Lol, does anyone have the Terran 3 piece set yet? The secondary torpedoes would just be icing on the cake of the already ridiculous numbers.
I do.
I finally ran the three piece in the Foundry (w/o the Quantum Phase Torpedo) after suspecting something was wrong during gameplay. It seems bugged, as neither my Harhpeng nor Breen Cluster torpedoes triggered a secondary. A Terran torpedo fired from my fore when it was slotted aft in another brief test. And it needs a 20 sec countdown timer for quality of life (first world problems).
It did produce secondaries on impact for my PEP, Gravimetric, Terran torpedoes though. I really must test secondary's with all of my torpedoes.
Correction, sorry about that:
Neither Cluster's seem to be recognized by the Secondary Torpedo Launchers. Regular Plasmas and Transphasics secondaries appear as photons but, according to the ingame log, are being read correctly.
So any word on when the spread + (phase torp / Kemocite) nerf / fix is coming? I kinda thought it would've at least been on Tribble by now.
Also, am I reading it correctly that spread + kemocite will now only hit the target you have selected, and not even touch the other targets of the spread once?
That appears to be their plan for it, however I stated it should be 1 AOE per enemy instead, and not the current multiple AOEs per enemy!!!
What's so good about the Terran 3 piece? The description makes it sound like it just fires 1 basic torp after your initial torp. Does it work with TS and if so how?
torpedo tooltip for me showed improvement, in use most definitely improved. Get a couple of crits on each volley of the spread and you can oneshot weaker NPCs with it
You can do that with lots of torps though. Torps are really good if you spec into them a bit and have a few consoles or set bonuses that passively buff them.
Also, this is all standard Cryptic procedures is to release a new torp and make it OP, so everyone gets excited and plays more. They will soon nerf it so its not OP.
Case in point, Grav torps - OP when released and nerfed. Bio torps - OP "by mistake" when released, and "fixed". Neutronic torp - OP at release and nerfed.
See the pattern.
" Experience is a hard mistress, she gives the tests first, and the lessons after... "
torpedo tooltip for me showed improvement, in use most definitely improved. Get a couple of crits on each volley of the spread and you can oneshot weaker NPCs with it
You can do that with lots of torps though. Torps are really good if you spec into them a bit and have a few consoles or set bonuses that passively buff them.
Also, this is all standard Cryptic procedures is to release a new torp and make it OP, so everyone gets excited and plays more. They will soon nerf it so its not OP.
Case in point, Grav torps - OP when released and nerfed. Bio torps - OP "by mistake" when released, and "fixed". Neutronic torp - OP at release and nerfed.
See the pattern.
LOL, to best define your avatar in regards to torpedoes in general. "It's a trap!"
What's so good about the Terran 3 piece? The description makes it sound like it just fires 1 basic torp after your initial torp. Does it work with TS and if so how?
Yes, it does. You fire 20 torpedoes with TS3, you get 20 torpedoes additionally from the Terran 3p.
What's so good about the Terran 3 piece? The description makes it sound like it just fires 1 basic torp after your initial torp. Does it work with TS and if so how?
Yes, it does. You fire 20 torpedoes with TS3, you get 20 torpedoes additionally from the Terran 3p.
Thanks for answering. Sounds good, but don't know if it is worth it. I've had too many pieces of equip nerfed after getting them making them useless wasting a lot of dil or EC. Seems like this will eventually get nerfed too.
So any word on when the spread + (phase torp / Kemocite) nerf / fix is coming? I kinda thought it would've at least been on Tribble by now.
Also, am I reading it correctly that spread + kemocite will now only hit the target you have selected, and not even touch the other targets of the spread once?
That appears to be their plan for it, however I stated it should be 1 AOE per enemy instead, and not the current multiple AOEs per enemy!!!
This would essentially be the best option I reckon. It removes the majority of lag-inducing spam graphics but allows the weapon to retain its utility for those wanting to deal with shields whilst running torps.
Put a single proc on the furry impact per target and with the boosted damage they mentioned and we have a winner.
