Commander
Join Date: Feb 2013
Posts: 491
# 1 Torpedos vs Mines
02-26-2013, 02:56 PM
Hey everyone. This is a bit of a noob question, and I apologize if (1) it has been asked before, and (2) this actually belongs in the Federation Shipyards thread.

That being said: torpedos vs mine launchers. Which do you prefer using for your ships, and why?
Lt. Commander
Join Date: Jun 2012
Posts: 108
# 2
02-26-2013, 03:11 PM
I used to run a Tricobolt mine launcher on my escort till they nerfed it, twice. That was the only setup that I felt was worth it for mines. For Torpedoes, I find quantum and the omega plasma torpedo launcher to be way to go. Beyond that I run all cannons on all my escorts, I find them to be much more efficient.
Career Officer
Join Date: Nov 2012
Posts: 3,219
# 3
02-26-2013, 03:13 PM
Quote:
Originally Posted by ambassadormolari View Post
Hey everyone. This is a bit of a noob question, and I apologize if (1) it has been asked before, and (2) this actually belongs in the Federation Shipyards thread.

That being said: torpedos vs mine launchers. Which do you prefer using for your ships, and why?
Both.

Torpedoes are the biggest damage dealers in the game, once you get the enemy's shields down. (allthough dual cannons with maxed out tactical consoles come very close and even pass some torpedoes in DPS.) But if you have both Torpedo spread and Torpedo high yeild bridge officer skills, you can alternate between these every fifteen seconds (and depending on the torpedo type squeeze off a single shot between cool-downs) and you will kill anything in your target arc very quickly.

Mines maybe the most underrated weapon in the game. They are great for escorts, raptors and birds of prey because while you're making your strafing runs on your target you can park a set of mines on top of them and continue dealing damage while your cannons are facing away. For cruisers and science ships they're good for clearing your baffles if the enemy gets in behind you (which happens a lot, especially in bigger cruisers and carriers.) They're also extremely useful for dealing with enemy fighters, and most mines (except tricobalt) can be modified by using BOff skills Mine Dispersal Pattern Alpha (leaves three small mine spreads in a line) or MDP Beta (leaves a very large cluster of mines.)

Generally you want torpedoes forward and mines aft (mines can only be placed in aft weapons slots) on most ships, but aft torpedoes are useful on ships with low turn rates (cruisers and carriers.)

As for which type, it comes down to the situation and/or personal preference. I find quantums to be the best general-purpose damage dealers, having a very high per-shot damage and a moderate cooldown. Photons technically have the highest DPS rating because they have the lowest cooldown, but when combined with Spread and High Yield they get outshined by quantums. Transphasics are useful against enemies with heavy shields but they don't do enough damage unless you combine them with spread or High Yield. Plasma sets the enemy on fire, which is amusing, but mostly useless against other players. It's great in PvE combat though. Chroniton slows the enemy down, which is good if you are using science abilities like Tychen's Rift or Gravity Well, but it doesn't deal enough damage on its own otherwise. And then there's tricobalt, which deal major area-of-effect damage and disable the target. It has been "nerfed" recently in that its damage output has been halved, but so has the cooldown, so it does the same DPS. Trics can't be modified with spread or high-yield, however.


"Freedom is just a pretty idea unless it's backed by Force."

The Masterverse Timeline / Ten Forward Fanfics

Last edited by sander233; 02-26-2013 at 03:23 PM. Reason: added paragraph on weapon types
Commander
Join Date: Feb 2013
Posts: 491
# 4
02-26-2013, 03:55 PM
Hmm, well, I'm running a cruiser currently (Engineer build, so no dual Tac consoles for me). My current Tac Bridge Officer has High Yield, but not spread. If I get enough energy credits/dilithium, I might just run both quantum torpedoes and mines eventually (and/or a plasma turret), but at the moment, I have my actual Captain's skills sunk into neither. That said, I will agree with your earlier statement, after only recently making the transition from light cruiser to cruiser, I find aft torpedos to be VERY handy.

I guess I'll focus on the torpedos for now, though this does become an interesting decision for later in the game.
Career Officer
Join Date: Nov 2012
Posts: 3,219
# 5
02-26-2013, 04:52 PM
Quote:
Originally Posted by ambassadormolari View Post
Hmm, well, I'm running a cruiser currently (Engineer build, so no dual Tac consoles for me). My current Tac Bridge Officer has High Yield, but not spread. If I get enough energy credits/dilithium, I might just run both quantum torpedoes and mines eventually (and/or a plasma turret), but at the moment, I have my actual Captain's skills sunk into neither. That said, I will agree with your earlier statement, after only recently making the transition from light cruiser to cruiser, I find aft torpedos to be VERY handy.

