test content
What is the Arc Client?
Install Arc

Could torpedos be any more nerfed?

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?
«1

Comments

  • pottsey5gpottsey5g Member Posts: 4,254 Arc User
    Torpedo power level is fine. There are a few bugs that need fixing but the damage output is perfectly ok for the content in game. The only reason I don't use torpedos much anymore is I moved more over to mines.
  • This content has been removed.
  • This content has been removed.
  • This content has been removed.
  • This content has been removed.
  • This content has been removed.
  • eltecheltech Member Posts: 146 Arc User
    I find torps don't even fire half the time, and go into cooldown anyway...
  • tom61stotom61sto Member Posts: 3,676 Arc User
    You've been gone a while if the centered AoE on Torp Spread for Neutronic and Quantum Phase torps is news to you. It got changed due to performance issues both server side from calculating all the hits and client side for rendering them. Probably redundant now that they fixed other performance issues (particularly debuff calculations happening server side,) but a full rework of torps might still be looked into. Last I heard, the torp issue is considered as difficult as the entire re-balancing for Season 13.
  • tigerariestigeraries Member Posts: 3,492 Arc User
    edited June 2018
    the nerf to only targeted ship gets the special whammy is old. biggest prob with torps now is that they do not autofire all the time. I've ditched torps now when possible to go all beams or cannons.

    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.
  • This content has been removed.
  • tom61stotom61sto Member Posts: 3,676 Arc User
    For the torp autofiring issue, right click everything with a green outline, then re-right click them in the order you want them to autofire. I had issues on my torp boat having a seemingly random one of my fore torps being the first fired, regardless of position, but re-clicking them got them back to working in the proper order.
  • leemwatsonleemwatson Member Posts: 5,515 Arc User
    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?

    No such patch ever happened.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • nimbullnimbull Member Posts: 1,566 Arc User
    I think post expansion lag is impacting torpedos more then any game changes are.
    Green people don't have to be.... little.
  • echattyechatty Member Posts: 5,918 Arc User
    I don't have any issues with my torps autofiring either. I have one fore torp and sometimes mines aft. Works for me.

    I never heard of such a nerf either. My quantum phase torps destroy every target they hit with TS.
    Now a LTS and loving it.
    Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
    I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything. :D
  • ltminnsltminns Member Posts: 12,572 Arc User
    The Torps were changed quite a while ago about the bonus affecting the specific target and not all. That was part of the Season 13 Space Rebalance of just over a year ago.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    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.'
    Lt. Philip J. Minns
  • warpangelwarpangel Member Posts: 9,427 Arc User
    Yes, they could.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited June 2018
    leemwatson wrote: »
    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?

    No such patch ever happened.

    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
    Post edited by darkknightucf on
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    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.
  • talonxvtalonxv Member Posts: 4,257 Arc User
    You kidding. Since I got that new mirror universe phaser torpedo, I flatly wreck stuff with torps. Plus the quantum torp from sunrise has been a hammer as well. Plus some of the plasma torps are amazing too.

    Torps are just fine. Just need the right ones.
    afMSv4g.jpg
    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
  • corelogikcorelogik Member Posts: 1,039 Arc User
    tigeraries wrote: »
    <snip>
    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.
    <snip>

    So much this, and while we're at it, get rid of the "Off-Duty" outfit category too,...
    "Go play with your DPS in the corner, I don't care how big it is." ~ Me
    "There... are... four... lights!" ~Jean Luc Picard
  • vetteguy904vetteguy904 Member Posts: 3,943 Arc User
    there are 2 traits, one is when you use energy weapons you buff torps, and the other is when you use torps it buffs energy weapons.. on a hybrid torpedo boats a few 15- 30K crits happen in a TS3 spread
    sig.jpg
  • phoenixc#0738 phoenixc Member Posts: 5,890 Arc User
    edited June 2018
    eltech wrote: »
    I find torps don't even fire half the time, and go into cooldown anyway...

    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).
  • r0m#7631 r0m Member Posts: 134 Arc User
    ...make me think the torp is actually firing even though it fails to show it graphically.

    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.

  • This content has been removed.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Nothing wrong with my Photon Torpedo's.

    Those little sparkly balls of cuteness still firing on auto, chasing their target and blowing the hell out of them with love and compassion.

    What I can't work out is why at times they fire a full spread, when I don't have full spread. =/

    If you have one with a [Spr] mod, it will occasionally fire a TS1 for your next torpedo.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    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.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited June 2018
    That is very old news.

    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.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • gypsydanger1gypsydanger1 Member Posts: 37 Arc User

    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.

    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^^

  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    That is very old news.

    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.

    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.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    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.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps

    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.

    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^^

    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.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    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.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User

    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.

    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^^
    I don't know what works best, but I know what worked for me so far.
    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.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • pottsey5gpottsey5g Member Posts: 4,254 Arc User

    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.

    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^^
    If you are in a ship with access to Con Firepower and you have the subspace warheads trait then the best torpedo for exotic builds is the Rom Hyper torpedo. It can either be run by itself or you can run the Gravimetric and PEP torps along side it.
Sign In or Register to comment.