So any word on when the spread + (phase torp / Kemocite) nerf / fix is coming? I kinda thought it would've at least been on Tribble by now.
Also, am I reading it correctly that spread + kemocite will now only hit the target you have selected, and not even touch the other targets of the spread once?
That appears to be their plan for it, however I stated it should be 1 AOE per enemy instead, and not the current multiple AOEs per enemy!!!
This would essentially be the best option I reckon. It removes the majority of lag-inducing spam graphics but allows the weapon to retain its utility for those wanting to deal with shields whilst running torps.
Put a single proc on the furry impact per target and with the boosted damage they mentioned and we have a winner.
It would solve the issues mainly with the fps I would imagine, while also being the most optimal middle groud IMO effectiveness.
Agree the engine should be able to handle the 5 triggers overall (1 for each target). Also HY should do 4 triggers on the same target, to be balanced. Neutronic still does 15 triggers and seems to work fine.
The problem stems not from the graphics card or CPU of the user, but the game client and how it receives, interprets, and parses combat data. It could use some optimization to take advantage of the newer hardware, while still working properly w/ older hardware. It's just going to take time and work. Now, whether PWE/Cryptic wants to dedicate the manhours necessary for this endeavour, that's a different story.
Based on the current pace of power creep, I'd speculate 10-15months before we need to look at the client and/or do yet another power review/rework, similar to March/April lag-fest due to APB et al.
What's so good about the Terran 3 piece? The description makes it sound like it just fires 1 basic torp after your initial torp. Does it work with TS and if so how?
Yes, it does. You fire 20 torpedoes with TS3, you get 20 torpedoes additionally from the Terran 3p.
Thanks for answering. Sounds good, but don't know if it is worth it. I've had too many pieces of equip nerfed after getting them making them useless wasting a lot of dil or EC. Seems like this will eventually get nerfed too.
Haha, never mind. It already was nerfed. I got it today and tested it:
Torpedo High Yield now triggers only one additional torpedo on impact, so same as if you had fired without Torpedo High Yield.
Torpedo Spread now triggers only one additional torpedo per target upon firing, so 3,4 or 5 additional torpedoes instead of 6,12 and 20.
Torpedo Point Defense does not trigger it at all, it was completely removed from it.
And worst of all: The color of the additional torpedo is not the color of it's basic type (i.e. Quantum) it is always red!
What's so good about the Terran 3 piece? The description makes it sound like it just fires 1 basic torp after your initial torp. Does it work with TS and if so how?
Yes, it does. You fire 20 torpedoes with TS3, you get 20 torpedoes additionally from the Terran 3p.
Thanks for answering. Sounds good, but don't know if it is worth it. I've had too many pieces of equip nerfed after getting them making them useless wasting a lot of dil or EC. Seems like this will eventually get nerfed too.
Haha, never mind. It already was nerfed. I got it today and tested it:
Torpedo High Yield now triggers only one additional torpedo on impact, so same as if you had fired without Torpedo High Yield.
Torpedo Spread now triggers only one additional torpedo per target upon firing, so 3,4 or 5 additional torpedoes instead of 6,12 and 20.
Torpedo Point Defense does not trigger it at all, it was completely removed from it.
And worst of all: The color of the additional torpedo is not the color of it's basic type (i.e. Quantum) it is always red!
Here is a video of a 15 million TS3, you should only see the correct 3000 shield drain numbers, but if you look closely you get numbers into to 80,000:
Dude, that's impressive! It also looks damn familiar, is that a Vesta?
I actually switched yesterday to the Delta Alliance set with the Neutronium Torpecker, just so I could experiment with the Isokinetic Cannon, given that I use a Vesta T5u with a Part Gens build and GW3/TBR2. The Neutronium isn't as exciting as the Quantum Phase Peenieweenie, but that IKC is a monster with high Part Gens. It's not the easiest to use, much less to synch with the buffs to Part Gens needed by the two other attacks, but when it hits, Mamma Mia! Just using it in a sloppy, haphazard manner yesterday, I saw a 40K crit and a pair in the mid-20's. Those are the biggest crits I have seen since I quit using a Tricobalt mine launcher back in the long ago, when captains were men and sheep were nervous...
