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Crystalline Entity Event [3/5 - 3/26]

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  • morden613morden613 Member Posts: 367 Arc User
    edited March 2015
    swatop wrote: »
    this of course requries that the mission works

    played it 2 times last weekend
    1st time the entity didnt even spawn
    2nd time the entity was killed but the mission didnt finish and nobody got any rewards

    Same here. I wrote tickets about that but they were less than helpful.
    It's always about troubleshooting my installation. Even when it isn't.
    Even when I say "don't troubleshoot my installation when it affects the entire team", they still want to do it.
    So this never gets very far with support.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited March 2015
    Hey guys!

    The tooltip shown in today's Dev Blog is approximately the same item that will be rewarded, but the fine details are still undergoing one last tuning pass. It was supposed to be done before the Blog was published, but unfortunately we failed to hit that deadline. We'll try and get an updated/final tooltip into the blog as soon as it's available (should be today).
    mrspidey2 wrote: »
    So this torp is essentially a giant single antiproton cannon with narrow arc that can only fire every 8 seconds or so?

    That's a really good way to look at it. With a few additional unique variations:

    - Does not benefit from Weapon Power
    - Does not suffer from Range drop-off
    - Benefits from Torpedo Combo Abilities (Torpedo Spread, High Yield, etc)
    - Enhanced by any items/bonuses that are "+Antiproton Damage" but not "+Beam/Cannon Damage"
    - NOT Enhanced by +Torpedo Damage items/bonuses
    - Deals Antiproton Damage, so is not subject to the same Strengths/Resists as a standard Kinetic Torpedo (this includes the Rademaker console that was asked about, though a standard Feedback Pulse WILL reflect this Torpedo)

    Also, aside from all of that, it's really freakin' pretty. Seriously - you guys should see this thing in action, it's gorgeous.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2015
    mrspidey2 wrote: »
    So this torp is essentially a giant single antiproton cannon with narrow arc that can only fire every 8 seconds or so?

    What the hell is the point? Why not just use a regular AP DHC?

    the point is really only to make PVP worse. it's best pared with cannons and a DBB for BO, so you can spike without the unreliability found in other torps. all other torps have their knetic damage resisted almost entirely by shields.

    epic for spike, not exactly ideal for blowing up parcer numbers, not with the beemz dps meta unchallengeable for effectiveness in pve.

    yet another addition that pvp'ers don't want and pve'ers don't need.
  • hyperionx09hyperionx09 Member Posts: 1,709 Arc User
    edited March 2015
    mrspidey2 wrote: »
    So this torp is essentially a giant single antiproton cannon with narrow arc that can only fire every 8 seconds or so?

    What the hell is the point? Why not just use a regular AP DHC?
    Because it doesn't lose power at range like cannons silly. And stacking CSV + TS3? Imagine the beauty. Everyone will be seeing red.

    More seriously; it's probably meant to to be a test-case for some other possible future torpedoes.

    I could easily see a weird Phaser torpedo as well as a Tetryon torpedo.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited March 2015
    I'm having a nightmare.

    A torpedo enhanced by +AP tactical consoles. It has to be a nightmare.

    This is..... the product of ..... a really long and hard party session? A torpedo designed to cater to the AP DPS crowd, yet fails to deliver something that the AP DPS crowd will use. Meanwhile, the Kinetic Kommunity is saying, "WTF".

    As usual, we will see what makes it live, but this does not make sense.....
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • beerxhyperbeerxhyper Member Posts: 676 Arc User
    edited March 2015
    Hey guys!

    The tooltip shown in today's Dev Blog is approximately the same item that will be rewarded, but the fine details are still undergoing one last tuning pass. It was supposed to be done before the Blog was published, but unfortunately we failed to hit that deadline. We'll try and get an updated/final tooltip into the blog as soon as it's available (should be today).



