Empire Veteran
Join Date: Aug 2012
Posts: 340
# 1 Torpedo VoQuv for Sci Captn?
12-20-2012, 12:23 AM
So, I have a Fersan Cap whos a Sci nerd. Now I was wondering if this below makes sense.

Voquv Carrier with Adv BoP and Adv Orion Slaver/Interceptor (got from Dil Store).
Support Role dishing out heals and crowd control.

Now for the above I realize I need a good Aux level. (I have maxed on Aux performance btw)

I was wondering if it makes sense to skip beams/turrets completely and go for a Torpedo Config (perhaps with Mines) so I can save the weapon power and instead move it to shields/aux.

The torp config would sport Chronitons (for slow procs), Tricobs/Quantums for Damage and maybe Plasma with relevant consoles (and a few point in Torp Spec) and grind for the KHG set.
I do realize I cud miss out on Sub system targetting here though.

Thoughts?
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Career Officer
Join Date: Jul 2012
Posts: 11
# 2
12-20-2012, 12:35 AM
The turn rate on the Vo'Quv is really bad for torps beams are really better.
Empire Veteran
Join Date: Aug 2012
Posts: 340
# 3
12-20-2012, 01:05 AM
Well I wont be PvPing in this one only PvE so turn rate shudnt matter much..
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We still live!!!!! Hahahahahahahahaa! We live and we will conquer!!!!! Hahahahahaaha!

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Captain
Join Date: Jun 2012
Posts: 1,489
# 4
12-20-2012, 10:00 AM
I run dual photon tubes with three projectile officers on my Vo'quv. But I'm also using maxed out flow caps with energy siphon and plasmonic leech so my everything tends to have high power most of the time and my target's shields tend to turn off once I work on them for a bit. Running torpedoes alone without some decent way to remove shields is going to seriously cramp your style. And none of the pets really offer as much shield stripping as you can since they run really feeble power levels.
Lt. Commander
Join Date: Jun 2012
Posts: 152
# 5
12-20-2012, 10:53 AM
Since you're using torpedoes if you aren't worried too much about the travel time, you can stay at distance making it easier to keep targets in the front arc.
Captain
Join Date: Nov 2012
Posts: 1,886
# 6
12-20-2012, 10:51 PM
I get what you're trying to go for, but it's a really terrible idea. Chroniton mines?.. maybe, but the Voquv will simply have too much dead time while turning/coming about to be an effective torp boat.

If anything, I would suggest swaping chronitons with polaron turrets(since weapon power isn't a focus) and C:Rapid Fire for the power drain procs - not only will it sap their engines, but their shields and other systems as well. Tractor beam and Grav well are also going to be a must if you're completely hell-bent on trying to use the ship with torps(which obviously means it will be less of a 'support' ship than you originally outlined). Additionally, the Corsair's power drones will really compliment the build if you have them - although the interceptors are usually able to stop most frigates in their tracks by themselves.


Ultimately though, there is one important factor for a Kinetic ship that the Voquv just does not have - tactical bridge officer slots. It simply cannot fit Dispersal Pattern Beta III for mines, have enough slots to chain torp skills, or use patterns for the damage boost.
Career Officer
Join Date: Jun 2012
Posts: 2,015
# 7
12-21-2012, 04:17 PM
Quote:
Originally Posted by coldicephoenix View Post
So, I have a Fersan Cap whos a Sci nerd. Now I was wondering if this below makes sense.

Voquv Carrier with Adv BoP and Adv Orion Slaver/Interceptor (got from Dil Store).
Support Role dishing out heals and crowd control.

Now for the above I realize I need a good Aux level. (I have maxed on Aux performance btw)

I was wondering if it makes sense to skip beams/turrets completely and go for a Torpedo Config (perhaps with Mines) so I can save the weapon power and instead move it to shields/aux.

The torp config would sport Chronitons (for slow procs), Tricobs/Quantums for Damage and maybe Plasma with relevant consoles (and a few point in Torp Spec) and grind for the KHG set.
I do realize I cud miss out on Sub system targetting here though.

Thoughts?

https://www.youtube.com/watch?v=3dVAuGUKC5k

Thats a cannon version. Go ahead and put in a torpedo and a couple of dual beam banks up front. Use TT1, TS 2 and 3. You'll need at least one TT for the Borg. If it wasn't for that I wouldn't carry it at all.

One launcher and 2 abilites allows for a nice steady rate of fire.

Please don't consider 'you don't have enough for a kinetic build' or any of that. You have pets. They are WHY carriers aren't built like escorts. You aren't a DPS monster. Just because your not in an escort, doesn't mean you can't increase your damage though.

In stf's DBB, torpedoes, and mines, will give a solid increase over just beam arrays, plus the added utility that the different mines and torpedoes bring to the game.

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Commander
Join Date: Jun 2012
Posts: 349
# 8
12-21-2012, 10:38 PM
I used to fly a torp boat Varnaus. which is very similar in console and Boff layout I believe. 6x Plasma torpedo's, 3 each end. I was working on the idea that I could happilly bypass the shields with plasma burn and DOT from Borg modifiers.
With three plasma launchers (or Torps with similar cooldowns) It means you get a Torpedo in the air about once every 3 seconds. Two pairs of Torpedo Spread and you get to spread hte love so everything is on fire and burning.

It works jsut fine. I never got into a situation where I'd not win VS mobs. However sometimes it took a fair old chunk of time. And in some situations time is limited.

Now this ship build might be viable with extra tac slots or with science consoles from the embassay that boost plasma burn from torps (If such a thing exsists?).
But a plain Torpedo build needs some serious boosts to get past shields. Of course the Vu'quv has its Hangers to greatly assist.
Empire Veteran
Join Date: Aug 2012
Posts: 340
# 9
12-22-2012, 07:43 PM
Thanks Guys,
Great feedback. Gonna try out the different options u guys (and gals) have mentioned and will post back the results.
Currently Im on the JH Set with polaron DBBs and Chronitons. Purple pets. The orion pets seem awesome to drain weapons and shields while the purple BoPs go all pew-pew on the target.
It seems to be working quite well on normal STFs. Havent finished grinding all the rep for the KHG/Borg sets yet (after grinding for 4 toons, I miss the old way getting the gear!) so once I get the KHG specifically, which boosts torps, I'll post in the results.

Also have been trying out the Karfi. Turn rate is much better there though the science station gets dropped a notch and I cant equip the purple BoPs
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We still live!!!!! Hahahahahahahahaa! We live and we will conquer!!!!! Hahahahahaaha!

-Roach, when asked about Klingon extinction!

Last edited by coldicephoenix; 12-22-2012 at 07:45 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 1,389
# 10
12-22-2012, 08:39 PM
There was a poster on the old forums that shared a great torp build for the Vo'Quv, you still might be able to search it out.

My Vo'Quv build uses no torps.

I use the ABOP in both hangers and see their torps has mine.

My build focuses on slowing targets and tacking their shileds off line.

I keep my Birds on recall so they stay cloaked and once I've damage or dropped a targets shield I switch them to attack to get the Alpha strike bonus damage.

Time your attacks correctly and you'll have 4 Birds firing HY2 together at a unshielded target
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