Can Cryptic/Perfect World do something about the torpedoes? I'm referring to the reload times... photon torpedoes seemed to be unusually favored compared to other torpedoes...
Croniton
Croniton Torpedo - 10sec
Transphasic-Croniton Launcher - 8sec
Photon
Gravimetric Photon Torpedo - 8sec
Enhanced Bio-Molecular Photon Torpedo - 6sec
Terran Task Force Photon Torpedo - 6sec
Kelvin Timeline Torpedo - 4sec
Quantum
Advanced Radiant Quantum Torpedo - 8sec
Quantum Phase Torpedo - 10sec
Neutronic* Torpedo - 14sec
Transphasic
Rapid Reload Transphasic Torpedo - 8sec
Adaptive Transphasic Torpedo - 10sec
Resonant Transphasic Torpedo - 10sec
Plasma
Plasma Torpedo - 8sec
Omega Plasma Torpedo - ?sec
Romulan Plasma Torpedo - 8sec
Particle Emission Plasma Torpedo - 8sec
Hargh'Peng Torpedo - 15sec
Photon torpedoes reload time have being creeping slowly from 8 secs to 4 secs (Kelvin Timeline - Rapid Reload), while the other torpedoes haven't changed much at all, remaining at 8-15 seconds. The torpedoes have become unbalanced and need to be looked at in the near future.
And I'm running into problems loading more than 3 torpedoes... The Mercury T6 Escort (an obvious choice for a torpedo boat - torpedo console with 25% projectile damage bonus) allows for up to 5 (photon: grav, piezo, bio, terran, kelvin) torpedoes. But they start to interfere with each other after the 3 torpedo is fired. Maybe they need to fire all simultaneously or reduce the firing time to 0.5s or 0.25s instead of a full 1 sec.
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That would yield an immediate reduction for you.
because from what I have read so far, he is running a completely sub par torpedo build anyway.
OP you might want to look up some torpedo ship builds online...after that, the torp cooldowns aren't even an issue anymore and you'll understand why balancing projectile weapons is not an urgent issue.
Maybe take a look at this:
https://www.youtube.com/watch?v=_otv695KjUM
I do agree though that it is weird that torpedoes even in the shows could be fired from multiple torp-tubes, but in the game we are limited to firing only one torpedo launcher thru the use of a internal shared cooldown between torpedo launchers. I could see having a shared torpedo cd if you are using two different types of torpedoes, such as slotting a photon an transphasic launcher, since having to switch between the two types would make some sense. Yet I believe we have consoles that reduce an affect the shared torpedo firing cooldown, which i believe the terran console is one of these consoles, but a change that make it that the shared torpedo-launching cd only applied between torpedoes of two different base types.
But since PVP isn't a balance issue anyway, I say why not. It's not like you can't alpha strike most NPCs anyway.
On the other hand, there are quite competitive torp builds...changeing how torps work in such a fundamental way would really unbalance more than it would fix.
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.
Yeah but also torpedoes have the highest static damage reduction applied to them, since if you hit a shield facing that even has 1 hp left on it, than you will have the damage cut by 75% (mind you this is not taking into account shield bypassing, and pen as these can be applied largely across the board), yet I do agree the reload speed is largely fine as is. If they removed or changed the torpedo damage reduction of shields (75% so long as a facing hit is still up), than the internal cooldown would make sense, but honestly look at the damage of torpedoes an then apply that damage reduction to it, and tell me it is still balanced comparatively to beams an cannons.
Type damage output damage per second
Photon: 2980 458
Quantum 3313 390
Plasma 2338 275
Chroniton 2551 243
Transphasic 2155 205
Tricobalt 14300 238.3
Beam arrays 220 176
H. dual cannons 384 256
While I am not a torp expert by any means I find that it is better on a science ship to complement science abilities. My main science ship a daemosh is set up with a graga mal tbr2 gw3 with the protonic arsenal and either Terran or enhanced bio molecular. I also have bio molecular mines and harpengh torpedo aft.
Torpedoes need to be completely redone but they will never do it...this 75% shield reduction is complete BS and there is nothing at all in canon to support this.
