' Wrote:Useless concept. You have that "incoming torpedo" anyway. Everyone will know that something is coming for them. Add the long range thing and the guy has plenty of time to laugh at your launched nuisense.
Also, you don't start engagment from 4 K.
I agree completely. Right now all he needs to do is drop 1 CM just when the torp signal starts beeping super fast and he's saved. Alternative is a quick turn into a new direction that will also make the torpedo go into the nothingness confused. So yeah, making it a long range weapon won't make it useable. After all a CD has use in close range - you blow up nukes and other explosives, like a CM that fires forward and the CD use when target starts to flee. Razor is similar - close range it's the killer gun, 2K away it's also a killer gun for drifters that wait for their shield to regenerate. This way the torp will be only long range due to it's slow speed and everything close range will laugh, a lot.
P.S. This thread got me nostalgic about torps again. Now I want to put a starkiller on my Greyhound, but my common sense tells me to keep the razor, because it's a lot more devastating, accurate and easy to use.
Torps in snub fights are rather useless.see above.
But I found sunnies quite effective against backfiring trids with lolzoner guns.
Just torp their thruster off. and then their shield. and then start torping their guns.
Even if they run away, they'll have a nice memento of you.
Buff their damage... that is all it would take...
Buff the Starkiller to MR damage(19000-19400)... Which would still not make it overpowered since its slower and affected by lag and ammo...
Buff Sunslayer by 20%-30%.. keep its delay it would make some pseudo anti-gb missile...
Possible aftertough would be adding EMP charge like gunboat missiles have...
' Wrote:To preserve balance in ship-to-ship combat, obviously damage must remain as it is.
I would suggest a new role for the fighter torpedo - LONG RANGE MISSILE.
Long range Up to 4-5K. Could be used to attack a fleeing enemy, or stand off weapon, or an initial attempt to damage the enemy before closing with guns. The range allows time for the torpedo to pick up speed.
<strike>Low acceleration</strike>. This is important to ensure the improved flight dynamics of a torpedo dont get abused in close range encounters. A torpedo should operate pretty much as it does now when up close.
High top speed. A torpedo can fly out slowly as normal. But after some distance it can get faster and faster - as good as a normal fighter missile. This means the torpedo is more effective at longer ranges.
Wide tracking radius A torpedo fired out slow could miss a target, then turn around and have another go before it self destructs.
As a long range fighter weapon - torpedoes could fill a combat niche all of their own with the above changes.
This.
Gun mounted missiles actually work more like "rockets" (easy to evade, low range and payload, etc), so starkiller and sunslayer would work more like a "higher tier" missile so they fit the fighter role as "fighter" and are really a threat like in RL.
should have a bit higher acceleration and turning rate though, if they're that slow, you would get a capital missile launcher.