Torpedoes and hitpoint inflation - is there a solution?! (a.k.a. Make torpedoes great again)

Click to win weapons don't need a damage buff. They are only used by PVP trolls and buffing thier damage would only make the problem twice as bad. They are intended for traders trying to defend themselves from 1 interdiction, not sustained combat. They are designed to be a large explosive projectile with high damage, low manuverability and speed.

HOWEVER---I do think thier physics should be fixed tough-- if you are going 500m/sec, and something comes off ur ship, it should stay 500m/sec. If it has it's own propellant, it should be even faster. There's nothing but gravity to slow things in space, so going 500m/sec and launching a torp that propells itself 250m/sec should mean ~750m/sec projectile. Right now for some unknown reason they slow to 250 seconds after being fired like they are burning retro thrusters or something.

This physics fix would have the effect of adding a bit more gameplay and threat to the exsisting torps. Their manuverability shouldn't change, so they could be dodged if ur paying attention--just allow players to literally boost up and do bombing runs if someone lacks the situational awareness in PVP. Essentially punishment for tunnel vision.

TL:DR- torps slowing themselves to 250 doesn't make sense and triggers me.
 
Very good analysis. I approve of the suggested change. +1
Torpedoes with their very low number should be a threat to reckon.
 
The highly-popular thermal resistance blueprint give bonus integrity, too.

Yeah Torps are not a big deal when you get Thermal/Kinectic G5


Well they could add a Shielded Modification for the shields...

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Yes and no.

while Torpedoes are designed to take down internals. they hardly do. because in most cases they never deliver to the right part of the ship. i have tested even on static targets the chance of hitting a powerplant is lets say... 60% at most.

If the target is moving this goes WAY higher. the chance drops to at most 30%.

so the idea is to make it a insta kill modules (that it already is!) but have a decent splash damage and hull damage in the worst case scenario.



Torpedoes are far from click win weapon. they require good timing to be used (3 seconds armup, slow speed) the fact is that you have to fire at the right time at the right moment , much diferent from seekers.

Also it's a 1 or 2 hit chance, if you miss you have nothing left on the hardpoint!

Did you try this with engineered torpedoes? Because from what you're describing, it sounds like you want to have torpedoes with penetrator payload, which, from in game descriptions, sounds like cannon's high yield shell but with a lot more damage per strike.

Granted, high yield shell can delete internal modules in one to three shots, even when dealing with heavily armoured NPCs of CZs. So again we're back to 'why would anyone choose a torpedo?'
 
Did you try this with engineered torpedoes? Because from what you're describing, it sounds like you want to have torpedoes with penetrator payload, which, from in game descriptions, sounds like cannon's high yield shell but with a lot more damage per strike.

Granted, high yield shell can delete internal modules in one to three shots, even when dealing with heavily armoured NPCs of CZs. So again we're back to 'why would anyone choose a torpedo?'

Penetrator payload is somewhat bugged I've seen it do 0 dmg to internals. Ive seen do damage to only one module, ive seen him do multiple damage to modules. at this point i would say that penetrator is a very shady mod :)
 
I never realized torps where ever great to start...

Very expensive, slow as dead turtles, abysmall amo count and no synthesis, questionable damage...

what are they good at : sucker punching with reverb and penetrator. Literally a one trick pony because once
you take a ship down (or fail to) with them, your hardpoints are literal dead weight.
 
I never realized torps where ever great to start...

Very expensive, slow as dead turtles, abysmall amo count and no synthesis, questionable damage...

what are they good at : sucker punching with reverb and penetrator. Literally a one trick pony because once
you take a ship down (or fail to) with them, your hardpoints are literal dead weight.

Before the engineers, shield boosters, and hull reinforcement packages, their damage was considerably more concerning. Additionally, they were faster and didn't have much of a (or possibly any) minimum arm distance. Credits were a lot harder to come by back then, though, so that 15k cr per shot was effectively far more expensive.

Edit: explosives also used to do a lot of damage to shields, too, before dumbfire-spamming eagles led FDev to nerf explosives into uselessness for years.
 
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Before the engineers, shield boosters, and hull reinforcement packages, their damage was considerably more concerning. Additionally, they were faster and didn't have much of a (or possibly any) minimum arm distance. Credits were a lot harder to come by back then, though, so that 15k cr per shot was effectively far more expensive.

