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Captain
Join Date: Jun 2012
Posts: 3,273
# 15
04-28-2013, 09:27 PM
Even on my B'Rel Torpedo Boat, I was never too fond on relying on 1 torpedo damage type. Quantums, Hargh'Pengh, Breen Cluster, and Bio-Neural for luxury. Those new Plasma rep torps are pretty nice also. But the earlier selections are my standard. Those are what I usually toss in to the equation. I'll be honest, I've never been impressed with the actual damage of regular Transphasic Torpedoes or Rapid Transphasics. It's the Breen Cluster that does the real talking.

Firstly, ways of boosting firepower with your equipment. Unlike Energy Weapon TAC Consoles where it is ideal to consolidate your weapons into 1 damage type to reap higher bonuses with a dedicated TAC console (All Phasers, load up specialist Phaser Relays), it is not necessarily required for a Torpedo Boat. For a Torp Boat that will utilize several different damage types, it is actually ideal to get the generic torpedo dmg, the "Warhead Yield Chamber." That way, whatever torps you do load up, ALL of them get the damage boost.

Lastly is equipment sets. There's several out there that provide bonuses to a torpedo type: Breen Set with Transphasic, for instance. But taking the earlier paragraph into account, I highly suggest getting at least 2 pieces of the KHG (for KDF) or Adapted MACO (for Starfleet). The +25% generic Torpedo Dmg Bonus is nothing to sneeze at. Again, it amplified all torpedoes loaded up. This is a major boost to Torpedo Builds in general. Remember, at least 2 pieces of this set to get the bonus.

However, if you're just starting out at Endgame or are low in the Rep tiers, getting the Breen Set to at least get an extra Transphasic Torp boost is there. But the Breen Set does not make your ship tougher. Still, it does provide Transphasic bonuses.

Now, for the Hevy Escort Carrier, I can foresee this, even with the inclusion of the Photon Torp PDS console. It's doable since you are stacking up on generic torpedo damage mods.

FWD: Quantums / Hargh'Peng / Breen Cluster / Bio-Neural
AFT: Hargh'Peng / Breen Cluster / Quantums

CMDR TAC: TT1, HYT2, HYT3, APO3
LT TAC: TS1, TS2
ENS TAC: TT1

The Hargh'Peng, Breen Cluster, Bio-Neurals take no advantage of BOFF torpedo abilities. So whatever "standard" stuff you load up, they get the entire arsenal to play with in TAC BOFFs. They will have the option of concentrated fire on single targets with HYT or several with TS.

With the Heavy Escort Carrier, if you are absolutely insane, you can actually opt for a Aux2Batt build with Technician DOFFs to cut down on all BOFF ability cooldowns every time Aux2Batt is activated. There's a length thread about this in the PVP forums. Most especially if you are considering a dual Aux2Batt build, which has major pro's and con's if adopted with the HEC, because its LtCdr ENG BOFF station can actually do it. Namely, you are giving up survivablity and healing with this, most esp. with the dual Aux2Batt.
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Now, if you want to do a Torp Boat on a Sci Cruiser with its 3/3 weapon slots, I'd probably go with:

FWD: Breen Cluster, Hargh'Peng, Bio-Neural (Or substitute a torp of your choice in place of Bio-Neural, me I'd go with trusty Quantums)
AFT: Breen Cluster, Hargh'Peng, Quantum (for PVE, you can probably get away with a sort of Plasma in the aft... nothing says love by finishing a Torp run with a shot of HYT plasma at somewhat close range as your final shot)

Bio-Neural being included forward is nice with a Sci Vessel since you have the option of bundling up targets with Grav Well, and hitting alot of targets with 1 powerful shot. The thing with Bio-Neural though is the long cooldown. You COULD change it with a Tricobalt Torp. It's a less powerful, poor man's version of the Bio-Neural, and it isn't shielded, but the cooldown is less, though still noticeable. Another option is one of the fancy Plasma Rep Torps, esp. using HYT. But by and large, Bio-Neural going off in a cluster of targets is very, very nasty.

TAC BOFF selection is one of two things with SCI ships. They either have a good slot sucha s the Nova's LtCdr, but usually it's very limited to maybe an Ens TAC station at best. This mostly limited selection is very important in what you actually do load up.

If Lt TAC only (i.e. Intrepids): TT1 for shield assist and torpedo bonus + HYT2

If LtCdr TAC (i.e. Fleet Nova): TT1, HYT2, APO2

Hybrid TAC, Lt & Ens (i.e. FRSV): TT1, HYT2, then for Ens a TS1

With my take on a Sci Torp Boat, you are not spamming torps all the time. You're charging up for the main strike. Normal torps are there for opportunities. I also double slotted the Hargh'Peng and Breen Cluster for the increased likeliness of 1 of those for each type, either aft or fwd, are available for fire. But otherwise, I tend to save my firing. It's worked well for me in PVE and PVP.

I've done this with the KDF's somewhat Fleet Veranus and its turn rate of 11. Starfleet Sci vessel selection have some outstanding options out there that can maneuver a whole lot better, so presenting fwd & aft torps isn't far fetched.

There's also a nice little trick for Jam Sensors to blind the enemy towards you. It breaks if you go past a certain damage threshold on the target. You can use it before an attack run, but you need to practice the timing to for torpedoes to hit at relatively as close as possible. Or, you can use Jam Sensors as you're turning away and leaving from your attack run and try to make a clean getaway, but you need to stop shooting torps as you leave and prep for another run. The latter is the easiest way to use it.

Last edited by warmaker001b; 04-28-2013 at 09:30 PM.