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Idea new ship trait-shoots any torp 180' broadside

chitowngrizz420chitowngrizz420 Member Posts: 266 Arc User
Suggestion for a new Starship t5 mastery trait available for active starship trait slotting.
How about a new trait that turns any torpedo while trait is active into a 180' broadside torpedo.
I know there are a few 180' torps but this isnt about having to be forced to use those.
This is for all those reputation,event, store ship weapon and console torpedoes.
Many players use a single or more than one torp from sets or various places on a ship like cruisers which are built to do broadside beam attacks.
This would make cruiser type beam boats more effective and more fun by allowing the shooting the torpedoes while broadsiding without having to sacrifice a rep/console type torpedo for the generic wide angle ones.
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  • officerbatman81officerbatman81 Member Posts: 2,761 Arc User
    Yes. Put it on a ship that is cross faction, like an event ship. Does alot of people no good its a fed ship.
  • dareaudareau Member Posts: 2,390 Arc User
    Not liking this.

    Boils down to "give all my torpedoes [Arc] modifier because I slotted a trait"

    I for one don't relish the concept of "double gold" because of effectively 6 modifiers on a weapon. The powercreep will get way too intense this way...

    And one other question: what about a 6 torp bearing Science Ship? All 6 torps get this mod?
    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]
  • wylonuswylonus Member Posts: 471 Arc User
    i am sure that it was intended for "Turrets" as part of anti-torp, and new "tact" bridge officer skill, known as "Screen Defense".
    it not easy for me to switch target lock from ship i was aiming on and then switch click on torps and then back on ship that was previously targeted.
    then having tact skill place in hotbar save time and keep target once clicked, and have turret shoot out the torps and resume shooting at the hostile ships.
  • alexraptorralexraptorr Member Posts: 1,192 Arc User
    God forbid anyone should actually have to maneuver their ships properly and line up shots. :P
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
  • exarch1701exarch1701 Member Posts: 71 Arc User
    edited September 2016
    Wide angle quantum torpedo launcher?

    Voth Transphasic-Chroniton Torpedo Launcher?

  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    180 degree Torp firing arc? just fly at the target, fire the torp, and turn right back the way you came - 180 degree firing arc.

    ;)
  • asuran14asuran14 Member Posts: 2,335 Arc User
    I would rather them rework the dual cannon type of weapons from being a 45 degree angle firing arc to being 75-90 (maybe 100) degree arc, which could open up for cannon-based builds being more usable on the slower turning cruisers which also makes those narrow non-arc modded torpedoes a place on such a ship. At most I could see a tactical ability that would improve the firing arc of your slotted beams/torps/cannons by a [percentage based on rank of the ability for a duration, but would also decrease the damage output of those same weapons while it is active, maybe even a bump in energy consumption/firing rate as well.
  • ssbn655ssbn655 Member Posts: 1,894 Arc User
    edited September 2016
    Suggestion for a new Starship t5 mastery trait available for active starship trait slotting.
    How about a new trait that turns any torpedo while trait is active into a 180' broadside torpedo.
    I know there are a few 180' torps but this isnt about having to be forced to use those.
    This is for all those reputation,event, store ship weapon and console torpedoes.
    Many players use a single or more than one torp from sets or various places on a ship like cruisers which are built to do broadside beam attacks.
    This would make cruiser type beam boats more effective and more fun by allowing the shooting the torpedoes while broadsiding without having to sacrifice a rep/console type torpedo for the generic wide angle ones.[/quote




    In one word NO. Bad enough there are spacebar spammers with BFAW. With a 180 torp you could in theory have a 360 torp ship with a rapid reload transphasic in the stern and any other type up front to stagger the CD's add a TP spread and yeah the whiners would have a field day screaming nerf nerf. We don't need that TRIBBLE again with torps the cry babies got Neu nerfed along with Spreads as far as the spread 2 and 3 go.
  • ssbn655ssbn655 Member Posts: 1,894 Arc User
    God forbid anyone should actually have to maneuver their ships properly and line up shots. :P

    ^ This exactly!
  • ssbn655ssbn655 Member Posts: 1,894 Arc User
    asuran14 wrote: »
    I would rather them rework the dual cannon type of weapons from being a 45 degree angle firing arc to being 75-90 (maybe 100) degree arc, which could open up for cannon-based builds being more usable on the slower turning cruisers which also makes those narrow non-arc modded torpedoes a place on such a ship. At most I could see a tactical ability that would improve the firing arc of your slotted beams/torps/cannons by a [percentage based on rank of the ability for a duration, but would also decrease the damage output of those same weapons while it is active, maybe even a bump in energy consumption/firing rate as well.

