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Killing a myth: Space Combat - missiles and torpedoes


StarDaimyo

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I play Republic side and am basing this post on my own experiences. (Work in progress - may get edited to clarify later)

 

I have played the game since early access and have been lurking in the forums since then as well, and one thing that keeps coming back is the myth about how equipping the Proton Torpedo tube will mess up how the normal missiles work in the game, and that something is bugged or not working in this regard.

 

This is wrong.

(Edit 25.05.2012 - Exception; some individual players are experiencing a bug where it seems they are not able to use all 4 torpedoes: Please see page 4-5 of this thread. Thanks to Fuzzytoad for pointing this out.)

 

TL;DR: The torpedoes do not tamper with how missiles work; in fact the missiles work the same way they are meant to. You can still tap the right mouse button to fire multiple missiles at unshielded targets, you can still drag the mouse while holding the right mouse button to mark multiple unshielded (4) targets for missile release upon releasing the right mouse button.

Edit: Brutalos clarified an important point in this respect (on page 2 of this thread) - this applies to all unshielded targets. In other words if you target a Shield Generator while still having one or more torpedoes left you cannot tap the mouse button to fire missiles - you will have to spend your torpedoes first. After having spent the torpedoes though you can still tap and paint even shielded targets with missiles

Also some tips at the end of this post.

 

--------

 

You can in other words safely equip the Proton torpedoes, and you should. While I like the space combat missions I also want to get the most out of my time spent doing them, so when I do a space mission, I want to ensure I get all the open and hidden bonus objectives done in order to maximize my output in terms of experience, credits, fleet and daily commendations (only one mission for those at the moment - I know).

 

In the missions with a station or a capital ship (Destroyer) the Proton torpedoes are very handy for knocking out the Communications Array (on the stations) or the Bridge (on the Destroyers). These can be knocked out with missiles and blaster fire, sure, but the torpedoes are very time saving - also in some missions you do not pass the bridge on the destroyer often or long enough to use missiles and blasters to do the job.

 

There are many threads and guides out there talking about the various missions in detail and I will not try to overdo the efforts of others in this regard. I will however list some space combat tips that may be useful to some:

 

  • You don't need upgrades for most missions - even the final missions can be completed without upgrades. Having said that however it is my humble opinion that you should get the upgrades unless you have made a point of doing without them, so:
     
     
  • Keep your ship upgraded at all times to ensure a smooth experience and some leeway when it comes to having fun while boosting your survivability. You can upgrade by way of the Spaceship Upgrades vendors or by way of the GTN. Cybertech crafters (players) provide the purple upgrades, or you can try your luck with boxes from the Spaceship Upgrade vendor in the Fleet. (Would be nice if someone could confirm that the upgrades drop from these boxes)
     
     
  • Use they keyboard to maneuver the ship on your screen to avoid incoming fire - this frees up the mouse to target the enemy even while your ship keeps moving in other directions than towards your target.
     
     
  • Use spacebar to do barrel rolls to avoid incoming fire.
     
     
  • Use the Power Converter Module upgrade to enable switching power between blasters and shields to boost them when needed. Note that your shields only regenerate when you are NOT firing your blasters so switch power to shields in the lull of battles, stop firing and watch your shields recharge. If needed you can use missiles without them stopping your shield regeneration.
     
     
  • Keep your Power Converter Module set to Blasters when fighting - pop on shields only when needed. Your blasters do a lot of damage, even on shielded targets like communications arrays, bridges and shield generators.
     
     
  • In early space missions (before you hit 50 and can get the torpedoes) save your missiles for hard targets like special elite fighters or the bridges, arrays and shield generators.
     
     
  • In general - you have plenty of missiles; no need to save them unless you are acting according to the previous bullet point.
     
     
  • Avoid hitting solid objects like asteroids as they do a lot of damage to your shields and/or ship.
     
     
  • Want to avoid the chat window being spammed with experience messages during space missions? Hover the mouse over your chat tab (like for instance "General"), right click, choose "Chat Settings" and remove the ticked box next to "System Feedback".
     
     
  • Your weapons will pass though solid objects, so you can target missiles and blasters through space stations, debris, asteroids etc. Whenever your target reticule turns red you are in business - fire away!
     
     
  • Be sure to take out the special fighters that turn up - they do a lot of damage.
     
     
  • The EMP generator is great for taking out mines, space stations, turrets on Destroyers etc.
     
     
  • The Electronic Warfare Pod is very handy when the Sith hits the fan, like in Drexel Sweep, or when being targeted by special fighters.
     
