Lt. Commander
Join Date: Dec 2007
Posts: 120
Been playing around for fun with an escort torpedo boat. Seems to be working well so far in PVP, but needs to upgrade to a T5 ship (as lacks hull)

T4Tactical Escort

Breen Set
Forward: Disruptor Beam Array, Breen Cluster Mine Torp, 2 x Rapid Fire Transphasic Torp
Aft: 2 x Rapid Fire Transphasic Torp
Eng: 2 x Neutronium XI
Sci: Emitter Array xi, Emitter Amplifier xi
Tac: 3 x Trans Compressor Mk xii

BOffs:
Tac: TorpSpread1, TorpHY2, TorpHY3, AP:O
Tac: TacTeam1, B:FAW2
Sci: HazEm1, TSS2
Eng: EngTeam1, RSP1

DOffs:
Purple Proj, Blue Proj, Green DC, Green Warpcore,

I really need to upgrade to a Fleet Escort as I die (after 20 mins or so) to lack of crew and hull (Hargh'peng torps are the bane of this ship).
Cruisers and Sci ships really don't like it, as I don't care what the shield hp/repair/damage reduction is; bleedthrough on the hull is the goal.

Any BOff or console suggested tweaks? (I'll have Assimilated Console by tomorrow). I'm considering replacing one of the breen set, as I only need the two piece for the damage buff.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-29-2012, 06:08 AM
No offence, but this makes me lol anytime somebody tries a torpedo build...

Anyway; after reviewing your boffs and weapons I noticed one thing...

You installed a single beam array (which is not bad...) BUT you are using BFAW with a single beam array? Ok, I can understand why, probably for those pesky heavy torpedoes... Those plasma torps can also be targeted by the breen cluster torpedo, so no real need for the single array + BFAW imo.

I'd recommend to go for Beam Overload 2 for max spike damage with your beam array; your crowd control ability is already in your torpedo buffs (Torpedo Spread).

But I would also turn two ability's around; I would suggest removing torp spread 1 and torpedo high yield2 (well, actually switching places - HYT1 for ensign tac and Torpedo spread 2 as Lt tac)
Because Torpedo spread 1 is a bit pitifull, as it only fires 4 or 5 torpedoes per spread, and that is nothing. I think you be better of with those 2 switched around.

High Yield Torpedo 1 fires 2 torpedoes, and that can give some decent damage whereas torp spread 1 only does minimum damage.

I do apologize, for I dont have any numbers to back me up. I am only speaking from experience...

PS; I have run my free odyssey in the beginning with 4 torps and 4 beam array's... It was fun, but still in the end I didnt do that much damage (though I had some mixed results in ker'rat when I was still playing there... )

greetz,
have fun

*EDIT*
pss: I am actually wondering how much damage you do with your transphasic torpedoes (breen set + 3 transphasic consoles... that is atleast 22% per console... + 26 from the breen set...)
I am asking this because I am also a fan of transphasic weapons; including mines though I like plasma mines aswell...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-29-2012, 08:15 AM
I thought same weapon energy type torps shared a cool down?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4 I hate to disappoint you...
05-29-2012, 10:32 AM
but this is a completely untenable build.

First, why T3? get a T5 ship before you even begin. (This of course assumes you are VA).

Second, while torps are great fun to watch and hear go off, they do VERY little damage if the target has ANY shields. The only time this build can contribute to the team in PVP or PVE is when your teammates have stripped the shields of the target and you happen to get a perfectly timed shot to hit before the target's shields regenerate.

The contribution this build can make to accomplishing a PVP win or an STF completion is negligible at best. Don't take this build into any STF or PVP match (unless I'm on the other side).

I really don't want to be personally harsh, but this is a bad idea.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-29-2012, 01:19 PM
I dont want to answer in OP place but I think I will...

#@ sluggo2... really, you THINK its a bad idea? So you do... Fine, but next time dont mention your THOUGHTS when they are obsolete UNLESS you have some thing to offer like in advice on how to proceed...

So what, this is a bad idea? Are you playing with a torpedo boat or is the OP?

Like I said in my own post I lol each time someone says that they are trying a torpedo boat. Ok, fine with me. I cant see myself doing that, even for fun BUT I can give advice on some things I experienced personally and this experience I am trying to share with the OP; EVEN if its not my thing...! I personally dont care what you wanted with your post, probably helping the OP but in my eyes youre just trolling without giving some advice on what to improve/replace/respec even if need be... Somebody asks for help, and you turn your back on him? Fine, we wont be friends then... I couldnt care less...

You are just plain arrogant, maybe even you know more about this game than I do (I am only playing for like 6 months, but already I have given some sound advice where as you are just being cute trolling...)

Stop (note to myself)

Ok, now to Shook-Yang: indeed they do... but the global cooldown is just half of the normal cooldown, so with some torpedo types you can fire say HYT2 + an extra torpedo after the GCD is finished...In effect you are kinda firing 4 torpedoes that way in a salvo...

I must apologize because I got trolled...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-29-2012, 03:48 PM
I'm afraid a torp build isn't really viable in PvP, especially at VA. Kinetic resists are very high in comparison to energy resists (since energy weapons generally have a much higher firing rate). By that I mean a 33% resist to energy and kinetic weapons will be far more detrimental to your projectile weapons because they fire much less. Also, just a slither of a shield will be enough to render a torp virtually impotent.

