting against edge cases.
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    you're ASSuming the game uses any kind of code with something even remotely close to IF-THEN-ELSE statements​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • autumnturningautumnturning Member Posts: 743 Arc User
    If it doesn't, then I can pretty safely assume that the humans who develop the game will know how to parse an IF-THEN syntax in whatever programming system they're using. The key point is the programming logic of what you're trying to accomplish.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    e30ernest wrote: »
    There is hope. Borticus has given some commentary on flight speed.

    https://youtu.be/uZnJ97yPKiw?t=38m36s

    That interview makes me sad, no improvements to destructible torpedoes flight speed.. I'm a big fan of the plasma torpedoes they just don't work well or feel good anymore. Back in the day OMEGA torpedo and stuff did, but currently they die so quick to FAW. They also are sooo slow, and enemies die so quick.
  • vanhyovanhyo Member Posts: 253 Arc User
    edited August 2016
    Simple fix:
    - forward projectiles gain extra flight speed equal to the ship's flight speed - If the ship is moving forward.
    When the ship is moving backward, the back weapons get bonus speed

    Basic logic, no ?
  • autumnturningautumnturning Member Posts: 743 Arc User
    Yes to us, but apparently "No" to Cryptic in the system originally as designed ... hence why any effort is required at all to redress the imbalance producing the observed behavior.
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