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Question for devs regarding Romulan/Omega rep weapons/set bonus

cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
Easy questions I believe:


1- Can I equip more than one Omega Torpedo or Hyper-Plasma Torpedo on my ship? If not, why not? If I pay for it I should be allowed to.

2- Why do the +plasma damage bonuses on the singularity harness and embassy-purchased consoles not affect torpedo plasma burn (only energy weapons)? The only sets in the game to improve torpedo is the breen set (laughable) and the Honor Guard set whereas energy weapons are buffed by a lot, lot more sets and bonus-kits.

3- Why is the kinetic beam not catalogued as a projectile? It does kinetic damage. Its more of a railgun than an energy weapon. Could it be changed to a projectile weapon please?
Post edited by cmdrskyfaller on

Comments

  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited February 2013
    1. Can only equip one set piece per ship. If you could equip more, then you could outfit your ship with those experimental romulan beam arrays or get all the set bonuses with 3 cutting beam.

    2. Plasma damage bonuses should be affecting torpedo plasma burn.

    3. While it does kinetic damage, it is a beam not a projectile. Beams imply a continuous attack against a target while projectiles imply a single attack against a target. In theory, a beam can always be hitting a target, but a projectile can only hit the target once before it is destroyed. Projectiles are generally considered as torpedoes and bullets, but weapons like turrets and cannons could be considered as projectiles.
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited February 2013
    starkaos wrote: »
    1. Can only equip one set piece per ship.

    Thnx. Good to know.
    2. Plasma damage bonuses should be affecting torpedo plasma burn.

    I don't see a change in burn damage in stats when in space :(
    3. While it does kinetic damage, it is a beam not a projectile. Beams imply a continuous attack against a target while projectiles imply a single attack against a target. In theory, a beam can always be hitting a target, but a projectile can only hit the target once before it is destroyed. Projectiles are generally considered as torpedoes and bullets, but weapons like turrets and cannons could be considered as projectiles.

    I see it more as a particle railgun than a beam weapon. Hence, projectile. I would say it should be classed as a projectile since beam attacks cannot be used with it and it gets no boost from kinetic damage consoles since those boost only projectile type weapons. Making it a projectile so it can make use of console buffs makes a lot of sense in my book.


    Another set of questions:

    A- Ferengi rockets: When they came out they were not supposed to use BOFF torp abilities yet I hear they do. Do they? . Also, has anyone tried the rockets with the nadeon? Do they receive the plasma burn proc chance when using romulan consoles?

    B- Temporal Disruption Device: Does it work with nadeon?

    C- Omega Torpedo: Description says it fires up to 5 torps (if charges are up) and uses high yield/spread ... but it seems to say that it uses up one high yield per torp fired so if it fires 5 and you have 2 high yields prepared it will consume both high yields and fire 2 super-heavy plasma torps and 3 'normal' omega plasma torps? Also, do I have to click the torpedo each time to fire a charge or does firing it release the entire salvo (like hyper-plasma does)?
  • xionstrykexionstryke Member Posts: 0 Arc User
    edited February 2013
    B- Temporal Disruption Device: Does it work with nadeon
    No, it does not.
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited February 2013
    Got the omega torp today. Very disappointing.

    It fires one torpedo at a time per click ... makes the whole concept of 'charges' useless. Unless you put it on autofire you can't make good use of it. This is a huge problem for KDF ships that cloak.

    If that wasn't lame enough, you cannot fire a heavy omega torpedo and fire a second one right after it (loading up two high yields) since the torpedo will kick in a timer between heavy torps of about 5 seconds. It will only fire without delay when firing normal, unbuffed torpedoes....and even those it will only fire one a time per click.

    Omega torpedo high yield damage is also quite lacking. Its equivalent to a blue mk11 plasma torpedo with no modifiers.

    Overall the hyper-plasma is insanely better and replaces the omega torpedo even in refire rate..hyper plasma can fire its trio of hvy plasma and a second later another trio (if 2 HY's loaded up).
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited February 2013
    The benefit of Omega torpedo over other torpedoes is the death animation of the target when hit by the plasma burn of High Yield Omega Torpedo. The target derezzes and a second later it will reappear and the ship explosion will occur. It is fun to derezz Cubes and other large ships. Would be more useful if the derezzed ship would not appear again so people won't die by being too close to a Cube when it is destroyed.
  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    edited February 2013
    starkaos wrote: »
    The benefit of Omega torpedo over other torpedoes is the death animation of the target when hit by the plasma burn of High Yield Omega Torpedo. The target derezzes and a second later it will reappear and the ship explosion will occur. It is fun to derezz Cubes and other large ships. Would be more useful if the derezzed ship would not appear again so people won't die by being too close to a Cube when it is destroyed.

    Borg ships are the only ones that reappear. All other ships (including yourself, if you get caught in the plasma burn) with simply derez.

