7 years ago
Heavy's OP Ion Torpedo
The Heavy Trooper's Ion Torpedo ability is extremely overpowered, I did not even notice until recently - nobody was really using it before, I guess. Now I've tried it, and I'm constantly winning aga...
Hey, @felker_s - I know you're good about checking the forum. Did you see the other posts on this topic?
I've read some, though I did not find any response from a CM on this topic, except when I (and some others) thought that firing 3 torpedoes was a bug. (Funny how uncommon the use of the card was, if we only noticed it this Summer). Though if there was a topic exactly like this one, with a longer conversation about it, then no, I did not find that one.
That being said, I'm also unsure what the player consensus is on this topic, for me, it is surprising to see people cheer for such an imbalanced buff (- maybe they only play as ground troops).
My main problem is that the torpedo requires no skill whatsoever, only some seconds to charge, and then it does all the work. Taking into account that with many ground vehicles, there is no way to dodge, and with starfighters, it is entirely up to your maneuvering abilities, this kind of damage output feels unfair.
I also thought and many of my friends that it is a bug. It is just super powerful and really OP. Really discourages you to waste points on ATST or any other vehicle!
The ion torpedoes are OP. All you need is 3 or 4 heavies with ion torpedoes and vehicles become pretty redundant. It just doesn't feel right that a heavy trooper can melt an AT-ST on their own. On Crait the AT-ST has become an almost pointless waste of BP. I sometimes find myself taking advantage of the OP nature of the ion torpedoes. On some maps they are a fairly easy way to avoid any real combat and easily stack BP by taking vehicles out from a long way away, Crait being a prime example of this. You will have a load of heavies right at the back of the map parking the bus. Ion turret set up and taking out every vehicle in sight with the OP ion torpedoes. The buff changed the way the GA's play and not for the better imo. Most speeders, LAAT gunner, AT-RT, any vehicle where the driver is exposed have always been easy to take out with a bit of a decent aim. To be fair all the vehicles have a weak point and can be taken out fairly easily with decent aim. The nature of the OP ion torpedoes makes having weak points on vehicles almost pointless if you can take them out from miles away with no real aiming requirements. Perhaps they can stay OP in terms of damage if the the lock on is made to take a lot longer something like the ion disruptors in GA without the distance restriction or perhaps combination of both distance restriction and longer lock on time. It needs some sort of balancing.