Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
03-06-2012, 09:34 AM
I'm not entirely sure to be honest, I think you have to mix the torpedo types to get the optimal layout.

And I'm just starting with the torpedo boat so what I'm about to show is just me testing it.

Right now I'm flying the Nova class with the following:

Fore: 2x Photon Torpedos
Aft: 1x Phaser Turret, 1x Phaser Beam Array (for subsystem targetting)

I open with Tacyhon Beam which is actually doing very well against enemies since I can put 100 Aux as I'm not worried about energy weapon damage. Frigates are having zero shield power after 1 beam, bigger ships need 2 hits.

The biggest thing to make this work is to use the science abilities to drop their shields, then the torpedos just rip them apart.

I'm not sure if I'm doing it right, but I do seem to pop single targets faster than when I was using beams almost exclusively. The biggest part is getting their shields down, as most ships only need 2-5 torpedo hits on the hull to wipe them out (less when using Torpedo Spread or High Yield).

Sensor Scan reduces hull resistance too, so it takes even less torpedo hits to wipe a ship out.

I don't think it's the fastest/optimal way to kill things, but I'm quite enjoying it.

The other advantage here is that torpedos don't lose damage with distance like energy weapons do.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
03-06-2012, 09:43 AM
Quote:
Originally Posted by flyingwaffle123
The other advantage here is that torpedos don't lose damage with distance like energy weapons do.
That's just cannons isn't it? I thought beams were 100% effective across their entire range.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
03-06-2012, 10:11 AM
I was a science capt running in the T5 Nebula for the longest time, but I switched over to the Ody and haven't looked back. In the past I used the Nebula as a shield tank, but with all the changes in the new release, I realized the Ody allowed me to do everything I used to do, just about, and do it better.

You trade in target subsystems for two more wepon slots (win), and with 4 engineering consoles, I run 3 EPS modules and a varying armor. With 9 points in electro plasma, and the mk XI blue EPS consoles, I can move power to Aux/Shield before I pop any Sci abilities, and then switch back to a Wep/Shield loadout. Total time to go from min power to 125, about 2 seconds.

In my case, I built out a beam boat, which makes more sense with the Odyssey, since it turns incredibly poorly. Focusing on either beam or torpedoes is fairly important, because you need to spend so many points in science abilities, you won't be able to be extremely effective with both. The Odyssey also allows you to use AuxtSI3, which does awesome hull repair and resistance based off your Aux settings, so I don't really feel like I am using that commander level science ability. I'd recommend

Tac Lt - TacTeam I, FAW II
Eng Cmd - EPtS I, EPtW II, EPtS III, AuxtSI III
Sci Lt Cmd - HE I, TSS II, SciTeam III
Lt Sci - HE I, TSS II
Ens Sci - PH I

This is just built for tanking, though, but I do really significant damage with 7 beam arrays and EPtW. Once I tried it, I really can't go back to doing so little damage in the ol' science vessels, and not having nearly the same ability to survive massive damage. I really believe the Odyssey is the developer's answer to underperforming science vessels.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
03-06-2012, 10:35 AM
Another question for everybody - why do alot of people say Tachyon Beam sucks? It's one of the powers I see a lot of people putting down.

But after upgrading to the Nova and getting Tachyon I and II, I have the following stats at rank 10 with max Aux:

Tacyhon Beam I = 150/pulse = 1500 shield power from all facings gone in 4 seconds
Tachyon Beam II = 190/pulse = 1900 shield power form all facings gone in 4 seconds

That seems pretty damn good to me at my current rank, so why does everybody say it sucks?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
03-06-2012, 10:52 AM
Quote:
Originally Posted by flyingwaffle123
Another question for everybody - why do alot of people say Tachyon Beam sucks? It's one of the powers I see a lot of people putting down.

But after upgrading to the Nova and getting Tachyon I and II, I have the following stats at rank 10 with max Aux:

Tacyhon Beam I = 150/pulse = 1500 shield power from all facings gone in 4 seconds
Tachyon Beam II = 190/pulse = 1900 shield power form all facings gone in 4 seconds

That seems pretty damn good to me at my current rank, so why does everybody say it sucks?
I think most people don't like it because it isn't a burst power, so you have to keep your facing for 4 seconds, often meaning your rear wepons aren't in the firing arc, while it slowly drains shields. Also, compare 1900 shield from each facing (7600 total) vs. DPS from any cannon wielding escort popping a cannon ability, and it very quickly seems underwhelming.

