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Post ID: 392975
#16
Posted Tue 04 Jun, 2019 4:51 PM
Torpedoes of all types probably could do with a speed boost to get them into the fight more. Certain types have effects that you dont need to worry about ripping the shields down to get them applied (such as the new dark matter or the ever faithful quantum phase torps) but many of them are bleeding a lot of potential away if you just slam them straight into the shields.
While I do think certain mechanics need looked at such as control abilities (hold spam is not a challenge, it's simply annoying) I'm not entirely sure if getting more damage applied to either cannons or beams will change much. I average about 50K DPS in general and probably could do better, but I elect not to as while I find having insane DPS tends to be very efficient during runs, they end so quickly that I just don't find it much fun from my point of view.
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Posted Tue 04 Jun, 2019 5:25 PM
Yea torps really do suffer most (mine also though less popular).
The biggest issue with torps is they don’t really have any advantage so why use them if dps is the whole reasoning.
Outside of the speciality torps like gravimetric etc that bypass shield with effects (cheating really!) actual kinetic damage is seriously at a disadvantage due to both travel time (target often dead already) and resistance of shields.
A torp build can be nasty, I’ve got a lethal build that can go against most enemies with no issues. But it can’t compete with energy builds that can vape everything in a 360 degree arc instantly from 10km away, and the majority of maps favour that sort of trick.
I would say the real issue with combat is not one of effectiveness vs enemy survival potential; it’s one of player vs player competition for the amount of damage possible!
More often than not my biggest issue in day ISA is not the Borg, it’s being able to get a shot off before someone in a Vanguard Warship vapes the whole map.