    Reactive RCS plus ANY engine console that adds to trun rate and MANY impulse engines along with a couple of Sci consoles out there can make a "slow" turning cruiser dance plus add in Cruiser commands on top of that. So yeah your post is kind of off. My crusiers can power slide so turning is no big deal.


  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    Torps and dual cannons are under the same restrictions. Torps are last resort for large ships, since they're supposed to specialize in beam broadsides, while Escorts (etc) are supposed to focus on speed and direct attacks.
  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    edited September 2016
    If they increase the power of a cannon, they'd reduce the arc angle. If they increase the arc angle, they'd reduce the power. You'd end up with the kind of cannons that are already in the game.

    And Standard basic cannons have a 180 degree arc, I believe.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    edited September 2016
    ssbn655 wrote: »
    asuran14 wrote: »
    I would rather them rework the dual cannon type of weapons from being a 45 degree angle firing arc to being 75-90 (maybe 100) degree arc, which could open up for cannon-based builds being more usable on the slower turning cruisers which also makes those narrow non-arc modded torpedoes a place on such a ship. At most I could see a tactical ability that would improve the firing arc of your slotted beams/torps/cannons by a [percentage based on rank of the ability for a duration, but would also decrease the damage output of those same weapons while it is active, maybe even a bump in energy consumption/firing rate as well.

    Reactive RCS plus ANY engine console that adds to trun rate and MANY impulse engines along with a couple of Sci consoles out there can make a "slow" turning cruiser dance plus add in Cruiser commands on top of that. So yeah your post is kind of off. My crusiers can power slide so turning is no big deal.

    Never said that the slower turning cruisers could not be made to use cannons, merely that adjusting the firing arc of dual cannons would improve their viability an usefulness even more when slotted on these cruisers. Also right now you have dual cannons that have the same firing arc as dual heavies making the dual cannons largely inferior an also redundant in almost all ways. Now if you adjusted the dual cannons to have a larger firing arc it would give them a niche to work in that the dual heavies do not occupy, which would be that area between escorts an cruisers in regards to turn rates. As such actually the statement is perfectly accurate as it states that dual/dual heavy cannons are viable an useable on the slower-turning cruisers, but merely that a change of improving the firing arc of the dual cannons from 45 degree to 75-90 degrees would make them even more viable an useful an option, and so also making it more appealing to use torpedoes with them on these ships as the increased firing arc compliments each other.

    Such a change would mean that you could slot the adjusted dual cannons (firing arc of 90 degrees) on a cruiser an use less turn rate boosting consoles gaining higher benefit from those alternate consoles you can now slot, while if you prefered to use dual heavies you could still use turn rate consoles an the turn rate command aura alongside the power slide too. As said a change to give both types of dual cannons a niche would improve an give more options for what you can use on a cruiser (an other slower turning vessels that can use dual cannons), while broadsiding still being quite definitely the cruiser's specialization tactic.
    wendysue53 wrote: »
    Torps and dual cannons are under the same restrictions. Torps are last resort for large ships, since they're supposed to specialize in beam broadsides, while Escorts (etc) are supposed to focus on speed and direct attacks.

    If they increase the power of a cannon, they'd reduce the arc angle. If they increase the arc angle, they'd reduce the power. You'd end up with the kind of cannons that are already in the game.

    And Standard basic cannons have a 180 degree arc, I believe.

    Oh you can use torpedoes with their 90-180 degree arc based on if it is a standard or wide-angle torp on even the slow moving cruisers. An actually dual cannons have the issue that they occupy the same niche as dual heavies making them a bit redundant largely.

    Here is the issue single cannons have a firing arc of 180 degrees, a base damage of 72, while having a firing cycle of three seconds with four shots fired per cycle, which leads to them having a base dps of 95. Then you have dual cannons that have a 45 degree firing arc, a base damage of 86, while having a firing cycle of three seconds with four shots fired per cycle, which gives us a base dps of 115. Now for dual heavy cannons have the same 45 degree firing arc as dual cannons, a base damage of 173, a similar 3 second firing cycle yet only firing 2 shots per cycle, which gives us still 115 base dps. Now why would I want to slot dual cannons onto a cruiser that can use dual cannons, if I can get the same dps out of dual heavies with the same firing arc as dual cannons? All baseline data is from the wiki (http://sto.gamepedia.com/Ship_weapon#Energy_Weapons)

