Ammo in cargo! Fix for torpedo's and reverb.

I think the way reverb can be fixed(given more versatility.) is to give it and all weapons ammo in cargo plus premium ammo. Then change the design to include 100% damage to the sheild mod but allow it to be reduced by all factors including shield regen and MRPs.

The logic would make it so all ammo refill cost 1 ton. The same logic could apply to current basic/standard/premium. You can either buy it in all or some cases or you use synthesis from the matts and convert it in your cargo from matts to 1 of the three types of ammo as a likely 1 ton ammo refill.

If you allow premium and cargo you get a new damage layout of 120/138/156.

If you allow 100% damage to reverb and MRP you get a new way to use them where you spame them to overwhelm MRP armor and/or kill the shield with mass missiles from one or more ships. What this will affectively change is the time to take down shields given a set of torps. But one that should still be faster than normal weapons takedowns.

Example:

Extreme Case: type-10, 9 torps, 256 tons cargo?, premium ammo. *Far less cargo could suffice potentially depending on various other factors.
Enemy: Shield Exp Res: 11%; Enemy Shield HP: 150(bi-weave); MRP 3xtier 5MRP: 1050 module armor 93.6% module defense, Tier 6 AFMU.


Damage 156x9=1404*.11=154.44*.064(.936)=9.88(144.555); 154.44*.16(.84)=24.71(129.73); 154.44*.4(.6)=61.78(92.66)

Depending on the time to kill you either have to exhaust their AFMU, Overhwlem the armor, or whipe out the module. Depending on the enemy action one will happen first.

If they do not use AMFU:(approximations)

First MRP armor gone in 2.4 salvos. The second in 2.6 salvos. The 3rd in 3.77. Totalling 8.77.
Module Damage: 23.72 in 2.4 salvos. 64.25 in 2.6 salvos. And 232.89 in 3.77 salvos. Totalling 320.87 damage in 8.77 salvos. Shields would die in a little over 6 salvos total.
Total ammo: 6x9= 54 total torps. 6/3=1 reloads 9 tons total... 2 reloads and 18 tons if not counting the ammo in the launchers.
Time to kill sheilds = Approx. 11 seconds if all torps hit. A little more becasue 11 seconds is the reload and adds 5 seconds. So if more is needed at least 16 seconds Plus 1 second per launch.

This is over the HP for the module. In fact it's more than enough for a reinforced Prismatic shield(252). This means it can drop even quicker from if malfunctions occur. I'm not sure how fast AMFU apply healing so I don't know how much if any of a difference this makes. So, that could be a large contributer. But if it's not that fast it's still a viable strategy. And weaker protection will go much faster.

This is a fairly extreme amount of MRP protection potentially. And would be easier against a more moderate targets. Also this would mean it's counter is AMFU which could be appropriate and give them more reason to be used. But it would also give a counter to reverb if you choose to sink into it and skip some hull defense or other loadout options. But it also potentially gives room for more damage or other improvement on torps. Like not ever loosing intial speed from the main ship. And possibly replacing the 10,000 penetration with a variable based on the speed so it's dynamic and based on user application. The faster the launch the more pen. Although relative speed would be better. Then faster shops would be better with torps.

Example:

Torp launched at 500km/s adds 250kms to the speed of the torp for 750km/s This is at time of impact take against the relative velocity, including the different trajectory of the ship, and put against the 750km/s to determine pen. There could be a max pen of 10k or 14.5k with sturdy to replicate the current stats. this would also making taking a torp to the face potentially more lethal against armor and running better.

If this is too strong it can only be given basic ammo making it's carrying capacity less than all other ammo types. Unless of course basic refills do not way the same as an object as standard and premium. If it's still too weak in damage in some cases they can add more damage bonus engineer focuses to it. Or add damage bonus to reverberating cascade. Or other good focues could be added with loss of damage like base speed modules with less damage to get in the extra hardware or lighten the load for the engines. And the amount gonig throught shields can also be adjusted to balance. Say if 75% went through shields or 66% or the original 50% or different. It would depend on the needed balance between MRP armor and healing and cargo space.

Either way this makes torps a chance to get into shields faster than without. And depending on the enemies loadout more or less affective. any hits still add chances for malfuctions. But all torps might be weak to stronger MRP protection and shielding. Anything less than this example will die fairly fast.

Either way it still may be strong enough to get good combos with the torps in most cases. Probably a set of weapons that slow the enemy down for quicker hit times or something similar.

This sort of ship could be useful in wings if other ships apply slowdown and have weapons for hull while this and/or another ship fire reverb torps depending on wing layout. And depending on how you get the hits in you can overwhelm even larger ships with good strategy instead of assured shield death. This would give more play to how reverb torps work and not make as easy of an accomplishment and potentially more of something fun or challenging to work at. Some of this depends on exactly how MRP reparing module armor works but could still be viable and make it much more interesting and not as simple of a mechanic hopefully making it more dynamic in game. This is still not including the potential of better point defense against torps. this gives even more room for them to have higher damage or ability and be useful.

About all this needs to be workable is for it's shield takedown to be faster than without in most or all cases given potential cargo space. That is not potentially difficult to achieve.

Side note: They could also make it so you can put in premium ammo and your old ammo goes back in your cargo as something like 2 basic ammoes for later if you need them.
 
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