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Proton Torpedo usage is ambiguous making it a worthless upgrade

STAR WARS: The Old Republic > English > Customer Service
Proton Torpedo usage is ambiguous making it a worthless upgrade
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Burn_Notice's Avatar


Burn_Notice
03.17.2012 , 02:12 PM | #1
The proton torpedo upgrade instructs players to target with the mouse and press the right mouse button to launch the torpedoes. That's the same behavior as missles. Since there's no text indicating missles are replaced with more powerful proton torpedoes I'm wondering how to switch over to proton torpedoes.

Expected Result:
I'd expect a button like "power to blasters", "power to shields", and "emp generator" if I'm supposed to switch over to the torpedoes. The text indicates I get 4 proton torpodoes so that implies the supply is limited. If the torpedoes are a replacement for missles then the limit shouldn't be 4 and the text should indicate the missles are being replaced with something more powerful (+50 to damage, increase ship toughness by 100, etc).

Actual Result:
Much like the Insane Clown Posse asks how magnets work I'm left wondering how proton torpedoes work.

Axolipher's Avatar


Axolipher
03.17.2012 , 02:29 PM | #2 This is the last staff post in this thread.  
Greetings Burn_Notice,

Proton Torpedo's are an extra powerful torpedo that is added to your ship on purchase. These specialist torpedo's can only be used against specific heavily protected targets.

An example of this would be on the space mission "Clouds of Vondoru". When destroying the shield generators you will notice your cursor changes icon when hovering over these objectives.

If clicked and held the ship's targeting system will lock on and blink when finished, by releasing the right mouse button the missile is fired and will find it's way directly to the target, instantly destroying it, much like the Proton Torpedo's fired by Luke Skywalker at the battle of Yavin.

These "Proton Torpedo's" are to be used alongside the standard missiles to give your ship adaptability and extra combat options when your completing your space missions.

Thank You.

Axolipher | BioWare Customer Service - Forum Support

Karactacus's Avatar


Karactacus
03.17.2012 , 02:29 PM | #3
You have to hold done the right mouse button to "lock" the torpedo on the target. When the lock reticule flashes, release the mouse button.

Hope that helps.....they are a pain in the *** to use though :-)

CarpLTunnel's Avatar


CarpLTunnel
03.17.2012 , 02:57 PM | #4
Would be nice if we could toggle between them and the missiles. The hard part is when a target can be shot with missiles or the torpedoes. For instance have them in slot 5, since there is no slot 5 add one, we have 12 hotkeyes on our bars in normal combat why not 5 in space?

Burn_Notice's Avatar


Burn_Notice
03.17.2012 , 03:02 PM | #5
I haven't noticed any change in the reticle beyond it's turning blue instead of yellow when hovering over targets which is the same for missles and presumably proton torpedoes.

Remember some space missions offer a bonus for taking out 6 or sometimes 8 shield generators when there's only 4 proton torpodoes so the implied knowledge of Star Wars lore is already being violated. Better in-game text description would help. Instead of "Grade 3 Upgrades" the mission should indicate that "Proton Torpodeos required" for the target. It's possible mission availability is impacted by the presence of torpedoes on the ship but I haven't tested that out yet by removing my launcher.

Identifying targets is rather difficult in the space missions as it doesn't say "shield generator" so it's been trial-and-error figuring out what's a shield generator while playing (ie - round circles on Star Destroyers like the movies, square box on the front nose and to the sides of the bridge). A little widget like a * next to the target to indicate "mission objective" and perhaps a square for "bonus objective" would be helpful in my opinion.

Some missions have a whacky approach angles for your "one shot" taking out a specific shield generator particularly when they're bonuses. I mean really, I need 8 generators by targeting the star destroyers at the extreme corners of the screen at some distance causing all the reticles to cluster together? Is that how I'm proving I'm a Jedi because you'd need the Force to make the shot at that distance? How many replies to this message before someone makes a wamp rat reference?

Burn_Notice's Avatar


Burn_Notice
03.17.2012 , 03:37 PM | #6
Okay I've tried out the suggestions here and I get how proton torpedoes work now. Here's some of the reasons why I feel their usage is ambiguous

1.) If you read the description for missions like "Zosha Advance" the description talks about missles and doesn't mention proton torpedoes at all.
2.) The targeting icons for items requiring missles vs. requiring proton torpedoes are both the same. It's a yellow circle with a shield above it.
3.) The problem with point #2 is that some space missions with bonuses like "take out 8 shield generators" allow the player to use missles to destroy shield generators while other missions like "Zosha Assault" require proton torpedoes.
4.) The descriptions and usage of proton torpodeos isn't different from the description for missles so the player has no idea when they're using one or the other.

So I'll go ahead an open a claim ticket in-game for the proton torpedoes and reference this one along with my problem for zosha advance.

BakaNiNaru's Avatar


BakaNiNaru
03.17.2012 , 06:25 PM | #7
Outside of the apparently clueless moderator response,

Basically when you have proton torpedos equipped, you supresses the ability to fire regular torpedoes at some of the shield generators (or any target designated as a proton torpedo target).

The workaround until Bioware manages to fix it would be to lock-on and fire a proton torpedo at one shield generator. While reloading you can unload your regular torpedos at another shield generator; you can release around eight regular torpedoes before the proton torpedo reloads and locks you out again.

Amby's Avatar


Amby
03.17.2012 , 06:54 PM | #8
Quote: Originally Posted by Burn_Notice View Post
Okay I've tried out the suggestions here and I get how proton torpedoes work now. Here's some of the reasons why I feel their usage is ambiguous

1.) If you read the description for missions like "Zosha Advance" the description talks about missles and doesn't mention proton torpedoes at all.
2.) The targeting icons for items requiring missles vs. requiring proton torpedoes are both the same. It's a yellow circle with a shield above it.
3.) The problem with point #2 is that some space missions with bonuses like "take out 8 shield generators" allow the player to use missles to destroy shield generators while other missions like "Zosha Assault" require proton torpedoes.
4.) The descriptions and usage of proton torpodeos isn't different from the description for missles so the player has no idea when they're using one or the other.

So I'll go ahead an open a claim ticket in-game for the proton torpedoes and reference this one along with my problem for zosha advance.
Zosha Advance doesn't require proton torpedoes. Each shield battery on the Zosha takes five normal missiles to kill. The bridge(for the bonus 'disable the capital ship') takes significantly more, 30-40, IIRC, so it is of benefit to use a proton torpedo on this target.

BakaNiNaru's Avatar


BakaNiNaru
03.19.2012 , 03:58 PM | #9
Quote: Originally Posted by Amby View Post
Zosha Advance doesn't require proton torpedoes. Each shield battery on the Zosha takes five normal missiles to kill. The bridge(for the bonus 'disable the capital ship') takes significantly more, 30-40, IIRC, so it is of benefit to use a proton torpedo on this target.
The only problem with Zosha Advance if you have the proton torpedos equipped is that you only get 4 of them. If you use one of them to destroy the bridge for the bonus "disable the capital ship" mission, that only leaves you with 3 proton torpedoes to destroy the remaining 4 shield generators (which are a required mission objective). You can use the method I described of firing a proton torpedo, and during it's cooldown fire regular missles at another target to overcome this. However, if you do not get this done; if you fire all 4 proton torpedoes and still have 1 shield generator left, you WILL be locked out of regular missiles on that target and will likely fail the mission.

CarpLTunnel's Avatar


CarpLTunnel
03.19.2012 , 07:14 PM | #10
I dont see what would be so hard adding a single extra slot. that is fired via right mouse button like the missiles because if the object is targetable by both it defaults to the torpedo first. Which is very annoying.