Maybe the omega torpedo is now working as intended, but all I know is it was useful before and now it's pretty useless. This weapon was the key to an effective torpedo focused ship, so now all of my torpedo focused builds are ruined. I put a lot of time into these set ups and I'm very frustrated and disappointed.
It just got changed I didn't think anyone else would have posted already, otherwise I wouldn't have created a new thread. As for as "working as intended" it's been working a particular way for a very long time. Everyone has adjusted to it working a particular way without difficulty, this just pulls the rug out from everybody.
Just use the rom hyper torp the omega is weak in comparison.
The Rom torp is slow, and that 3-shot firing cycle is cumbersome and restrictive. There are tradeoffs, but I don't think the Rom torp is "superior" without a big pile of qualifiers.
The Rom torp is slow, and that 3-shot firing cycle is cumbersome and restrictive. There are tradeoffs, but I don't think the Rom torp is "superior" without a big pile of qualifiers.
Believe me it is superior to the omega torp. Each of the 3 torps fired during its cycle has a chance to proc a projectile doff and as dahminus accurately stated: "An omega that steals your high yield/torp spread will cost you dps."
Believe me it is superior to the omega torp. Each of the 3 torps fired during its cycle has a chance to proc a projectile doff and as dahminus accurately stated: "An omega that steals your high yield/torp spread will cost you dps."
:rolleyes:
I have both. I know how they perform. It depends on how you fly. Or rather, the Romulan torp depends on you not flying at all. Or at least not moving out of your firing arc. Not that I subscribe to the "DPS above all else" groupthink narrative, but you're not scoring any DPS when you're not shooting at/hitting anything.
I have both. I know how they perform. It depends on how you fly. Or rather, the Romulan torp depends on you not flying at all. Or at least not moving out of your firing arc. Not that I subscribe to the "DPS above all else" groupthink narrative, but you're not scoring any DPS when you're not shooting at/hitting anything.
Talking strictly PvE here the rom torp serves as an enabler. Now that the omega torp was fixed the rom torp is a far more reliable way to proc the projectile doffs. I'd use this one and "any" other high CD torp together, maybe in conjunction with a grav well for some nice aoe damage, and you should be good with your torp boat.
As for not moving/facing your enemy: it's a moot point, as that goes for every weapon in the game. Even if the rom torps might not hit their initial target, they will just retarget themselves and hit another one. The only wasted torp would be a spread enhanced rom torp firing on a single target, but this can also be circumvented.
Maybe the omega torpedo is now working as intended, but all I know is it was useful before and now it's pretty useless. This weapon was the key to an effective torpedo focused ship, so now all of my torpedo focused builds are ruined. I put a lot of time into these set ups and I'm very frustrated and disappointed.
It has been broken for a long time. It has been fixed now to return it to its unbroken state. I would have thought the number over the icon would have been the giveaway that it wasn't working properly.
Cant believe you even made this thread.
" Experience is a hard mistress, she gives the tests first, and the lessons after... "
That or they're nerfing old content to make the newer stuff 'better'
so people will grind for the new stuff. Pretty standard modus
operandi on a f2p model game, and to a lesser extent on a pure
subscription game.
The part where I start resenting it is in the way Ships are handled.
I like lockbox ships, don't get me wrong, but there is a level of
'lockbox ship weariness' that is hitting me. I liked the artwork
on the Dyson ships. I like that they brought in the Voth. I
even like the abilities on the Dyson ships, but I just can't see
myself dropping down half a billion more in ec or a minimum of
600 dollars for the chance of getting the ships (pick whichever
method is more comfortable for you). More to the point, I'm
wishing desperately that they'd add in ships that belong in
the Klingon faction, but they're too busy tying up the Artists
on lockboxes. Talon Cruiser? Gorn Cruiser? Orion Escort?
Lethean ship? Fereasan Ship? These make a lot of sense,
but they're not coming to fruition and it is frustrating. Fed side
is no different but the issue is less egregious with them.
There are also issues of Uniforms on the KDF side that need
work. The Nausicaan artwork was lazy. NPC's can mix and
match as they please, and they get full armor with greaves.
A player gets all armor available except on his thighs. It
looks ridiculous and has irked me a while. The Galaxy
bridge has tiled LCARS that are sideways or even just look
wrong altogether because of placement. The fact they're
being sold is kind of insulting, especially when the free
one DOES look correct. I could go on and on, but the point
is made.
