So after rewatching some DS9 and other shows, I noticed that STO's photons move way to slow.. Like easily need a speed boost of 50%. Anyone else agree?
someone said it in another thread, and it bears repeating...the speed at which the kelvin photon travels is the baseline by which ALL non-targetable torpedoes should be set to
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I would say that they should tie the travel time/speed of torpedoes to either your weapon power level, or your aux power level. I can understand not tying the damage of torpedoes to weapon power, but tying the travel speed to a power system makes sense actually, as the more power you dump into the launcher system the faster (and/or quicker) you could launch them at.
I would say that they should tie the travel time/speed of torpedoes to either your weapon power level, or your aux power level. I can understand not tying the damage of torpedoes to weapon power, but tying the travel speed to a power system makes sense actually, as the more power you dump into the launcher system the faster (and/or quicker) you could launch them at.
I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.
I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.
Yea but couldn’t our ship’s supply of aux power not really determine with how much power for propulsion a torpedo gets supplied with b4 firing? I find the idea behind it not that unreasonable and could make up for a pretty interesting new game mechanic.
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I would say that they should tie the travel time/speed of torpedoes to either your weapon power level, or your aux power level. I can understand not tying the damage of torpedoes to weapon power, but tying the travel speed to a power system makes sense actually, as the more power you dump into the launcher system the faster (and/or quicker) you could launch them at.
I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.
Well that is what is weird, as they do have warp-coils (also known as a warp sustainer engine), which grabs an holds onto a hand-off field from the launcher tube's sequential field induction coils. This is why a torpedo fired at warp speed is able to sustain warp travel, and in some ways it feels they function somewhat like a mixture of a rail-gun an self-propelled projectile. I could use the onboard propulsion systems being more of course correction thrusters, while the primary propellent is from the main-launcher.
Kelvin's Torp's along with most other's can be improved by 33% using Pre-Fire Sequence along with a 12.5% damage boost; yet still I think most Torpedoes need either shorter firing times, slightly increased firing ARC, or a damage boost.
Torpedoes are supposed to be one of the strongest weapons in an arsenal; yet Wide-Arc Dual Heavy Cannon's, Dual Cannon's, even Normal Cannon's with a 180° firing ARC put them all to shame.
Kelvin's Torp's along with most other's can be improved by 33% using Pre-Fire Sequence along with a 12.5% damage boost; yet still I think most Torpedoes need either shorter firing times, slightly increased firing ARC, or a damage boost.
Torpedoes are supposed to be one of the strongest weapons in an arsenal; yet Wide-Arc Dual Heavy Cannon's, Dual Cannon's, even Normal Cannon's with a 180° firing ARC put them all to shame.
That is not completely true, as the speed boost from the trait only affects destructible torpedoes, but the damage buff affects all torpedoes.
Increases your damage with Torpedoes. Your Descructible Torpedoes, such as High-Yield Plasma Torpedoes, fly faster.
+33% Destructible Torpedo Flight Speed
+12.5% Torpedo Damage
I would say that they should tie the travel time/speed of torpedoes to either your weapon power level, or your aux power level. I can understand not tying the damage of torpedoes to weapon power, but tying the travel speed to a power system makes sense actually, as the more power you dump into the launcher system the faster (and/or quicker) you could launch them at.
I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.
Well that is what is weird, as they do have warp-coils (also known as a warp sustainer engine), which grabs an holds onto a hand-off field from the launcher tube's sequential field induction coils. This is why a torpedo fired at warp speed is able to sustain warp travel, and in some ways it feels they function somewhat like a mixture of a rail-gun an self-propelled projectile. I could use the onboard propulsion systems being more of course correction thrusters, while the primary propellent is from the main-launcher.
Interesting. I can't recall seeing torpedo fire at warp in any prime timeline show, is this a Kelvin or Discovery thing?
I would say that they should tie the travel time/speed of torpedoes to either your weapon power level, or your aux power level. I can understand not tying the damage of torpedoes to weapon power, but tying the travel speed to a power system makes sense actually, as the more power you dump into the launcher system the faster (and/or quicker) you could launch them at.
I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.
Well that is what is weird, as they do have warp-coils (also known as a warp sustainer engine), which grabs an holds onto a hand-off field from the launcher tube's sequential field induction coils. This is why a torpedo fired at warp speed is able to sustain warp travel, and in some ways it feels they function somewhat like a mixture of a rail-gun an self-propelled projectile. I could use the onboard propulsion systems being more of course correction thrusters, while the primary propellent is from the main-launcher.
Interesting. I can't recall seeing torpedo fire at warp in any prime timeline show, is this a Kelvin or Discovery thing?
There have been a number of cases where torpedo's change speed, even lunched at subwarp then going into warp. Torpdeos come in a lot of different versions and many probes they shoot are just torpedoes configured to warp with a sensor package instead of a payload.
I would say that they should tie the travel time/speed of torpedoes to either your weapon power level, or your aux power level. I can understand not tying the damage of torpedoes to weapon power, but tying the travel speed to a power system makes sense actually, as the more power you dump into the launcher system the faster (and/or quicker) you could launch them at.
I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.
