Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 high yield torpedo 1 & 2?
03-15-2011, 03:18 AM
hi all, im fairly new to STO. with my officers, do the old ship abilities become defunct/removed once the officer gets promoted ?


for example can my tactical officer learn both high yeidl torpedo 1 & 2? and use both?
or is it possible to get a bigger ship with two tactical officers and both have the same ability? or would they use the same recharge timer?

also is high yeild 2 more powerful ?


thanks for your time
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-15-2011, 03:23 AM
Using one of the High Yield Torpedo abilities will trigger a cooldown for both, but the one that wasn't used at that time will have a shorter cooldown. This will allow you to chain HYT faster than if you had a single one on your bar, the disadvantage being that you lose the slot that can be used for something else that's more beneficial.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-15-2011, 03:41 AM
Quote:
Originally Posted by lolsith
hi all, im fairly new to STO. with my officers, do the old ship abilities become defunct/removed once the officer gets promoted ?


for example can my tactical officer learn both high yeidl torpedo 1 & 2? and use both?
or is it possible to get a bigger ship with two tactical officers and both have the same ability? or would they use the same recharge timer?

also is high yeild 2 more powerful ?


thanks for your time
TL;DR version: You can use both power. High Yield Torpedo 2 gives you on average more damage then High Yield Torpedo 1.

Power Cooldowns and High Yield Torpedo
Powers have 3 types of cooldowns (See also my sig for more details and references).
  • The power's own cooldown. This is the longest.
  • A system cooldown. Powers are linked to one of several possible subsystems. If you use a power of a particular subsystem, all other powers using the same subsystem will go on a (15 second) cooldown).
  • A global cooldown. Powers that have the same name but are on different Bridge Officers or have different ranks share a global cooldown. That cooldown is usually lower than the power's cooldown itself. It usually means it is ineffective to run more then 2 powers of that name, and sometimes even 2 powers of the same name can lead to to "wasting" a little time.

For the power High Yield Torpedo:
It uses the torpedo system. This system is also used by Torpedo Spread.
The global cooldown of high yield torpedo is half that of the individual's power cooldown. More specifically, for High Yield Torpedo it means you can use effectively two, firing them every 30 seconds.

A nice trick here can be to "preload" HYT, essentially you use it before you get into weaons range so that you will get in weapon's range within the last 20 to 30 seconds, fire your torpedo, and almost immediately can activate your second HYT (the global cooldown having been expired) to fire another salvo. (Instead of using weapon's range at your guideline, you might also try to time it based on your expectation at what point the enemy shields will fail to your energy weapon fire, and time it that two salvos have a fair chance to hit hull. That is relatively easy to predict in PvE with some experience, in PvP it requires more experience and luck, since the enemy will use more abilities to protect himself and you don't necessarily know which ones he has and uses in itme.)

Damage of High Yield Torpedo
High Yield Torpedo applies a 60 second long effect that applies the HYT bonuses the first time you fire it in the duration, and then ends the effect. This means in the first salvo after you have you have used HYT, you will fire either multiple torpedoes (Photons, Quantums, Transphasics and Chronitions) in one salvo or a "heavy torpedo" (a large, targettable one) with massive damage output (Plasma). Tri-Cobalt Devices cannot be affected by High Yield Torpedo and always create a heavy torpedo.

For Photons, Quantums, Transphasics and Chronitions, the overall effect works out to mean that HYT 1 allows you to fire two torpedoes that each have a higher damage output then a normal torpedo. HYT 2 and 3 fire even more torpedoes, but in effect the individual torpedo in that salvo inflicts somewhat less damage. The overall damage for HYT 2 and 3 is still higher then for HYT 1. This means as an artifact that a critical torpededo hit with HYT1 will deal more damage then that of a HYT 2 or HYT 3. In such scenarios, HYT 1 can come out on top of HYT 2 or HYT 3, but of course more torpedoes increase the chance of scoring a critical hit in the first place.
The difference can be that sometimes you want to deal a lot of damage in a very short time, and do not care that "on average", HYT 2 or 3 deal more damage over time. You need the most damage _now_. That's basically the difference between DPS and burst damage...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-15-2011, 07:38 AM
The HYT buff only lasts 30 seconds (which is also the cooldown if you have put 9 points into it on the officer)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-15-2011, 08:05 AM
All your BOs keep the skills they have. So if your BO knows high yield 1, he'll never lose it unless you train him in something else.

So it's possible for him to have HYT1 and HYT2 (and I suppose HYT3). But there are trade-offs for this. One, they share a common cool down, so you have to wait a few moments after using HYT1 before using HYT2.

Also, there are other abilities that are good, too, so it might be better to keep HYT2, ditch HYT1, and replace it with, say, Tactical Team or Beam: Fire at Will 1.
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