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Survivor of Remus
Join Date: Dec 2012
Posts: 359
# 11
05-20-2013, 03:55 PM
Quote:
Originally Posted by freedumb4eva View Post
Look me up on Gateway... Torpedoes are completely worthless against shields.

The reason that I have trouble getting through shields is because of high shields resistance on the target + all of my consoles are for quantum torps.
This is a bit like trying to bang a square peg into a round hole and then demanding someone fix the hole. You're using the wrong tools at the wrong time.

Torpedoes cannot easily sustain high, constant DPS and all shields have a built-in kinetic resists. Torpedoes are intended to be used on unshielded targets and deal kinetic damage. Many high-level players use kinetic resist engineering consoles to diminish that damage further. They do this specifically because getting hit with a big damage spike from a Tricobolt Device or Quantum torp can one-shot an unshielded ship otherwise.


Transphasic cluster torps are nasty in that more damage bypasses the target's shields and the entire cluster of mines gets a single critical hit roll (it seems that way at least), meaning a critical hit can one-shot an unprepared player. Elite NPC mobs armed with the TPCT can one-shot a player ship through its shields.

What you should be doing is hammering on someone's shields until they get close to dropping, tractoring them to keep them from moving, and firing a barrage of torps into the exposed flank. It takes skill, finesse, and good tactical thinking, but it's brutal when done right.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,691
# 12
05-20-2013, 03:57 PM
Quote:
Originally Posted by istvaanshogaatsu View Post
I'm a torpedo specialist. As much as the greedy side of me would love to see a torpedo damage boost, the reasonable side tells me how utterly, blitheringly overpowered that would be.

My current torpedo setup is capable of scoring multi-kills. As in, multiple klingon players destroyed with one spread salvo. It is my primary weapon system, 2 launchers fore, 2 aft, and I pack a DHC and an experimental Romulan beam array as my only energy weapons.

http://i.imgur.com/LV5VFJf.jpg

I fire one of those a second.
what buffs are you running...if any.....All I've got to say is DAMN!!!!! XD that is powerful.

Quote:
Originally Posted by borticuscryptic View Post
I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
Lieutenant
Join Date: Feb 2013
Posts: 30
# 13
05-20-2013, 04:10 PM
Quote:
Originally Posted by cynder2012 View Post
what buffs are you running...if any.....All I've got to say is DAMN!!!!! XD that is powerful.
+1 there to the question re. BOFF's - what the HELL do you have sitting behind that torp?? LOL
Captain
Join Date: Jun 2012
Posts: 1,241
# 14
05-20-2013, 04:40 PM
You forget torpedoes have no damage reduction based on range.

They also have the highest damage multipliers.

Drop the quantums, equip plasma (better yet, the hyper plasma and the omega torp) and use high yield with the kdf 2-piece bonus.

Stuff just DIES when hit by those things.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
Ensign
Join Date: Jul 2012
Posts: 18
# 15
05-20-2013, 05:00 PM
Quote:
Originally Posted by hereticknight085 View Post
If you use a BO3 with your DBB combined with a CRF 1 and an APO3 with an APA3, you should be able to down a single shield facing. And timing is required against players. You need to unleash that hell combo right before your THY3 quantums hit. The APA3 + APO3 + THY3 will boost your torps up to around 25k base damage, with 60-70k crits. And you won't have to worry about shields since your BO3 will have taken out one of their shield facings. I would also recommend you use AP DBBs, for crit severity, since your APA3 will massively boost your crit, and the APA3 and APO3 will massively boost all your damage. If you still can't do it, I would add on GDF for an addition 25% base damage.

You will never consistently kill players in one or two salvos, but you can do it every few minutes. Based on what your build looked like, your problem is that you are relying on purely kinetic damage. That's foolish. You should have at least SOMETHING towards energy weapons, since kinetic is again only reliable against hull. And it's very easy to keep shields up against pure torp boats. I do it all the time in my Odyssey. It's almost laughable when I realize they have NOTHING boosting energy damage. After that, I just cycle EPtS3 and never have to worry about ever dying.

Remember, unless you are using transphasic torps, you will have issues with shields. Try the above combo and you are likely to have fewer problems.
There is no such a thing, as too much fire power.
Captain
Join Date: Nov 2012
Posts: 3,477
# 16
05-20-2013, 05:24 PM
Quote:
Originally Posted by cynder2012 View Post
what buffs are you running...if any.....All I've got to say is DAMN!!!!! XD that is powerful.
If I had to wager a guess APA, GDF, APO3 and TF.

It's a fairly small window to sustain those kinds of numbers though.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,456
# 17
05-20-2013, 05:29 PM
Quote:
Originally Posted by stirling191 View Post
If I had to wager a guess APA, GDF, APO3 and TF.

It's a fairly small window to sustain those kinds of numbers though.
Sounds about right - and the window isn't *that* small.

Well times you're looking at what, 15 seconds for full power? Then the APO3 will drop and you get a further 15 seconds at -25%. That's still 30s of insane damage. The same as any alpha strike - your goal is to have your target dead before it's finished and nope nobody subnukes you.
Lt. Commander
Join Date: Jan 2013
Posts: 134
# 18
05-20-2013, 05:41 PM
Quote:
Originally Posted by cynder2012 View Post
what buffs are you running...if any.....All I've got to say is DAMN!!!!! XD that is powerful.
Hmmmm, listing buffs alone wouldn't give you the whole picture. It's a pretty purpose-built ship. The entire thing is built to maximize quantum damage, and critical chance/severity.

Gear and crew:

- 3 purple projectile doffs
- 3 Romulan crit tac boffs
- 5x 30% Quantum tac consoles
- Adapted Maco set (2 piece bonus = 25% kinetic dmg)
- Rule 62 console (11% kinetic dmg)
- Romulan and Borg universal consoles
- Tachyokinetic converter
- Romulan plasma sci console

Buffs:

- AP Alpha
- AP Omega III
- Tac Team I
- Go Down Fighting
- Tac Fleet II
- Weapon battery + Exocomp (boosts ALL damage by 10%)

I should note that the above screenshot is a bit outdated - my torps are even more lethal now, with a 5% chance of inflicting an extra 750 kinetic damage (omega weapon amp, tier 4 omega rep) and a 2.5% chance of inflicting a wee plasma burn from my Rom console.
Lieutenant
Join Date: Apr 2013
Posts: 45
# 19
05-20-2013, 06:00 PM
One thing I noticed is that the tooltip doesn't show a proc chance for the plasma burn on torpedoes when you have the Romulan science +plasma consoles loaded. Is this a tooltip bug, or do the consoles not effect kinetic weapons?
Lt. Commander
Join Date: Jan 2013
Posts: 134
# 20
05-20-2013, 06:04 PM
My quantums' tooltip does show the plasma burn proc, and the omega weapon amplifier proc.
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