In PvP, you never have that facing for 4 seconds, in PvE Borg regenerate shields so fast, it makes no real difference.

If they added some form of control aspect, I might use it, but overall, it's pretty underpowered compared to raw DPS.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
03-06-2012, 11:56 AM
Also in STFs the Borg have some decent resistance to tachyon beam. That being said, a fully specced Tykens Rift II or III will completely drop any borg ship's shields for a few seconds to get in the torpedo damage.

I run one that is 2x Quantum up front, 2X quantum rear and full aux. Beams for target subsystem abilities which should not be overlooked if you have specced into weapon drain and are running full aux anyway. Tykens III and Charged Particle Burst II and Tachyon Beam III or gravity well I with Torp Spread II does very well if you team up with an escort to target the same thing, or at least the same group.

The global cooldown on torpedoes was changed to 1 second a while back. Meaning if you have 2 torps up front you can launch both one right after the other. This is a huge improvement for torp boats.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
03-06-2012, 12:03 PM
Quote:
Originally Posted by AntiSocial View Post
I think most people don't like it because it isn't a burst power, so you have to keep your facing for 4 seconds, often meaning your rear wepons aren't in the firing arc, while it slowly drains shields. Also, compare 1900 shield from each facing (7600 total) vs. DPS from any cannon wielding escort popping a cannon ability, and it very quickly seems underwhelming.
But you can't compare a sci dps to an escort dps, obviously the escort would win.

What better Ensign / Lt sci abilities are there for offense? Tyken's Rift I kinda sucks, I tried it. You are stuck with either tacyhons, tractor beam/repulsors, or charged particle burst (how much damage does CPB do compared to Tachyon?).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
03-06-2012, 12:17 PM
Quote:
Originally Posted by flyingwaffle123
But you can't compare a sci dps to an escort dps, obviously the escort would win.

What better Ensign / Lt sci abilities are there for offense? Tyken's Rift I kinda sucks, I tried it. You are stuck with either tacyhons, tractor beam/repulsors, or charged particle burst (how much damage does CPB do compared to Tachyon?).
True, there is no question about DPS, but if you look at the ability critically, it only damages shields (I don't think it has any other side effect, AFAIK). DPS also damages shields, but it does it way quicker and has bleedthrough to the hull. So, why take a power that really does nothing more than damage shields, when so many other options exist to do the same thing, but way more effectively?

If tach beam left some sort of residual power drain, where shields couldn't come up to full strength, or even just drained one side massively, or improved my shields while draining, it could be useful. But as it stands, I think it's not much better than a hit with beam overload II, in terms of raw shield damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
03-06-2012, 12:40 PM
Hmmm..given the alternative choices there's not a lot to pick from for Ensign or Lt sci powers. Yes I could focus on defense/healing powers, but I'm mostly doing PvE right now so want to get some offense here.

I put Charged Particle Burst I on one of my characters, here's the numbers:

Tacyhon Beam I - 150 shield/pulse = 1500 shield power drain = 6000 total shield drain (Boff has it maxed out)
Tachyon Beam II - 190 shield/pulse = 1900 shield power drain = 7600 total shield drain(Boff has no SP in it yet)

Charged Particle Burst I - 863 shield power drain = 3452 total shield drain PER TARGET (50 max) (Boff has no SP in it yet)

So CPB appears to do about half the shield damage as Tachyon, but it's 5km AOE which is nice so I might try using that for a while to see if I like it better. I'm not a fan of the longer cooldown though (40s compared to 30s for Tachyon).

I can see CPB being alot of fun in Starbase 24 lol.

I probably will end up dropping Tachyon Beam I and use my ensign powers for heals/buffs (TSS, Science Team, and/or Hazard Emitters). But I'm trying to find a good mix of offensive powers for PvE.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
03-06-2012, 12:46 PM
Question: Does Photonic Officer apply to any cooldowns already on when you activate it? Or only while the officer ability is active? I.e. if I use CPB then Photonic Officer, will it affect the already active CPB cooldown? Or would photonic officer have to be active first?

Question 2: I'm playing around with Photonic Displacement (creates a holographic decoy of your ship, comes with the Nova class). It disables your weapons, but can you use non-damaging boff powers like TSS and such while it's active or will that kill it?
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