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Should Torpedo's separated from beams and cannons ?

grazyc2#7847 grazyc2 Member Posts: 1,988 Arc User
I say separate the torpedo's from the weapons slots so I can have 8 beams slotted 5 in front and 3 in the rear and part from those slots you have room to install Torpedo's in the Torpedo slot's. and to overcome a power creep when you are in battle and select a different torpedo then there is selected at that moment there is a 20 sec delay because your crew have to reload the torpedo tubes.
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"Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."

Should Torpedo's separated from beams and cannons ? 155 votes

Yes Seperate it, slot the torpedos part from the weapons slots
47%
aduinfinrod1ikonn#1068forthegamercommanderkassyvengefuldjinnlatiasracerjonathanlonehawksmokeybacon90psyman87dracounguisstuntpilotdaniela1055a3001spielman#2520kjwashingtonangrybobhkyrrokpsych2ltigrovaya13akulatruewarper 74 votes
No let it be !!!
45%
comrademocof9thretxcstostargatewarsvirusdancershpoksduncanidaho11alexraptorrdaboholictoivar5e4w3q2themetalstickmansixofussmeeinn1ttimelord79e30ernestcidjackfleetadmiraltacomeimeitoovelquapottsey5g 71 votes
I don't know ...
6%
jahnkmustrumridcully0gradiifcaptkmtonconkav22scottstatenlordgyoradmiraldunwalldcboy57sirmayday 10 votes
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Comments

  • grazyc2#7847 grazyc2 Member Posts: 1,988 Arc User
    Yes Seperate it, slot the torpedos part from the weapons slots
    Also I believe it would be nice you can for example carry 400 photons and 200 quantums when depleted you have to visit a starbase to reload your torpedo's that would make it much more epic in battle's ? Right ??
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    "Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
  • tomaswilletomaswille Member Posts: 119 Arc User
    No let it be !!!
    There are more torpedo bays. Not just one. So then you will have to decide which ships allows to have more torpedo bays for the sake of "realism". I say, focus on fixing those power creeps. Let them have an advantage, but not ridiculously. Otherwise effect of "strategy" is lost.

    And some don't use torpedo's at all. So they will get an extra advantage having extra space for even more weapons.
    Nope. Leave it the way it is.
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  • grazyc2#7847 grazyc2 Member Posts: 1,988 Arc User
    edited July 2015
    Yes Seperate it, slot the torpedos part from the weapons slots
    tomaswille wrote: »
    There are more torpedo bays. Not just one. So then you will have to decide which ships allows to have more torpedo bays for the sake of "realism". I say, focus on fixing those power creeps. Let them have an advantage, but not ridiculously. Otherwise effect of "strategy" is lost.

    And some don't use torpedo's at all. So they will get an extra advantage having extra space for even more weapons.
    Nope. Leave it the way it is.

    Not true sir, weapon bays stay you add for ships torpedo bays 2 in front one rear something like that so if people don't use them those bays are not used you can't take a beam or cannon and stick it on where a torpedo housing should be ... You also are not able to slot torpedo's into the section where beams and cannons should be...
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  • sirmaydaysirmayday Member Posts: 535 Arc User
    I don't know ...
    I dunno. Hear me out, but I feel like it would actually hurt player choice, which games should do as rarely as possible. As it stands, players can choose to what extent, and in what combination(s) their ships should mount torpedoes (or for that matter, mines, which I imagine you're conceptually including as torpedoes for the sake of this discussion). If they're not competing for a scarce resource (weapon slots), though, including them becomes a no-brainer. Also, it sinks the concept of a torpedo boat build.
  • lsegnlsegn Member Posts: 594 Arc User
    No let it be !!!
    *sigh* as it's been said so many times they function perfectly. They may not give you fancy DPS numbers but they still do their job just fine for those willing to put some thought into them.
  • thatcursedwolfthatcursedwolf Member Posts: 1,617 Arc User
    No let it be !!!
    "Torpedoes" is the plural of torpedo.

    "Torpedo's" is the possessive.

