Torpedo ammo.

I have noticed you can synthesize all ammunition types except Lasers, obviously, and torpedo ammo.
Shouldn't torpedo ammo be available for synthesis through "Explosive Munitions"?
And, is there a particular reason why it isn't available for synthesis?
It seems like a major oversight in the dev's department.
I find it annoying to have to find a station or planetside spaceport to resupply torpedo ammo.
I like using them on my FAS, I'll probably get some negative feedback on that, especially going after larger craft.
It gives a sense, similar to the WWII torpedo boats going after destroyers and battleships.
I think the torpedo launchers are not getting as much "love" as they should.
There is so much missed potential with this weapon class.
 
Missed potential since they are only good for 1 encounter. I am not sure synthesizing more makes sense, but a respectable number of reloads does. Being an old submariner I would love to use them but until they are changed to be more powerful ship busters or given a better reload option, synthesis might be the only easy answer to make them viable.
 
It is a bit odd. My preferred solution, however, would be to give the torpedo launcher vastly more ammo (like, 30 shots or so), but give them a very long reload. I'm talking like, two minutes thereabouts. This way you still only really get one or two launches in a given fight, but can get way more use out of them in a given outing. You still very much have to consider when you use them, but they'd no longer be one-shot-wonders.
 
It is a bit odd. My preferred solution, however, would be to give the torpedo launcher vastly more ammo (like, 30 shots or so), but give them a very long reload. I'm talking like, two minutes thereabouts. This way you still only really get one or two launches in a given fight, but can get way more use out of them in a given outing. You still very much have to consider when you use them, but they'd no longer be one-shot-wonders.

In theory that would work, but then the new meta would be torpedoboat Condas. Could work if there's a limit on the maximum number of torpedo pylons.
 
There is a failing in this thought process.
Torpedo boats rarely ran singly.
They usually operated in pairs or sets of pairs.
I envision a wing of Viper mk IV's or Cobras, with each equipped with a pair of torpedo launchers, and Multi-Cannons making attack runs on an Imperial Cutter.
Using reverb Cascade modded torps to take down it's shields. Then hitting it with pack attack tactics with the Multi-Cannons.
Taking turns at 2 of the wing continuing the attack, the third can pull back, synthesize more torpedo ammo and rejoin the fight.
This could very well encourage newer players to build wings and lessen the effect of being preyed upon by the more experienced players with the bigger A-speced engineer modded ships.
 
With the recent nerf of it needing time to arm, I couldn't see to much harm in balancing it out so they're still appealing. In the past, the only sure way to land a hit was while boosting at someone and launching before you pass, now you need to hope they fly at you and their momentum is too much to change in the time it takes to arm. However, I might just be happy if they added larger class so instead of having a bunch of class 2 launchers where I might rather have rail or other nice C2 weapons, I could do 1 or 2 class 3/4, and just add more ammo as is the case with C1&2.

Edit: Meant to add I'm not really down with synthesizing torpedo ammo. It's too forgiving for those with reverb torps, whose power is limited by the amount of ammo. If you had a single C1 Torp launcher synthesizing ammo over and over it'd get out of control, even with a time delay.
 
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But Torpedoes are massive, how would you synthesize them?

30 rounds? Really? The only way this would work if if 'Ammo Racks' were an option in the outfitting screen, which let you store more ammo at the risk of hull breaching causing internal explosions.

The reason the small Torpedo only has 1 round is because it takes up the entire tube.
 
With further reflection on this, my brain won't let go of this topic right now, there are 2 tactical variations.
1. Lasers and non-modded torps.
With, lasers for shield smashing, then torpedoes for the hull.
This option is easier for newer players with limited Engineer access.
Variation 2. Reverb Cascade modded torpedoes with Multi-Cannons modded for Higher Capacity and Corrosive Shells.
Using the aforementioned wing of 3 Vipers.
It could be set-up with 1 "experienced" (access to Engineers) Wing leader flying with the Modded Viper. And, 2 newer pilots running the non-modded laser/torpedo variant.
 