Personally, I'd prefer that they didn't nerf things in a backwards
fashion in large part because each of these new weapons
are for a different build and damage type. I don't see how
they necessarily compete. However, what I dislike more
is some of the issues I just stated.
Give it a rest already. Cryptic broke the Omega Plasma Torpedo's cooldown with the Legacy of Romulus UI update. They finally got around to fixing it with Season 8.5. You got to exploit a bug with the weapon for an entire eight months. It's not a nerf, it's a bug fix, everyone know that as a fact. I'm happy with the fix, I was quite tired of the Omega Torpedo monopolizing fire cycles on torpedo boats.
Give it a rest already. Cryptic broke the Omega Plasma Torpedo's cooldown with the Legacy of Romulus UI update. They finally got around to fixing it with Season 8.5. You got to exploit a bug with the weapon for an entire eight months. It's not a nerf, it's a bug fix, everyone know that as a fact.
I'm familiar with the description and as you just said yourself the description has nothing to do with how it has functioned all this time. They should have made any adjustments early on.
I'm familiar with the description and as you just said yourself the description has nothing to do with how it has functioned all this time. They should have made any adjustments early on.
Anyone that used the weapon knows that it was working incorrectly after Legacy of Romulus. You'd know that just by reading the tooltip. From Season 7 to Legacy of Romulus, the torpedo was working correctly. A broken item shouldn't be ignored just because it's been broken for a significant period of time.
Meh it was fun the way it was broken, made it worth carrying. I mean if they're going to fix it, at least make it so projectile doffs can proc additional charges for it.
As for the Rom torpedo, yeah it rocks the world on Borg or the CE, but against anything spamming AOE or simply too fast to hit, its a waste of a slot. Its sad since when you pay that much for it, you expect it to be at least moderately useful in all situations.
rom torp is excellent against high HP stationary targets, but total TRIBBLE against stuff that most likely will not survive until the torp actually arrives at the target, or are shot down by spam.
I have seen rom torps not even reaching the tac cube at the beginning of ISE before it blew up...
my alternative for the omega torp will be the dyson photon torp with the console. 3% critH more will offset the weak console i need to equip for that.
amazingly, without any projectile doff, or buff via console or KHG 2piece set, the omega torp was doing 11-14% (not including the dmg of spread1) of my overall dmg in an average ISE run. That is/was amazing actually.
the rom torp did less, but suddenly overtook the omega torp when used with one or two projectile doffs.
But again, sometimes the transformer went booom before a single torp reached it...atleast the torps hit the spheres that floated around.
amazingly, without any projectile doff, or buff via console or KHG 2piece set, the omega torp was doing 11-14% (not including the dmg of spread1) of my overall dmg in an average ISE run. That is/was amazing actually.
the rom torp did less, but suddenly overtook the omega torp when used with one or two projectile doffs.
But again, sometimes the transformer went booom before a single torp reached it...atleast the torps hit the spheres that floated around.
You should be aware that damage over time attacks are bugged in the combat log. They are showing up in the "unknown entity" category much of the time.
You should be aware that damage over time attacks are bugged in the combat log. They are showing up in the "unknown entity" category much of the time.
Yep, the Plasma DoTs from targetable torps are not attributed to the player...you can hunt them down, as long as nobody else is using them as well...otherwise, well - you can try to fudge that perhaps a certain percentage belongs to each player...
The targetable torp is basically a pet, maintaining the parent-child relationship with the player that launched the torp. When the torp hits and applies the DoT, the torp is destroyed - the information for the player is not passed along and the parent for the DoT is considered the torp itself...
Would be nifty if that info was kept, but in the scope of all things STO - those that parse are a small percentage - those that parse with weapons affected is another smaller percentage...etc, etc, etc.
Still, if anybody had some free time there - there was a way to do it...would be nifty, definitely would be nifty.
Omega torpedo launcher in broken state: Useful weapon that functions as a the equivalent of a "heavy single cannon", very high DPS at the cost of most of it being kinetic and interfering with the operation of other torpedoes and torpedo tactics.
Omega torpedo launcher in working state: Pointless.
It was my favorite weapon, this was not a change that was needed, so it was called a bug, but it's one that should have just been accepted and termed working as intended and be done with it, rather than try so many times to fix it like they have and render it much less useful. The ammo mechanic is a failure of a concept and just doesn't work well in this game and annoying.
