I just got the Hargh'peng launcher and put on my assault cruiser. (Late to the party I know but I just got a RALH). For some reason I was thinking that Hargh'pengs did not work with HYT. But I still have the option in my powers tray. So if I'm using them is HYT2 still good to have? The other question I have is whether or not they are better than quantum torpedos. I'm in an assault cruiser and broadside most of the time. But when I see a target's shields go done I hit evasive action, do a bat turn and fire a torpedo point blank. So what would do the most damage?
Just a hint:
If you right-click an item and select "Info", you get a ton of usefull information about the specific item. If you do it with the Hargh'Peng Launcher, you'll get the informed this launcher is not affected by any skills. So using H'P with any kind of torpedo modification is rather useless.
What suits better depends on the situation. The good thing about H'P would be the fact you could dump all point from Quantum into something else, because H'P only get modified by the generic torpedo stuff.
Quantums are better for hull damage, if you hit an unshielded ship with Quantums (and HYT) you'll do more damage than you'd do with H'P. Also Quantums fire a tad faster.
Personally I switched back to Quantums or better Photons lately, I wasn't really overimpressed by the H'P.
I personally have a Galaxy Retrofit and tried the H'P but did not think much of it. The damage is simply not worth the cool down or the weapon slot it fills. I personally instead use a mixture of Photons & Quantums both fore and aft which seems to do me just fine.
I placed an HP on on the back of my escort and left a quantum up front. My logic for doing so is I Burn my HY's on my frontal vollies and HP's seem to have a higher alpha. However, this set up has provided me with no noticeable gains and I may switch back to all quantums.
In the end, HPs don't seem to matter if you're already fully spec'ed in either photons or quantums.