    Also note, that if a Borg ship is derezzed, the explosion after it reappears does not cause any damage. I have had several fighters fly through this explosion and remain completely intact.
    7NGGeUP.png

  • haravikkharavikk Member Posts: 278
    edited February 2013
    Got the omega torp today. Very disappointing.
    Completely agree!
    It fires one torpedo at a time per click ... makes the whole concept of 'charges' useless. Unless you put it on autofire you can't make good use of it. This is a huge problem for KDF ships that cloak.
    It would be fine if the cool-down were actually short enough for you to really burn through charges, or if you had some way to blow them all in one go; i.e - it should be an awesome burst-fire torpedo launcher, but instead it's really just a weird plasma torpedo launcher with a big proportion of its damage in the plasma burn; means it can do more damage per shot in theory, but since the burns don't stack it doesn't really work out that way at all.
    Omega torpedo high yield damage is also quite lacking. Its equivalent to a blue mk11 plasma torpedo with no modifiers.
    I don't think it is? High Yield III is four times normal damage, and the omega torpedo's normal damage for me was about 1,200 (plus 1,200 DoT); when I tried High Yield II (350% damage) I got more than 16,000 damage, or close to 30,000 on a critical. The main problem with the high yield is that it's incredibly easy to shoot down so it's not a lot of use in PvP as you'll hit yourself if you fire it close enough to make it hard to stop.
    Overall the hyper-plasma is insanely better and replaces the omega torpedo even in refire rate..hyper plasma can fire its trio of hvy plasma and a second later another trio (if 2 HY's loaded up).
    I don't know about insanely better; personally I think the Omega Torpedo Launcher is still a pretty decent replacement for a normal plasma torpedo launcher. The Romulan one definitely does more damage overall though. My biggest disappointments with the Omega one is that the normal torpedoes don't look very impressive as plasma energy bolts are too see-through, so when you shrink it down it just looks weak; I'd like to see it fire regular torpedoes under normal use, but fire as a mini torpedo spread that does normal damage, or a much larger spread when use that ability to buff it, more like the unimatrix attacks (visually, though a small bump to damage wouldn't go amiss). This reserves the plasma energy bolts for high yield, where they could do with being a little tougher.

    The other problem is that the 3-piece bonus for the omega weapon set is rubbish; if you're happy with the romulan experimental beam then the 3-piece bonus for that is much better. I'd like to see something similar on the omega one, maybe an overcharged plasma energy bolt that consumes all remaining charges to fire a single bolt that is bigger, tougher and deals more damage depending upon how many charges were consumed.

    Currently the launcher is a mix between an okay, but weedy looking, plasma launcher and a weak tricobalt launcher. It needs upgrading to compete a bit more with the romulan hyper-plasma which is a lot better, while maybe toning down the romulan one a bit (not too much).
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited February 2013
    Easy questions I believe:

    ...<SNIP>...

    3- Why is the kinetic beam not catalogued as a projectile? It does kinetic damage. Its more of a railgun than an energy weapon. Could it be changed to a projectile weapon please?

    From what I remember, the actual cutting beam used in the first borg encounter was a laser. Not sure when Cryptic decided to make it the cutting laser kinetic based lol. :D
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited February 2013
    haravikk wrote: »

    I don't think it is? High Yield III is four times normal damage, and the omega torpedo's normal damage for me was about 1,200 (plus 1,200 DoT); when I tried High Yield II (350% damage) I got more than 16,000 damage, or close to 30,000 on a critical. The main problem with the high yield is that it's incredibly easy to shoot down so it's not a lot of use in PvP as you'll hit yourself if you fire it close enough to make it hard to stop.

    I run a b'rel torpedo spec that uses only destructible torps and before getting the hyper plasma and omega I used two plasma mk12s (blues). In normal fire the torpedoes hit for 7k->12k avg and crit to 28k. So when I see the omega torp hitting for barely over 20k under high yield 2 (my old plasmas hit for 24 to 36k avg) I am very disappointed.

    I don't know about insanely better; personally I think the Omega Torpedo Launcher is still a pretty decent replacement for a normal plasma torpedo launcher.

    Thats the problem. it cost 500 marks, 15k dil and tier 4 rep... why the heck is it so pathetic that it barely replaces a regular plasma torp? Boggles the mind.

    maybe an overcharged plasma energy bolt that consumes all remaining charges to fire a single bolt that is bigger, tougher and deals more damage depending upon how many charges were consumed.

    Now THIS I really like.. but as the HIGH YIELD option for the torpedo. 5 charges = unimatrix-type huge plasma ball. 4 charges= smaller one, and so forth. Maybe have torpedo spread fire a single medium sized unimatrix-type plasma ball at its targets..and upon contact it not do damage but burst into a 300mx300mx300m plasma cloud (eject warp plasma) that does very high dot damage and lasts for 10 seconds.

    Now THIS would make the omega launcher unique and awesome.

    Currently the launcher is a mix between an okay, but weedy looking, plasma launcher and a weak tricobalt launcher. It needs upgrading to compete a bit more with the romulan hyper-plasma which is a lot better, while maybe toning down the romulan one a bit (not too much).

    The romulan one is unique and functional. The omega is simply so lame it makes the hyper looks awesome. They need to improve the omega.
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