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A new Torpedo Skill idea...

SystemSystem Member, NoReporting Posts: 178,019 Arc User
So my buddy and I were batting this idea around last night and I really think we have a winner here!

So we were doing some PvP yesterday and over teamspeak I kept hearing "Fire Torpedoes dammit!!!". My buddy was getting tired of firing his fore torpedos at his primary target, only to notice that a ship was flying past behind him. He kept cursing the universal cooldown on Torpedo launchers and the fact you can't fire 2 tubes simultaniously, even when one is fore and the other aft.

So we were on the phone afterward and we came up with a new skill idea that would make things... EVER so much more interesting:

"Fire All Torpedos" or "Fire at Will: Torpedos"
Tactical BO skill
Torpedo Skill (Cannot be used in conjunction with High Yield or Spread)

MK I: LieutenantTemporarily disables universal torpedo cooldown for 10 seconds
Reduces Torpedo cooldown by 15%
MK II: Lieutenant CommanderTemporarily disables universal torpedo cooldown for 15 seconds
Reduces Torpedo cooldown by 25%
MK III: CommanderTemporarily disables universal torpedo cooldown for 20 seconds
Reduces Torpedo cooldown by 35%

Does not increase/decrease damage to torpedos. All available torpedo bays will fire randomly at any target within effective range (within 10km, in the 90 degree firing arc). Does NOT apply to Tricobalt, or Transphasic Cluster Launcher. Will only fire STANDARD plasma torpedoes.

Used in conjunction with fire at will, this skill would be SO useful and fun to watch... it would make torpedo boats a VIABLE build... it wouldn't be overpowered due to the reduction of kinetic damage by shields. I think this would be one of those nice filler skills that would REALLY add to the tactical side. It's no more lethal than gravity well... or eject warp plasma. So this would be a great addition.

Of course this would be something that would have to be tested and the stats reduced/increased for balance... but hey, that all part of the process right!?
Post edited by Unknown User on

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    So my buddy and I were batting this idea around last night and I really think we have a winner here!

    So we were doing some PvP yesterday and over teamspeak I kept hearing "Fire Torpedoes dammit!!!". My buddy was getting tired of firing his fore torpedos at his primary target, only to notice that a ship was flying past behind him. He kept cursing the universal cooldown on Torpedo launchers and the fact you can't fire 2 tubes simultaniously, even when one is fore and the other aft.

    So we were on the phone afterward and we came up with a new skill idea that would make things... EVER so much more interesting:

    "Fire All Torpedos" or "Fire at Will: Torpedos"
    Tactical BO skill
    Torpedo Skill (Cannot be used in conjunction with High Yield or Spread)

    MK I: LieutenantTemporarily disables universal torpedo cooldown for 10 seconds
    Reduces Torpedo cooldown by 15%
    MK II: Lieutenant CommanderTemporarily disables universal torpedo cooldown for 15 seconds
    Reduces Torpedo cooldown by 25%
    MK III: CommanderTemporarily disables universal torpedo cooldown for 20 seconds
    Reduces Torpedo cooldown by 35%

    Does not increase/decrease damage to torpedos. All available torpedo bays will fire randomly at any target within effective range (within 10km, in the 90 degree firing arc). Does NOT apply to Tricobalt, or Transphasic Cluster Launcher. Will only fire STANDARD plasma torpedoes.

    Used in conjunction with fire at will, this skill would be SO useful and fun to watch... it would make torpedo boats a VIABLE build... it wouldn't be overpowered due to the reduction of kinetic damage by shields. I think this would be one of those nice filler skills that would REALLY add to the tactical side. It's no more lethal than gravity well... or eject warp plasma. So this would be a great addition.

    Of course this would be something that would have to be tested and the stats reduced/increased for balance... but hey, that all part of the process right!?

    There is even some soft canon to support this modification to say....Escorts.

    Given that Science Vessels have the "Target Subsystem" function built into the ships, why not build in a nice tactical function to Escorts, and a nice defensive function to the cruisers?

    Remember the DS9 episode where the Definat went out to attack the sensor array in the Argolis Cluster? The book version of that episode told of Chief O'Brien rigging the Definat to empty all of her quantum torpedoes in a chain fire method, turning the Defiant into a Gatling gun if you will.

    So, a "Torpedo: Fire At Will" function, added to Escorts, could be based on this concept, firing all torpedoes at aquired targets in your vicinity, then applying a cooldown to the tubes (Like Beam Overload) as well as a cooldown on the ability which matches the cooldowns for the "Target Subsystems" functions on Science vessels.