    I don't think they would need to reduce the damage of the dual cannons by much (if at all), since they are dealing barely 14 points of damage more base-line than single cannons, and half as much base damage as dual heavies already at this point. THough even if they did want to reduce it they could merely make them do the same base damage as single cannons, but increase their rate of fire to 6-8 shots per cycle (would make sense since they are a pair of single cannons). This woud as said give al three cannons a niche to play, with dual cannons being more viable on dual cannon capable cruisers/battle-cruisers/science-ships an dual heavies being more viable on nimble escorts/destroyers/raiders.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    Also who really runs single cannons honestly on a ship over beam arrays, or beam banks instead. I would say that eve single cannons could use abit of a buff to make them appealing to run over beam arrays on some ships.
  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    Well, the eventual goal with cannons is to get up to the Quads.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    asuran14 wrote: »
    Here is the issue single cannons have a firing arc of 180 degrees, a base damage of 72, while having a firing cycle of three seconds with four shots fired per cycle, which leads to them having a base dps of 95. Then you have dual cannons that have a 45 degree firing arc, a base damage of 86, while having a firing cycle of three seconds with four shots fired per cycle, which gives us a base dps of 115. Now for dual heavy cannons have the same 45 degree firing arc as dual cannons, a base damage of 173, a similar 3 second firing cycle yet only firing 2 shots per cycle, which gives us still 115 base dps. Now why would I want to slot dual cannons onto a cruiser that can use dual cannons, if I can get the same dps out of dual heavies with the same firing arc as dual cannons? All baseline data is from the wiki (http://sto.gamepedia.com/Ship_weapon#Energy_Weapons)

    Was doing some math and found if we changed the above line of of info so that dual cannons had a base damage of 86 lowered to 72 like single cannons, but also had their rate of fire increased from 4 shots to 6 shots fired per firing cycle with the firing cycle being still 3 seconds, then the base dps would go from 115 to 144. Even with the dual cannons being at 80-90 degree firing arc that would make sense really as they fire faster than single or dual heavies giving them a high dps, but dual heavies have a higher damage per shot with less firing arc, and single cannons have the lowest dps an damage output while the highest firing arc being 2-3 times the other two cannon's firing arc. Each has a niche that suits them.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    I will say though that on the subject of ways of getting torpedoes to be more viable a pick to use on cruisers, which are using a more broadside tactic style. I think going the route of having a tactical boff ability that while it is in use improves the firing arc of your slotted torpedoes/cluster-torpedoes by a set amount of degrees based on the abilities rank, while making it that the torpedo's accuracy or damage output is reduced while under this effect by a percentage.

    Though I could see a trait that might cause your faw to have a chance to increase the firing arc of your torpedoes for a period of time. So i could see that you using faw would allow your beam hits during faw to have a chance to increase your slotted torpedo's firing arc by 3-5 degrees per stack gained, which would have a low duration time limit. Though might need a second or third ability to tie into that from one or two of the other specs.
  • hanover2hanover2 Member Posts: 1,053 Arc User
    God forbid anyone should actually have to maneuver their ships properly and line up shots. :P

    God forbid anyone recognize the fact that not all ships are zippy little escorts that can easily do so.
  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    hanover2 wrote: »
    God forbid anyone should actually have to maneuver their ships properly and line up shots. :P

    God forbid anyone recognize the fact that not all ships are zippy little escorts that can easily do so.

    That's why the "Zippy little Escorts" are the main ones that can use cannons and not the large craft.
    wendysue53 wrote: »
    Torps and dual cannons are under the same restrictions. Torps are last resort for large ships, since they're supposed to specialize in beam broadsides, while Escorts (etc) are supposed to focus on speed and direct attacks.
    wendysue53 wrote: »
    If they increase the power of a cannon, they'd reduce the arc angle. If they increase the arc angle, they'd reduce the power. You'd end up with the kind of cannons that are already in the game.

    And Standard basic cannons have a 180 degree arc, I believe.
    wendysue53 wrote: »
    Well, the eventual goal with cannons is to get up to the Quads.


  • davefenestratordavefenestrator Member Posts: 10,763 Arc User
    Actually we need a Torp Fire At Will skill so a cruiser can fire torps in 8 directions at once.

    (runs away)
  • wendysue53wendysue53 Member Posts: 1,569 Arc User
    edited September 2016
    :D

    True! But then they'd be magnetic Torps and come right back after you're own ship, wouldn't they? >:)
  • nightkennightken Member Posts: 2,824 Arc User
    edited September 2016
    wendysue53 wrote: »
    hanover2 wrote: »
    God forbid anyone should actually have to maneuver their ships properly and line up shots. :P

    God forbid anyone recognize the fact that not all ships are zippy little escorts that can easily do so.