     
  • Many fighters approaching you, and some flying by you? Hit the oncoming fighters first as they will open fire earlier - the ones flying by you will need to turn first. (Doing escort missions? Then swap that priority around as the target is the vessel you are following and not (primarily) you).

Edited by StarDaimyo
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I play most space missions on the Imp side so far. Torpedoes for Ascendancy Barrier are bugged. When you get to the final ship proton torpedoes will not target or fire. Just tried it again this morning.
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OK; thanks for the input.

 

I will run through all the Republic Space Missions tomorrow and see if I encounter any problems. I will come back here to update, but if memory serves me right I have never encountered any problems.

 

Stay tuned. :)

 

EDIT: See my next post for this update. Ran all the missions today,

Edited by StarDaimyo
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I play most space missions on the Imp side so far. Torpedoes for Ascendancy Barrier are bugged. When you get to the final ship proton torpedoes will not target or fire. Just tried it again this morning.

 

So like I said, I'd run through all the Republic Space Missions to see if this happened to me and here is the result:

 

TL,DR - I did not get any bugs; everything is working fine on my end.

 

However, Zemn - the Empire missions must be different than ours, eh? Because in our final mission there is no Torpedo target - the bays and the engines on the mine layer must, (and can easily be) taken out by missiles.

 

(List copied from http://www.wikiswtor.com/Space_combat but with my own results and comments.)

 

Republic missions

 

Operation Midnight Freedom

[15] Space Combat: Fondor Escort

:D Working. There are 3 destroyers in this mission; the first is not on screen long enough to target the bridge, on the second the bridge can be targeted and destroyed, and the third never shows the bridge on screen and hence it cannot be targeted.

 

Operation Searing Light

[15] Space Combat: Javaal Fleet Action (Bridge can be destroyed)

[15] Space Combat: Balosar Outpost (Array can be destroyed)

:DWorking.

 

Operation Noble Gambit

[20] Space Combat: Archenar Interception

[20] Space Combat: Makem Te Assault

:DWorking. The bridge can be destroyed in both missions.

 

 

Operation Ardent Wave

[28] Space Combat: Syvris Evacuation (Bridge can be destroyed)

[28] Space Combat: Llanic Station Strike (Hard version of Balosar Outpost) (Array can be destroyed)

:DWorking.

 

Operation Glory Cyclone

[34] Space Combat: Pakuuni Defense

[34] Space Combat: Kovor Ice Field (Hard version of Javaal Fleet Action)

:DWorking. The bridge can be destroyed in both missions.

 

Operation Sunder Zero

[40] Space Combat: Hydian Way Blockade (No bridge or array available)

[40] Space Combat: Drexel Sweep (Hard version of Archenar Interception)

:DWorking. The bridge can be destroyed in Drexel Sweep

 

 

Operation Grand Nova

[44] Space Combat: Kalee Fortification (Hard version of Pakuuni Defense)

[44] Space Combat: Zosha Advance (Hard version of Makem Te Assault)

:DWorking. The bridge can be destroyed in both missions, and in Zosha Advance so can the Shield Generators.

 

 

Operation New Eclipse

[48] Space Combat: Impossible Sector (Hard version of Hydian Way Blockade)

:cool: No bridges or arrays in this mission.

Edited by StarDaimyo
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Some very useful tips there! A highly approvable thread ^.^

 

Thank you.

 

I may add more to it - maybe incorporate some links to other good Space Combat posts and add more tips.

 

Am open to suggestions of course. :)

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hate to burst your bubble but torpedos do screw up missle launchs on Republic Destroyers, they have 5 targets for torpedo launchs,

The Command Deck & 4 shield generators, now only the Command deck should be hittable with a proton torp, as it only takes 4 missles to knock out a shield generator using a torp on them is overkill.

They should just seperate missles and torpedos, make it so you can fire torpedos from holding Ctrl to lock on and fire or something similar.

Edited by Brutalos
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hate to burst your bubble but Torpedos do screw up missle launchs on Republic Destroyers, they have 5 targets for Torpedo launchs,

The Command Deck & 4 shield generators, now only the Command deck should be hittable with a proton torp, as it only takes 4 missles to knock out a shield generator using a Torp on them is overkill.

 

I don't see how this "screws up" missile launches. :) Also - I do not see this as being broken - I see it as you think it is a bit messy to have to mouse over several targets and risk hitting a shield generator insted of the bridge.

 

If you want to use torpedoes - do so (very handy in the Zosha Advance mission as the shield generators take more than 4 missiles to destroy.)