Either this needs to be made unlimited again, or buffed in another way, like more damage and working with PWO's. but I'd rather just see it back to the way it was, it was truly unique. Now a regular plasma torpedo is better, and also doesn't have horrible accuracy like this has if you get one with acc mods.
I say they completely change the mechanic and make it build charge say singularity style, allowing the torpedo to gain power while in combat, and at max charges a unleashed omega torpedo would cause much more damage then a 1 charge omega, also reflect it with a growing in size ? Just a thought it would certainly make the torpedo more unique and useful in some builds IMO.
and also then torpedo doffs could work on it again.
Give it a rest already. Cryptic broke the Omega Plasma Torpedo's cooldown with the Legacy of Romulus UI update. They finally got around to fixing it with Season 8.5. You got to exploit a bug with the weapon for an entire eight months.
When something as highly used as the Omega torp is allowed to exist in its now called 'broken' state for over eight months, it could be argued that the devs were okay with it working this way. Especially since the Omega torp *did* get a nerf, shortly after it was released: only strengthening ppl's believe that the devs felt it was good this way.
Cant't say I'm overly upset about it (for one, I went to the Gravimetric Torp); but I *do* see why ppl could be genuinely miffed about this.
I want to start off by saying I would be fine with a damage boost since the fix or allowing Projectile DOFFs to reduce the reload phase since the fix.
However, with that said, the Omega torp still has its uses in various setups.
It is still a great Torp for ships that are not going to use any real abilities or Projectile DOFFs but still want that near-constant pounding. Is the Romulan Torp better for this? Not really... Because those projectiles are too slow to fly, can be destroyed, leave a weaker burn proc, and DO require DOFFs to really make them great.
Also the High Yield from this torpedo is still brutal. It hits with force much like a Tricobalt + Burn without being nearly so vulnerable as a Tricobalt to being shot down or taking nearly as long to reload. Though its spread is weak.
Comments
An omega that steals your high yield/torp spread will cost you dps.
The real key to torps is the all mighty romulan torp.
It is pretty lame that they would "fix nerf" anything to do with torpedoes. They are just inferior
My PvE/PvP hybrid skill tree
Link? I don't see it. The search function on this board SUUUUUUCKS.
The Rom torp is slow, and that 3-shot firing cycle is cumbersome and restrictive. There are tradeoffs, but I don't think the Rom torp is "superior" without a big pile of qualifiers.
Believe me it is superior to the omega torp. Each of the 3 torps fired during its cycle has a chance to proc a projectile doff and as dahminus accurately stated: "An omega that steals your high yield/torp spread will cost you dps."
:rolleyes:
I have both. I know how they perform. It depends on how you fly. Or rather, the Romulan torp depends on you not flying at all. Or at least not moving out of your firing arc. Not that I subscribe to the "DPS above all else" groupthink narrative, but you're not scoring any DPS when you're not shooting at/hitting anything.
Talking strictly PvE here the rom torp serves as an enabler. Now that the omega torp was fixed the rom torp is a far more reliable way to proc the projectile doffs. I'd use this one and "any" other high CD torp together, maybe in conjunction with a grav well for some nice aoe damage, and you should be good with your torp boat.
As for not moving/facing your enemy: it's a moot point, as that goes for every weapon in the game. Even if the rom torps might not hit their initial target, they will just retarget themselves and hit another one. The only wasted torp would be a spread enhanced rom torp firing on a single target, but this can also be circumvented.
It has been broken for a long time. It has been fixed now to return it to its unbroken state. I would have thought the number over the icon would have been the giveaway that it wasn't working properly.
Cant believe you even made this thread.
so people will grind for the new stuff. Pretty standard modus
operandi on a f2p model game, and to a lesser extent on a pure
subscription game.
The part where I start resenting it is in the way Ships are handled.
I like lockbox ships, don't get me wrong, but there is a level of
'lockbox ship weariness' that is hitting me. I liked the artwork
on the Dyson ships. I like that they brought in the Voth. I
even like the abilities on the Dyson ships, but I just can't see
myself dropping down half a billion more in ec or a minimum of
600 dollars for the chance of getting the ships (pick whichever
method is more comfortable for you). More to the point, I'm
wishing desperately that they'd add in ships that belong in
the Klingon faction, but they're too busy tying up the Artists
on lockboxes. Talon Cruiser? Gorn Cruiser? Orion Escort?