    That's a really good way to look at it. With a few additional unique variations:

    - Does not benefit from Weapon Power
    - Does not suffer from Range drop-off
    - Benefits from Torpedo Combo Abilities (Torpedo Spread, High Yield, etc)
    - Enhanced by any items/bonuses that are "+Antiproton Damage" but not "+Beam/Cannon Damage"
    - NOT Enhanced by +Torpedo Damage items/bonuses
    - Deals Antiproton Damage, so is not subject to the same Strengths/Resists as a standard Kinetic Torpedo (this includes the Rademaker console that was asked about, though a standard Feedback Pulse WILL reflect this Torpedo)

    Also, aside from all of that, it's really freakin' pretty. Seriously - you guys should see this thing in action, it's gorgeous.
    should be interesting to see if it works with the [Console - Universal - Nadeon Detonator] and see how the torp looks lol.


  • riccardo171riccardo171 Member Posts: 1,802 Arc User
    edited March 2015
    Hey guys!

    The tooltip shown in today's Dev Blog is approximately the same item that will be rewarded, but the fine details are still undergoing one last tuning pass. It was supposed to be done before the Blog was published, but unfortunately we failed to hit that deadline. We'll try and get an updated/final tooltip into the blog as soon as it's available (should be today).



    That's a really good way to look at it. With a few additional unique variations:

    - Does not benefit from Weapon Power
    - Does not suffer from Range drop-off
    - Benefits from Torpedo Combo Abilities (Torpedo Spread, High Yield, etc)
    - Enhanced by any items/bonuses that are "+Antiproton Damage" but not "+Beam/Cannon Damage"
    - NOT Enhanced by +Torpedo Damage items/bonuses
    - Deals Antiproton Damage, so is not subject to the same Strengths/Resists as a standard Kinetic Torpedo (this includes the Rademaker console that was asked about, though a standard Feedback Pulse WILL reflect this Torpedo)

    Also, aside from all of that, it's really freakin' pretty. Seriously - you guys should see this thing in action, it's gorgeous.

    No, no, no, no, no, no, no, no, no, no I'm not eating it the pretty gorgeous BS. It's a torpedo. It's going to deal massive hull wrecks worse than neutronic, it doesn't deal kinetic damage so SHIELDS ARE USELESS.

    Damn it's a sport to kill PvP!
  • hyperionx09hyperionx09 Member Posts: 1,709 Arc User
    edited March 2015
    To add; I'm also thinking that it's meant to pair up with the AP or Torpedo sci builds, which usually strip shield fast enough, and have to face the target long enough anyway to get off those sci abilities.

    AP escorts using DBBs or DHCs as well, if they're using the Command Spec rather than the Intel spec (since Command spec has that XP bonus on top of torpedo-oriented bonuses).

    And somewhat likely; those surprisingly effective torpedo Command cruiser builds. I've seen a few popping endless bursts of HY Neutronic, Gravimetric, Biomolecular, RomPlas, Omega Plas, Emission Plas, Tricobalts, and so forth on big targets to devastating effect.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited March 2015
    No, no, no, no, no, no, no, no, no, no I'm not eating it the pretty gorgeous BS. It's a torpedo. It's going to deal massive hull wrecks worse than neutronic, it doesn't deal kinetic damage so SHIELDS ARE USELESS.

    Ok, I'll bite just this once...

    Please explain your thoughts on how this is so different from a Beam Overload, or a cycle of Canon Rapid Fire, or a Phaser Lance, so as to render it game-breakingly unbalanced.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • myrnwynmyrnwyn Member Posts: 103 Arc User
    edited March 2015
    - Deals Antiproton Damage, so is not subject to the same Strengths/Resists as a standard Kinetic Torpedo (this includes the Rademaker console that was asked about, though a standard Feedback Pulse WILL reflect this Torpedo)

    So here's a follow-up question regarding the command torpedo resist debuff proc: will a hit from this torpedo eat the proc even though it won't gain damage from it?
  • kintishokintisho Member Posts: 1,040 Arc User
    edited March 2015
    Ok, I'll bite just this once...