 

If you want to use missiles - just tap your right mousebutton in order to fire missiles instead of torpedoes. (Edit: this is not correct as long as you still have torpedoes left and are targeting a Shield Generator, Array or Bridge - see original post or next page for clarification)

 

Besides - what else will you use the torpedoes for?

 

I always take out the bridge with my first torpedo though - that way I know I have destroyed the hardest target first.

Edited by StarDaimyo
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tapping the RMB doesn't launch missles while you have torps left against the destroyers shield generators

 

Just tested this and you are absolutely right. :)

 

Am leaving my other post unedited so that this will make sense for others who read it.

 

However - if you target the bridge first then this should not be a problem - then you can use the remaining torpedoes for the shield generators and pick the last off with missiles.

 

Until we get missions where we can target several bridges/arrays and need all our torpedoes for that this is a minor nuisance and not a big issue I think.

 

Thanks for pointing that out, Brutalos.

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I think the system would work better if torpedo's were key bound or something, the current system is a little daft in that it can be easier to do some missions without them than with them.

 

That would be a better solution; absolutely.

 

Like Brutalos said also:

They should just seperate missles and torpedos, make it so you can fire torpedos from holding Ctrl to lock on and fire or something similar.

 

I do not think such a solution would be met with much protest from the player base.

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hate to burst your bubble but torpedos do screw up missle launchs on Republic Destroyers, they have 5 targets for torpedo launchs,

The Command Deck & 4 shield generators, now only the Command deck should be hittable with a proton torp, as it only takes 4 missles to knock out a shield generator using a torp on them is overkill.

They should just seperate missles and torpedos, make it so you can fire torpedos from holding Ctrl to lock on and fire or something similar.

 

The command deck is optional and the shield generators are still vulnerable to regular missiles. If you're having problems finishing Clouds of Vondoru, then the issue lies with you.

 

tapping the RMB doesn't launch missles while you have torps left against the destroyers shield generators

 

Tapping RMB does not launch missiles against hardened targets when you have a torpedo loaded. You have enough time to launch upwards of 5 missiles after launching a torpedo and before a new one is loaded.

 

In any case, so what? Use your torpedoes.

Edited by Therrak
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The command deck is optional and the shield generators are still vulnerable to regular missiles. If you're having problems finishing Clouds of Vondoru, then the issue lies with you.

 

please re-read this entire topic carefully

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I'm not sure what I'm doing wrong, but I'm getting completely opposite results.

 

Example: In Zosha Advance: I can't fire missiles at the Capital Ship Shield Generators because I have the torpedo installed.

 

I can fire a torpedo at 3 of the shield generators, or at the bridge and 2 of the generators. I'm now out of torpedoes and I still cannot fire missiles at the remaining generators.

 

Yes, I understand that I can spam missiles at the other generators while a torpedo is in flight, but I shouldn't have to do that and I don't need to on other missions, except for Drexel Sweep(which isn't an issue as there's no requirement to destroy the cap ship shield generators).

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please re-read this entire topic carefully

 

What, you think I missed something? Like this:

 

hate to burst your bubble but torpedos do screw up missle launchs on Republic Destroyers, they have 5 targets for torpedo launchs,

The Command Deck & 4 shield generators, now only the Command deck should be hittable with a proton torp, as it only takes 4 missles to knock out a shield generator using a torp on them is overkill.

They should just seperate missles and torpedos, make it so you can fire torpedos from holding Ctrl to lock on and fire or something similar.

 

I don't know what the problem is that you're trying to point out? Torpedoes don't screw up missile launches against unhardened targets. You can't fire missiles at a shielded target when a torpedo is loaded. So what? Use your damn torpedoes. You don't get a bonus for having leftover torpedoes at the end of the mission. Using up all of your torpedoes on one mission isn't going to leave you short on the next mission.

 

Again, if you're having a hard time completing Clouds of Vondoru because you have torpedoes equipped, then the problem lies with you.

 

Personally, I don't think the space missions should be made any easier at all. They're already easy and boring enough.

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You can't fire missiles at a shielded target when a torpedo is loaded. So what? Use your damn torpedoes. You don't get a bonus for having leftover torpedoes at the end of the mission. Using up all of your torpedoes on one mission isn't going to leave you short on the next mission.

 

But once you've used all your torpedos, you can no longer fire missiles at the other hardened targets. it won't accept the right-click at all when you have them targeted.

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But once you've used all your torpedos, you can no longer fire missiles at the other hardened targets. it won't accept the right-click at all when you have them targeted.