It is an interesting ability but I'm not sure it's all that useful... any experienced torpedo boat captains out there to offer feedback on the Terran weapon 3-piece ability?
35K shields stripped from everything in 4km is still nothing to sneeze at - especially since the only NPCs in the game with shields stronger than that are dreadnoughts, which aren't faced too often for the most part
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
35K shields stripped from everything in 4km is still nothing to sneeze at - especially since the only NPCs in the game with shields stronger than that are dreadnoughts, which aren't faced too often for the most part
My problem is that it's always sci captains that get the shaft in these situations. Shield drains in particular aren't exactly that good outside of a well specced Tachyon Beam. Heck, all shield drains except Tachyon Beam sucked until this torp came out (I've tested all of them). I loved these torps, but now I need to throw two spreads to packed Terran Frigates (the weakest thing I could find) in the Badlands BZ to get those shields down. They were nerfed to the ground.
I'm sick and tired of seeing sci procs getting the shaft while anything that just pours out DPS is usually fine as-is.
Why is it always the science stuff that gets hit by the nerf hammer. Shields drains are almost pointless in this game these days, even with highly specialised builds. This torp was a breath of fresh air but that didn't last long.
yeah but I would take this nerf over the performance hit/freezing it's currently doing.
I know about the performance issue and that's not the problem I have. The problem is the shield drain went from being awesome on a sci ship (and this is calculating the shield drain as working correctly) to pure junk.
This was the first shield drain mechanic outside of Tachyon Beam I actually liked on my drain boat and actually made a PvE build for my PvP toon using it (without even bothering to spec for damage), and that worked great for stripping shields in PvE. I'm sick and tired of shield drains always getting hit hard by nerf bats while DPS is considered WAI always.
Why is it always the science stuff that gets hit by the nerf hammer. Shields drains are almost pointless in this game these days, even with highly specialised builds. This torp was a breath of fresh air but that didn't last long.
It's not a Science nerf per se. It's still a torp nerf. Reason torps are not so successful as beams, in part, is because shields absorb most of a torp's damage (and Transphasics got neutered a long time ago). So, yeah, it's a Science nerf, in the sense that flowcaps belong to the Science Department; but I still primarily see it as a torp-nerf.
Well it will be more useful with HY now, and against single targets. But drains have always been good against single targets, we needed ones that were good against multiple.
I normally agree with Cryptic when they make changes but this time I am extremely pissed off.
Comments
I do.
I finally ran the three piece in the Foundry (w/o the Quantum Phase Torpedo) after suspecting something was wrong during gameplay. It seems bugged, as neither my Harhpeng nor Breen Cluster torpedoes triggered a secondary. A Terran torpedo fired from my fore when it was slotted aft in another brief test. And it needs a 20 sec countdown timer for quality of life (first world problems).
It did produce secondaries on impact for my PEP, Gravimetric, Terran torpedoes though. I really must test secondary's with all of my torpedoes.
Correction, sorry about that:
Neither Cluster's seem to be recognized by the Secondary Torpedo Launchers. Regular Plasmas and Transphasics secondaries appear as photons but, according to the ingame log, are being read correctly.
That appears to be their plan for it, however I stated it should be 1 AOE per enemy instead, and not the current multiple AOEs per enemy!!!
Praetor of the -RTS- Romulan Tal Shiar fleet!
You can do that with lots of torps though. Torps are really good if you spec into them a bit and have a few consoles or set bonuses that passively buff them.
Also, this is all standard Cryptic procedures is to release a new torp and make it OP, so everyone gets excited and plays more. They will soon nerf it so its not OP.
Case in point, Grav torps - OP when released and nerfed. Bio torps - OP "by mistake" when released, and "fixed". Neutronic torp - OP at release and nerfed.
See the pattern.
LOL, to best define your avatar in regards to torpedoes in general. "It's a trap!"
