After starting a clean slate CMDR to see what progression is like in the era of The Return with a veteran's perspective and experience, I quickly worked my way up to a Viper III for bounty hunting and started experimenting, and I keep coming back to this supreme sense of disappointment I feel with torpedoes. As a quick rundown, here's how they are now:
Damage: 120
Shot speed: 250 m/s
Armor Piercing: 10,000
Ammo: Class 1 launcher -1 shot. Class 2 launcher - 2 shots
Now let's compare and contrast seeker missiles:
Damage: 40
Shot speed: 625 m/s
Armor Piercing: 60
Ammo: Class 1 launcher - 12 shots. Class 2 launcher - 24 shots
So let's cover some things here...
There are only six ships in-game whose armor overmatches the missile's armor piercing rating and reduces their damage.
Three missiles equal the damage of one torpedo.
You can carry a lot more missiles.
Missiles are faster, have a better chance of hitting in a clutch moment due to said speed, and while anti-missile systems are more effective versus them than torpedoes, you don't often find ships bristling with AMS pods.
That's a lot of data, what do I want?
Having watched some other games like Cold Waters, and remembering my history... I want torps to be SCARY. I want to have a moment of cold fear when I hear the computer announce "Torpedo detected". I'd like a torpedo to do more than just knock 50% off the hull of an unshielded, harmless-rated adder. I'd expect that from a missile. A torpedo ought to be able to blow that adder to the moon!
I'd like lightweight and heavyweight torps. Let a class 1 launcher be like those torps the Swordfish carried: Capable of crippling a big ship with one good hit, and in a wing, able to make a Superheavy's skipper break out in a cold sweat. Let the class 2 launchers be something like the US Mk48 heavyweight torpedo, or the Royal Navy's Spearfish. Only one weapon per pylon like their smaller brethren, but something that makes a commander think that the Terminator is stalking them: It can be outrun, briefly, but it's relentless. It doesn't stop. And the moment that thing hits, it /will/ blow them to the moon.
Change the engineering mods to something like Lightweight, High Speed, Improved Warhead, and Sturdy. Keep the special effects as-is. Even mass-lock munitions would be effective if a CMDR sees a torpedo wing incoming, lights his supercruise drive, and then boom... nope.
Countermeasures: Running away really fast.
ECM standing in for the noisemakers used to confuse acoustic torpedoes.
Heat sink launchers to stand in for decoys. I'd suggest that torpedoes home in on the ejected heat sink, until it's cooled down enough that the weapon re-acquires on the initial target, (assuming it's still in sensor range) This would give a multicrew member more of a role as electronics warfare officer. It would take skill to time it right: too soon and the heat sink won't distract the torpedo enough before it cools. Too late and you run the risk of the torp hitting before the sink ejects. It would take timing, sensor reading skills, and in a Vulture or other small multicrew ship might be the difference between feeling like a productive part of a team and being an extra power cell.
In my opinion, the above changes would be incentive for managing thermal emissions more carefully, and possibly introduce more reasons to look into different defensive modules and improved sensors. Both for the firing ship and for the defending ship.
Thoughts? Suggestions? Reasons it's a terrible idea?
Damage: 120
Shot speed: 250 m/s
Armor Piercing: 10,000
Ammo: Class 1 launcher -1 shot. Class 2 launcher - 2 shots
Now let's compare and contrast seeker missiles:
Damage: 40
Shot speed: 625 m/s
Armor Piercing: 60
Ammo: Class 1 launcher - 12 shots. Class 2 launcher - 24 shots
So let's cover some things here...
There are only six ships in-game whose armor overmatches the missile's armor piercing rating and reduces their damage.
Three missiles equal the damage of one torpedo.
You can carry a lot more missiles.
Missiles are faster, have a better chance of hitting in a clutch moment due to said speed, and while anti-missile systems are more effective versus them than torpedoes, you don't often find ships bristling with AMS pods.
That's a lot of data, what do I want?
Having watched some other games like Cold Waters, and remembering my history... I want torps to be SCARY. I want to have a moment of cold fear when I hear the computer announce "Torpedo detected". I'd like a torpedo to do more than just knock 50% off the hull of an unshielded, harmless-rated adder. I'd expect that from a missile. A torpedo ought to be able to blow that adder to the moon!
I'd like lightweight and heavyweight torps. Let a class 1 launcher be like those torps the Swordfish carried: Capable of crippling a big ship with one good hit, and in a wing, able to make a Superheavy's skipper break out in a cold sweat. Let the class 2 launchers be something like the US Mk48 heavyweight torpedo, or the Royal Navy's Spearfish. Only one weapon per pylon like their smaller brethren, but something that makes a commander think that the Terminator is stalking them: It can be outrun, briefly, but it's relentless. It doesn't stop. And the moment that thing hits, it /will/ blow them to the moon.
Change the engineering mods to something like Lightweight, High Speed, Improved Warhead, and Sturdy. Keep the special effects as-is. Even mass-lock munitions would be effective if a CMDR sees a torpedo wing incoming, lights his supercruise drive, and then boom... nope.
Countermeasures: Running away really fast.
ECM standing in for the noisemakers used to confuse acoustic torpedoes.
Heat sink launchers to stand in for decoys. I'd suggest that torpedoes home in on the ejected heat sink, until it's cooled down enough that the weapon re-acquires on the initial target, (assuming it's still in sensor range) This would give a multicrew member more of a role as electronics warfare officer. It would take skill to time it right: too soon and the heat sink won't distract the torpedo enough before it cools. Too late and you run the risk of the torp hitting before the sink ejects. It would take timing, sensor reading skills, and in a Vulture or other small multicrew ship might be the difference between feeling like a productive part of a team and being an extra power cell.
In my opinion, the above changes would be incentive for managing thermal emissions more carefully, and possibly introduce more reasons to look into different defensive modules and improved sensors. Both for the firing ship and for the defending ship.
Thoughts? Suggestions? Reasons it's a terrible idea?