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Any hopes for Torpedoes in Odyssey?

Author
hellcane
Never Back Down
#41 - 2013-05-04 23:47:54 UTC
sabre906 wrote:
Give us back the AOE torp of the olden days...Big smile

And the old explosions
Josilin du Guesclin
Aliastra
Gallente Federation
#42 - 2013-05-05 05:13:22 UTC
Jayrendo Karr wrote:
Probably a horrible idea but ill post it anyways


Could torps be made into anti capship weapons? granting huge dps on caps and structures, but virtually none to other ships?
Basically increase torp damage but increase their explosion radius and decrease eplosion velocity, making it an effective cap killer?

This is about what they are already. Torps have very good paper DPS, but in practice can't apply it except the near-immobile capital ships. As they are the short-ranged option for missile-bonused battleships, and the Cruise Missiles are 1) also very poor at hitting anything smaller than a battleship, and 2) not great DPS compared to short-ranged weapons (which is entirely appropriate as they are a very long ranged system, even with the upcoming changes). If Torps become even more unsuited to sub-capital combat, the missile boats have no short range options at all.

It is my firm belief that a good 'quick fix' is to simply increase Torps' velocity by 50%, which makes them consistent with other short-ranged missiles, makes them a little less vulnerable to being simply outrun by fast ships, and means that the Raven's bonus will actually mean something. Any buffs to explosion velocity and radius would be appreciated, but are of lesser importance to a range/speed buff, IMO (and if they're too big will make the Typhoon's new buff less useful).

Hellen Kurvora
HC - Degc
#43 - 2013-05-05 10:45:44 UTC  |  Edited by: Hellen Kurvora
Steve Spooner wrote:
Any number of things including but not limited to; higher explosive velocity, smaller explosive radius, more torpedo velocity, and other things that are ship specific would help wash the poo off torpedoes.


Honestly, it's not just torpedos with the issue, heavy missles and heavy assault missles suffer from the same issue. It is the only weapon system that actually needs to tech down to faction ammo and take a significant decrease in dps just to hit an equal sized target with moderate applied damage. The explosion radious and explosion velocity for these missles is way too high/too low for velocity.

To fight another cruiser in my cara, I have to use faction ammo and go from 450 dps with rages, to 380 dps with faction navys and still hit for **** unless the target is double webbed. It really is obsurd. Meanwhile you have ruptures pushing almost 600 dps.
Josilin du Guesclin
Aliastra
Gallente Federation
#44 - 2013-05-05 13:43:36 UTC
Hellen Kurvora wrote:

To fight another cruiser in my cara, I have to use faction ammo and go from 450 dps with rages, to 380 dps with faction navys and still hit for **** unless the target is double webbed. It really is obsurd. Meanwhile you have ruptures pushing almost 600 dps.

Or: Why most of my Caracals have RLMLs mounted.
Jayrendo Karr
Caldari Provisions
Caldari State
#45 - 2013-05-05 15:41:30 UTC
Josilin du Guesclin wrote:
Jayrendo Karr wrote:
Probably a horrible idea but ill post it anyways


Could torps be made into anti capship weapons? granting huge dps on caps and structures, but virtually none to other ships?
Basically increase torp damage but increase their explosion radius and decrease eplosion velocity, making it an effective cap killer?

This is about what they are already. Torps have very good paper DPS, but in practice can't apply it except the near-immobile capital ships. As they are the short-ranged option for missile-bonused battleships, and the Cruise Missiles are 1) also very poor at hitting anything smaller than a battleship, and 2) not great DPS compared to short-ranged weapons (which is entirely appropriate as they are a very long ranged system, even with the upcoming changes). If Torps become even more unsuited to sub-capital combat, the missile boats have no short range options at all.

True but it seems like torps aren't even cost effective for sieging pos's now that t3 BC (Why dump 250 mill on a ship with only one use when a ship cost 140mill does it well enough and has use beyond sieging poses and caps) are in the game. What I was thinking is making torps do around 1500-2000 dps against structures and cap ships. The closest comparison I can think of in real life is something like this It would be useless against anything fast or small, but a capital ship is a flying mountain in space.

A large sub-cap (Abby, apoc, etc) might recieve 100-150 dps max.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#46 - 2013-05-06 09:25:40 UTC
That's a horrific idea. It's pretty basic dude really, you reduce torp explosion radius. Slow explosion speed means smaller ships get less damage while big ships take more damage.

You already have citadel torps for bashing POS and caps. They need an explosion radius reduction too, a big one.

Sub-cap torps could go a lot of ways but IMO should become the premier anti-battleship weapon. If you look at the cruise missile changes you could introduce similar ones to torps although I would prefer the lions share of bonuses to be on the ship hulls themselves.

eg

Torps: 20% more damage. 10% smaller explosion radius. 10% increase to range.

Raven: torp velocity 10%/level, explosion radius -4% per level, rof 4%/level.
Typhoon: Torp damage 4%/level, rof 4%/level

There you have it. Racial differences preserved and torps buffed in the ways they need buffing.
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