Lt. Commander
Join Date: Dec 2007
Posts: 120
# 141
05-03-2012, 11:33 PM
I fly in Ker'rat. Sadly, I don't get much time to play anymore, otherwise I'd be there more often. I've had to add my kills to each post since they won't fit in my sig anymore. Soon as I get blown up, I can start over though and have some space.

种种种种种种种种种

I.K.S. Valkyrja, B'rel Retrofit

Kills since last loss (repeats not listed): USS Nikola Tesla, USS Excession, USS Orkulus, USS Slughome VI, USS Java, USS Aquila, USS House of Usher, USS Achilles, USS Van Nassau, USS Stalingrad, USS Iron Maiden, USS Anslinger, USS Momus, USS Amaterasu, USS Slovakia, USS Annabell, USS Hyperion, USS Davie, USS Saratoga /A, USS Liberation, USS Accra, USS Majestic, USS Silent, USS Night of Tears, USS Kendall /X, USS Heisenberg, USS Kratos, USS Simple /D, USS Lairds, USS Memento Mori, USS Cyclone /S, USS Astartes, USS November, USS Bastogne, USS Zeal, USS Feelgood, USS Flying Dutchman, USS Clunge Gunge, USS Excalibur 1 /D, USS Pico /NX, USS Ursus 1, USS Ghost Chili, USS Advanced, USS Vallient, USS Addo of Nex, USS N.B.A., USS Astraea, USS Defiance, USS Seshomaru, USS Hors-Service, USS Login Sin, USS Dortmund, USS James Maxwell, USS Ranger, USS Zeus, USS Vendetta, USS Fontainebleau, USS Colt

Lifetime Losses: 1 (lag/disconnect)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 142
05-22-2012, 11:11 AM
revive keep it alive
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 143
05-25-2012, 06:20 PM
Interesting. You know, when I left a few months after STO came out, I do recall PvPers trying to make a viable Torpedo Boat build. I tried but couldn't get it going right.

As for using the B'Rel refit, very nice touch to maximize everything that the Enhanced Battle Cloak is about.

Edit to add: After watching the OP vids, that was pretty much what we were dreaming of when the game came out. That "dream" stemmed from the idea of the Akira and certain Nebula refits being meant as Torpedo Boats.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 144
05-28-2012, 05:28 PM
So this post got me to open my wallet and purchase some c-points to try this ship out.
i like the silent hunter aspect of this thread..

my question is as i am just starting out is it accentual to have the KHG set?
is there some thing that is comparable that i can use till i grind out the KHG?
what do you guys suggest for a starter configuration?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 145
05-28-2012, 07:32 PM
I solo things in Elite Empire Defense missions without KHG. Now, I haven't tried this in Elite STFs, but I wouldn't do that to my teams when I have a perfectly good Vo'quv.

You need 3x Warhead Yield consoles. Running multiples of the same Torpedo type is going to cause cooldown issues, so Warhead Yield is what you need for Tac consoles.

Starter torpedo config?

Fore:
Photon Torpedo Launcher (more affordable than Quantums, but you need Quantums eventually)
Chroniton Torpedo Launcher (the slowdown helps you)
Rapid Fire Transphasic Launcher (free! If you run 2x Breen set, this gets a slight boost)
Hargh'peng Torpedo Launcher

Aft:
Quantum or Chroniton Mine Launcher (doesn't break cloak, unlike Torpedos)
Hargh'peng Torpedo Launcher

...

If you have the Bio-Neural Warhead, that needs to go in somewhere. The Mine Launcher can be dumped for something, maybe a Tricobalt Torpedo Launcher, so you don't think about aiming much.

...

I actually use Sci abilities, so all my Sci slots have Particle Generators and/or Graviton Emitters. My Borg Universal console is in Engineering.

I use an RCS console to buff turn rate, but some people might not choose that.

As for other starter gear... the Aegis Engine is meant to run at full speed, so that's what I'd recommend. I use a Sci-type Deflector (something with good Particle & Graviton). Shields? You're unshielded most of the time, so whatever you feel like is good here. Breen items complicate it slightly if you want to use a Rapid Fire Transphasic launcher.

