Mounting a torpedo is not fully exchanging the damage of the CD/mine combo because it doesn't prevent you from mounting a mine. Nukes are still in the equation. It could actually be argued that a torpedo is a potential damage increase. This also does not address the fact that torps present no risk to the user.
(06-03-2015, 12:46 AM)Saronsen Wrote: Torpedos also turn and guide themselves incredibly slowly, beaten only by the Nova in terms of slow tracking.
Maybe if you didn't fly in a predictable manner you wouldn't eat a torpedo.
You're talking about Sunslayers.
Starkillers are harder to evade than Cannonballs/Sidewinders/Firestalkers in their current state. With those, I just hit C and a CM goes away, big deal.
With the torps, even if I hit C in time and the thing goes to it, the blast range damages me.
And if I don't hit C/no CM's and the thing goes for me and I manage to evade it, the guy I'm fighting just sends another and I still get damaged. 8)
Important part is, just slice the damage of the torps/make them killable with CD's. That's what I think should be done.
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(06-03-2015, 02:17 AM)Saronsen Wrote: Why not just use.. you know.. two disruptors?
Disruptors have a refire rate, you know. Most people will fire torpedoes close enough to you that you won't get two CDs off before the torpedo itself hits.
Anyways, I'm a bit on the fence here. Torpedoes not being CDable makes them a bit too "idiot-proof", I feel, but at the same time they occupy the CD slot and thus make the user much less capable of using and countering mine traps (and chasing down opponents, of course).
You're a developer and pvper, Haste. Could the addition of another CD with higher damage, and maybe lower tracking to balance said damage, be a potential compromise?