About torpedoes

Now i’m not talking about the jericho lrf torpedo but the ones any frigate can equip. they can be rather frustrating because you almost never see them coming. I think it would be nice if you had a missle warning when a torpedo is coming towards you (just like the lrf) or if they had some bright tail so you have a chance to see them coming

If they fire it up close there’s almost zero flight time. As for the long shots, it’s fairly easy to see it coming you just have to be paying attention.

In all fairness it could be a little easier to spot.

Burodsx not really. Most of the times you are too busy to watch for a random torpedo coming your way, and the things are damned near invisible unless you see them from a certain angle, but from the front they are damn near invisible I’ve noticed.

I guess I just notice it a lot because I expect every frig to be using a torp. Actually it’s the anomaly generators that give me the “oh crap” response.

I really do like using anomaly generators near beacons, and seeing all those little triangles disappear… On the other hand, you never see the torpedo coming.

If they fire it up close there’s almost zero flight time. As for the long shots, it’s fairly easy to see it coming you just have to be paying attention.

In all fairness it could be a little easier to spot.

 

I don’t really have a problem with torpedoes at point blank range since the guy who fires it gets damaged as well

Really guys? It’s an unguided warhead that deals EM damage. If you could see/hear it coming it would be near worthless for clearing beacons. And unlike the Jericho torp, it is extremely vulnerable to anti-missile fields. As is, it does have a very large white contrail coming off the back of it, and it flies much slower than other missiles.

 

It can only really kill Intys or really damaged fighters in one blast due to it being EM damage. It’s mostly only good for stripping shields off defenders so others can pound their hull.

 

This really doesn’t need to be changed. At least not as much as the singularity cannon.

Torpedoes are easily the most overused missile for frigates and i think tweaking them to make them more visible would balance things out

I say leave them the way they are.  They’re a frigate’s only close range defense and half the time person launching gets hit by their own torp.   I know I’ve helped kill myself a few times with point blank detonations.  

 

They also help discourage interceptor swarms…or at least unaware ones.

I don’t really fly frigates, and haven’t really used it, but it’s not often I’m killed by one.  Considering I rarely notice them, I don’t think it really needs a nerf.  I’ve noticed them more recently, but I’m not sure exactly why.  Today I got hit by two without noticing but it was a “hot” zone.  Looking at the specs, I’d say it’s currently reasonable without developer data.  Then again, I’ve obviously never noticed one flying.  Nukes beep, anomaly generators have a clear sign and weakness of shooter movement, but these things seem to give no true warning given the damage.  At least an audible “Torpedo incoming” would help, and add it to Jericho LRF’s as well.

 

That being said, what’s for fighters and ECM+recon to make up the disparity?

That being said, what’s for fighters and ECM+recon to make up the disparity?

Fly in the exact opposite direction. Your cruising speed is faster.

Torpedo’s haven’t changed to my knowledge, it’s just now that mines aren’t the status quo, people explore other options so now you’re starting to see them.

It can be annoying, but I found nukes annoying back before I learnt to move out of the way.

It’s a learning curve - I’m a lot more cautious with how I approach frigates now than before the patch and it pays off.

 

Let’s say hypothetically they do need changing, I’d be willing to compromise for something like a minimum flight time of 1 second before they are allowed to explode. 

Or perhaps they could have a 2.5/2/1.5 second arming time, they’re heavy missiles after all. When you load the missile it could make a faint but recognizable noise (like a missile being loaded or a beep) audible upto 400m-500m or so.

So for example you press RMB to load the missile, wait 2 seconds, press RMB again to fire the armed missile which behaves the same. The missile disarms itself if not used after a enough time has passed.

 

My $.02 anyways

some ideas for the torp :

have 1km (or equal in time) delayed arming time (so stupid to taking its dommage when a ceptor flying toward just after the launch :/)

have advertissemnt like missiles and jericho torp

can’t be shoot by “missile shield” but can be lock and shoot by any ships.

If you fire a torpedo from close up you will most certaily be damaged, if not die.

 

So the quick shot torp is usually a sucide button, with a kill bonus for the attacker.

 

It needs quite some training to get them really deadly, so I find they are perfectly fine. I noticed however, more and more people are using it. It was way more fun at the start of 0.9.0, when I started spamming them, and almost never saw somebody else using them.

Who needs torpedo when Coil Mortar does the same hahaha … yus I killed and died shooting at inties close range.