Attacking Fed warpin while it is at "warp"

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posted on May 29th, 2011, 11:53 pm
I recently played a match with another player and my relay dodecahedron attacked the warpin even though it didn't transfer to the player and while in this "warp" state the torpedoes of my relay dodecahedron went through the warpin ships and did not hit them until they were transferred to the player
posted on May 30th, 2011, 12:42 am
The ReplaceWeapon functionality was changed recently.  This bug may be related to the change.  I always liked the idea of being able to damage warp-ins while they are still at warp, however, they should be a bit too fast for the torpedoes to actually hit them, shouldn't they?
posted on May 30th, 2011, 2:07 am
not if they warp to your firing station!  :woot:
posted on May 30th, 2011, 2:12 am
Indeed, so only maybe a ship warping out due to cap being reached could evade.

Ships warping in also come to a stop soon after the torp has fired, so even if they could pass by unhit were they to continue moving at warp, they get hit. I'm pretty sure the torp has enuff fuel to traverse the entire map.
posted on May 30th, 2011, 4:03 am
Yeah I've noticed this, too :(.  Kind of a pain in the ass in the tourney games but I'm guessing this was unintended and will be fixed (I hope :D).  No use in wasting firepower on warpins that don't stay :lol:.


  Good thinking bringing it up though  :thumbsup:
posted on June 6th, 2011, 7:49 pm
Give the torpedoes a warp drive, increase the detonation yield 50-fold and put it in a state of chroniton flux. :lol:
posted on June 6th, 2011, 8:31 pm
actually if i remember canon correctly, torpedos were designed to be used at warp speeds  because phasers (being light speed only) were not usable at faster than light travel.
posted on June 6th, 2011, 8:35 pm
Lol 2 words for you guys:

Node Missile.

We should be able to build them and launch them at each other.  They go into warp, come out at the target, detach the warp engine and home in on the target for a suicide attack  :thumbsup:
posted on June 6th, 2011, 8:37 pm
wfs5519 wrote:actually if i remember canon correctly, torpedos were designed to be used at warp speeds  because phasers (being light speed only) were not usable at faster than light travel.

Torps have a warp sustainer so they stay at warp, but cannot go to warp if fired at impulse. The impulse-only phasers were a Constitution Refit-exclusive weakness.
posted on June 6th, 2011, 10:00 pm
Tyler wrote:Torps have a warp sustainer so they stay at warp, but cannot go to warp if fired at impulse. The impulse-only phasers were a Constitution Refit-exclusive weakness.


When is that mentioned?
posted on June 6th, 2011, 10:05 pm
The phaser weakness was mentioned to be a result of the Refit the Constitution went through, rather than anything to do with the weapon type itself.
posted on June 6th, 2011, 11:35 pm
Tyler wrote:The phaser weakness was mentioned to be a result of the Refit the Constitution went through, rather than anything to do with the weapon type itself.


You mean with the wormhole? I don't remember that being explained that way. I just though the phasers were offline because of the wormhole problem, not because of the warp drive.
posted on June 6th, 2011, 11:41 pm
Last edited by Tyler on June 6th, 2011, 11:43 pm, edited 1 time in total.
One of the changes was that the phasers got power directly from the Warp core, which can cause problems like phasers not working at certain times. The wormhole didn't cause it, that just caused the acid trip.

Other ships using phasers at warp helps show it's not a common thing, multiple times from at least Starfleet and the Dominion...
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