Engineers Reverberating Cascade Torpedoes Massively OP (with indirect buff) and Feedback Cascade Rails slightly over-nerfed

Reverberating Cascade Torpedoes Massively OP (with indirect buff) and Feedback Cascade Rails slightly over-nerfed Updated With Video

As the title says:

Reverberating Cascade Torpedoes are the new noob PvPer "Iwin" button. They are also the new PvP meta in general like the Heat Meta and Rapid Phase Pulse Meta before it.

With 2.2.03 we have seen a change (intentional and indirect buff by Fdev) to the way ECM works. Now ECM only knocks torpedoes off course temporarily, instead of destroying the torpedoes the way it used to. After they are knocked off course, they eventually re-acquire their target, with only Point Defense capable of doing any damage against torpedoes.

Point defense has always been and still is underwhelming against torpedoes, since they have more "hit points" than regular missiles. To make PD viable against a Reverb Torpedo attack, I propose an Engineer mod that makes PD have a higher damage rating (OC) but reduces their rate of fire and clip size.

PD must now be used in conjunction with ECM to have ANY chance against this new Meta, and even then Reverb Torps are massively and stupidly OP against any medium to large ship, and even smaller ships flown by pilots lacking in skill.

This has made it unbelievably easy to take out the shields of even a Cutter, with an 8A shield, with just one 4 torpedo (two medium hardpoints worth) volley of Reverb Torps.

Before 2.2.03, I would blame the CMDR for taking the risk of not equipping ECM. Now even ECM+PD is not really an adequate defense because PD takes forever to destroy one torpedo much less a volley of 4.

IMO, what should change here to honor the developers intent (make these torpedoes viable while balancing their use vs. available defenses, I believe FDev have failed here), is that ECM should still do damage that is cumulative to torpedoes (torpedoes have or should have hull hit points like ships) and scales with distance; meaning that if they are hit with an ECM blast at 500 meters vs. 2.5km, more damage is done, AND/OR as I mentioned before modifications should be made available to PD to better defend against torpedoes.

I also believe, that even though it may appear right now that there is SOME damage scaling against larger shields, that it should be adjusted even further; meaning that if it currently takes 4 torpedoes to knock out the 8A shield of a Cutter, it should take 6, 5 for a 7A shield, and so on.

TL,DR: Making ECM only knock torpedoes off course temporarily instead of destroying them out right was a massive indirect overbuff to reverberating cascade torpedoes, making them the new "all too necessary" go-to meta of choice for PvP players new and old, and making the larger ships no longer viable in PvP wing battles or even some 1v1 engagements.

Now, on to Feedback Cascade Rail guns. These have been over-nerfed. They were OP, now they are a joke.

Even with an Imperial Hammer (medium harpoint) that "catches" a SCB recharge early, it sometimes seems to have NO effect, even with multiple (4-6 hits) direct hits as fast as you can dish them out. IMO, you shouldn't have to equip multiple medium Feedback Rails to make this viable.

This reduces the diversity of hardpoint selection available on a ship unnecessarily. I think the effectiveness decrease of using only one hardpoint should be scaled back a bit, and I think the number of hits should be decreased from 5-7 to 3-4.

Also, and I don't believe this to be a bug, I think that if you don't "catch" a SCB early enough, it almost appears to have zero effect.

TL,DR: Feedback Cascade has been over-nerfed to the point where it is no longer a good choice for either PvP or PvE, as it often appears to have either no effect or a negligible effect, even when landing multiple, rapid, successive hits with an Imperial Hammer.

Last thing; I know that FDev has been working hard to balance combat in this game, especially with the release of 2.2.03, but I really have to wonder why this doesn't come up during a beta, or if it did, why the Devs didn't listen and make changes accordingly.

Update: Case in point, here I am able to easily destroy this Dangerous Vette CMDR with Prismatic shields, even though I actually screw up the torpedo shots. The first volley is sent too early and at the wrong angle, and I only shoot 3 thinking I shot all 4. His PD starts firing at them but doesn't destroy them or appear to damage them in any way. Later they reacquire and take a 7A prismatic shield down to 16%, with PD firing at them as they track in. Later I realize I haven't fired the 4th so fire it off thinking it will never hit. It does a little while later. The rest is, well, just watch:

[video=youtube_share;9CYlfT_UyjI]https://youtu.be/9CYlfT_UyjI[/video]
 
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I can't say I agree.

I use a pair of small feedback cascade rails and can usually land enough hits on larger ships in a short enough period of time to cripple SCB use. You do need to use it early enough, because it won't reduce the recharge that has already happened...still damages the SCB though.