    I think beams have enough going for them as it is.
    This is my Risian Corvette. There are many like it, but this one is mine.
  • lsegnlsegn Member Posts: 594 Arc User
    No let it be !!!
    They require a bit of strategy to use most effectively and Thats a good thing, why must we dumb down the game? If you can't figure out how to make torpedoes work then perhaps you should find a game more suiting of your mental abilities, like Tic Tac Toe.
  • thatcursedwolfthatcursedwolf Member Posts: 1,617 Arc User
    No let it be !!!
    lsegn wrote: »
    They require a bit of strategy to use most effectively and Thats a good thing, why must we dumb down the game? If you can't figure out how to make torpedoes work then perhaps you should find a game more suiting of your mental abilities, like Tic Tac Toe.

    Having to split your tac consoles for all but one type of torpedo, which of course had to be AP, does penalize a mixed boat and a energy boat's only down side is aceton assimilators which can be out ranged.
    This is my Risian Corvette. There are many like it, but this one is mine.
  • rickpaaarickpaaa Member Posts: 637 Arc User
    No let it be !!!
    As it stands, we can have as many torpedoes we want, or none at all. I like that. I am pro-choice on everything.
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    Member since December 2009


  • dareaudareau Member Posts: 2,390 Arc User
    edited July 2015
    Option D :

    The "first" slot in a row is mandated to be an energy weapon. The "last" slot in a row is mandated to be a torpedo. The middle slot(s) may be of the user's choice.
    This applies to both fore and aft rows.

    no ship shall receive any "extra" weapons slots to make this change occur.

    Therefore, your 5f 3a ship will only be allowed to carry 4 "forward energy weapons". Most Cruisers and escorts, 3. Science ships 2. And they can't "torp boat" it, they'll have to pack at least one energy weapon...

    Though many would call this the death of the cruiser, since they can't 8x beam array broadside with an engie mitigating power drain into insignificance anymore.

    Oh wait. You said make the torpedo slot an additional slot, so your scimitard would be a 6 fore weapon ship. Uh, I don't support powercreep. Sorry, no vote for you... Shocked nobody's called you out on such a blatant violation of powercreep yet... <facepalm>
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • kittyflofykittyflofy Member Posts: 1,004 Arc User
    edited July 2015
    No let it be !!!
    lol.. yeah, more power creep, yeah! yeah!! (of course i voted no, this makes no sense). The 20 sec delay will not work, because a) it is an insane cooldown. b) you want to fire your torps when you want, not limited but a countdown.
  • imruinedimruined Member Posts: 1,457 Arc User
    No let it be !!!
    kirk2390 wrote: »
    ... and to overcome a power creep ...

    This proposal will only add more power creep... If the entire game was rebalanced, perhaps this would be a good idea, but I really can't see Cryptic investing the time and resources to do that...
    The entitlement is strong in these forums...

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  • e30erneste30ernest Member Posts: 1,794 Arc User
    No let it be !!!
    I vote for no. It'll kill player choices on how to build their ships. Builds like mine would also be impossible. :smiley:

    If you want more mixed beam/torp builds, there are other ways to go about it. This isn't the way.
  • lianthelialianthelia Member Posts: 7,887 Arc User
    No let it be !!!
    lsegn wrote: »
    *sigh* as it's been said so many times they function perfectly. They may not give you fancy DPS numbers but they still do their job just fine for those willing to put some thought into them.

    Yeah...they function fine...except for being resisted so much by shields...there is just nothing in canon to support that.
    Can't have a honest conversation because of a white knight with power
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    No let it be !!!
    lianthelia wrote: »
    Yeah...they function fine...except for being resisted so much by shields...there is just nothing in canon to support that.

    Of course there is. :) Shields are not glued on your hull surface, as it were: they extend around your ship. Therefore, purely from physics alone, as long as there is shield, there will substantially less kinetic impact to your ship.
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  • nikephorusnikephorus Member Posts: 2,744 Arc User
    If you could still put torpedos in all the other slots i'd be fine with it.