    Please explain your thoughts on how this is so different from a Beam Overload, or a cycle of Canon Rapid Fire, or a Phaser Lance, so as to render it game-breakingly unbalanced.

    some people are afraid of new... it does similar things to other items in game already but in a different way so it must be OP....
  • sohtohsohtoh Member Posts: 620 Arc User
    edited March 2015
    This should be good... Anyone else want some popcorn? :D
    "I'm not big on telepaths myself. I'm not big on guns either. But if everyone else has them, I want to make sure I can get my hands on the biggest one I can."
  • odoetalodoetal Member Posts: 38 Arc User
    edited March 2015
    Our Crystalline Entity event is coming back! For three weeks, Captains will be able to queue up to defeat the Crystalline Entity and earn tons of rewards!

    Learn more about it here.

    ~LaughingTrendy


    i wonder of it will be an account wide unlock for that torp would be a nice addition ;)
  • caelrasstocaelrassto Member Posts: 0 Arc User
    edited March 2015
    I'm just disappointed it's antiproton. Antiproton has enough unique snowflake stuff in the game, and is the go to energy type for DPS. The DPS benefit isn't so high as to make other types completely obsolete. But why drive more people towards Antiproton?

    Why not offer a choice of 6 torpedoes, one of each energy type? Keep them all with the same color/graphic, but let's not completely drive everyone to Antiproton.

    I'm one of the "I hate red beams crowd", especially for Romulans. I really don't want to have to buy 5 more fleet consoles and spend the dilithium to upgrade another weapon set to Mk 14. Hey, wait a minute...
  • hyperionx09hyperionx09 Member Posts: 1,709 Arc User
    edited March 2015
    I wish it would have a built-in Arc mod at VR or UR (or heck, even Epic); if only to be used on broadside builds.
    caelrassto wrote: »
    I'm one of the "I hate red beams crowd", especially for Romulans. I really don't want to have to buy 5 more fleet consoles and spend the dilithium to upgrade another weapon set to Mk 14. Hey, wait a minute...
    In an aside as far as Roms and red go; they do have the Red Ball of Death in the T'Varo console. Which I'm hoping is eventually available to be equipped on any ship in the future.
  • riccardo171riccardo171 Member Posts: 1,802 Arc User
    edited March 2015
    Ok, I'll bite just this once...

    Please explain your thoughts on how this is so different from a Beam Overload, or a cycle of Canon Rapid Fire, or a Phaser Lance, so as to render it game-breakingly unbalanced.

    Sure. First, Beam Overload speaks for itself. In PvP an Antiproton DBB with enough CrtD modifiers deals 70k raw shots. I'm pretty sure you know T5U/T6 hull values so I'm not going to cover them. It's a torpedo, but it's buffed by antiproton consoles. Equipped on a ship with the above BO and a TS/THY, you're essentially giving them another BO-grade shot that's going to kill the player, guaranteed. Rapid fire is subject to misses (T:S isn't), and you need to have at the very least 3 cannons to make them do something. That torpedo increases it's base dmg depending on how heavily you're boosting antiproton damage and believe me, in PvP everyone running that thing is going to minmax it. Every other torpedo needs its own consoles to be boosted, and to do so you need to sacrifice energy weapon-boosting console. With this torpedo you don't, one kind of console to rule them all.

    You fixed Neutronic, you know what it did to even the most heavily shielded targets in PvP. The radiation Dmg lowered the facing before landing a godlike payload, easily dealing x3 times your hull in kinetic damage. What you're doing with this torpedo is giving PvP another Neutronic. It deals antiproton damage, it's going to impact shields with unprecedent strength without the need to time it.

    Antiproton boats will have, in the case of a Manasa/Contortrix for example, a Beam Overload, a torpedo that doesn't behave like a torpedo but a supercharged cannon, plus DHCs. How can't you see it's sheer imbalance in PvP?

    Phaser or Plasma Lance are 2 min cooldown things, and they can even miss, that's why they're not game breaking.
  • baelogventurebaelogventure Member Posts: 1,002 Arc User
    edited March 2015
    Hey guys!

