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No change to destructible torpedo speed after today's patch fix to 2 consoles

Swarmer Matrix/Hydra console both tested on ISN at 9.96km from invulnerable transformer. Timed shots of Temporal Disruption Device and Romulan Hyper Plasma torpedo, no difference in speed with one of these consoles equipped, no difference with both of them equipped, no difference swapping only one for the other.

Enable/Disable Torpedo pre-fire sequence space trait makes a difference and can be seen when timing the shots using a stopwatch. Disabling pre-fire sequence and using one of the consoles or both still makes no difference in torpedo travel time.

Did the fix get left out of today's patch?

Comments

  • pottsey5gpottsey5g Member Posts: 4,253 Arc User
    Lots of people talking about this not working in game. A number of people talked about using a stop watch to time against stationary targets and they could not see any difference. Will be confirming with my own testing tomorrow.
  • pottsey5gpottsey5g Member Posts: 4,253 Arc User
    Just tested and both consoles are broken. I sat 9.5km away from a stationary target using a stop watch. Swarmer Matrix/Hydra console both made zero difference. Furthermore I noticed that with the Romulan Hyper Plasma torpedo doesn't even get the buff symbol. Mines used to get the buff symbol but no longer do either.

    I tried Romulan Hyper, Temporal Disruption Device, Tricobalt Torpedoes.
  • pottsey5gpottsey5g Member Posts: 4,253 Arc User
    Update we appear to be worse off now after the "Fix". No speed boost and the damage buff has shrank massively. Fitting and unfitting the Swamer Matrix used to have a large impact on Plasma DoT. I don't think the 30% damage part is working anymore on either console. Fitting the consoles has no impact on the Damage UI from the 30% buff.
  • ghenghisprawn#7458 ghenghisprawn Member Posts: 43 Arc User
    I didn't see any damage increases on the UI either from the 30%, only from the +25 to projectile weapons on the Swarmer Matrix.
  • ghenghisprawn#7458 ghenghisprawn Member Posts: 43 Arc User
    edited March 2023
    Some very detailed testing done by tilorfire27 on the stobuilds subreddit. Looks like the first destructible fired after going into red alert is always speed boosted whether or not you are using any torp speed boosting trait/console. Torpedo pre-fire being the only one that's actually giving a speed boost on top of that fact. Link to original since the chart formatting isn't copying over: https://www.reddit.com/r/stobuilds/comments/11h4ca0/destructible_torpedo_speed_is_weird/

    With the patch on 3/2/2023, there was a fix to the HYDRA console and Swarmer Matrix that applies speed to Destructible Torpedoes. I’ve often wondered, especially since the reveal of the HYDRA console, how torpedo speed works. There is no “stat” that this boosts, however, the less time your destructible torpedoes are in the air, the lower the chance of being shot down. Since you often nuke yourself if you get too close to a destructible torpedo, you can’t have this as 0 time at 0 range.

    For the purposes of this test, I shot a stationary target from 4.99km away. Most of my testing was with the Romulan Hyper-Plasma (reasons to follow), but I also tested the Nanopulse Torpedo under High Yield. I chose the Romulan Hyper-Plasma for 2 reasons:

    Regular Fire is always High Yield, so I don’t have to wait for Torp high Yield Cooldowns

    It’s a Plasma Torpedo

    So what boosts Torpedo Speed?

    Romulan/Reman Deflector/Engines/Shields 2pc boosts Plasma Destructible Torpedoes (hence a plasma torp test), no amount is listed in the tooltip

    HYDRA Console (+30%)

    Swarmer Matrix Console (+30%)

    Torpedo Pre-Fire Sequence Trait (+33/41.3%)

    Fabrication Engineer Duty Officer has a chance to boost Tricobalt Torpedoes (+50%)

    Vorgon Console 3pc (+20%)

    Now, I didn’t test all of these. I don’t own a Hydra (yet), the Duty Officer is expensive and a pain to test (1 in 3 torps actually get the boost, so around a minute per data point), the Vorgon 3pc is ship-locked. I did test the Swarmer Matrix, Romulan 2pc, and Torpedo Pre-Fire (T6) and the results were enough for me to go “this doesn’t look right”.

    My methodology was simple. I recorded myself shooting a Romulan Hyper Plasma at a stationary target. After the testing was complete, I went into Da Vinci video editor and analyzed the video frame by frame. The first frame the first torpedo appeared on the screen (targeting reticle), I created a Red marker. The first frame damage floaters for the torp damage appeared on the screen, I created a Yellow Marker. The first frame that the first torpedo was no longer on the screen, I created a Green Marker. Then, I was able to export a list of timestamps and markers to make a simple data table that told me the exact seconds and frames (at 30 FPS) between Firing, Damage, and Impact. This might be a bit imperfect, but the resolution isn’t going to affect the results. There is a large enough difference between datasets to see what is going on. Without further ado, here is the data table. I am not showing the Disappear times as the results are indistinguishably similar. Remember, I am only counting the first torpedo of the 3 fired with the Hyper Plasma.



