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Multipe Torpedo Tubes have a delay?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Ok, so on my escort I have 2 proton-tubes and 2 phasers (one rear). When I go to fire my torpedos, I can't fire them at once, because there is a global cooldown, despite the "fire all torpedoes" command.

II takes about 2 seconds for me to fire a Salvo of torpedoes, which is really slow when your only 2 seconds away from a head-on collision starting at 10km.

Is there something I'm missing here, or is this working as intended?

Second, is there some ability to reduce those cool-downs, or maybe a tactical console.

EDIT:

Ok, I just read the sticky.... go figure. So torpedoes have 3 sec global cool-down. I can live with that, I guess I wont be making and cool salvos or anything like the shows. But are there still abilities to reduce those global cool-downs?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Despriox wrote:
    Ok, so on my escort I have 2 proton-tubes and 2 phasers (one rear). When I go to fire my torpedos, I can't fire them at once, because there is a global cooldown, despite the "fire all torpedoes" command.

    II takes about 2 seconds for me to fire a Salvo of torpedoes, which is really slow when your only 2 seconds away from a head-on collision starting at 10km.

    Is there something I'm missing here, or is this working as intended?

    Second, is there some ability to reduce those cool-downs, or maybe a tactical console.

    EDIT:

    Ok, I just read the sticky.... go figure. So torpedoes have 3 sec global cool-down. I can live with that, I guess I wont be making and cool salvos or anything like the shows. But are there still abilities to reduce those global cool-downs?

    No abilities to reduce those cool-downs!

    IMO there is also no reason for the fire all torpedo's button. Lastly, I have no idea why the hell they won't let you fire your torpedo's all at once. The damn torpedo abilities such as Torpedo High Yield and Torpedo Dispersal Patter or whatever; share a goddamn cool-down timer as well. So what reason is there to not allow the player to fire more than one torpedo at a time; excluding Bridge officer abilities?? It is not like you can fire two torpedo High Yields at one time. So... what is the problem with firing two torpedo's at one time?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I noticed that i can only get a two torpedo spread like once or twice an hour . It would be nice to get up to an four torpedo spead ever so often and on demand. Hopefully thats is something in the near future or i learn how if we can
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    The situation is the way it is because of gameplay nerfs over development. And they were good nerfs.

    I can hear the screaming from the forum warriors now if pvp suddenly had to deal with two fully active torpedo launchers each able to fire a HY volley.

    Do you really want multiple high level NPC's, or your pvp enemies, each able to fire off volleys of torps totalling 15-20k damage at you every 8 seconds? Thought not. Think before you post.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Faelerian wrote:
    The situation is the way it is because of gameplay nerfs over development. And they were good nerfs.

    I can hear the screaming from the forum warriors now if pvp suddenly had to deal with two fully active torpedo launchers each able to fire a HY volley.

    Do you really want multiple high level NPC's, or your pvp enemies, each able to fire off volleys of torps totalling 15-20k damage at you every 8 seconds? Thought not. Think before you post.
    It isn't that bad, considering a full torpedo load out loses pretty much any 1v1 ability, and almost all his shield removing ability.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Emn1ty wrote: »
    It isn't that bad, considering a full torpedo load out loses pretty much any 1v1 ability, and almost all his shield removing ability.

    If you were in OB, do you remember the cries of the nerf herders over the NPC battleships using full power torpedoes with HY III that could strip a shield facing and a solid amount of hull in one volley? And then had that multiplied by multiple mobs in an NPC group, resulting in a lot of pain?

    This is why the player abilities were restricted in the first place. Torps may not do full damage to shields, but put enough of them out in a short enough time, and the last one or two will start beating on hull.
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