Torpedo frigates too powerful?

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2,340 views 16 replies
Reply #1 Top

If you do not have an opinion on the topic, why post the topic? If you do have, why not state it instead of creating what is for all purposes a spam thread?

 

In either case, I read your "...." and raise with "....!#¤&%#/¤" - and I don't feel I have enough of a feel for torpedo frigates to call it either way. They certainly do not impress me as much too powerful or much too weak.

Reply #2 Top

I counter with a similarly insightful topic:

Torpedo frigates too weak?

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Reply #3 Top

The Advent's Torpedo-Mat ships are nuts.    They were powerful before, but now they just buzzsaw through orbital defenses.  I'm not sure if that's because they have been buffed or just because the weapons version is much easier to use than the ability version. It is pretty elegant how the banks change works for both them and the starbases though.

I can't speak as to the power of the Ogrov, I do think their torps look a little silly though :I

Reply #4 Top

There is nothing silly about torpedos twice as big as a frigate

Reply #5 Top

Aren't Orgovs supposed to fire the rockets at structures only? I played against AI just now and they were tearing my caps apart.

Reply #6 Top

They can fire at anything, but I don't think they will do too much damage to anything but structures.  At least that's the way the advent starfish works.  I took a fleet of starfishes and tried to attack weak frigates (disciples and scouts), and while the pyrotechnics were quite impressive, they couldn't kill anything.  They could wreck structures, of course.  I'm guessing the same is true for the TEC torp cruiser - can anyone confirm?  My guess is you saw nice big fireballs, and heard big giant "booms" but when all the smoke cleared your caps were fine.  Or, if your caps weren't fine, there was something else hitting them too (a fleet or whatever).

Reply #7 Top

From experience, Ogrovs seem pretty balanced, but the Advent starfish things are insane - it has about 3/4 the firepower of an Ogrov, but can hit everything in a large area simultaneously.

Also, the antimodule damage modifier against anything other than a building is 0.01, so the Ogrov deals a whopping 0.6 dmg/sec against anything non-building.  I had the pleasure of watching an epic one-on-one Ogrov versus Krosov battle - after a half hour of getting blasted by torpedos twice its size, the Krosov was still at full health, while the Ogrov was at around half health.

Reply #8 Top

Quoting RabidRabbit, reply 7
From experience, Ogrovs seem pretty balanced, but the Advent starfish things are insane - it has about 3/4 the firepower of an Ogrov, but can hit everything in a large area simultaneously.

Also, the antimodule damage modifier against anything other than a building is 0.01, so the Ogrov deals a whopping 0.6 dmg/sec against anything non-building.  I had the pleasure of watching an epic one-on-one Ogrov versus Krosov battle - after a half hour of getting blasted by torpedos twice its size, the Krosov was still at full health, while the Ogrov was at around half health.
End of RabidRabbit's quote

Hahaha.

I think the Ogrov is fine.  Despite the massive torpedos(which look silly, but it's awesome when 30 Ogrovs fire all of them at once) and the annoying explosion sound(it was fine when it was just the marza's siege gun sound, but now you hear it so often), they are pretty well balanced.  If there was one change I'd make it would be to have the torpedos be dumb-fired, that is, once they are launched, they can't track targets.  So basically the Ogrov has to sit still to take the shot and have it hit, and it wouldn't be able to hit fast moving ships.

Reply #9 Top

I believe they should ONLY fire at structures and slow down their firing rate.

Reply #10 Top

Odd thing I noticed about the orgov. They were firing against one of my caps, doing pretty heavy damage. There were 5 or 6. My cap, having finished with it's current target began to move towards the next one. This brought it out of the paths of several previously fired torpedoes. The torpedo's animation, apparently, can only fly straight. When they reached where my cap had previously been, they proceded to explode and damage my cap, which at that point, was quite a ways away.

Not a bug, per se, just amusing. Perhaps the animation should be changed, if they are to continue to be able to attack ships.

Reply #11 Top

Quoting wbino, reply 9
I believe they should ONLY fire at structures ...
End of wbino's quote

There is no need to code in such an arbitrary rule.  For one thing, it doesn't make sense, is unrealistic, and adds unnecessary complexity to the code just for complexity's sake.  For another thing, THEY CAN'T HARM YOUR SHIPS ANYWAY.

Reply #12 Top

If they can't/arent damaging my ships they should not be firing.

Reply #14 Top

How about a weapons depot that they had to go back to after 8 salvo's?

Reply #15 Top

Quoting wbino, reply 14
How about a weapons depot that they had to go back to after 8 salvo's?
End of wbino's quote

 

This is a stupid question.

Why? Because the answer to your question is, by law, another question. Usualy one concerning either drugabuse or certain mental shortcomings.

 

 

 

 

Reply #16 Top

Quoting Levelheaded, reply 15

Quoting wbino, reply 14How about a weapons depot that they had to go back to after 8 salvo's?

 

This is a stupid question.

Why? Because the answer to your question is, by law, another question. Usualy one concerning either drugabuse or certain mental shortcomings.

 

 

 

 
End of Levelheaded's quote

WOW ..Don't know the difference between a suggestion and a question. Who has those mental shortcomings Levelheaded? Everyone else on these forums has been very helpful..I found the first asshole.