 

You aren't out of torpedoes, you're misinterpreting your missile/torpedo counter. The Proton Torpedo Tube gives you 4 torpedoes, not 3. The counter only shows 3 though. But it's just like the missile display:

 

http://i264.photobucket.com/albums/ii191/jpaander/games/Screenshot_2012-05-22_09_25_11_750598.jpg

 

You have the 3 unloaded torpedoes, but you also have the one loaded. So long as the torpedo indicator is purple, that means you have one torpedo in the tube.

 

http://i264.photobucket.com/albums/ii191/jpaander/games/Screenshot_2012-05-22_09_22_39_178872.jpg

 

After firing two torpedoes and before the third one is loaded, you can see we have grey torpedo indicator. We just have the two torpedoes in the magazine.

 

http://i264.photobucket.com/albums/ii191/jpaander/games/Screenshot_2012-05-22_09_35_14_922098.jpg

 

The torpedo indicator is still purple. Despite the counter saying 0, I still have one left.

 

http://i264.photobucket.com/albums/ii191/jpaander/games/Screenshot_2012-05-22_09_36_35_061681.jpg

 

The grey torpedo indicator means we are now completely out of torpedoes.

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You aren't out of torpedoes, you're misinterpreting your missile/torpedo counter. The Proton Torpedo Tube gives you 4 torpedoes, not 3. The counter only shows 3 though. But it's just like the missile display:

 

http://i264.photobucket.com/albums/ii191/jpaander/games/Screenshot_2012-05-22_09_25_11_750598.jpg

 

You have the 3 unloaded torpedoes, but you also have the one loaded. So long as the torpedo indicator is purple, that means you have one torpedo in the tube.

 

http://i264.photobucket.com/albums/ii191/jpaander/games/Screenshot_2012-05-22_09_22_39_178872.jpg

 

After firing two torpedoes and before the third one is loaded, you can see we have grey torpedo indicator. We just have the two torpedoes in the magazine.

 

http://i264.photobucket.com/albums/ii191/jpaander/games/Screenshot_2012-05-22_09_35_14_922098.jpg

 

The torpedo indicator is still purple. Despite the counter saying 0, I still have one left.

 

http://i264.photobucket.com/albums/ii191/jpaander/games/Screenshot_2012-05-22_09_36_35_061681.jpg

 

The grey torpedo indicator means we are now completely out of torpedoes.

 

I'm republic and it greys out after 3.

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It's a bit dismissive to tell someone to "just use all your torpedoes, why are you saving them?" It's generally not about trying to conserve torpedoes, it's about having to work around a poor design decision in order to maximize your effectiveness during a space mission.

 

Let's face it, the space missions are repetitive and don't hold much interest beyond those first few runs. Once you're successfully running through them all and getting all the side bonuses, there's really little left to shoot for. So, for many like myself, the fun comes from trying to one-up your previous runs and seeing just how well you can do. Sometimes I'll run my dailies with the intent of taking no damage to my ship, while most of the time I do my best to destroy every single target possible.

 

Before I hit 50, I was routinely destroying just about everything in sight, even the shielded generators on the big cap ships. I dreamed of the day when I'd have my torpedoes so that I could finally take out those "blink and you miss them" shielded targets that take 25+ missiles to down.

 

The first time I equipped them and went on one of those missions, I was pretty bummed out to find out that I wasn't as destructive as I was normally. Whereas before I could launch a salvo of missiles and take out shielded targets while switching to other targets, I now was being forced to hover over a shielded target for four to five seconds in order to get a hard lock on them so I could get a torpedo off. Then I'd be scrambling to hit the other shielded targets with missiles before my torpedo recharged. All in all, it greatly hinders your ability to multi-task.

 

Sure, it's fun to finally be able to take out the command center. But before I had torpedoes, I was routinely taking out all the generators in a single pass and feeling pretty awesome about it. Now, I'm lucky to get the command center and one generator before I've flown by the cap ship and will never see it again.

 

Sure, firing torpedoes and working around the system in order to be able to use your missiles works fine when you've got multiple passes against a target. But when you've only got one shot, it's bloody annoying being forced to hinder my destructive output because I've got to wait five seconds to get a darn weapons lock.

 

EDIT: Sorry, had to edit the post, hit the reply button on accident.

Edited by WulfSolaris
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How about an update to the goofy space "combat" phase to enable button 5, which would be tied to torpedoes?

 

1-5, instead of the current 1-4

 

 

To me, THAT would be a bit better than having a long, back-and-forth thread about how to correctly use your Proton Torpedoes.

 

 

Ignore away, and carry on with the jibber-jabber....

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