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radkip 02-07-2013 06:08 AM

Bio-neural warhead
So I saw this thing laying around on the exchange for a reasonably cheap price and decided to try it out. I must admit, I'm not too impressed so far.

My current weapon layout (Mirror Patrol Escort) is 4x DHC on the front, two turrets on the back and the bio-neural warhead. The warhead replaced a third turret.

I'm having trouble imagining how it's useful. I look at the damage of it and it's not terribly impressive compared to standard tricobalt torpedoes or dispersal pattern 3 lawlcobalts. The range feels weird as well. 5-15m is a very, very weird range set that I'm just not used to.

The built in defenses it carries with it are cool, but also seem to be an issue. Whenever I launch it, it goes ballistic and starts shooting EVERYTHING in sight, which usually pisses an enemy ship off and kills it. Even against single targets it seems to out-threat me and get shot down despite me dumping an alpha strike on them.

Even if by some miracle it gets to its target in one piece, the turn rate on it is so garbage that it misses the target and has to chase it around. By then, I've blown up my target, making its launch a moot point.

The only possible use I can see it doing for me is providing a few extra points of damage before it gets shot down, or it can take care of some stray high yield plasma torpedoes if I'm up against Romulans.

So, what am I missing? I kept hearing horror stories from some of my buddies who do FvK space pvp, but overall, I'm... wondering what the big deal is. Seems like a waste of c-points/EC to me. If anyone wants to share strategies on how to properly use this thing, please let me know.

Or, is it just not an escort weapon? I suppose if I get bored one day and I hop into my Mirror DSSV I can replace the Tricobalt launcher on that.

thowas 02-07-2013 06:39 AM

I have it also.
Only times it does quite good damage is when the targets shields are completely down.
If not, at best, it might do as much as a turret does.

So i too would be intersted in knowing how to best use this thing...

questerius 02-07-2013 07:00 AM

It's an remote point defense, can be fired from 15Km and can do nice damage.

There are better weapons, but it's nice.

mustafatennick 02-07-2013 07:05 AM

It's normally best utilised on a specialised torp boat

However I recently swapped into my fed to try out the new cruiser

I use it in the front launch it 15km out zip ahead with evasive or aux to damp take down the shields then by the time it gets there it is hitting the hull I've had a few 40k crits buffed up so I'm not complaining

yeah overall dps wise a quantum or photon will do better in the long run but the way I play my broadside it seems to work in tandom(cool down wise)

robdmc 02-07-2013 07:31 AM

Have you tried this weapon in the vault yet. The weapon has a 100% Accuracy rate so it will shoot down other fighters at the same rate when you can't. Usually it kills the target before it gets to it and has to change target. it is funny. Also it is fun to use on a level 1 character since the damage does not scale down properly making it op for your rank.

kimmym 02-07-2013 08:12 AM

Its a toy most of the time, but a fun one.

It has limited uses on ships where you can't afford a torp ability but would really like a HY tric. It's liability is a fixed cooldown. Torp doffs do not effect it, so it sits dead in your weapon slot a full minute after you fire it.

If you have the boff slot to use for HY or TS, any other torpedo will probly out perform it. She has a reputation, but that is because she is strong on paper. In the real world she either gets blown up, hits a shield, or just gets out-distanced far too often to really make her worth it.

mimey2 02-07-2013 08:36 PM

One interesting thing to note, is that if you crit the Bioneural when you first fire it, every shot of it's own point defense turret will be auto-critted as well.

twg042370 02-07-2013 08:45 PM

I've found that it works best if you treat it like a suicide pet instead of as a torp.

momaw 02-07-2013 09:41 PM

Part of this is the generally pathetic nature of tricobalt torpedoes. You could make them shoot three times as fast and they would just start to approach the damage over time potential of an unaugmented photon or quantum tube. And don't forget you're also still suffering from that super-slow projectile which can be shot down....

The only time a "big hit, slow reload" weapon is worth it is when that first shot wins the battle for you. See: tricobalt mine with dispersal pattern. But when enemies have hundreds of thousands of hitpoints, a torpedo impact for 20K is laughable. Tricobalt torpedoes should do somewhere around 100K damage, but then the PVPers would complain, and rather than do the smart thing by separating PVP and PVE mechanics...

hravik 02-07-2013 09:42 PM

Its okay for ships like the Gal Dred where you can't spare a boff skill for HYT. I usually fire it at range in STFs, then by the time it hits I already have the shields of the cube down. So I get the double whammy of 20k some odd damage torpedo hit followed up with a lance strike.

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