I would say if your torpedo hits a shield facing that has at least 85% of it's hp intact it's damage reduced by the 75% reduction we have now, but than this reduction is reduced by by 10% every 10% the shield's hp is reduced to a minimum of a 10% damage reduction while the shield is still online. So long as the shield is up it should give some amount of protection, but that protection should be variable based on differenet factors, like the Hp of the shield facings (I see this as the integrity of the shield), and the shield power the ship has (to me this should determine how much damage reduction is lost as your deplete a shield facing's hp.).
The issues about torps not being great against shields has been around since the first day as far as I remember (meaning I was playing on day 1 when they released the game). Your primary means of takings down the shields has always been energy weapons and then the hull with torps. Remember torps are kinetic in damage while energy is well energy, hence the reason minimal amount of torp damage (except a torp like Transphasic which gets a 40% bonus on shield penetration. People got use to simply auto-fire all weapons instead of energy first, then torps to finish off, at least some people did. I use torps against shields even though they are less efficient.
In canon if I remember, Yesterdays Enterprise, they fired torps at the Kling Battlecruisers and did on minimal damage on impact. They destroyed one of them by rapid firing on the lasers.
Also we cannot always depend on canon. The reason, lets see, uniform codes and standards, fed/kdf piloting ships not even built by their shipyards (i.e. a Jem Dreadnought), and so many other issues that aren't exactly canon. Think of Operation Gamma or where you have a choice I think in wasteland mission undying as to whether to kill or capture him. If you are fed you shouldn't be given option to kill, that is the federation way, kdf might not matter (and no this is not an attack/negative comment on Klings so no flames). I would hate to be in charge of ordering parts for all the different ships both the fed/kdf/rom can use (yes they use replicators and stuff not like a car where you have to go to the parts department for new wipers or a new light).
Another thing is the torps could require different handling, etc. AFter all if you want to fire a different torps don't they have to load/auto-load it. It isn't like the torp launchers you just flip a switch and the torps becomes a different type and so on. Yes I do remember people building torp boats, I know people who still do and have no issues, so not sure what they are doing differently, if they could come and comment.
So these are my thoughts and comments, they might be wrong, they might be right, it is only my attempt to help/add to the comments.
"Mr Worf, fire Phasers and Photon Torpedoes, when their shields are down." or "Mr Tuvok, fire the Photon Torpedoes once we've depleted their shields"
adhering to that you should have a constant evenly spaced stream of kinetic goodness always heading to the target(s). and btw, i only use 2 torp doffs, 3 caused issues with a similar glitch behavior as shown when spamming fire. torps ready would skip, go on cd but not fire, etc.
it would be nice to have more tubes instead of just the one it seems all ships have...but then i think of the ag >.<
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The weakness against shields can be reduced by two Torpedoes... The Crystaline one that has Anti Proton as it's main damage (Event item if IIRC) and the new Nausican Disruptor Torpedo which deals Disruptor damage as it's primary damage. Both are boosted by the energy weapon console of that type Anti-P for the crystaline and Disruptor for the nausican plus the nauscian gets a bigger boost if ou run the 3 set.
As true as that is, it is a bandage for a fact that the static reduction given to torpedoes is too harsh in its static form. Just a shift making the reduction being variable based on either the remaining shield hp , and/or the ship's shield power would be much better overall, as well as make torpedoes more appealing an competitive without making them op in the least.
No, no well have none of that. Instead let's demand torpedoes be (yet another) mash space bar weapon. Ug.
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Even with a C/D reduction, they are terrible. Considerably slower and more fragile than quantums.
You forgot the Plasma Torpedo from the Lobi store...
What if I don't want to be pigeon holed into not only having to use a specific energy weapon type but a single specific torpedo.
Besides...those things are a waste of space...if you're going to use a single torp that is a energy type...then you may as well just stick another beam or cannon in that slot instead of even bothering with those torps.
From what I have read and been told, the code for torps is... borked. No further details were given besides that.
It makes things harder to use and pinpoint areas that need to be addressed when there are inconsistencies between what is written/communicated, and what actually happens.
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.
Lets not forget Neutronic and Quantum Phase, which do kinetic damage, AND have ways of weakening/removing shields. Both have secondary effects that are boosted by DrainX, and while there are some issues/bugs to work out with them, they are still potent vs shielded targets. With the right build, they will deal with shields far better than the AP or Naussican projectiles will.
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.
To your point; isn't that a problem with a Star Trek game that features a variety of energy and torpedo weapons both on screen as well as in the game?
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.