    Case Appear Floater Seconds Frames Time Speed (km/s)
    Base shot 1 00:00:01 00:04:04 4 3 4.10 1.22
    Base shot 2 00:07:00 00:13:06 6 6 6.20 0.80
    Base shot 3 00:17:02 00:23:11 6 9 6.30 0.79
    Rom 2pc shot 1 00:30:08 00:34:09 4 1 4.03 1.24
    Rom 2pc shot 2 00:40:01 00:46:06 6 5 6.17 0.81
    Rom 2pc shot 3 00:49:12 00:55:16 6 4 6.13 0.81
    Swarmer shot 1 01:03:10 01:07:10 4 0 4.00 1.25
    Swarmer shot 2 01:12:21 01:18:25 6 4 6.13 0.81
    Swarmer shot 3 01:28:27 01:35:02 6 35 7.17 0.70
    Torp Prefire shot 1 01:42:04 01:45:04 3 0 3.00 1.66
    Torp Prefire shot 2 01:51:09 01:54:08 2 59 3.97 1.26
    Torp Prefire shot 3 02:00:07 02:04:23 4 16 4.53 1.10
    All 3 shot 1 02:12:07 02:15:06 2 59 3.97 1.26
    All 3 shot 2 02:21:08 02:25:23 4 15 4.50 1.11
    All 3 shot 3 02:30:09 02:34:25 4 16 4.53 1.10
    Nanopulse + Prefire Shot 1 02:44:00 02:47:14 3 14 3.47 1.44
    Nanopulse + Prefire Shot 2 02:53:26 02:57:11 3 45 4.50 1.11
    Nanopulse + Prefire Shot 3 03:03:18 03:07:02 3 44 4.47 1.12
    Nanopulse no Prefire Shot 1 03:14:02 03:17:20 3 18 3.60 1.39
    Nanopulse no Prefire Shot 2 03:23:13 03:27:29 4 16 4.53 1.10
    Table formatting brought to you by ExcelToReddit

    The Base is a setup with no gear affecting torpedo speed. This is the dataset that was the most telling for me. In between each data set, I had to drop out of red alert. Consistently across all categories and even some tests not labeled here, the first shot per red alert was faster than subsequent shots, even firing for a while. Also worth noting, the 2nd and 3rd torps of the Hyper Plasma do not fly at the faster speed. I didn’t record times as this is honestly a separate issue I’m not interested in addressing.

    Now, without spending more than the couple hours this already took, it appears to roughly be the first shot flies to the target in ⅓ less time than the other shots later. The base dataset, then, is first shot fires at ~1.2km/s and subsequent shots fire at ~0.8km/s. Adding the Romulan 2pc and/or the Swarmer Matrix made essentially no difference in this, especially when we compare to Torpedo Pre-Fire Sequence. Torpedo Pre-Fire Sequence fires the first shot at 1.66km/s with subsequent shots at 1.2km/s. Slotting all 3 gear pieces didn’t change it from what we get with Torpedo Pre-Fire. To do a little validation, I did fire the Nanopulse under high-yield, but this test took a lot more time for each cycle so I didn’t do each iteration. I also found almost identical results. It’s possible other torpedoes or other setups do work, but I want to bring to light two issues:

    The first torpedo per each red alert flies noticeably faster than the rest of the torpedoes for the duration of combat.

    Swarmer and Romulan 2pc do not impact torpedo flight speed, especially considering Torpedo Pre-Fire does impact flight speed.

    This is probably imperfect data, as there are many destructible torpedoes in the game. This is a pretty labor-intensive way to gather data and still subject to lag and other issues. I’d be happy to show my “data” video, but without the ability to frame advance it (such as YouTube lacks), it is very tough to see much. I’m also not in a position to explain how to use my video editor to repeat the process. I really just want to post this to continue the dialogue about how things work in the game, and merely present the data in a way that is easy to digest.

    TL;DR: Torpedo Speed is a bit weird, here is some data to show how it works as a baseline for further discussion.
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    So basically what all that waffle above is saying is that about half the things that are SUPPOSED to be boosting destructible torpedo speed...aren't.​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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  • ghenghisprawn#7458 ghenghisprawn Member Posts: 43 Arc User
    I was hoping the fix got left out of the last patch being the reason no change was observed during testing of the Swarmer Matrix/Hydra console. Nothing has changed as of today's patch either "3/8/2023", both are still not having any effect on destructible torpedoes flight characteristics.

    The removal of the 15 second minimum timer on the Heavy Digitizer torpedo did take effect, thank you for removing that.
  • pottsey5gpottsey5g Member Posts: 4,253 Arc User
    edited March 2023
    I was hoping the fix got left out of the last patch being the reason no change was observed during testing of the Swarmer Matrix/Hydra console. Nothing has changed as of today's patch either "3/8/2023", both are still not having any effect on destructible torpedoes flight characteristics.

    The removal of the 15 second minimum timer on the Heavy Digitizer torpedo did take effect, thank you for removing that.
    Plus the devs mention in the new blog about flight characteristics
    "V.A.Q. Warheads are modified by abilities that impact Torpedo flight characteristics"

    Apart from all consoles in game that modify flight characteristics are broken and do not modify anything. Still waiting on a fix for the Swarmer Matrix and HYDRA consoles along with a fix for the HYDRA ship trait.
  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    This has been a bug for so long, I've always wanted to use the romulan two piece + the consoles and the trait to make super fast destructible HY plasma torps. But only prefire shot seems to do much and the 2-piece only effects normal plasma torps in HY from what I have seen. I hope they eventually squash this bug, as I love plasma torps but their slow flight speed has all ways been such hindrance to their use.
  • chrian#9670 chrian Member Posts: 622 Cryptic Developer
    This is a known issue and already bugged up internally.
  • ghenghisprawn#7458 ghenghisprawn Member Posts: 43 Arc User
    Thanks for the response, hoping this can eventually get fixed. Would make destructible torp builds much more fun and modern.
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