I find it annoying to have to find a station or planetside spaceport to resupply torpedo ammo.
I like using them on my FAS, I'll probably get some negative feedback on that, especially going after larger craft.
Just get yourself packhounds instead. Lot better performance - alpha damage is lower, but you have proper DPS, and actual ammo magazine (esp. if engineered for high capacity).

Might be better than waiting for FDev making torpedoes relevant.
 
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There is a failing in this thought process.
Torpedo boats rarely ran singly.
They usually operated in pairs or sets of pairs.
I envision a wing of Viper mk IV's or Cobras, with each equipped with a pair of torpedo launchers, and Multi-Cannons making attack runs on an Imperial Cutter.
Using reverb Cascade modded torps to take down it's shields. Then hitting it with pack attack tactics with the Multi-Cannons.
Taking turns at 2 of the wing continuing the attack, the third can pull back, synthesize more torpedo ammo and rejoin the fight.
This could very well encourage newer players to build wings and lessen the effect of being preyed upon by the more experienced players with the bigger A-speced engineer modded ships.

Except there are extremely effective counters to torpedoes, so carrying a lot of them would be a huge risk. If someone successfully evades your salvo, you have several minutes with few to no weapons while the torpedo racks reload.
 
If they all fire from the same angle, I agree.
But, if they use proper team work, instead of each one trying to be "Superman" or a one man army, it could work.
I often say and get serious derision cause of it, if people used real world tactics in games. They would be surprised by how well they work.
But, others say "It's just a game."
That doesn't mean they won't work or be effective.
 
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Also, if it became more popular and used effectively.
People would start putting on Point Defense modules, in place of shield booster stacking.
In effect lowering shield levels, making easier work for lasers and thermal modded Multi-Cannons.
 
Lack of torpedo synthesis is quite deliberate. I don't think they want people reloading reverberating cascade torpedoes.
 
In theory that would work, but then the new meta would be torpedoboat Condas. Could work if there's a limit on the maximum number of torpedo pylons.

Perhaps the following could work?

- Increase ammunition overall (say 50% of seekers, so X6 torpedoes +1 in magazine)
- Limit torpedo pylons to size class (small-large = 1-3)
 
Not gonna happen only thing that ever dose happen is money making nerfs. And still no need for torpedoes because 3 years in and we still can't fly capital ships witch is why we also don't have a bomber class ship designed for torpedoes to combat said capital ships. And I for one am not going to hold my breath wishing for things that will not happen the fact that the capital ships are already in game have been modelled and such But we still can't fly them combined with the fact that our larger ships still combat like a fighter with all weapons positioned to fire best 0 degrees ahead denotes that we will never have that in-depth a game and there will never be a need for cooperative or PvP fleet fights nuff said

Ps. Give us capitals already what's the hangup. And while wer at it forget the small minded balance argument a eagle should not be able to kill a cap ship on its own anyway so end of that pathetic argument!!!!!!!
 
Not gonna happen only thing that ever dose happen is money making nerfs. And still no need for torpedoes because 3 years in and we still can't fly capital ships witch is why we also don't have a bomber class ship designed for torpedoes to combat said capital ships. And I for one am not going to hold my breath wishing for things that will not happen the fact that the capital ships are already in game have been modelled and such But we still can't fly them combined with the fact that our larger ships still combat like a fighter with all weapons positioned to fire best 0 degrees ahead denotes that we will never have that in-depth a game and there will never be a need for cooperative or PvP fleet fights nuff said

Ps. Give us capitals already what's the hangup. And while wer at it forget the small minded balance argument a eagle should not be able to kill a cap ship on its own anyway so end of that pathetic argument!!!!!!!

That is probably the most shortsighted excuse I have heard for a reason to not work cooperatively.
 
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