Also, thermal and kinetic shield blueprints now increase shield integrity and this is retroactive. If you spin a shield generator specifically for integrity, it will take quite a few with reverberating cascade weapons to knock out (the B7 thermal resist shield gen on my Corvette can survive six or seven hits and still work).

PDTs are not the only way to destroy torpedoes. If you escape the initial volley, a single seeker missile will often take out the whole group. If you are in a ship that's faster than the torpedoes and have a fighter hangar, ordering your SLF to attack them can also get rid of them fairly quickly.
 
Nice tips on anti-torp measures. What sort of integrity increase are you talking about? I have 29% increase on my g5 thermal c8 bi-weave that puts the integrity at 195. Wondering how many torps that can withstand. Only way to find out is to go and get ganked I suppose!
 
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You shouldn't have to fire additional offensive weapons at a missile group to disable them or destroy them. That's just crazy. There are ample defense built in to the game for CMDRs to choose from that have been nerfed to inadequacy. See my update above with the attached YouTube video.
 
did you try that with the fighter? mine doesn't manage. also the opponent can easily shoot down the fighter.

I've only tested it in controlled circumstances, but my Dangerous rank NPC in a fixed beam GU-97 could shoot down torpedos. I can also shoot down torpedoes if I take control manually, which might be wise in certain circumstances, despite the risks.

I'd consider distracting the enemy for a few seconds a worthwhile use of the SLF

What sort of integrity increase are you talking about? I have 29% increase on my g5 thermal c8 bi-weave that puts the integrity at 195. Wondering how many torps that can withstand. Only way to find out is to go and get ganked I suppose!

Last time I measured it, reverb torpedoes did 35-40 integrity damage per hit. I would expect your C8 bi-weave to collapse after the fifth or sixth shot.

My current PvP shield is a B7 with a +50.2% integrity boost (275 final integrity). I also carry an ECM and a rapid fire 5 seeker rack which I generally only use for torpedo defense (though I'm not adverse to missiling hardpoints or drives if the opportunity presents itself).

You shouldn't have to fire additional offensive weapons at a missile group to disable them or destroy them. That's just crazy. There are ample defense built in to the game for CMDRs to choose from that have been nerfed to inadequacy. See my update above with the attached YouTube video.

I watched your video and I don't have a big problem with what's going on there. Your opponent's shields were probably spun for raw damage absorption, not to survive cascade attacks. Your opponent didn't seem to have an ECM. Your opponent has a collector and a docking computer. I would certainly expect your Cutter setup to be a grievous threat to a PvE Corvette that may as well have been built to fail against you.

You can either have torpedoes be situationally useful, or they can be worthless. I don't have a problem with them being very dangerous to shield focused setups that aren't packing the kind of countermeasures that work and that are too slow to outrun/evade them reliably.

It's true that PDTs are largely useless against torpedoes, while ECMs only buy time. However, the alternative would be the torpedoes themselves being worthless against anyone with these countermeasures and it's not like their aren't other ways to survive or bring down torpedoes. It takes one seeker missile rack (they lock on with next to no delay) to counter any number of torpedo pylons on the same ship if they aren't able to dive bomb you faster than you can respond.
 
I'm not entirely convinced after watching that sad display in this video.

I'd suggest continuing to compile evidence. Preferably from more willing participants. This dude spent literally half the video simply trying to escape the situation. His flying was poor. His decision making was late. His interest in being bothered with you couldn't have been lower.
 
Module Reinforcement Packages work wonders against these torps. Two G5 MRP's and my Cutter ate a volley with 25% integrity left, enough to tank whatever else the Corvette threw at me until he conceded. And this was a friendly "test". I'm not standing around waiting for slow torpedos to eat my expensive toys.
 
Module Reinforcement Packages work wonders against these torps.

MRPs don't protect the shield generator at all from reverberating cascade torpedoes.

If your shield generator had ~185 integrity, it would have ~25% integrity left after being hit with four reverb cascades.
 
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The existence of PvP meta is a bad game design making Open an exclusive PvP area and I think that this is intentional to direct the player base to single player game style.
 
MRP are not affecting revertbalance cascade.
4 torpedoes are required to take down shield gen, no matter how much and what HRP you have.

I told it will be iWin meta before in beta and in beta.... just sayin'.
https://forums.frontier.co.uk/showthread.php/313752-Lets-talk-about-ECM-and-torpedoes
Instead of buffing POD and ECM, FD nerfed ECM... and made it useless.

get a point defense! jeeeeez

:)

one POD need at least 7s to take down 1 torpedo.
Torpedos to be efficient should be fired from 1,5-2km. Torpedo speed is launch speed on few seconds then it is 250m/s.
It measn all torpedos will reach you in time less than 7s.