    Great idea!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    So my buddy and I were batting this idea around last night and I really think we have a winner here!

    So we were doing some PvP yesterday and over teamspeak I kept hearing "Fire Torpedoes dammit!!!". My buddy was getting tired of firing his fore torpedos at his primary target, only to notice that a ship was flying past behind him. He kept cursing the universal cooldown on Torpedo launchers and the fact you can't fire 2 tubes simultaniously, even when one is fore and the other aft.

    So we were on the phone afterward and we came up with a new skill idea that would make things... EVER so much more interesting:

    "Fire All Torpedos" or "Fire at Will: Torpedos"
    Tactical BO skill
    Torpedo Skill (Cannot be used in conjunction with High Yield or Spread)

    MK I: LieutenantTemporarily disables universal torpedo cooldown for 10 seconds
    Reduces Torpedo cooldown by 15%
    MK II: Lieutenant CommanderTemporarily disables universal torpedo cooldown for 15 seconds
    Reduces Torpedo cooldown by 25%
    MK III: CommanderTemporarily disables universal torpedo cooldown for 20 seconds
    Reduces Torpedo cooldown by 35%

    Does not increase/decrease damage to torpedos. All available torpedo bays will fire randomly at any target within effective range (within 10km, in the 90 degree firing arc). Does NOT apply to Tricobalt, or Transphasic Cluster Launcher. Will only fire STANDARD plasma torpedoes.

    Used in conjunction with fire at will, this skill would be SO useful and fun to watch... it would make torpedo boats a VIABLE build... it wouldn't be overpowered due to the reduction of kinetic damage by shields. I think this would be one of those nice filler skills that would REALLY add to the tactical side. It's no more lethal than gravity well... or eject warp plasma. So this would be a great addition.

    Of course this would be something that would have to be tested and the stats reduced/increased for balance... but hey, that all part of the process right!?

    Yeah, the autofire function already covers the "Fire all torpedoes". Also, you can't fire all torpedoes as they go out the same tube, so regardless of how you configure it, you may have 20 torpedoes and 2 tubes to launch from.... so no go.

    Honestly, this skill doesn't make much, if any sense. I say pass on this idea.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Creovex wrote: »
    Yeah, the autofire function already covers the "Fire all torpedoes". Also, you can't fire all torpedoes as they go out the same tube, so regardless of how you configure it, you may have 20 torpedoes and 2 tubes to launch from.... so no go.

    Honestly, this skill doesn't make much, if any sense. I say pass on this idea.

    Allow me to explain in -simpler terms- for those who don't 'get it'. :rolleyes:

    Simple really.
    Autofire = fires torps at ONE single target repeatedly
    My idea = fires ONE torp out of EVERY tube you have on your ship at (potentially) MULTIPLE targets

    Make sense now?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Allow me to explain in -simpler terms- for those who don't 'get it'. :rolleyes:

    Simple really.
    Autofire = fires torps at ONE single target repeatedly
    My idea = fires ONE torp out of EVERY tube you have on your ship at (potentially) MULTIPLE targets

    Make sense now?

    So for those simple people, your shooting a torpedo out of the back of your ship with nobody there huh? GENIUS!

    As seen in the shows and movies (First Contact does a nice High Yield III on the Borg Sphere), it's only so quick.... and maybe it's a power issue or a safety issue with proximity when launching but it always seems to be alternating....

    They already canned Death Blossom! (See! )
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Perhaps your one of those more 'visually oriented' people. As I don't have a whiteboard, or puppets handy to help you along good sir... I will simply accept that some folks will just always be contrary or play 'devils advocate' and be done with this exhillarating back-and-forth. :rolleyes:
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Bottom line: Escorts already have enough power for an alpha strike, more fast weapon spamming abilities will help no one. Thinking about your original issue: It sounds like your friend just sucks at this game. Sorry, someone has to say it.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Creovex wrote: »
    Bottom line: Escorts already have enough power for an alpha strike, more fast weapon spamming abilities will help no one. Thinking about your original issue: It sounds like your friend just sucks at this game. Sorry, someone has to say it.

    This quote is complete bunk. When escorts were nerfed, they were nerfed far too much.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    SkyLeach wrote: »
    This quote is complete bunk. When escorts were nerfed, they were nerfed far too much.

