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Ammended: Any reason as to why there are undocumented torpedo nerfs?

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  • nikeixnikeix Member Posts: 3,972 Arc User
    Part of the enjoyment for some of us in this game is to derive the mechanics and figure out multiple ways of using those intended mechanics to push the limits of builds and/or come with fun interactions. Some of us are passionate about this game, and what we like to do in it... a few of us have even developed a positive reputation because of that passion... but passion and reputation is no excuse for not delivering the truth, and no one is above that. In this regard, I am offering my apologies to you all.

    Good man.

  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited February 2017
    First off, I would like to make an apology for not only my tone, but also in spreading incorrect information (concerning EBM and Gravimetric). That was irresponsible of me, and I take full responsibility for any negative repercussions that stem from my comments. I will also be making an apology video to follow with this. A special apology to, and "thank you" to @crypticrock for providing the CORRECT information, as well as addressing other issues with the Gravimetric Torpedo's rift.

    Part of the enjoyment for some of us in this game is to derive the mechanics and figure out multiple ways of using those intended mechanics to push the limits of builds and/or come with fun interactions. Some of us are passionate about this game, and what we like to do in it... a few of us have even developed a positive reputation because of that passion... but passion and reputation is no excuse for not delivering the truth, and no one is above that. In this regard, I am offering my apologies to you all.


    Not to worry, your reputation is still safe with me. :) (Not that I matter, in this regard, but I'm saying we all make occassional mistakes every now and then; even the best)
    3lsZz0w.jpg
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    nikeix wrote: »
    Hey why did you make the Lukari torpedo targetable anyway? Targetable torpedoes are useless junk and make the torps incompatible with THY, I was really psyched at the possibility of a second enhanced bio-M type torp.

    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.
    Also torps desperately need some kind of across-the-board buffing :(

    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...

    I think -50% acc or higher would be more appropriate, with point defense weapons (the various point defense consoles, plus turrets and 360 beams) either not having a penalty or getting a bonus. Targetable torps should make you pull off your main target to shoot them down if you want to guarantee they get poofed. That's canon appropriate and makes the torps appropriately useful.
  • nikeixnikeix Member Posts: 3,972 Arc User
    I favored 20-25% because it would make the Precise trait feel very worthwhile for players that do want to focus on the point defense aspect of BFAW.

    Then again I'd also like to see more auto turrets in the game than just the pre-order console and the Xindi lobi weapon :).
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited February 2017

    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.

    What got me in a tuff is the tooltip showing a cap of 10. I'll have to go through images to search for it just to make sure I am not crazy, but I do not think that was there before.

    As to the Gravimetric having range of 2km... that's not what results are showing. 1.5km is the blast radius currently.

    https://www.youtube.com/watch?v=eUdZZ5qVHdU (at the 15min mark for the 1.51km test.)

    (On my old notes, I had 3km as the blast radius, because I constantly blew myself up with this thing, and wanted to find out how far away I had to be in order to not be damaged. I will dig through my videos to see if I have visual evidence for this).
    2. Distributed Targeting - Not working with Heavies/destructibles EXCEPT for Elachi Subspace

    That is a bug that will be fixed shortly.

    Again, thank you.

    @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.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited February 2017
    Another question: Do console weapons have different properties than PC weapons? The person firing the HY Grav torp has 300-ish CtrlX. At the ranges displayed in the video below, not only should both ships be blasted by the Gravimetric Explosion, but both ships should be consistently swimming in the Gravimetric Rift:

    Video courtesy of JZH Gaming (PS4 STO):

    https://youtu.be/XgOG1rgOARY
    Post edited by darkknightucf on
    @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.
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