I was just reading that torpedos got nerfed again recently where TS boff now only enhances the torps that hit the main target. So neutric torp and quantum phase now only effect one target... i mean why do the devs hate torpedos so much? And dont tell me about power creep this is just Torpedo hating. Im not bashing on the devs though they have a lot of work for the money they have to work with im appreciative of course but i seems that its getting harder and harder to make a torpedo boat good or even justify using one at all. There are some good torpedos but they are just place filler for energy management or they are just so so on a pure torpedo build. I think now this is only my peronal opinion but i think there should be a PEN mod on ALL torpedos even rep and mission rewards. You can reengineer to get it. That would help a lot. What do you torpedo users think?
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edit: I think they need to get rid of the arc for tops... make em like the destructible torps. fire and forget and they will auto lock to your target (as long as it is in range), if the target dies before your torps hit... oh well, same as current torps.
No such patch ever happened.
I never heard of such a nerf either. My quantum phase torps destroy every target they hit with TS.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
It did after S 11 (NOT 11.5 as I mis-rememberred) and after the Kemocite Debacle.
Here's the patch notes.
https://sto.gamepedia.com/Release_notes/20151203
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.
Torps are just fine. Just need the right ones.
Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!
http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
So much this, and while we're at it, get rid of the "Off-Duty" outfit category too,...
"There... are... four... lights!" ~Jean Luc Picard
I noticed that too (though for me it only happens in mass encounters with the accompanying lag). A few odd details (like the purple haze from harg'peng starting even when it "fails" to shoot) make me think the torp is actually firing even though it fails to show it graphically.
That said, I have also noticed that the onscreen buttons do not always respond when there is a lot of action and lag, so that may be happening to the buttons as well on top of the (possibly) graphic issue if you fire torpedoes manually (though that would not explain the going into cooldown part).
I had the same observations myself and I can say it is really a graphic issue, probably from my card. Although I cannot see the actual torpedo, the timer resets on it and then I can see it did its damage in the combat log. I'd recommend confirming with the log if that is the case for you too.
If you have one with a [Spr] mod, it will occasionally fire a TS1 for your next torpedo.
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.
But whenver you read about a nerf, you still need to try it out to determine wether it's gone too far or not.
I am running exotic/torpedo boats on lots of characters and the destructive capabilities are ridicilous. It takes some investment t get there, but that is true for other builds as well.
I also know there are people that run torp builds on non-Science Vessels (I believe the Command bridge Officer Power Concentrate Firepower is a big part of those builds), and they are supposedly also effective.
The Quantum Phase Torpedo is certainly not weak with the change. Only a hit at the primary target causes the shield drain effect, but it's still an AoE Drain, so combine it with Gravity Well.
what are you using for your build? any specific rep sets like terran munition or the temporal stuff?
still wondering, which torps or setup works best with an exotic build^^
Here's the thing, though; they changed the Gravimetric torp to have a guaranteed proc for EACH target in the spread, and each of those proc'd rifts do AoE damage, but they couldn't remove the Quantum Phase & Neutronic AoE capability, and instead just make their specials proc on the target only? Otherwise, what you have being flung out to all other targets in the spread are slightly stronger quantum torps, and we all know what raw kinetic damage does to shields...
There's another component to it that is also a performance hit for those torps, but I'll need to find the link to show the specific changes. In short, I had welcomed the changes as a temporary adjustment to the performance issues with the understanding that there would be a review of the performance and numerical feedback given. In short, minor-medium nerf in performance with a gravity well in play, and major nerf in performance without a GWell to bunch up targets.
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.
If running EPG, Gravimetric and PEP torps are king. If DrainX, Neutronic, Quantum Phase, and Piezo torps will give you your best subsystem drain (Neutronic) and shield stripping, alongside Science drain abilities.
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.
For example, on my Recon Vesta:
- Quantum Phase Applications Set
- Delphic Applications Set
- Chronometric Capcatior
- Temporal Defense Initiative Set
- 2 Pieces of the Quantum Phase Catalysts Set (omitting the energy weapon)
- 2 Pieces of the Terran Task Force Ammunition Sets (omitting the energy weapon)
- Temporally Shielded Datacore, Exotic Particle Exciter, Exotic Particle Focuser [CtrlX] [EPG] x3
- Piezo Electric Focuser
- Delphic Torpedo, Delphic Beam Bank and Quantum Phase Torpedo in the front (slotting it like that, if both torps can fire, it's always the QPT, which is what I want and I can usually rely on auto-fire)
- Starship Traits: Reciprocity, All Hands on Deck, Improved Critical Systems, Check Mate, Improved Gravity Well
- Personal Space Traits: Conservation of Energy, Photonic Reinforcement, Kinetic Precision, Particle Manipulator, Photonic Capacitator, Psychological Warfare, Subnucleonic Transferal, Self-Modulating Fire, Projectile Training
- Bridge Officer Powers: Science Team I, Rapid Decay I, Recursive Shearing I, Tactical Team I, Kemocite Laced Weaponry I, Attack Pattern Beta I, Torpedo Spread III, Emergency Power to Aux I, Emergency Power to Shields II, Subspace Vortex I, Hazard Emitters, DEstabilizing Resonance Beam, Gravity Well.
- Duty Officers: Projectile Weapon Officer, 2x Damage Control Engineer , Deflector Officer, Gravimetric Scientist.
There is still a lot of room to play with in that build. Other than Subspace Vortex, I think you can do without most of the lockbox/promo stuff. The Delphic Application Set I mostly use because it looks so nice. The build worked fine without Improved Gravity Well, for example.And there is still plenty of optimization potential. Just realized I had a 2nd Deflector Officer slotted that just gives damage against Vaadwaur . I guess I should change that.