    The tooltip shown in today's Dev Blog is approximately the same item that will be rewarded, but the fine details are still undergoing one last tuning pass. It was supposed to be done before the Blog was published, but unfortunately we failed to hit that deadline. We'll try and get an updated/final tooltip into the blog as soon as it's available (should be today).



    That's a really good way to look at it. With a few additional unique variations:

    - Does not benefit from Weapon Power
    - Does not suffer from Range drop-off
    - Benefits from Torpedo Combo Abilities (Torpedo Spread, High Yield, etc)
    - Enhanced by any items/bonuses that are "+Antiproton Damage" but not "+Beam/Cannon Damage"
    - NOT Enhanced by +Torpedo Damage items/bonuses
    - Deals Antiproton Damage, so is not subject to the same Strengths/Resists as a standard Kinetic Torpedo (this includes the Rademaker console that was asked about, though a standard Feedback Pulse WILL reflect this Torpedo)

    Also, aside from all of that, it's really freakin' pretty. Seriously - you guys should see this thing in action, it's gorgeous.


    So, 2 questions.

    1. When can we expect this torpedo to get nerfed because it's "over performing" from the sheer amount of +AP Damage mixed with +All Damage stacking.

    2. Why are the Devs pushing AP damage so hard? Yeah, we get it, the game is 100% a DPS race, but an AP Torpedo too?
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2015
    Ok, I'll bite just this once...

    Please explain your thoughts on how this is so different from a Beam Overload, or a cycle of Canon Rapid Fire, or a Phaser Lance, so as to render it game-breakingly unbalanced.

    for 1, this torp with spread would be like BO vs 4 targets, cause this torp's damage isn't gutted utterly by the built in kinetic res shields have, a base of 75%. add in all the general shield resist buffing any decent build would have, and that kinetic res is over 90%. this deals energy damage, that with find closer to 50% to 70% resistance on shields.

    for 2, its got spec synergy no torp can dream of, it runs of pure energy weapon buffing, you wouldn't have to chose between buffing kinetic or energy, or the extra skill tree points. currently running energy weapons with a torp is a worse type of rainbow build then mixing energy types, because those +beam and +cannon fleet holding consoles are nearly as good as more focused tac consoles.

    and 3, you don't have to chose 1 or the other, BO, lance, pared with CRF, CSV or SS, this energy torp runs on the same juice all those do. you could totally run the classic BO+torp+ cannon vap format, without the HIGH built in potential of critical failure, of the torps being harmless unless they hit hull. it would be DEAD reliable spike that would make SS3 blush.


    why not do something about the built in 75% kinetic res shields have? torps being bad vs shield is NOT CANON. its a game mechanic of older trek games, but those games didn't have a plethora of heals and proc heals and distributes that make holes in shield facing virtually impossible. do that, and nerf torp damage a bit, and torps could be a valid option on every single type of build. a trek game, were on a cruiser, beam arrays and torps go together like oil to water is one that needs some fundamental rethinking.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited March 2015
    Hey guys!

    The tooltip shown in today's Dev Blog is approximately the same item that will be rewarded, but the fine details are still undergoing one last tuning pass. It was supposed to be done before the Blog was published, but unfortunately we failed to hit that deadline. We'll try and get an updated/final tooltip into the blog as soon as it's available (should be today).

    I get this. Deadlines and whatnot, plus the disclaimer that things are subject to change at launch date. Completely understand.

    - Does not benefit from Weapon Power
    - Does not suffer from Range drop-off
    - Benefits from Torpedo Combo Abilities (Torpedo Spread, High Yield, etc)
    - Enhanced by any items/bonuses that are "+Antiproton Damage" but not "+Beam/Cannon Damage"
    - NOT Enhanced by +Torpedo Damage items/bonuses
    - Deals Antiproton Damage, so is not subject to the same Strengths/Resists as a standard Kinetic Torpedo (this includes the Rademaker console that was asked about, though a standard Feedback Pulse WILL reflect this Torpedo)

    Also, aside from all of that, it's really freakin' pretty. Seriously - you guys should see this thing in action, it's gorgeous.

