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Torpers are getting so shafted

wardcaliswardcalis Member Posts: 1,137 Arc User
With the new crafting torp users are getting so shafted. a torp that leaves a cloud is cool and all but its plasma, what if we don't use plasma. beams go 360 and cannons go 90, a torp user should be able to create a torp of choice energy type that has a 180 firing arc, none of this cloud BS. The cloud is near useless on builds like transphasic or photon/heavy cannon builds. sure its a cool torp, it should be made unique, given to a rep or set of some kind, not be the awesome crafting piece for torps at 15.
Post edited by wardcalis on

Comments

  • omega657omega657 Member Posts: 5 Arc User
    edited July 2014
    How about a plasma torp build , this torpedo could solve one of the weaknesses of plasma torp builds which is the low speed of the romulan torp . This torp could slow the enemy down for the rom. torps to hit , allowing the player not use a tractor beam or other hold powers
  • pweistheworstpweistheworst Member Posts: 986 Arc User
    edited July 2014
    The devs have missed almost every opportunity to make torps better and taken almost every opportunity to make torps worse than energy weapons.

    Why should crafting be any different?
    In the immortal words of Captain Sisko: "It may not be what you believe, but that doesn't make it wrong."

    Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    As an aside, but still related to the shaft, remember how the blog listed the inline [Pen] damage resistance mod doohickey on a Torp...in anybody's testing on Tribble, did they get a single of the new mods on any Torps they crafted? I just got the standard [Acc][CrtD][CrtD][Dmg] mods and none of the new mods...did that ever change?

    Another thing I always found odd, mind you, was how many of the weapon sets included a boost just for Energy while including a Projectile in the mix as a possible way of getting that boost vs. those that provided a boost for Projectiles while including Energy.

    Omega Adapted Borg Technology Set
    Torpedo, Energy, Console...2pc proc reduces Weapon Drain.

    Romulan Singularity Harness
    Torpedo, Energy, Console...2pc increases Plasma Energy Damage.

    Ferengi Marauder
    Torpedo, Mine, Console...and uh, yeah.


    Protonic Arsenal
    Torpedo, Energy, Console...2pc shows some Projectile Love! Actually, this set is kind of TRIBBLE.


    Temporal Warfare
    Torpedo, Energy, Console...2pc shows some Chroniton love.


    Nukara Appropriated Munitions
    Mines, Energy, Console...2pc increases Tetryon Damage.

    Silent Enemy
    Torpedo, Energy, Console...2pc increases Disruptor Damage.

    Apex Predator
    Mines, Energy, Console...2pc increases Tetryon Damage.

    Counter-Command Ordnance
    Torpedo, Energy, Console, Tac Console...2pc increases Phaser/Disruptor Damage. Mediocre Photon show of affection on the Tac Console.


    Would have been nifty, imho, if each of the sets not only provided Energy Love - but Projectile Love as well...something to boost the pieces involved. Same would go for the Temporal set...something to boost AP, eh? Cause, well - the Protonic set is just TRIBBLE, am I right?
  • overlapooverlapo Member Posts: 0 Arc User
    edited July 2014
    Protonic Arsenal
    Torpedo, Energy, Console...2pc shows some Projectile Love! Actually, this set is kind of TRIBBLE.

    And 3 piece adds %10 to critical chance with photons for a total of +13% crith. You are going to notice that more than the damage boost.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    edited July 2014
    Protonic Arsenal
    Torpedo, Energy, Console...2pc shows some Projectile Love! Actually, this set is kind of TRIBBLE.

    This is one of the reasons I switched to photons, you can get big numbers with quantums or some of the other specialist torps but this set bonus is a definate winner compared to others.

    There aren't very many other boosts to torps, and they are not as easy as people think to use effecitvely which really makes them mainly a niche weapon I think.
    Unless you go all out torp boat or actually learn how to use them properly most players simply don't see a good return on slotting a torp over an energy weapon. Hence why you get a lot of people saying they are rubbish and you're better off all energy.
    I mean even simple a thing like learning how long a torp will take to hit a target and judging the launch correctly is tricky to get good at. If you don't learn that, you'll just hit the shields and do barely any damage.
    There's a similar problem with mines as well, unless you know what you are doing you'll never be very effective.

    I think to be properly improved torps need to have some sort of bonus against hull, so they become the go-to weapon for finishing off a target or shooting unshielded structures.
    In some instances there's no point using torps when you can strip the shields with energy weapons and kill the target with the same guns doing the same damage to hull a torp does.

    Or perhaps a system whereby a torp will actually inflict injuries or subsystem damage on a target if it crits, something energy weapons would have. A huge explosion against a ship's hull, piecring it should do some serious damage that lasts.
    SulMatuul.png
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