    That's why the "Zippy little Escorts" are the main ones that can use cannons and not the large craft.
    wendysue53 wrote: »
    Torps and dual cannons are under the same restrictions. Torps are last resort for large ships, since they're supposed to specialize in beam broadsides, while Escorts (etc) are supposed to focus on speed and direct attacks.
    wendysue53 wrote: »
    If they increase the power of a cannon, they'd reduce the arc angle. If they increase the arc angle, they'd reduce the power. You'd end up with the kind of cannons that are already in the game.

    And Standard basic cannons have a 180 degree arc, I believe.
    wendysue53 wrote: »
    Well, the eventual goal with cannons is to get up to the Quads.


    wait I'm not supposed to use dhcs on large ships. :P

    joking aside turn rates are easy enough to boost that if you can't use torps well it's you not the ship.

    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
  • theraven2378theraven2378 Member Posts: 6,050 Arc User
    wendysue53 wrote: »
    hanover2 wrote: »
    God forbid anyone should actually have to maneuver their ships properly and line up shots. :P

    God forbid anyone recognize the fact that not all ships are zippy little escorts that can easily do so.

    That's why the "Zippy little Escorts" are the main ones that can use cannons and not the large craft.
    wendysue53 wrote: »
    Torps and dual cannons are under the same restrictions. Torps are last resort for large ships, since they're supposed to specialize in beam broadsides, while Escorts (etc) are supposed to focus on speed and direct attacks.
    wendysue53 wrote: »
    If they increase the power of a cannon, they'd reduce the arc angle. If they increase the arc angle, they'd reduce the power. You'd end up with the kind of cannons that are already in the game.

    And Standard basic cannons have a 180 degree arc, I believe.
    wendysue53 wrote: »
    Well, the eventual goal with cannons is to get up to the Quads.


    The Eclipse is a large ship and yet that is quick enough to to use cannons
    NMXb2ph.png
      "The meaning of victory is not to merely defeat your enemy but to destroy him, to completely eradicate him from living memory, to leave no remnant of his endeavours, to crush utterly his achievement and remove from all record his every trace of existence. From that defeat no enemy can ever recover. That is the meaning of victory."
      -Lord Commander Solar Macharius
    • wendysue53wendysue53 Member Posts: 1,569 Arc User
      The Eclipse is a large ship and yet that is quick enough to to use cannons

      Hey, if it can use cannons, go for it! :P
    • theraven2378theraven2378 Member Posts: 6,050 Arc User
      wendysue53 wrote: »
      The Eclipse is a large ship and yet that is quick enough to to use cannons

      Hey, if it can use cannons, go for it! :P

      Have done in the past, always fun

      NMXb2ph.png
        "The meaning of victory is not to merely defeat your enemy but to destroy him, to completely eradicate him from living memory, to leave no remnant of his endeavours, to crush utterly his achievement and remove from all record his every trace of existence. From that defeat no enemy can ever recover. That is the meaning of victory."
        -Lord Commander Solar Macharius
      • wendysue53wendysue53 Member Posts: 1,569 Arc User
        Wait. I forgot. V'Ger could use torps. We can't use V'Ger. so shouldn't that be the complaint?
      • wendysue53wendysue53 Member Posts: 1,569 Arc User
        4DRZOtr.jpg
      • stobg2015stobg2015 Member Posts: 800 Arc User
        There are special Torp launchers available (at a cost) which already have extended arcs, so I don't think they will create a ship trait that can do it for any type of torpedo.
        (The Guy Formerly And Still Known As Bluegeek)
      • officerbatman81officerbatman81 Member Posts: 2,761 Arc User
        This thread got off course with cannon talk.

        In response to the person who responded to the "zippy little escorts" remark, that was in regards to torpedos not cannons being used on cruisers.

        I guess i dont understand the negative reactions to this albiet outlandish request.
        There is more of a crying about being OP and unfairness jazz than a more natural that sounds useful and sure would like that for myself jazz.
        Why you no like better things?

        Although, i can imagine this trait on a T'Varo torpedo boat, that would be a hilarious beast.

        I also like the idea of a boff skill Torpedo: Fire at Will.
      • hanover2hanover2 Member Posts: 1,053 Arc User
        Silly "I fear change" histrionics aside, the 180 Sovereign quantum didn't cause the end of the world, and neither would adding that ability to all torpedo types.
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