    Aside from it being an, "All dolled-up" version of the IsoKinetic cannon animation, there are a few things here that just don't quite mesh well together (based on the information presented here so far):

    - No weapon power boost. Already, the AP crowd is not liking this as a weapon.
    - No range drop-off. Expected for every torpedo.
    - TS and HY affects the torp. We'll see how it affects it in game.
    - Any +AP boosts the damage, but not anything else.
    - NOT Enhanced by +Torpedo Damage items/bonuses. Why then list the tool tip skills that affect it? <- (for arguments' sake) Conversely, do any Energy Weapon skills affect it? Does Tac Team or any 'Cat 2' buffs affect it, etc?
    - Deals AP damage, subject to all energy rules, etc. Why call it a torpedo? Call it a "Crystaline Anti-Proton Energy Shard" that can be slotted into a weapons slot and be done with it.

    I get it that, between this and the Command Spec & some BOff powers, that you want to move people away from the 'all Energy' crowd and back towards the hybridization, 'canon'-esque model. Unless the stats for that 'torpedo' are outrageously huge (which will be subject to readjustment at a later date), people are only going to slot it for aesthetics, or keep it in the bank. I don't think that is the goal of any design team to have for any of their creations.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • atlmyklatlmykl Member Posts: 305 Arc User1
    edited March 2015
    Ok, I'll bite just this once...

    Please explain your thoughts on how this is so different from a Beam Overload, or a cycle of Canon Rapid Fire, or a Phaser Lance, so as to render it game-breakingly unbalanced.

    You are making it favor a single energy type in a massive way. The hilarious part is you are making it favor the one energy type that needed no buffs! If it was synergy with tetreyon, for example, or all energy types I would not complain.
    While you are at it you should give ap tac consoles a x2 buff
  • jivedutchjivedutch Member Posts: 357 Arc User
    edited March 2015
    When i see this torp ... im thinking .... ANTIPROTON HARGH PENG torpedo ....

    Ye ... kinda ... not seeing myself grind this one on my 20 captains ....
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited March 2015
    Serious question:

    Can this be upgraded by Projectile Tech Upgrades, or Beam Tech Upgrades?
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • longasclongasc Member Posts: 490
    edited March 2015
    Maybe this torpedo will finally kill pvp, I find the zombie activity of supposedly dead pvpers very alarming. :cool:
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited March 2015

    You fixed Neutronic, you know what it did to even the most heavily shielded targets in PvP. The radiation Dmg lowered the facing before landing a godlike payload, easily dealing x3 times your hull in kinetic damage. What you're doing with this torpedo is giving PvP another Neutronic. It deals antiproton damage, it's going to impact shields with unprecedent strength without the need to time it.

    Actually, they didn't fix Neutronic. They just fixed the incorrect TS1-3 and Transport Warhead values, but didn't fix the HY values, or the missing radiation damage from high yield, or the drain component not being properly applied, or having the drain debuff cleared by something like Sci Team.

    To your overall point, based on the information posted (which isn't terribly much, and still subject to change), it's not going to be all that impressive for AP users UNLESS the coefficients for the 'torpedo' are seriously and stupendously astronomically high.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • ssbn655ssbn655 Member Posts: 1,894 Arc User
    edited March 2015
    Ok great another new awesome Torpedo! YEA! On the down side I wonder how long it will be a great weapon before it gets nerfed like Neutronic Torp was with the spreads getting gutted. Please Dev's stop nerfing items players took the time and effort to acquire. It's seems there is a trend going on to punish PVE players who took that time and effort to get good gear either by reputation missions or building fleet spires and bases. If you want to keep PVP's happy give them their own set of gear just for PVP and LEAVE PVE GEAR ALONE!
  • atlmyklatlmykl Member Posts: 305 Arc User1
    edited March 2015
    ssbn655 wrote: »
    Ok great another new awesome Torpedo! YEA! On the down side I wonder how long it will be a great weapon before it gets nerfed like Neutronic Torp was with the spreads getting gutted. Please Dev's stop nerfing items players took the time and effort to acquire. It's seems there is a trend going on to punish PVE players who took that time and effort to get good gear either by reputation missions or building fleet spires and bases. If you want to keep PVP's happy give them their own set of gear just for PVP and LEAVE PVE GEAR ALONE!
    A bug fix is not a nerf.
  • ssbn655ssbn655 Member Posts: 1,894 Arc User
    edited March 2015
    Sure. First, Beam Overload speaks for itself. In PvP an Antiproton DBB with enough .... With this torpedo you don't, one kind of console to rule them all.