Well that is what is weird, as they do have warp-coils (also known as a warp sustainer engine), which grabs an holds onto a hand-off field from the launcher tube's sequential field induction coils. This is why a torpedo fired at warp speed is able to sustain warp travel, and in some ways it feels they function somewhat like a mixture of a rail-gun an self-propelled projectile. I could use the onboard propulsion systems being more of course correction thrusters, while the primary propellent is from the main-launcher.
Interesting. I can't recall seeing torpedo fire at warp in any prime timeline show, is this a Kelvin or Discovery thing?
I do believe it has been done, sometimes to drop a ship out of warp that they are chasing. though i would have to go back and rewatch some episodes to see which ones, it might have been in the movies. it was quite rare, though firing torpedoes seemed quite rare too in the shows.
Kelvin's Torp's along with most other's can be improved by 33% using Pre-Fire Sequence along with a 12.5% damage boost; yet still I think most Torpedoes need either shorter firing times, slightly increased firing ARC, or a damage boost.
Torpedoes are supposed to be one of the strongest weapons in an arsenal; yet Wide-Arc Dual Heavy Cannon's, Dual Cannon's, even Normal Cannon's with a 180° firing ARC put them all to shame.
That is not completely true, as the speed boost from the trait only affects destructible torpedoes, but the damage buff affects all torpedoes.
Increases your damage with Torpedoes. Your Descructible Torpedoes, such as High-Yield Plasma Torpedoes, fly faster.
+33% Destructible Torpedo Flight Speed
+12.5% Torpedo Damage
This is correct. The speed increase only affects "pet"/destructible torpedoes. A fun note from @borticuscryptic who says something about the non-destructible torpedo flight speed being tied into the FX attribute of the torp. Bort, is there any news as to whether the non-destructible flight speed will increase in the future?
I'd have to fully agree, the Kelvin Photons feel like they should be the baseline speed by which all other torps follow from. When you shoot those off they actually feel like a decent meaty projectile (even if they don't do the most damage), they fly good and fast and match what i'd perceive to be the speed a torp should be going at. Standard torps by comparison feel like you're throwing heavy weights at the enemy and they are flying through mud.
As the torpedo lover that i am....yes! I agree that all "non-targetable torpedoes" should move faster, (let's say + 25-30% speed) and also 1 second faster firing rate.
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The thing I find odd about torpedoes is in the game the big plasma ball torpedoes are super slow the complete opposite to how they are in the TV show. In the show the big plasma ball torpedoes are some of the fastest torpedos around. So fast that they outrun the Enterprise in warp
I would say that they should tie the travel time/speed of torpedoes to either your weapon power level, or your aux power level. I can understand not tying the damage of torpedoes to weapon power, but tying the travel speed to a power system makes sense actually, as the more power you dump into the launcher system the faster (and/or quicker) you could launch them at.
I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.
You mean like jets on an aircraft carrier? Especially since there's work being done to change from steam powered to electromagnetic accelerator?
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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!"
I disagree. Torpedoes are self-propelled not railgun shells. Launchers should at most be kicking them free of a ship before they ignite their own engines.
Yea but couldn’t our ship’s supply of aux power not really determine with how much power for propulsion a torpedo gets supplied with b4 firing? I find the idea behind it not that unreasonable and could make up for a pretty interesting new game mechanic.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
Well that is what is weird, as they do have warp-coils (also known as a warp sustainer engine), which grabs an holds onto a hand-off field from the launcher tube's sequential field induction coils. This is why a torpedo fired at warp speed is able to sustain warp travel, and in some ways it feels they function somewhat like a mixture of a rail-gun an self-propelled projectile. I could use the onboard propulsion systems being more of course correction thrusters, while the primary propellent is from the main-launcher.
Torpedoes are supposed to be one of the strongest weapons in an arsenal; yet Wide-Arc Dual Heavy Cannon's, Dual Cannon's, even Normal Cannon's with a 180° firing ARC put them all to shame.
That is not completely true, as the speed boost from the trait only affects destructible torpedoes, but the damage buff affects all torpedoes.
Increases your damage with Torpedoes. Your Descructible Torpedoes, such as High-Yield Plasma Torpedoes, fly faster.
+33% Destructible Torpedo Flight Speed
+12.5% Torpedo Damage
Interesting. I can't recall seeing torpedo fire at warp in any prime timeline show, is this a Kelvin or Discovery thing?
There have been a number of cases where torpedo's change speed, even lunched at subwarp then going into warp. Torpdeos come in a lot of different versions and many probes they shoot are just torpedoes configured to warp with a sensor package instead of a payload.
I do believe it has been done, sometimes to drop a ship out of warp that they are chasing. though i would have to go back and rewatch some episodes to see which ones, it might have been in the movies. it was quite rare, though firing torpedoes seemed quite rare too in the shows.
This is correct. The speed increase only affects "pet"/destructible torpedoes. A fun note from @borticuscryptic who says something about the non-destructible torpedo flight speed being tied into the FX attribute of the torp. Bort, is there any news as to whether the non-destructible flight speed will increase in the future?
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You mean like jets on an aircraft carrier? Especially since there's work being done to change from steam powered to electromagnetic accelerator?