Praetor of the -RTS- Romulan Tal Shiar fleet!
Yes, it does. You fire 20 torpedoes with TS3, you get 20 torpedoes additionally from the Terran 3p.
Thanks for answering. Sounds good, but don't know if it is worth it. I've had too many pieces of equip nerfed after getting them making them useless wasting a lot of dil or EC. Seems like this will eventually get nerfed too.
This would essentially be the best option I reckon. It removes the majority of lag-inducing spam graphics but allows the weapon to retain its utility for those wanting to deal with shields whilst running torps.
Put a single proc on the furry impact per target and with the boosted damage they mentioned and we have a winner.
It would solve the issues mainly with the fps I would imagine, while also being the most optimal middle groud IMO effectiveness.
Praetor of the -RTS- Romulan Tal Shiar fleet!
Based on the current pace of power creep, I'd speculate 10-15months before we need to look at the client and/or do yet another power review/rework, similar to March/April lag-fest due to APB et al.
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.
Haha, never mind. It already was nerfed. I got it today and tested it:
Torpedo High Yield now triggers only one additional torpedo on impact, so same as if you had fired without Torpedo High Yield.
Torpedo Spread now triggers only one additional torpedo per target upon firing, so 3,4 or 5 additional torpedoes instead of 6,12 and 20.
Torpedo Point Defense does not trigger it at all, it was completely removed from it.
And worst of all: The color of the additional torpedo is not the color of it's basic type (i.e. Quantum) it is always red!
Someone get me a triple facepalm, please.
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.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Dude, that's impressive! It also looks damn familiar, is that a Vesta?
I actually switched yesterday to the Delta Alliance set with the Neutronium Torpecker, just so I could experiment with the Isokinetic Cannon, given that I use a Vesta T5u with a Part Gens build and GW3/TBR2. The Neutronium isn't as exciting as the Quantum Phase Peenieweenie, but that IKC is a monster with high Part Gens. It's not the easiest to use, much less to synch with the buffs to Part Gens needed by the two other attacks, but when it hits, Mamma Mia! Just using it in a sloppy, haphazard manner yesterday, I saw a 40K crit and a pair in the mid-20's. Those are the biggest crits I have seen since I quit using a Tricobalt mine launcher back in the long ago, when captains were men and sheep were nervous...
Just found my old comment. It would have had to be 117K drain to be equal so it's a nerf.
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
My problem is that it's always sci captains that get the shaft in these situations. Shield drains in particular aren't exactly that good outside of a well specced Tachyon Beam. Heck, all shield drains except Tachyon Beam sucked until this torp came out (I've tested all of them). I loved these torps, but now I need to throw two spreads to packed Terran Frigates (the weakest thing I could find) in the Badlands BZ to get those shields down. They were nerfed to the ground.
I'm sick and tired of seeing sci procs getting the shaft while anything that just pours out DPS is usually fine as-is.
yeah but I would take this nerf over the performance hit/freezing it's currently doing.
It's on Tribble now so we'll get it on Holodeck Thursday.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
Why is it always the science stuff that gets hit by the nerf hammer. Shields drains are almost pointless in this game these days, even with highly specialised builds. This torp was a breath of fresh air but that didn't last long.
I know about the performance issue and that's not the problem I have. The problem is the shield drain went from being awesome on a sci ship (and this is calculating the shield drain as working correctly) to pure junk.
This was the first shield drain mechanic outside of Tachyon Beam I actually liked on my drain boat and actually made a PvE build for my PvP toon using it (without even bothering to spec for damage), and that worked great for stripping shields in PvE. I'm sick and tired of shield drains always getting hit hard by nerf bats while DPS is considered WAI always.
It's not a Science nerf per se. It's still a torp nerf. Reason torps are not so successful as beams, in part, is because shields absorb most of a torp's damage (and Transphasics got neutered a long time ago). So, yeah, it's a Science nerf, in the sense that flowcaps belong to the Science Department; but I still primarily see it as a torp-nerf.
I normally agree with Cryptic when they make changes but this time I am extremely pissed off.