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i liked to fire them a second before i ram >:D
also good for firing into clumps of ships to scatter and jostle them. but in general theyre pretty underwhelming as they almost always got shot down :(
Channeling IS a good tactic, I tricked some loyalist scum into a bomb when they thought they were being clever and avoiding my torps path.
In close, they're good for damage. At longer ranges, they're more for controlling enemy movement. You can use a couple of torpedo ships to force the enemy to eat at least one volley, or use them to force enemies into a dangerous position.
Give her the torpedoes then go in for the kill.
So, Ideally, I want to attack facing my enemies broadside (I got the "invulnerable void shields" for 10 seconds thing, to counter his guns while I'm attacking, so i hit that) and maybe I want to be 2 ship-lenths away or pretty close.
My main guns will be firing, and I'll launch the torps... Usually, since there is a Giant Fng RAM on the front of my ship, I'll hit the afterburner (engins full ahead, what do you call it?) and I end up ramming about a second or so after....
about ramming, at this point, I wait unil I see som damage done, and the enemy ship has turned slightly, and I guess I use Roman tireme tactics (they had a ram, right?) and I will stop, "retro engins" wait a second or so, then afterburner and full speed ahead and ram them again.
Then a wither-spins anti-spiral of death outwards to 9k and finish them off with boadsides.
but the ideal situation only comes up about 1 in 10 in MP, 90% of my torps dont hit anything but by accident.
You don't. You use something else.
Unfortunately, this is the correct answer when it comes to playing optimally.
If you are determined to use torps, then do what I do. Treat it like you are playing Orks. Charge in trying to ram and board them, and fire off the torps to break up their fleet.
If only you could give group orders besides just movement...
I'm actually experimenting with some Cobra's that have running silent, bonus speed and asteroid field movement upgrades for hit and run strikes and general skirmishing for disruption (I hate cobras by rule because they was utterly ♥♥♥♥ in table top compared to firestorms and Sword class).
However Torpedoes are not a strong weapon in the current format and i'm at a loss as to why the various types cannot be taken as upgrades like in the table top. Guided, Plasma, Vortex, Melta etc though I think if they were going to add Vortex and Melta Torps they'd also need to fix the damage control/repair system so that you can repair ships systems with a special order, while damage control works as now for fires etc.
Edit: It should be noted that while I play a lot of strategy games PvP this isn't one of them, I love RTS games but I'm dyspraxic so my spatial awareness simply doesn't allow me to be competitive when it comes to control in multiplayer RTS games so my experience is purely one of playing the AI and tactics in general rather than against other humans in multiplayer.
You most likely want to use a high energy turn, and a +50 speed tuned cruiser, and avoid charing full ahead too soon as not to give time to escape