Griefing torpedo ship should have at least 4 medium torpedo launchers what means 8 torpedo. If you drop shields then one FDL with 4x torpedo + 1 corrosive multi is enough to destroy hull tanked vette or cutter

Nerfed ECM is jamming torpedos for 5s and.... reload of ECM is 10s. After launching torpedos by your enemy you need to instantly use your two ECM's. It means you are out of fight until you jump out.
So best thing is jump out and jump in on wingman beacon... if you have a wingman.

You can try also shoot torpedos, but when you will shoot them then enemy will be shooting You... In fact pack hounds are pretty effective to shoot out torpedos.

[video=youtube_share;x50zpf_iAnY]https://youtu.be/x50zpf_iAnY[/video]

[video=youtube_share;-ks_yAJ9juk]https://youtu.be/-ks_yAJ9juk[/video]

And i have hope a more people will abuse that meta torpedo cancer to show how inefficient avaiable counters are.
 
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MRP are not affecting revertbalance cascade.
4 torpedoes are required to take down shield gen, no matter how much and what HRP you have.

I told it will be iWin meta before in beta and in beta.... just sayin'.
https://forums.frontier.co.uk/showthread.php/313752-Lets-talk-about-ECM-and-torpedoes
Instead of buffing POD and ECM, FD nerfed ECM... and made it useless.



:)

one POD need at least 7s to take down 1 torpedo.
Torpedos to be efficient should be fired from 1,5-2km. Torpedo speed is launch speed on few seconds then it is 250m/s.
It measn all torpedos will reach you in time less than 7s.

Griefing torpedo ship should have at least 4 medium torpedo launchers what means 8 torpedo. If you drop shields then one FDL with 4x torpedo + 1 corrosive multi is enough to destroy hull tanked vette or cutter

Nerfed ECM is jamming torpedos for 5s and.... reload of ECM is 10s. After launching torpedos by your enemy you need to instantly use your two ECM's. It means you are out of fight until you jump out.
So best thing is jump out and jump in on wingman beacon... if you have a wingman.

You can try also shoot torpedos, but when you will shoot them then enemy will be shooting You... In fact pack hounds are pretty effective to shoot out torpedos.

https://youtu.be/x50zpf_iAnY

https://youtu.be/-ks_yAJ9juk

And i have hope a more people will abuse that meta torpedo cancer to show how inefficient avaiable counters are.

Gotta agree with that.. It is relatively easy to just get out of the fight and survive I think if you do it right, but if its for example a wing fight, it also means you probably loose that fight automatically. And the countermeasures are all too uneffective I think. And in any case, this only makes for really boring gameplay...
 
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Torpedos should get a significant damage boost and maybe some resistance penetrating bonus like the PAs, then we could get rid of the unbalanced reverberating "all or nothing" effect.
 
Torpedos should get a significant damage boost and maybe some resistance penetrating bonus like the PAs, then we could get rid of the unbalanced reverberating "all or nothing" effect.

But what would that accomplish, Torps would then go right back to being completely useless, you could quadruple the damage they do and allow them to bypass 100% resistances what is that going to do against ships with 3000-5000MJ shields as 8 torps wouldn't even do 1000MJ's worth of damage? Not to mention anything smaller than the large ships can easily outrun torps.
 
But what would that accomplish, Torps would then go right back to being completely useless, you could quadruple the damage they do and allow them to bypass 100% resistances what is that going to do against ships with 3000-5000MJ shields as 8 torps wouldn't even do 1000MJ's worth of damage? Not to mention anything smaller than the large ships can easily outrun torps.

1. If you quadruple the damage each torp gives you 4*120=480 damage (not bad), 4 torps = 1920, even with pips in shield this would be a significant damage, espeacially when you want to blow out the "last ring" before the SCB kicks in.
2. Now we have torps which are only useful with (only one?) engineer special, a clear indication that the "standalone" balance of the weapon is off.
3. If you want to bring down a 5000Mj shield nearly every ammo based weapon has its problems, I guess there will be a change of the SBs in the future to a direction we have seen in the last beta.
4. Instead of the reverberating effect you can add a kind of "corrosive ammo" for shields for x seconds, this would add good value to the weapon and makes it interesting even if only two of your 4 torps hit.
5. to make torps more interesting for pve players I would rather triple the ammo count than quadruple the damage.
 
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Torpedos and missiles require no skill to use and should never be meta imo. Basically they should be bad for the sake of gameplay.
 
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