    I have an escort and have no issue with it in PvP or PvE.... adaptability.... its the secret...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Creovex wrote: »
    I have an escort and have no issue with it in PvP or PvE.... adaptability.... its the secret...
    I have an escort too and have no trouble with it in pvp or pve. What toon are you flying? I didn't say the ship had no merit anymore, I said it was nerfed too much.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I actually like the "Fire all tubes at will" for torpedoes as a bridge officer tactical abilty. Its not like these ships dobn't have autoloaders for the torpedoes anyway and with some tweaking to keep the power reasonable in power.
    SkyLeach wrote: »
    When escorts were nerfed, they were nerfed far too much.
    I can agree that when it was concieved that a single escort shouldn't able to take on a cruiser easily, much less destroy said cruiser, that the Dev's over-nerfed the escort a bit. While the escort is small and the cruisers are large, I feel that the firepower has been tweaked a little to low to achieve this.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Especially considering the RAW power of the Defiant in canon, and let's not forget the lovely prometheus. MAN I would love to see a retrofit of that with multi-vector assault mode!!!

    But back to the topic, yes Roach... THANK you for participating in the conversation rather than trying hard to 'GANK' the topic. I would love to have some more variety when it comes to tactical skills. You can have an effective and usable beam boat... but a torpedo boat is slow and clumsy for having so much firepower. This skill would make such a build FAR more viable.

    Think about all the wonderful Science builds and how such a wide variety of skills makes Sci captains so much fun to play. Engineers have quite a few tricks up their sleeves as well, but they are more subtle and defensive... but man, Tactical officers are pretty much a no brainer. You get the best High yield you can, Best beam overload, best Rapid fire, best attack pattern... and your just like every other ship out there. I don't even have room with my tac officer to vary my skills. I litterally have copies of every tac skill I use DUE to the fact there is so little to choose from. 2 high yields, 2 beam overloads, 2 rapid fires... My skill tray has an entire row dedicated to copies! LOL
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    roach doesnt gank threads, threads gank roach if anything!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Especially considering the RAW power of the Defiant in canon, and let's not forget the lovely prometheus. MAN I would love to see a retrofit of that with multi-vector assault mode!!!

    But back to the topic, yes Roach... THANK you for participating in the conversation rather than trying hard to 'GANK' the topic. I would love to have some more variety when it comes to tactical skills. You can have an effective and usable beam boat... but a torpedo boat is slow and clumsy for having so much firepower. This skill would make such a build FAR more viable.

    Think about all the wonderful Science builds and how such a wide variety of skills makes Sci captains so much fun to play. Engineers have quite a few tricks up their sleeves as well, but they are more subtle and defensive... but man, Tactical officers are pretty much a no brainer. You get the best High yield you can, Best beam overload, best Rapid fire, best attack pattern... and your just like every other ship out there. I don't even have room with my tac officer to vary my skills. I litterally have copies of every tac skill I use DUE to the fact there is so little to choose from. 2 high yields, 2 beam overloads, 2 rapid fires... My skill tray has an entire row dedicated to copies! LOL

    Yeah.... still not feeling it. The defiant got owned in First Contact, did the Sovereign?
    Game...
    Set...
    MATCH!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I try not to gank interesting threads.................
    but sanity is not my strong point, or so I've been told.
    The only problem I see is the Dev's fear of actual Torpedo boats being possible ( I assume they fear this) and upsetting any balance in the game by having a ships with one or two BOL's and a whole lot of torps for when the shields go down on a target.

    Personally feel that a "Fire Torps at will" bridge offierc ability would be a fine addition to the game, but doubt that the Dev's will ever give the different torpedoes seperate CD's and individual fire capabilities.

    As to the Defiants toughness, yes- ingame the Defiant seems less than the durable vessel portrayed in the shows andf more crunchy. All due to balancing out the firepower I can imagine, though I think they over did the nerf on escort/BoP/Raptor firepower as well and need to dial it up about 10% to compensate for the high healing/resistance capabilities of the cruiser and science vessels ingame.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I think they should consider pulling some of the defensive power of the carrier and transfer it to escorts/raptors/BoPs... and I say that as a Klingon PLAYING in a carrier. LOL

    Last night I was doing my dailys in PvP... there were 3 carriers 1 raptor and 1 cruiser. As soon as the feds saw us they all shut off their engines and just sat outside the gate waiting to die. Being a carrier captain is almost depressing, because challenges are difficult to come by. No fed wants to even TRY to put me down, because they consider it impossible. So I wouldn't be opposed to nerfing carriers a bit in favor of boosting escort class ships a bit. Even them out.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Honestly there need to be more BO skills all around. Right now there just is not enough variety. As a KDFer because of the make up of most of our ships it would also be nice to see a greater variety of Ensign BO level skills.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    This is a good idea.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    This is a good idea.

    Thank you! :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I don't think this is a bad idea at its core.

    Accordingly, I doubt it will be considered. Sorry.
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