Thanks to the Aggronauts/Redditors Jayiie and Zooey for testing.
I know it's a game, so when I speak about this, it's within the scope of the game itself.
Tested the following:
1. TriCobalt mods - (from prior video and this one, all appear to be working. Awaiting Jayiie's analysis on DMG and Pen) *NOTE*: TriCobalt's still do not receive the cd reset benefit via Concentrate Firepower, despite the animation showing that a HY1 is available to be fired.
2. Distributed Targeting - Not working with Heavies/destructibles EXCEPT for Elachi Subspace
3. Omega Kinetic Shearing - Numbers gathered. Pending analysis for interaction with heavies and with/without DT
4. NX Torpedo console - By request to show some funny interaction with target(s). Reference
this link for test parameters and initial results.
Why are there undocumented changes to Enhanced Bio-Molecular and Gravimetric Photon torpedo under high yield? ***Both have received a reduction to their blast radius and both have a target cap to them.*** CLARIFICATION: Target cap on EBM set to 10. Blast radius at 2.5km (down from 3). Will conduct more tests for Gravimetric to confirm what was initially seen in video (nerfed blast radius of torpedo, NOT rift radius)
It would be one thing if torpedoes, especially those two torpedoes, were overperforming to the point where they were destroying FaW builds or CSV builds everywhere, and another *IF* there was a performance issue with them (for the record, there wasn't), so why yet another nerf to torpedoes?
Logs of the testing done
https://drive.google.com/open?id=0B0jlAmLwIV46U190T0dKRGtRZDg
Video of testing, as well as outline of what was being tested:
https://youtu.be/LTycNT8hJw0
EDIT: In the video, I moused over the rift size (1km), and stated
INCORRECTLY that it was displaying 1km blast radius. My apologies for the incorrect statement. In the video, Zooey was within 2.5km from Jayiie, yet did not receive any damage from the Gravimetric HY3 explosion.
I will have to look at the vid again, but I think that Zooey was within 2km. from Jayiie.
Comments
I'm all for patch notes. If something changed it should be documented. But I don't usually find its necessary or even helpful to justify them on every occasion.
As for you, Cryptic, you're starting to damage my calm! Grrr. No, seriously, just Upgraded my Enhanced Bio-Molecular Torp and Turret (with key-ring tokens), so as to finally be able to have that set on my Rom alt too; and now you're sneakily nerfing them!? Again, grrrr!
EDIT: I assume this hasn't been fixed. Not tried it in the latest patch.
They really should have Torp and Energy Weapon Hardpoints (plus more 'canon' arcs and hardpoints) seperate.
I can actually do that with the Nausican torpedo from the first lukari mission. It runs off of disruptor damage consoles instead of torpedo consoles. Feels like I'm actually doing the beam/torp mix effectively. If you got the crystaline torpedo you can do the same with anti proton damage. My disruptor engie and AP romulan are quite happy with these.
Best of all, no feed back pulses from pesky science ships on the torp damage.
There are actually three energy torpedoes. Plasma has one too. With a wonderfully vicious proc...
Which torpedo is the plasma one? I've not seen it listed in the STO wiki like the AP and Disruptor torpedoes.
Edit: Nevermind, it's listed under plasma torpedoes instead of "Other" like the AP and Disruptor torps. Plasmatic Biomatter Torpedo.
the plasmatic is not the right one what Nikeix is referring to is the Particle Emissions Plasma Torpedo which is downright monsterous when a proper sci ship has one
so he had it right
#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!"
You are mistaken in this. From its initial creation, the Enhanced Bio-Molecular Torpedo's High Yield has had a target limit of 10 and a radius of 2.5km. The Gravimetric Photon Torpedo's High Yield has always had a target limit of 10, and has always had a range of 2km.
In fact, all torpedoes that explode in an AoE (including the above two) have had a default target limit of 10 since before the game entered its closed Beta.
That is a bug that will be fixed shortly.
Yup...I love torps...so I basically have to accept my play style is weak because the devs either have some irrational hatred of torps or they just aren't able to balance them (Which wouldn't shock me at all)
Shields should not negate torpedo damage the way they do now, especially where 1% shields cause as much damage to be thrown away (even to the shields themselves) as 100% shields.
Even if they were completely full of TRIBBLE?
You might not want your calm to hinge on hearing unsubstantiated rumors.
To reference myself from a thread a few days ago
My understanding is 40 damage points will be expended in a 4:1 burn down against the last of the shield and 960 points are going to reach the hull - through a combination of bleed through (50 points) and direct application after the shield is gone (910 points after depleating the 10 points of shield).
I may be crazy, but that's how I thought it works.
If the target has 0% shield resistance, that above example is correct.
Gee, wouldn't it be better to fix the reason targetable torpedoes are "useless junk" *coughBFAWcough* instead of abandoning a cool, lore appropriate and flavorful mechanic? Cause I'm telling ya, BFAW needs a -20% accuracy against small targets (fighters, shuttles, mines, destructable torpedoes) penalty. Badly.
Mostly I'd like them to be a little faster. Having my Plasmatic Biomatter Torpedoes be unable to chase down even a snail IS really annoying . I often end up with 2 of them drifting lazily around the map trying to find something to hit while my beams are cheerfully whittling down the candidate list...
Oh. Torpedo High Yield.
Use a quantum phase TS3 with super high drain and the 2-piece bonus. Shields won't be an issue, lol.
darkknightucf is considered STO's resident torp expert par excellence. When he speaks out on torps, I listen.
Thanks! Does kinetic bleedthrough approach 100% as shield points drop to 0% for a generic shield, or does something else like shield power level setting come into play to set some minimum % as long as there is still 1 point of shields left?