So, torpedoes. Let me try and sum on my thoughts.Situation right now: there are basically three kinds of torpedoes.1. Basic torps, missiles but worse (take out external modules but fly too slow and have ammo that is too low)2. Reverb cascade, 35% damage to shield generator, must have for torpedo boat because there's no other way to damage ship itself without them3. Penetration munitions, the only hope for actually killing properly armoured ship with torpdoes, can damage internal modules (target PP and pray)Torpedoes have several counters:1. High speed - well, torpedoes are really small, most ships can just outrun them, and then their turning is bad so most ships can just outturn them, even unknowingly. There's speed inheritance but it really stops working after 3 sec or so.2. PDT - it takes around 21 seconds for one pdt to kill one torpedo so that's not too bad, but if you mount a few and then fly away, no torpedo will touch you even if your relative speed difference is just 100 m/s3. ECM - not only does it screw tracking but also makes torpdoes "drunk" now, veering them off course4. Staying close - well, torpedoes require time to arm itself, so if you just stay close to the enemy, he can't hit you with torps for damageAll in all, torpedoes seem to be bad right now. How do we make them useful? There are several ways to do it, in any combination:0. Make tracking depend on external radar (that is, yours). Make it track better and fly faster if you have 7A scanner and wander around aimlessly and hitting you at 7F.1. Get rid of priming up time allowing for close range attacks2. Increase speed OR increase speed inheritance, allowing for longer range fast attacks3. Improve turning speed4. Add Huge and Large torpedo tubes with more ammo, allowing for second chances and more damage in total, OR5. Add Huge and Large torpedo tubes with better torpedoes that fly faster, turn faster or damage harder. Or whatever. Let them have more fuel and hitpoints.6. Remove ECM making them drunk / Allow for tracking reaquiring as long as you keep target targeted and in LOS / add some kind of KWS-like thing that lets you retarget torps if you aim at some ship and fire it up7. Introduce RNG or differences in ECM work, such as: smaller torps have higher chance of being affected by ECM while bigger torps are affected by it less. Make it a battle between radar and ECM. Make it rely on thermal signature. Make us do something that requires skill and allows for fun.8. Work on "incoming missiles" (or whatever it says, i can't rmeember) alert a bit - make the range of it dependent on distance, time, speed, position, etc.9. Drop the whole reverb thing and just let torps damage hull directly, ignoring shield, like the new hatchbreakers do. Think Battlefleet Gothic10. Allow for tracking assist on torpedoes by pilot/crewmember (and in future - by humans via multicrew) via telepresense, give the ability to aim the "pack leader" torpedo like modern AGTM can haveThougths?