Lt. Commander
Join Date: Dec 2007
Posts: 120
I've been searching the forum, but haven't found any thread that I felt answered this question to my liking, so I'm starting another.

I'm a tac officer running a Defiant (escort refit). My current weapon layout is this:

Front
2x Phaser Heavy Dual Cannons mk XI (purple)
1x Phaser Dual Beam Array mk XI (purple)
1x Harg'peng Torp
Rear
3x Phaser Turret Mk XI (purple)

Now, I used to have an all energy build, but decided to try torps. I'm finding that I'm liking the DMG of the harg'peng, i'm doing a lot more hull damage than having another DHC or dual beam.

The one thing that I like about the Harg'peng is that it doesn't take any skill points to use, so I can spec fully into beams, cannons, and phasers.

The one thing I hate about the Harg'peng is that it doesn't take any skill points to use, so it's base dmg is all i'm ever going to get, and can't use HYT.

So my question is, for pure DMG, am I better remaining fully speced for phasers, beams and cannons, and use my harg'peng, or should I spec in torpedoes, possibly lowering my other skills, and use a different torpedo?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2 Good question....
09-01-2011, 08:43 AM
Since spike damage is your friend, I'd say the 'Peng is great mostly because it has a ridiculous time-to-target. I'd suggest a 'Peng, then if you're doing a pass, release a HY or TS from your tail torps. That could finish off your target pretty well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
09-01-2011, 08:49 AM
On my MVAM I'm currently running a quantum up front with HYT2 though I am seriously considering changing that out for the 'peng and ditching HYT for something else... will probably do so when I get time to run the mission and pick up a 'peng this weekend.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
09-01-2011, 08:52 AM
What are the pros / cons of the 'peng, and how does it work? I saw them on the exchange for ridiculous prices, but I thought the tag included a "consumed on use" note, which made it seem like you have to farm or buy them continually.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
09-01-2011, 09:00 AM
Quote:
Originally Posted by Heezdedjim
What are the pros / cons of the 'peng, and how does it work? I saw them on the exchange for ridiculous prices, but I thought the tag included a "consumed on use" note, which made it seem like you have to farm or buy them continually.
Ha. Interesting. I think you're seeing the old ones from "The Doomsday Machine" before the current ones were in place. The biggest pros of the 'Peng are as follows. (In My opinion)

1. Great damage without being specced into it. (Not that you can, but you get my point...)
2. It has DoT plasma damage.
3. It can have AoE damage on impact.
4. It has a chance for a secondary detonation on the hull after, what, 10 seconds? (too lazy to go to the STO wiki)
5. This point - and one of the MOST important, and dare I say, underrated benefits of hte Hargh'Peng, is it's super-fast time-to-target; it simply zips to the target way faster than any other torp, thereby applying damage and spike damage faster.

A benefit that doesn't apply now was the lack of a global cooldown, but that's been fixed in the last patch, with an added 10 second cooldown, which is reasonable.


Hopefully this helps!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
09-01-2011, 09:26 AM
Quote:
Originally Posted by Angry_Black_Man
Ha. Interesting. I think you're seeing the old ones from "The Doomsday Machine" before the current ones were in place.
Yep. The ones on the exchange are the modified ones from the original Doomsday Machine quest. They do about the same damage, but they go into your device slot, have a 360 degree firing arc and only 5 charges. Once they're gone they're gone.


Quote:
Originally Posted by Angry_Black_Man
The biggest pros of the 'Peng are as follows. (In My opinion)

1. Great damage without being specced into it. (Not that you can, but you get my point...)
Skilling up Hargh'pengs involves learning Projectiles and Torpedoes. There is no "Harghpeng" type of torpedo, so get the other two and (if you want) stack up +torpedo consoles.

Quote:
Originally Posted by Angry_Black_Man
2. It has DoT plasma damage.
The plasma damage isn't all that great unless you get a bunch of stacks on your target, but with the new global cooldowns you're looking at only having two stacks at any time. I think they do about 850-1200 damage over time, which doesn't actually amount to much.

Quote:
Originally Posted by Angry_Black_Man
3. It can have AoE damage on impact.
I'm pretty sure all torpedoes can do AoE damage on impact. It's just that most torpedoes have a smaller explosion radius on impact, so it's rare. Trics have about the same explosion radius as Hargh'pengs (~3km). I think normal torps are 1km.

Quote:
Originally Posted by Angry_Black_Man
4. It has a chance for a secondary detonation on the hull after, what, 10 seconds? (too lazy to go to the STO wiki)
It's not a chance for a secondary explosion, it's a definite secondary explosion unless your target counters the hargh'peng debuff.
And the debuff lasts 12 seconds before it causes an explosion, so you can only have 2 debuffs on a target max. Before it was 4-5 from a single shooter.

Quote:
Originally Posted by Angry_Black_Man
5. This point - and one of the MOST important, and dare I say, underrated benefits of hte Hargh'Peng, is it's super-fast time-to-target; it simply zips to the target way faster than any other torp, thereby applying damage and spike damage faster.
Well, to be fair Peng initial damage is usually low because the target has shields up. It's the secondary explosion that usually gets them, so you're looking at travel time to target plus 12 seconds until you get your spike damage. Unless you're hitting nekkid hull initially.

Quote:
Originally Posted by Angry_Black_Man
A benefit that doesn't apply now was the lack of a global cooldown, but that's been fixed in the last patch, with an added 10 second cooldown, which is reasonable.
They had a global cooldown, it was just the standard 3 seconds all torpedoes have. Now they've bumped that up to 10 seconds, so you can only use a maximum of 2 pengs. Which is probably a good thing. I had a Defiant-R loaded with 5 pengs (3 fore, 2 aft +2 turrets) and I was destroying everything in my path.

They should be much more balanced now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
09-01-2011, 09:01 AM
Feds get the 'peng from the Doomsday machine mission... Klinks can craft them.

Educate yourself... read the Wiki.

http://www.stowiki.org/Hargh%27peng_Torpedo_Launcher
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 01:12 AM.