Torpedo Launchers (Atlantis).

Discussion in 'General Questions' started by The*Defiant, Sep 15, 2025.

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  1. The*Defiant

    The*Defiant Forum Freak

    Okay - so how is it that when I start mixing Amarax launchers in with my Mako launchers, that my torpedo damage stat increases? Amarax launchers are supposed to lower your reload time, not increase damage. Thank you.
     
  2. Mr-Amber

    Mr-Amber Moderator Team Seafight

    Hello there Pirate,

    Mako launchers Decrease your reload time amongst other things.


    1cd459fd294adfd201a6f4ac7750b867.png
    Amarax launchers will increase your damage, hit probability and critical damage.

    42b04ba4af2bbcfbf5bc87934ece6eeb.png
    Combining the two types of launchers will have effect on both statistics for your sub.

    Mr-Amber
     
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  3. The*Defiant

    The*Defiant Forum Freak

    Okay, then (1) I have a higher reload time with Mako launchers versus Amarax. The primary feature of Amarax launchers is lower reload times. But that's not what you just said. You said Mako launchers lower reload times. And (2) then where does this part come into play --> Mako Launchers: Level 6: 49% Torpedo Damage, 24.5% Damage vs. Players???
     
    Last edited: Sep 15, 2025
  4. Mr-Amber

    Mr-Amber Moderator Team Seafight

    Hello there Pirate,

    Please bear in mind that submarine launchers carry primary (base) statistics which are increased by launcher level, and secondary statistics gained by tinkering.

    All the information regarding the primary benefits for each type of launcher can be found
    Here

    All the information regarding the benefits for each type of launcher due to tinkering can be found Here

    It is up to you how you configure your launchers after carefully studying the above information, It may be useful to try different set ups to see which will work best for you with the equipment you have available on your sub.

    Mr-Amber
     
  5. The*Defiant

    The*Defiant Forum Freak

    Thank you, Mr.-Amber. But with all due respect, it sounds like you don't know the answers to my questions either (which is okay). You didn't even try to explain the statement I posted on Level 6 Mako launchers in relation to "torpedo damage and damage versus players". Because Makos focus on damage (as their primary characteristic), I picked the Mako launchers to develop to very high critical damage levels (with a lot of tinkering). Also, I was told long ago they were the choice most players use for combat.

    I understand quite well all of the information (as stated) regarding the different types of launchers, the use of "tinkering", and the way you can choose (to an extent) which secondary attributes to enhance on each individual launcher by way of tinkering. I do *not* understand how I can pull off one Level 6 Mako launcher, replace it with an Amarax Level 6 launcher, and have **more damage**. That makes no sense to me. Do you know how that is possible?
     
  6. Mr-Amber

    Mr-Amber Moderator Team Seafight

    Hello there Pirate,

    Your Initial question was 'how come mixing launchers increases my damage'
    This I explained in the fact that both launchers you mention will increase your damage when tinkered and not just apply the base stat increases, in this case reload time.

    As you said above, You understand quite well the different attributes to the different launchers and also the effects that tinkering will have on launchers so you must be aware that different launchers can be better at certain attributes than others at either base level or tinkered.
    I said that Mako will reduce reload time because this is a fact, Mako with tinkering will not only reduce reload time but may actually be even better than Amarax, everything depends on your particular launcher, its level and how it has been tinkered.

    I provided you with links to all of the relevant information we have regarding launchers and tinkering so that you can study it further for yourself and I also suggested you experiment with different set ups to come to a conclusion of what works best for yourself with regards to damage, critical damage, damage Vs players and reload times and anything else that may be of relevance to you based on what equipment you have available for your submarine.

    You also asked
    'where does this part come into play --> Mako Launchers: Level 6: 49% Torpedo Damage, 24.5% Damage vs. Players???'

    Quite simply if you have a Mako launcher at level 6 and you equip it to your sub then that is exactly when this statistic will come into play.

    You now ask
    ' I do *not* understand how I can pull off one Level 6 Mako launcher, replace it with an Amarax Level 6 launcher, and have **more damage**. That makes no sense to me. Do you know how that is possible?'

    The answer to that is simply the damage stats on your Amarax launcher (base/tinkering combined) must be higher than the Mako launcher you have removed.

    I will also point out that the primary attributes from the Mako launchers are not displayed within the damage section of your total values(submarine overview)
    This is not unique to Mako launchers only.
    However, Amarax launchers that provide damage in its secondary attribute which IS displayed thus displaying your damage as higher.

    I have provided you with all of the information I am aware of regarding your questions and provided the links for you to study further and also suggested that you experiment with whatever items you have at your disposal.

    You are clearly an experienced player with some good equipment on your sub and you also clearly understand how the endless possibilities of different set ups can alter various statistics which is why I suggest you experiment until you are happy with your set up.

    Like yourself, I myself am also a player and I also have to experiment with what equipment I have at my disposal to find which works best for me.

    I apologise if you feel your questions have not been answered however, I have tried to address your questions with the knowledge I have regarding launchers but at this point there is nothing further I can add to this thread.

    Mr-Amber
     
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  7. The*Defiant

    The*Defiant Forum Freak

    I appreciate your comments. What is confusing (and I think you will agree) is I pulled off two Mako Level 6 launchers (49% torpedo damage x 2 = 98% damage loss), and replaced them with two Amarax Level 6 launchers, but my total torpedo damage went up, which made no sense to me. But - and here is the tricky part - since the primary base 49% damage doesn't show in the stats, but the tinkered damage on the secondary attributes of the Amarax launchers does show up, it means I have to just take Bigpoint's word that my total torpedo damage went up, because the primary and secondary damage attributes don't both show up in the stats. By all rights, my total torpedo damage, if properly reflected in the stats, should have drastically dropped! This is like other misleading things within Seafight, such as the aventurine armor gem (+5% plates of armor bonus), which doesn't show up in the stats. And the Agility Level 6 trainer (+10% PvP damage prevention) which also doesn't show up in the stats. It makes it really tough to know what you have in your stats. A player certainly cannot verify for themselves what PvP set-up is best, because not everything shows in the stats. It is reduced to guesswork.

    Thanks for your time, Mr-Amber. Alas, I'll give up, and just continue on.
     
    Last edited: Sep 18, 2025
  8. Mr-Amber

    Mr-Amber Moderator Team Seafight

    Land Ho!

    As there is nothing further to add here by myself or the O.P. I shall close this thread.

    Mr-Amber

    ~Closed~
     
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