Lethean ship? Fereasan Ship? These make a lot of sense,
but they're not coming to fruition and it is frustrating. Fed side
is no different but the issue is less egregious with them.
There are also issues of Uniforms on the KDF side that need
work. The Nausicaan artwork was lazy. NPC's can mix and
match as they please, and they get full armor with greaves.
A player gets all armor available except on his thighs. It
looks ridiculous and has irked me a while. The Galaxy
bridge has tiled LCARS that are sideways or even just look
wrong altogether because of placement. The fact they're
being sold is kind of insulting, especially when the free
one DOES look correct. I could go on and on, but the point
is made.
Personally, I'd prefer that they didn't nerf things in a backwards
fashion in large part because each of these new weapons
are for a different build and damage type. I don't see how
they necessarily compete. However, what I dislike more
is some of the issues I just stated.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Qoted coz itz teh trewf!
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
As for the Rom torpedo, yeah it rocks the world on Borg or the CE, but against anything spamming AOE or simply too fast to hit, its a waste of a slot. Its sad since when you pay that much for it, you expect it to be at least moderately useful in all situations.
I have seen rom torps not even reaching the tac cube at the beginning of ISE before it blew up...
my alternative for the omega torp will be the dyson photon torp with the console. 3% critH more will offset the weak console i need to equip for that.
amazingly, without any projectile doff, or buff via console or KHG 2piece set, the omega torp was doing 11-14% (not including the dmg of spread1) of my overall dmg in an average ISE run. That is/was amazing actually.
the rom torp did less, but suddenly overtook the omega torp when used with one or two projectile doffs.
But again, sometimes the transformer went booom before a single torp reached it...atleast the torps hit the spheres that floated around.
You should be aware that damage over time attacks are bugged in the combat log. They are showing up in the "unknown entity" category much of the time.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Yep, the Plasma DoTs from targetable torps are not attributed to the player...you can hunt them down, as long as nobody else is using them as well...otherwise, well - you can try to fudge that perhaps a certain percentage belongs to each player...
The targetable torp is basically a pet, maintaining the parent-child relationship with the player that launched the torp. When the torp hits and applies the DoT, the torp is destroyed - the information for the player is not passed along and the parent for the DoT is considered the torp itself...
Would be nifty if that info was kept, but in the scope of all things STO - those that parse are a small percentage - those that parse with weapons affected is another smaller percentage...etc, etc, etc.
Still, if anybody had some free time there - there was a way to do it...would be nifty, definitely would be nifty.
KDF Tac: Bortasqu' Tactical
Fed Tac: Fleet Gal-X
Keep those big guns a-thunderin'
Omega torpedo launcher in working state: Pointless.
What's wrong with this picture....
(Amusingly, I wrote this months ago: http://sto-forum.perfectworld.com/showthread.php?p=10345681 )
i mean the omega torp offers nothing now, which is sad.
Either this needs to be made unlimited again, or buffed in another way, like more damage and working with PWO's. but I'd rather just see it back to the way it was, it was truly unique. Now a regular plasma torpedo is better, and also doesn't have horrible accuracy like this has if you get one with acc mods.
Of all the bugged items to fix, you picked one that didn't need fixing. It wasn't overpowered or game breaking in any way.
I know the devs are firm energy-only believers, but may we have our torpedo back? Or at least buff it's damage to compensate?
KDF Tac: Bortasqu' Tactical
Fed Tac: Fleet Gal-X
Keep those big guns a-thunderin'
and also then torpedo doffs could work on it again.
When something as highly used as the Omega torp is allowed to exist in its now called 'broken' state for over eight months, it could be argued that the devs were okay with it working this way. Especially since the Omega torp *did* get a nerf, shortly after it was released: only strengthening ppl's believe that the devs felt it was good this way.
Cant't say I'm overly upset about it (for one, I went to the Gravimetric Torp); but I *do* see why ppl could be genuinely miffed about this.
However, with that said, the Omega torp still has its uses in various setups.
It is still a great Torp for ships that are not going to use any real abilities or Projectile DOFFs but still want that near-constant pounding. Is the Romulan Torp better for this? Not really... Because those projectiles are too slow to fly, can be destroyed, leave a weaker burn proc, and DO require DOFFs to really make them great.
Also the High Yield from this torpedo is still brutal. It hits with force much like a Tricobalt + Burn without being nearly so vulnerable as a Tricobalt to being shot down or taking nearly as long to reload. Though its spread is weak.