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.
Fleet Admiral GRIZZ
U.S.S. Chicago NCC 1833-C
Sector 31 ANTKBANTKB Gaming Community 0
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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?
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]
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.
Voth Transphasic-Chroniton Torpedo Launcher?
^ This exactly!
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.
And Standard basic cannons have a 180 degree arc, I believe.
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.
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.
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.
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.
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.
(runs away)
True! But then they'd be magnetic Torps and come right back after you're own ship, wouldn't they?
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.
The Eclipse is a large ship and yet that is quick enough to to use cannons
-Lord Commander Solar Macharius
Hey, if it can use cannons, go for it! :P
Have done in the past, always fun
-Lord Commander Solar Macharius
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.