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Torpedoes in a post crew environment

Torpedoes- and the occasional kinetic inflicting beam weapon- have always been efficient at removing enemy crew, which on holodeck reduced their hull regeneration rate and subsystem repair.

While consoles which boosted crew resistance to damage have been changed to provide +subsystem offline resistance, torpedoes have had no comparative change to compensate for their reduced effectiveness.

To this end I'd like to suggest they receive the opposite of what the crew resist consoles get- namely that torpedoes should temporarily increase a target ship's vulnerability to subsystem offline effects.

This would open torpedoes to new and interesting builds, and maintain some of their relevance in a post crew world.

Thoughts?

Comments

  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    illcadia wrote: »
    Torpedoes- and the occasional kinetic inflicting beam weapon- have always been efficient at removing enemy crew, which on holodeck reduced their hull regeneration rate and subsystem repair.

    While consoles which boosted crew resistance to damage have been changed to provide +subsystem offline resistance, torpedoes have had no comparative change to compensate for their reduced effectiveness.

    To this end I'd like to suggest they receive the opposite of what the crew resist consoles get- namely that torpedoes should temporarily increase a target ship's vulnerability to subsystem offline effects.

    This would open torpedoes to new and interesting builds, and maintain some of their relevance in a post crew world.

    Thoughts?

    $^%^$ brilliant! Torpedoes are supposed to wreck havoc on (sub)systems when they do damage, and I don't think that people would be keen to having torpedoes cause increased damage to the target from all sources (unless you're Corrosive Plasma torp), so this would be the next logical step, ESPECIALLY when the mechanic not only exists, but has the same effect affecting ships in the opposite direction when the proper equipment is slotted (ie protection from subsystem offline).
    @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.
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    Honestly I have been in pvp engagements in which the ability of a single torpedo to kill crew tipped the balance and broke a tank. Granted the last time I can remember being in such a fight was pre-Starbases. But the point it that while mostly ignored this quality of torpedo's dose have some value. So I support this topic.

    Lets get a subsystem disable vulnerability effect added to torpedo's... and maybe have them remove the disable lockout buff if its on a target when the torp hits.

    Nice thinking OP.
  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    illcadia wrote: »
    Torpedoes- and the occasional kinetic inflicting beam weapon- have always been efficient at removing enemy crew, which on holodeck reduced their hull regeneration rate and subsystem repair.

    While consoles which boosted crew resistance to damage have been changed to provide +subsystem offline resistance, torpedoes have had no comparative change to compensate for their reduced effectiveness.

    To this end I'd like to suggest they receive the opposite of what the crew resist consoles get- namely that torpedoes should temporarily increase a target ship's vulnerability to subsystem offline effects.

    This would open torpedoes to new and interesting builds, and maintain some of their relevance in a post crew world.

    Thoughts?

    In addition torpedoes could now also reduce hull regeneration rates (or whatever mechanic is replacing crew), with the explanation being that crew is being disabled by torpedo strikes. Literally the script is just being flipped.

    Torpedoes can keep crew/hull regeneration and subsystem repair reductions.

    Joined STO in September 2010.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited March 2016
    I am not entirely convinced that crew ever was that important to the effectiveness of torpedoes.

    But anyway, it'S an interesting idea - giving torpedoes a general proc that's basically a Damage Control, Shield Regeneration and Subsystem Repair debuff.

    If not as an inherent ability, I am sure Cryptic could milk the concept for a new trait, new rep or lockbox weapon, or a set bonus.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • orondisorondis Member Posts: 1,447 Arc User
    Anything related to crew was worthless, whether it was a buff or debuff. As such, removing it from a Torp won't remotely change their effectiveness.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    I am not entirely convinced that crew ever was that important to the effectiveness of torpedoes.

    But anyway, it'S an interesting idea - giving torpedoes a general proc that's basically a Damage Control, Shield Regeneration and Subsystem Repair debuff.

    If not as an inherent ability, I am sure Cryptic could milk the concept for a new trait, new rep or lockbox weapon, or a set bonus.

    In this case, I'd argue against it being a new trait, as the crew mechanic did have an impact (albeit, somewhat temperamental) with respect to passive ship performance. The last thing Kinetics need is yet another loss in performance. I love the OP's idea.
    @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.
  • megraemegrae Member Posts: 58 Arc User
    I'd rather they just fly faster, both regular and destructible ones. Their speed was designed when the ships (player and npc) were much slower. Same goes with cannon shots.

    Twilight, Particle Physicist that stole the ship.
    Original Signup date: August 4, 2008
    LTS since Pre-Order
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    megrae wrote: »
    I'd rather they just fly faster, both regular and destructible ones. Their speed was designed when the ships (player and npc) were much slower. Same goes with cannon shots.

    This should be a different issue that DOES need to be updated. On top of this, I'd like to add that torpedo users should not have to pay an extra 1 second tax when the target moves into firing arc and we press fire. The energy weapons fire immediately, but the torpedo weapons go through a 1 second global torpedo refresh before firing again. It's annoying when you're trying to pull off some clever maneuvers, or deal w/ someone in PvP and this happens, which messes up on timing of shots.
    @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.
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