||What I think of siege torpedos.
Joined: October 01, 2012
From: Not in an asylum. Yet.
|Posted: 2014-12-23 04:22  |
Well I have tried siege torpedos for a little bit....I say they seem like they do whats intended of them. They prevent stat/plat spam from being the rampant issue it was and thats a really good thing.
They also seem to be easily avoidable for 'wary' dreads, and just about any cruiser or smaller class ship thats even caught off guard for a moment.
Theres just one problem though. I see it as being awfully abusable in one way. ECM bombing. There is nothing balanced about a few ships sitting in a planets orbit changing out gadgets or whatever....and suddenly torps explode next to you that you didn't see because an ecm'd cruiser is near and you didn't know. Suddenly several small ships are dead.
This is...potentially abusable in a terrible way.
Now to make it simple heres what i think should be done:
1. Halve both the damage,energy cost, and the recharge time. Why?
Because itll prevent it from one shotting cruisers and massively hulling dreads in just one volley while maintaining that useful lets smash the plats and stats policy. (it might still do so with larger dread class bombers but if you cant see a giant ship appearing and deploying its torps with 20 or so seconds to respond to the attempt then you deserve what you get.)
2.Make the weapon boost your ships signature by like...3 per gadget used. On top of what already exists. That way when you fire enemy sees blip and gets an actual warning before the torps come flying in.
These 2 changes would make it still do its original dps and function...while at the same time preventing it from being like the equivalent of tractor beaming people into planets suddenly.
Thar be my 2 cents matey arrrrrr
Joined: June 22, 2013
|Posted: 2014-12-23 06:25  |
I agree 100%
T-Roy! and Friends
Joined: July 05, 2005
|Posted: 2014-12-23 10:51  |
I couldn’t imagine this game being playable with even the slightest boost in player base as the game is now. I mean if 100 people played this game regularly then about 33 are going to be luthy, and of that 15 luthy’s would be abusing siege torps. If we have 15 planets I know a Luthy is going to be hanging around each one of my planets waiting for me to spawn, I’m out.
Faustus need to get rid of siege torps, and make plats weak against Singularity torps(Luthy ICC equivelent).
Non Omnis Moriar
Joined: November 25, 2008
|Posted: 2014-12-23 15:55  |
I agree with you guys but i dont think the torps need changed just removed plats arnt a problem they are very limited 30 per faction that cant cover every planet, so if you come to a planet with 30 plats or near to it hit another planet make them move and make them have to kill thier own plats to get up some extra defence. if a faction is down to one planet they should be able to spam hard to protect what they got.