Edit: explosives also used to do a lot of damage to shields, too, before dumbfire-spamming eagles led FDev to nerf explosives into uselessness for years.

That's why this thread is about torpedo vs hitpoint inflation , even NPC have their hitpoints inflated. we need a damage buff to torps ASAP.
 
That's why this thread is about torpedo vs hitpoint inflation , even NPC have their hitpoints inflated. we need a damage buff to torps ASAP.

Either that, or a torpedo amount increase. Hell, make the clip reload take a rather long while, like 30-60secs.

TBH, I only ever used them in 2.0 with my stealth PvP DBS. Juste one to Knock the last hitpoints. Worked quite well for that.
Since then, I prefer mines as far as the reverb effect goes. Plus mines have the engine disable which is quite nasty at times.
 
Either that, or a torpedo amount increase. Hell, make the clip reload take a rather long while, like 30-60secs.

TBH, I only ever used them in 2.0 with my stealth PvP DBS. Juste one to Knock the last hitpoints. Worked quite well for that.
Since then, I prefer mines as far as the reverb effect goes. Plus mines have the engine disable which is quite nasty at times.

Yes I propose you try some over NPCs just for testing pourposes. you'll see that they do minor dmg most of the time. if they ever hit where you want to (NPCs dont run from torps!)
 
I can't REP you more! 1+++++. Torpedos and missiles should be lethal weapons!, unless you have ECM or Point Defenses, with that, will be mandatory to the ships to have at least one of this countermeasure systems
 
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The stats for torpedoes speaks for themselves and they really need a fat buff. They should be the equivalent of today's anti-ship cruise missiles.

I would say this though.

In order to avoid spamming by having Anacondas and larger ship have MULTIPLES of them let's set a similar requirement as for AX weapons and remake them a bit but also make them DANGEROUS.

Also, let us not make them ship killers but rather internal killers.

- Limited to 1 torpedo launcher per ship
- Warhead is an Explosive electromagnetic pulse designed to burn out internal modules
- Ammunition count based on size of torpedo: Small: 1+3 / Medium: 1+2 / Large: 1+1 / Huge: 1
- Damage is based on size: Small: 50 / Medium: 75 / Large: 100 / huge: 125
- Area of effect is based on weapon size (Small: Regular / Medium: +50% / Large: +100% / Huge: +200%)
- Torpedo speed is based on weapon size: (Small: 500 / Medium: 450 / Large: 400 / Huge: 350)
- Hull ignore absolute effect (resistance to absolute effect cancelled by Penetrator payload*)
- Shields ignore absolute effect (resistance to absolute effect cancelled by Cascade effect**)
- Absolute Damage: Small: 25% / Medium: 50% / Large: 75% / Huge: 100%
- Modules within AOE blast take Weapon Damage+Absolute Damage Percentage (1 small torpedo would do 62,5 damage to internals while a huge one would do 250 damage)
- Cannot be synthesized

* Penetrator payload is changed to work better with this design.
** Cascade effect is changed to work better with this design.

This allows small ships to make torpedo runs in order to damage internal components while their regular weapons would usually do very little damage.
Large ship would essentially carry a ship killer torpedo with a huge AOE that destroys a large amount of internal modules, leaving a charred husk of a ship.

Smaller torpedoes are now like slower seeker missiles while the larger ones are more lumbering, making the choice of torpedo a matter of tactical choice for a larger ship.

And while the HUGE torpedo can do MASSIVE internal damage it would also make armoured engineer mod and 'B' grade modules more useful as a defense.
 
Ok some testing on the matter at hand.

Try one:

NPC FAS ,
Torpedo hit :YES

Damage:
Externals only major damage to weapons (but none fail) fatal damage to 3 external UTIs
about to 10% hull dmg

Try Two:

NPC Python
Torpedo Hit: Yes

Damage:
Minor damage to 1 single weapon.
Hull dmg 15%


Try three:

NPC Anaconda

Torpedo Hit : yes

Damage:
One weapon destroyed, some minor external DMG
hull damage 12%

Try Number 4 is equal to number 3 every single detail
 
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I seem to remember Ed's ship in the last livestream getting hit by one torp. Dropped his shields and reduced hull to 40% in one go. Lots of module damage as well.

Hardly insignificant. The look on his face says it all.

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