Then there's the MACO shields to consider which halves bleedthrough, making transphasics even less effective. At the end of the day, transphasics, especially the Breen trasnphasic cluster torp, is effectively useless for it's purpose.

What I'm basically saying is, is to give it up and go for a more generic escort build.

The only real effective torp build is one using chroniton torps, due to their speed debuff. However, that's less about dealing damage and more about debuffing opponents.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-30-2012, 01:36 AM
For those that think a Torpedo Boat is not viable in STO... It very much is possible. The advantage for the KDF with a Torpedo Boat is with the B'Rel Refit at T5 and the Enhanced Battle Cloak. But the basic heart of the armament, BOFF skills, etc., are all the same.

I've used the Torpedo Boat in STFs, and have landed alot of damage and be a contributor to the overall effort.

Now, when STO first came out, a bunch of us tried to make a Torpedo Boat work, but it just couldn't happen. With the way things are, it is actually possible now.

A Fed and KDF Torpedo Boat at its basic idea is the same. The crucial difference is the KDF ships being generally cloakable, with the B'Rel T5 Refit's Enhanced Battle Cloak playing a huge part. Still, building a Fed Torpedo Boat is easy because one of the key components, the Hargh'peng Torpedo, is very easy to get from PvE questing that you can easily replay. The only way the KDF gets the torpedo is a lucky DOFF mission to pop up or a having high end, expensive crafting.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-30-2012, 02:48 AM
First, I believe the ship listed is in fact a Tier 4 ship and not a Tier 3.

And the Torpedo boat is super viable in this game, just not as an escort.

A Sci ship, can run two Tachyon Beam 3's and almost one shot the shields of anything in PVE at full Aux. Add in Tractor beams and the right DOFFs and it works great.

As for PVP viability see Cygone's Intrepid build for info.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-31-2012, 01:45 AM
The ship needed 3 forward torps (8 sec recharge) to maintain a constant rate if the DOff's fail to cycle. Dumped the Breen Cluster Mine Torp, as it was too indiscriminate in STFs, cycled too slow with only two other torps to cut the DOff proc (needed 3 other forward torps) and Hargh'peng Radiation complements the bleedthrough.
Torp arrangement is to facilitate hit and run / parthian shot tactics, as I always have difficulty trying to win a turning duel.
New synergy plan: DEM1->weapon battery->Beam Overload II to boost the spike. Also makes it easy to turn the beam off if they pop up RSP1.

There is also a technical bug that "+fire all weapons" doesn't work with an all-torp loadout, meaning I had to rebind my fire buttons to "+fire all torps". Too much hassle as my main ship is beam heavy.
Edit: The bug was in my keybinds.

***
Ship Type: Fleet Escort (planned)

Forward Weapons Disruptor DBB XI [CritH] [CritH], RF Transphasic Torp, RF Transphasic Torp, RF Transphasic Torp
Aft Weapons Hargh'Peng Torp XI, RF Transphasic Torp, RF Transphasic Torp

Shield Deflectors Absolute Zero
Impulse Engines Absolute Zero
Shield Arrays Assimilated Shield Array

Devices Subspace Field Modulator, Weapon Battery

Eng Consoles Emergency Force Fields XIR, Neutronium XIR, Tetraburnium XIR
Sci Consoles Assimilated Module, Field Generator XIIR
Tac Consoles Transphasic Compressor XIIU, Transphasic Compressor XIIU, Transphasic Compressor XIIU, Transphasic Compressor XIIU

Bridge Officers
Tactical Commander Tactical Team I // Beam Overload II // Torpedo: High Yield III // Attack Pattern: Omega III
Tactical LtCommander Tactical Team I // Torpedo: Spread II // Torpedo: High Yield III
Science Lt Hazard Emitters I // Tyken's Rift I or Sci Team II or Tractor Beam II
Engineer Lt Emergency Power to Shields I // Directed Energy Modulation I or Reverse Shield Polarity I
Engineer Ensign Emergency Power to Shields I

Duty Officers Projectile, Projectile, Warp Core Engineer, Damage Control, ?
Power Settings 35/80/60/25

***
Ship Type: Tactical Escort (Current)

Forward Weapons Disruptor DBB XI, RF Transphasic Torp, RF Transphasic Torp, RF Transphasic Torp
Aft Weapons Hargh'Peng Torp XI, RF Transphasic Torp

Shield Deflectors Absolute Zero
Impulse Engines Absolute Zero
Shield Arrays Assimilated Shield Array

Devices Subspace Field Modulator, Weapon Battery

Eng Consoles Emergency Force Fields XIR, Neutronium XIR
Sci Consoles Assimilated Module, (shield recovery booster)
Tac Consoles Transphasic Compressor XIIU, Transphasic Compressor XIIU, Transphasic Compressor XIIU

Bridge Officers
Tactical Commander Tactical Team I // Beam Overload II // Torpedo: High Yield III // Attack Pattern: Omega III
Tactical LtCommander Tactical Team I // Torpedo: Spread II
Science Lt Hazard Emitters I // Tyken's Rift I or Sci Team II
Engineer Lt Emergency Power to Shields I // Directed Energy Modulation I or Reverse Shield Polarity I

Duty Officers Projectile, Projectile, Warp Core Engineer, Damage Control, (Tractor Beam - from another ship)
Power Settings 35/80/60/25
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-31-2012, 05:52 AM
Call me silly but why don't you put Disruptor Turrets in the aft? Than you can run 4 Torps up front.
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