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What is the purpose of the "Fire All Torpedoes" button?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
This is a serious question...

Up to now, my torpedoes have not been an issue; before now, i have always mounted one torpedo in the aft and one in the fore. Now, having reached the rank of Captain, where I now have four weapons front and three aft, I thought "All right! Now I have some extra muscle up front."

I get my Galaxy into battle, bring her weapons to bear, with my High Yield Torpedoes armed and ready, press the "Fire All Torpedoes" button and...

...find that only ONE bank of torpedoes has fired, and the others are awaiting a cooldown timer to fire again.

Needless to say, it wasn't a total loss; I did fire off a nice salvo of Quantams (at a Galor, if you were wondering). But it got me thinking...why have that button if it doesn't fire all torpedoes, but only the first available bank of torpedoes

'Tis a mystery. Up to now, I've been quite enjoying the game despite its issues, but this one little thing irks me.

Is it simply to keep us from being 'overpowered' (i.e., loading nothing but torpedo weapons in all slots and becoming a moving arsenal?) or is it simply just a bug that was not intentional?

I'd be happy to hear everyone's thoughts on the issue.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Well the main point of it is that you get to hit the one button instead of worrying about hitting the individual keys for whichever torpedo bank is ready/able to fire. Less time looking at your hotbar I guess.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    jdrehm wrote: »
    Is it simply to keep us from being 'overpowered' (i.e., loading nothing but torpedo weapons in all slots and becoming a moving arsenal?)

    Exactly..

    Imagine someone with 4 bays up front teamed with a phaser boat.. you pop off High yeild III (which buffs all torp bays if you notice) and you fire at the down shield created by the Phaser boat.

    Imagine 4-6K damage x 4 torps x 4 tubes.. (not counting Crits that can go from 7K to 23 K per torp as tested on Tribble)

    Or even being able to fire 4 single torps consistantly.

    Torps crack hulls very very fast.. so I guess the Fire all Torps button (Ctrl+Spacebar by default) was added mistakenly or to allow you to stagger fire torps.. or possibly works with different torps mounted aka plasma / quantum / etc. (haven't tested that myself).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I suppose if the Dev's wanted to be 'clever', they could impose a torpedo limit, dependent on ship class..now that could be interesting; load up as many tubes as you like but you're limited to number of torps.

    :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    During CB, you could fire multiple torpedo tubes at the same time - I think this also carried into the first part of OB, but I'm not sure - so they had a Fire All Torpedoes button. They just didn't take it out when they put on the global cooldown.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I flew a torpedo boat in CB, and you needed a group. It was a fun design though. However, if you still want a Torpedo Boat, you can still do it. Science ships work best. You load up with Quantum, Photon, and Beam/Turret.... Turret is better because it is mainly just to defend you from carrier spam and such, and rapid fire/spread is great for that.

    The Q and Photon cooldowns are such that once you get the barrage started, you can pop a torpedo every 2 seconds meaning lots of pain. Have not tested it extensively yet as beam overload with dual beams, and turret spam with rapid fire, with a high yield in the popped shield being very deadly, especially with SNB and VM or a simple tractor beam if you they decide they don't want to stay VMed.
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