I guess I'll focus on the torpedos for now, though this does become an interesting decision for later in the game.
Yeah, just ideas to keep in mind as you advance into bigger ships with more weapons and more Bridge Officer abilities.


"Freedom is just a pretty idea unless it's backed by Force."

The Masterverse Timeline / Ten Forward Fanfics
Lt. Commander
Join Date: Oct 2012
Posts: 104
# 6
02-26-2013, 04:58 PM
I do like dumping mines on top of my target with my Tac Escort Retrofit, smash em from high on the aft port side, Fleet DHCs + Quantum + rear turrets. CRF2 + THY2 + EPtW + BPOm + FoMM + a couple of other little faves. Close to within 1-2ks, hit EM2, crank 90degs, drop mines with MDPa or MDPb, TT2, turrets keep up pressure while target has a choice or turning wide or taking the mine hits, if they go wide, great I'll get him in my forward 45deg all the sooner, if he takes the mine hits also cool, if it isn't enough to finish him, it should at least leave little to finish off. If you like to use mines then it's worth getting at least one DOff to match.

I don't use mines on non escorts, torps on cruisers, my Breen boat and my Jem HEC.
HOMO SAPIENS NON URINAT IN VENTUM


=/\= 106th Fleet =/\=
Website | Fleet Charter | Mission Statement | Forums | Join | F.A.Q.
Rihannsu
Join Date: Jun 2012
Posts: 3,940
# 7
02-26-2013, 05:03 PM
Quote:
Originally Posted by sander233 View Post
Trics can't be modified with spread or high-yield, however.
yes, they can
Quote:
[Combat (Self)] Your Kumari Phaser Wing Cannons - Overload deals 128698 (67705) Phaser Damage(Critical) to Borg Bird-of-Prey.
don't mess with the andorians
Quote:
Originally Posted by starswordc View Post
If it walks like an idiot, talks like an idiot, and acts like an idiot, it's a frakking idiot.
Captain
Join Date: Nov 2012
Posts: 1,137
# 8
02-26-2013, 06:36 PM
It depends on the ship. Most ships cannot utilize mines to their full capacity, while torpedos are relatively easy for all ships to make use of.

My kinetic specialist uses both on her Chel Grett. The quantum torps average around 10k damage per tube, the quantum mines average around 17k damage per bay. Dispersal Pattern Beta 3 turns mines into probably the most fearsome weapon in the game(ideally either Quantums or Tricobalts).

16 Quantum mines all slamming into a target, each doing between 10 and 20k damage when they crit, can absolutely annihilate all but the beefiest of targets(compared to 'maybe' getting a lucky 40-60k quantum torp crit). Even non-crit she can take off a good quarter to third of a generator's health in KASE with a single dispersal. Keep in mind she is heavily specced into the role and pays for it by not being very effective against medium/borg sphere class mobs(due to having just enough shields to withstand the hits and often coming in numbers).

Overall mines are definitely the harder hitting, but they're not really worth considering unless you've got a commander tactical boff slot available or are just looking to drop a tricobalt mine at the end of an attack run with an escort. They're also not viable against things that are suicidal to get close to - like Elite Gates, Donatra, etc.

Meanwhile you can slap pairs of torp tubes on any science vessel to surprisingly great effect(who needs weapons power? we can pour it all into AUX!). Put a torp on an escort or cruiser to finish off exposed/weakened ships; they're great on just about anything for just about any fight.


..Reputation Plasma Torpedos are in a completely different league and put every other kinetic weapon to shame.
Lt. Commander
Join Date: Oct 2012
Posts: 108
# 9
02-27-2013, 08:26 AM
Quote:
Originally Posted by ambassadormolari View Post
Hey everyone. This is a bit of a noob question, and I apologize if (1) it has been asked before, and (2) this actually belongs in the Federation Shipyards thread.

That being said: torpedos vs mine launchers. Which do you prefer using for your ships, and why?
Never really saw the point of mines as an escort captain, truth be told I prefer to pick a target and launch fire at him rather than leave presents in my wake for whoever happens by. But I just got that massive carrier boat on my klingon alt, and let me tell you. Mines fit it like a glove. If you are big and ungainly and the little ships are always stuck to your behind, mines can be a fun choice.
Captain
Join Date: Jan 2013
Posts: 4,176
# 10
02-27-2013, 09:10 AM
It depends on who/what you're fighting. They are good to have when you are up close with your target and (inside of 3k) and his shields are down. They are also good utility weapons. They will clear out a wave of pets so that you dont have to use your guns for it. They can also act as a chaff/flare for enemy torpedoes and mines, either by targeting the projectile or causing the projectile to change target.

They're a waste if you fight at 9k all the time, or if you are able to keep forward weapon arcs on target all the time.
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 12:46 AM.