I’ve read many suggestions about fixing the torpedo, because now one guard and unless you have 2 torpedo boats it renders you useless.
Today I was forced to play some LRF T2 where they are still kind of viable for the synergy purpose.
I had my damage increase module and speed module and the cloak equipped and I thought - What if they add :
- Mod that makes torpedo’s explosion radius from 300 to 450. If I remember correct before 0.8.0 we had 2 different torpedoes and one was with 450, but slower ?
Anyway the next one is the one that we really need.
- Mod that makes your torpedo invincible to flares or missile shields.
Naturally, both will have + and - for balance issues. For example the explosion radius one can be slower.
I’d rather that they just be buffed to be weaker after getting hit by a Guard’s Missile Defence. If multiple MDs are present, then the missile would just be destroyed, eventually. After 2-3 shots, maybe.
How about making torpedo immune to Missile defense but allowing others to shoot it down using projectiles/missiles.
How about making torpedo immune to Missile defense but allowing others to shoot it down using projectiles/missiles.
That works, but it’d require the missile to have a hitbox, which requires effort.
That works, but it’d require the missile to have a hitbox, which requires effort.
Give it the same hitbox as a remote repair station. The missile travels slow enough that players should have plenty of time to lock on and shoot it down…which would also force LRF players to move closer to the fight to prevent this tactic, which then exposes them to enemy fire…balance
Give it the same hitbox as a remote repair station. The missile travels slow enough that players should have plenty of time to lock on and shoot it down…which would also force LRF players to move closer to the fight to prevent this tactic, which then exposes them to enemy fire…balance
No, you missed my point. I was trying to say that those things are automated. The Attack Drone is automated, the Sentry Drone, as well, the Repair Stations are also automated… hence why they have a hitbox. You’re trying to give a hitbox to something that’s manually controlled. There will be mechanic changes. There will be effort. There is currently laziness and lack of time to do it.
You’re trying to give a hitbox to something that’s manually controlled.
You mean like every single ship released in the game? :what:
It’s basically a gunless ship that explodes.
You mean like every single ship released in the game? :what:
It’s basically a gunless ship that explodes.
But it’s remote flying. Current mechanics dictate that, if you’re flying it with a hitbox, the enemy gets points for shooting it down. Not to mention every debuff can be applied onto it. This is true for Drones, as well. You can ECM them, you can disrupt their targets (though that doesn’t work too well) and, more importantly, you can shoot them.
The devs would have to alter those mechanics to exclude the Torpedo. That’d be a whole new class of item.
Guys, you are missing the point. It is not about any of the things you said. I am sure Those things were discussed again and again.
All I am suggesting is to add 2 modules that do certain things (ex. make big explosion 300->450, but due to larger load -33% speed and/or maneuverability)
Or make them immune to guard frigates, but to do -20% damage.
As simple as that.
NOT major changes on torpedoes!