    That would be my worry as well. I know torpedo boats aren't that popular, but they are still an option and I wouldn't want that option taken away.
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  • kyrrokkyrrok Member Posts: 1,352 Arc User
    Yes Seperate it, slot the torpedos part from the weapons slots
    I was a bit hasty in voting as I did, but something has to be done. As I respect the right of those who like to use all beams and beam consoles for the right build, I would like a share of that respect for those who put a torpedo on each side. As it is, we must decide between sharing the weapons slots and IMO more importanly console slots, leaving us either selling out or losing out.
  • [Deleted User][Deleted User] Posts: 0 Arc User
    No let it be !!!
    This is a place where canon has to be subordinated to gameplay, I feel.
  • reximuzreximuz Member Posts: 1,172 Arc User
    Making slots isn't the only way to fix torps, and not the best way. Better synergy with beam/cannons, and better travel times, even the non-destructible types travel too slow, would both go a long way to making them more viable. Heck, I run one anyhow, because I like it and wasn't seeing enough performance difference switching to another beam. Maybe if I had the time to make the money to get some of the super expensive traits/boff abilities/doffs I could open up the gap to make it more worth it to go all beams, but that isn't the case right now.
  • thatcursedwolfthatcursedwolf Member Posts: 1,617 Arc User
    No let it be !!!
    This is a place where canon has to be subordinated to gameplay, I feel.

    Or this is a place where cannon has to be subordinated to beamplay.
    This is my Risian Corvette. There are many like it, but this one is mine.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    No let it be !!!
    I voted no because there needs to be give and take on slotting weapons. Now, this isn't to say Torps are perfectly fine compared to EZ-Mode Powah of Energy Weapons. It takes considerably way more effort to make even a passable Torp Boat than it is to make your standard Energy Weapons build.
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  • [Deleted User][Deleted User] Posts: 0 Arc User
    No let it be !!!
    This is a place where canon has to be subordinated to gameplay, I feel.

    Or this is a place where cannon has to be subordinated to beamplay.

    I'm gonna shoot you out of a cannon in a minute... XD
  • ikonn#1068 ikonn Member Posts: 1,450 Arc User
    Yes Seperate it, slot the torpedos part from the weapons slots
    I voted yes only if the slot were setup in a manner similar to the Dyson Sci Destroyers. Otherwise, leave things as they sre.
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  • grazyc2#7847 grazyc2 Member Posts: 1,988 Arc User
    Yes Seperate it, slot the torpedos part from the weapons slots
    https://youtu.be/kv_9vyoNdfk
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    "Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
  • e30erneste30ernest Member Posts: 1,794 Arc User
    No let it be !!!
    Nice to see another torp boat in action. Keep those torps flying!
  • grazyc2#7847 grazyc2 Member Posts: 1,988 Arc User
    Yes Seperate it, slot the torpedos part from the weapons slots
    Star Trek: Legacy and Star Trek: Deep Space Nine: Dominion Wars and Star Trek: Bridge Commander supported this feature .

    As I remember correctly : in dominion wars you could be very specific about the ship you used and it's layout off it, In bridge commander you decided how many torpedoes you bought and if you like to use them in a mission or not, in the modded version this was changed to load more torps, and in Legacy well it was programed but in the modded version you could decide if you would like more torpedos on your ship or only beams or cannons. To those not familiar with these games look them up on Google or Wiki.
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    "Coffee: the finest organic suspension ever devised. It's got me through the worst of the last three years. I beat the Borg with it."
  • angrytargangrytarg Member Posts: 11,007 Arc User
    They should grant hulls an innate resistance to energy weapons like shields have for torpedoes and increase torpedo speed. That's pretty much all changes they'd need to make.
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    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
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  • grazyc2#7847 grazyc2 Member Posts: 1,988 Arc User
    Yes Seperate it, slot the torpedos part from the weapons slots
    Like on ground you have shields and armor part available on an character sounds like a good plan, and while they working on that perhaps they could add 3 or 4 slots to slot those special consoles... that would also be awesome because separate from T6 or Lockbox ships other ships don't have enough space to slot all these sets and stuff.
    Kinda weird...
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