Shield Breakind Torpedo

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posted on July 19th, 2006, 3:46 pm
Its the special weapon of the kvort ship. I think its too **** strong, a couple of them easily destroy a ship and 16 kvorts destroy the whole starbase (!!)

Also it only costs 45% special energy so u can fire 2 of them from 1 ship -.- AND it can be fired while cloaked.

I think they should make it do less damage or at least make it consume more special energy....
posted on July 19th, 2006, 3:52 pm
yeah it should cost slightly more special energy, but i think its power is ok, afterall it is an offensive ship.
yeah it can be fired while cloaked, but while cloaked you can only fire 1 of them.

in short yeah it should cost more special energy :)
posted on July 19th, 2006, 6:30 pm
u can mass them quickly in the game and then u can go to opponents base and destroy his starbase or whatever u want, no way to defend against it....

Thats what bothers me :D
posted on July 19th, 2006, 7:18 pm
Last edited by hypercube on July 19th, 2006, 7:19 pm, edited 1 time in total.
khhhm actually you can't fire it twice while cloacked, couse the cloack uses 20% of the special energy and the torpedo uses 45% that only leaves 35%(and with intention i believe)
and for further calculation, the hit takes 7-8 hull percent on the starbase.
posted on July 19th, 2006, 8:38 pm
why would u want to fire it twice if 1x is enough do destroy a starbase :P
posted on July 19th, 2006, 9:56 pm
the point simply was that you can't
furthermore, i would also like to see it less powerfull
posted on July 20th, 2006, 8:11 am
Cause of many rebalanced for v3 nearly all special abilities got rebalanced. including the shield breaking torpedo. the changes made are:
  • Damage reduced by 30%
  • Energy costs increased to 55
  • Can now only target hostile vessels (can no longer be used on stations)
Besides that "massing" units in the early part of the techtree will get a little more difficult to make vessels at the end of the techtree more interesting
posted on July 20th, 2006, 11:54 am
cool, although i am quite disappointed that the damage will be reduced by a whole 30%. would think that increasing the special energy requirement would be enough to balance things, it is an offensive ship afterall ;)
posted on July 20th, 2006, 1:27 pm
a generel question:

How is damage calculated anyway huh?
posted on July 20th, 2006, 1:42 pm
the damage a weapon does is controlled by it's odf file, in there is a value labeled as base damage. that value is how much damage the weapon will do to either hull or shield (unless certain factors are applied)
eg:
(inside the ordinance odf for a weapon)

damageBase = 9
fed_intrepid.odf 12

the base damage is the value for the damage it will do in general, adding a specific ship/station odf underneath will allow you to set the damage for a specific unit (here the fed intrepid) the value for specific units can be lower or higher it doesnt matter. :)
posted on July 20th, 2006, 1:53 pm
well, i believe the weapon will be okay, it's still a great advantage to be able to shoot while cloacked and you'll still be able to use 6-7 ships and destroy a ship safelly.
posted on July 20th, 2006, 4:52 pm
Huray, now its balanced properly :P
posted on July 21st, 2006, 9:34 pm
What a pity! :lol:
No, I'm glad to see it's balanced now and it has been balanced pretty good! :D
(But nevertheless you had the tachyon detection grid and turrets against it.)
posted on July 22nd, 2006, 5:51 am
or the dominion satellite thingy or the canaveral or sattelites....
posted on July 22nd, 2006, 11:00 am
Yeah, I dont know how fast u start but I can have kvorts B4 u have that **** :P
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