    You fixed Neutronic, you know what it did to even the most heavily shielded targets in PvP. The radiation Dmg lowered the facing before landing a godlike payload, easily dealing x3 times your hull in kinetic damage. What you're doing with this torpedo is giving PvP another Neutronic. It deals antiproton damage, it's going to impact shields with unprecedent strength without the need to time it.

    Antiproton boats...How can't you see it's sheer imbalance in PvP?

    Phaser or Plasma Lance are 2 min cooldown things, and they can even miss, that's why they're not game breaking.

    Ok PVP's yeah gee thanks for punishing PVE players. PVP should have it's own set of gear just for PVP that is marginal for PVE and visa versa. STOP ruining things for PVE!
  • blessedladyboyblessedladyboy Member Posts: 349 Arc User
    edited March 2015
    Doffed bo3 followed by HY ap torp lol Might as well delete every other weapon type!

    Gotta feel for the devs as on paper this is very cool and something different but I worry a ts3 could wipe out a whole team in arena lol.

    Also it belittles genuine torp boats who don't benefit at all from this including the new command ships this torp was probably aimed at!


    Playing devils advocate assuming command tree doesnt effect it..elite fleet shields and the fact people tend to have higher energy resists than kinetic may compensate..hard to say right now but gut feel is probably not.
  • ssbn655ssbn655 Member Posts: 1,894 Arc User
    edited March 2015
    atlmykl wrote: »
    A bug fix is not a nerf.

    43% damage reduction for Spread 3 is not a bug fix it is a nerf!
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited March 2015
    Hey guys!

    The tooltip shown in today's Dev Blog is approximately the same item that will be rewarded, but the fine details are still undergoing one last tuning pass. It was supposed to be done before the Blog was published, but unfortunately we failed to hit that deadline. We'll try and get an updated/final tooltip into the blog as soon as it's available (should be today).



    That's a really good way to look at it. With a few additional unique variations:

    - Does not benefit from Weapon Power
    - Does not suffer from Range drop-off
    - Benefits from Torpedo Combo Abilities (Torpedo Spread, High Yield, etc)
    - Enhanced by any items/bonuses that are "+Antiproton Damage" but not "+Beam/Cannon Damage"
    - NOT Enhanced by +Torpedo Damage items/bonuses
    - Deals Antiproton Damage, so is not subject to the same Strengths/Resists as a standard Kinetic Torpedo (this includes the Rademaker console that was asked about, though a standard Feedback Pulse WILL reflect this Torpedo)

    Also, aside from all of that, it's really freakin' pretty. Seriously - you guys should see this thing in action, it's gorgeous.

    So...
    Why isn't it buffed by +Torpedo Damage consoles/bonuses, if it's not boosted by +Beam/Cannon consoles/bonuses? It IS supposed to be a Torpedo, isn't it?
    Is the Torpedo: High Yield version targetable?
    Awesome that Feedback Pulse will feedback on this... it could get really funny that way. Is it also subject to Reverse Shield Polarity?
    Does it proc projectile and/or torpedo Duty Officers, Traits, Concentrate Firepower, and so on?
    Why Antiproton? Sure it's a good fit thematically since that's what the Entity's energy bolts are... but isn't that the current ideal damage-type anyway without the only Energy Torpedo out there? Though, if we're going off the the Entity's damage type, why isn't it purple?

    Thank, if any of these get answered. :)
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
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