Avorion

Avorion

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Torpedo handling is super weird
I just started a fresh run to try all of the latest updates (it's been a while). While I like the inclusion of torpedos in the game, they are really weird to handle. Here's why:

- Torpedos are a finite resource. Therefore, firing them should be different from firing the regular auto-recharging weapons. Yet, you assign them to a number key and fire with left-click like every other weapon. I would vote for a dedicated "fire torpedos" button and remove them from regular weapon management.

- If Torpedos are intentionally managed like a regular weapon (maybe they are super-affordable in the end game?) then why is it that each *single* Torpedo must be manually managed and inserted into a torpedo launcher? Even without auto refill even though I'm carrying like 50 of them? I have to go back to the torpedo managmen screen after every larger battle to refill - are you serious?

- Fighters can be produced by the ship itself on the fly. Torpedoes can not. Find the logic error...

- I really like the option to fire torpedos from the side/top/bottom of my ship. But why can't I fire them just straight ahead?

- I've yet to verify completely, but it seemed to me that my own turrets can take down my own torpedos (friendly fire)? If so, then that's a huge debuff that only applies to the player (enemy ships come in hordes; one of them can focus exclusively on firing torpedos while everyone else fires regular weapons. This is not an option avialable to the player until very much later in the game).



As I said, I love Avorion (logged over 100 hours), I love Torpedos, just the way they have to be handled is super awkward. Any thoughts?
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Showing 1-12 of 12 comments
Arkhiel Jun 24, 2018 @ 12:15am 
the torpedo button isn't mandatory but yeah it would be closer to x3 mechanics.
The "each torpedo must be put in slot", yeah that's damn annoying ^^
SivCorp Jun 24, 2018 @ 6:44am 
You could play with a friend, and have them co-op your ship... they can load torpedoes and fire them while you fly and target ;)
alandarkworld Jun 24, 2018 @ 2:11pm 
@Arkhiel: Yes, I vote for the "torpedo button" as well!

@SivCorp: Hm, good point on co-op expierence, giving the cannon player something to do... But for a solo-piloted ship it's really annoying. What am I paying my crew for?
Ariel Timeshrine Jun 25, 2018 @ 3:10am 
Yes, torpedoes can and will be shot down from friendly fire, proven by firing torps at a mine while guns are blazing while a few km away from the mine. Although it can be worked around by not firing when torps are out, aiming away from your torps, targetting one ship with torps while you fire at another etc. this issue certainly is frustrating.
CoinSpin Jun 25, 2018 @ 8:56am 
The problem with auto-loading torpedoes is that you have so many varieties of torpedo to choose from, and you may use different types for different circumstances (need to take down shields, need very fast torpedoes against this crowd, just need big boom power, etc.)

That's likely why the torpedo tubes don't auto-reload. You could have 6 different torp types in your storage (I actually have 8 types in one of my ships currently), which ones should it grab to reload?
kaashy  [developer] Jun 25, 2018 @ 10:15am 
Originally posted by CoinSpin:
The problem with auto-loading torpedoes is that you have so many varieties of torpedo to choose from, and you may use different types for different circumstances (need to take down shields, need very fast torpedoes against this crowd, just need big boom power, etc.)

That's likely why the torpedo tubes don't auto-reload. You could have 6 different torp types in your storage (I actually have 8 types in one of my ships currently), which ones should it grab to reload?

Auto-loading torpedoes hasn't been included into the game for this exact reason. Although this post gave me the idea of adding an auto-reload feature where you can specify what kind of torpedo you want to auto-move into the shaft.

Firing them straight ahead was initially on the to-do list but got cut since it's a minor feature that would add complexity to the game and disproportional dev time.

Adding a separate button for torpedoes wouldn't be hard to do, for us it just felt more intuitive to have them handled like all the other weapons as well.

Torpedoes getting shot down by your own turrets is not intended - this never happened during testing and we'll fix it.
Last edited by kaashy; Jun 25, 2018 @ 10:19am
alandarkworld Jun 25, 2018 @ 1:58pm 
Originally posted by Koonschi:
Auto-loading torpedoes hasn't been included into the game for this exact reason. Although this post gave me the idea of adding an auto-reload feature where you can specify what kind of torpedo you want to auto-move into the shaft.

Yep, that's exactly what I would like to see. In the best scenario, I would like to assign one type/class of torpedo to each launcher for auto-refill. I usually just buy like 50 of the same kind anyways. How about on-ship production for torpedos, like for fighters?


Originally posted by Koonschi:
Firing them straight ahead was initially on the to-do list but got cut since it's a minor feature that would add complexity to the game and disproportional dev time.

I totally get that. It just struck me as strange why I could not simply fire them straight. Anyways, I really like the sideway-firing, it looks and feels kind of cool and navy-ish.


Originally posted by Koonschi:
Adding a separate button for torpedoes wouldn't be hard to do, for us it just felt more intuitive to have them handled like all the other weapons as well.

The problem is that my "use case" for Torpedos is: I want to occasionally fire one (or one per launcher) to a target, then switch back to regular weapons. I lost count on how often I forgot to disable the launcher afterwards, shooting Torpedos instead of wrecking lasers at the wrecks of my enemies (v_v) So... yeah... still voting for the X3-style torpedo button.


Originally posted by Koonschi:
Torpedoes getting shot down by your own turrets is not intended - this never happened during testing and we'll fix it.

Excellent. Glad to hear that.
CoinSpin Jun 25, 2018 @ 4:07pm 
Honestly, I think it would just be nice if the torpedo enable/disable state was stored like the standard weapons are. I always group assign my torpedoes on 1 or 2 hot keys (7 and 8 are my usuals), then I toggle them on or off if I want to fire torpedoes (just like every other weapon on the ship).

But, I've noticed that the torpedoes are ALWAYS toggled on when loading the game, and I sometimes forget to shut them off. All of my other weapon groups are always at the on/off state they were in when I logged out. That might have changed in recent updates, haven't been able to test recently, but it's a common annoyance for me.
DracoNB Jun 25, 2018 @ 4:28pm 
Why not make them into a push to fire? So instead of say hotkey 5 turning them on/off, why not make pushing 5 fire it? That way you don't accidentally fire them with the mouse button
CoinSpin Jun 25, 2018 @ 4:31pm 
Originally posted by DracoNB:
Why not make them into a push to fire? So instead of say hotkey 5 turning them on/off, why not make pushing 5 fire it? That way you don't accidentally fire them with the mouse button

The more I think about it, the more I like the idea!
alandarkworld Jun 26, 2018 @ 10:05am 
Originally posted by CoinSpin:
Originally posted by DracoNB:
Why not make them into a push to fire? So instead of say hotkey 5 turning them on/off, why not make pushing 5 fire it? That way you don't accidentally fire them with the mouse button

The more I think about it, the more I like the idea!

It would certainly be an improvement over the current situation. However, I would rather re-map those to something else, like... T for "T"orpedo? Or even... *gasp* the right mouse button?
Ulrich610TEVD Jun 26, 2018 @ 3:39pm 
i ran into a bug (and swiftly reported it to koonschi) where my starbord torps would fire through the facade i had built to mimick torp tubes( which i had inteded for the torps to look like they were being fired straigh rather than to the side) while the port side torps were consided blocked. im not sure what of those 2 scenarios were intended (im hopeing the former and not the latter)
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Date Posted: Jun 23, 2018 @ 2:13pm
Posts: 12