There's nothing I'd really recommend (pre-STF) except the Aegis, which seems to be made for cloaked Torpedo Boats.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 146
05-28-2012, 11:31 PM
I've toyed around alot with the B'Rel Torpedo Boat. Mind you, the gear I outfitted on the ship isn't final, it's a WIP. Since I'm a returning player, I don't have all the new, high end stuff. So beginning with the experiment, I toyed with common, easily available stuff. First things first, my character is a Science officer. But here's what I had to start with.

Starting Out
BOFFs
Commander - SCI - Transfer Shield Strength 1, Polarized Hull 2, Gravity Well 1 and 3
LtCmdr - TAC - High Yield Torpedo 1 & 3, Torpedo Spread 1
Lt - ENG - Em.Pwr.to Eng 1, Engineer Team 2
Lt - ENG - Engineer Team 1, Emergency Power to Shields 2
Comments: This was the first thing that I finalized with. Big emphasis on Science to hold / slow the target down and hopefully, distract them or cause them to spaz. PH2 and TSS 1 is important for me for when things go bad before I escape and dip back into cloak. Not to mention PH2 for tractor beam escape. TSS 1 is there for when I do linger in a fight longer than I should, and the shields need a boost before I get out of the fight. But to cut down to the chase without making a novel, outside the obvious offense abilities, I put a premium on enough skills for short term survivability, escape, and repairing myself. The ET is of course useful when I zoom by and quickly land a repair on a troubled teammate.

P.S. - I figure one could put a TAC BOFF for the Commander slot. If so, I'd put an Attack Pattern in there to boost attack power up some more. The Science one I'd move to LtCmdr slot, but at least have Gravity Well 1 in there.

P.S.S. - With the beginner setup, you're not going to be dominating the PvP battlefield. You will cause trouble, and a well placed strike punctuated at the end with Tricobalt / Bio-Neural Warhead will be potent. You should be working towards higher end torpedoes, whatever that may be. But with the beginner's setup, you will get the feel of how to operate the B'Rel Torpedo Boat, and that's important.

Forward Weapons
Transphasic x2, Quantum, Bio-Neural Warhead
Aft Weapons
Transphasic Mine, Photon Torp
Comments: Pretty important to have a variety of torpedoes due to the shared cooldowns. There is a shared CD between torpedoes in general, but it's small. The Transphasic and Quantum weaponry should be easily available at LtGen. The Bio-Neural Warhead is off a C-Store ship, and it is awesome since it is shielded and armored and will shoot towards the target. If you don't want to expend Cryptic Points, Tricobalt Torpedo is a viable, hard hitting, yet cheaper alternative. It can be targetted on the way in and does not have the shields / armor of Bio-Neural Warhead. Regardless, try to send off the Bio-Neural or Tricobalt Torp in close proximity. A warning though: You should NOT have Tricobalt weapons AND Bio-Neural Warhead on the ship, because they share a rather long cooldown. Another warning about the Bio-Neural is that it seems to have a minimum distance to target before you can't fire until more space is between you and the target.

Deflector - Graviton Deflector Array with Particle Gen & Gravity Well add-ons ( [PrtG] and [Gra] )
Comment: Solely to produce better Gravity Well effects.

Tac Consoles - Warhead Yield Chamber x3
Eng Consoles - Injector Assembly, Booster Modulator, Neutronium Alloy
Sci Consoles - Graviton Gen, Particle Gen x2
Comment: For the Tac Consoles, due to using a variety of torpedoes, it's critical to use these specific ones since they provide generic Torpedo Damage bonuses. Science? Only to produce stronger Gravity Well effects. Engineer? Not 100% settled. The armor is for insurance for when I do get popped out of stealth or someone gets a lucky shot off at me while I'm escaping. Combine this with Polarize Hull and TSS if shields are back online, and Emergency Power to Engines + Eng.Battery to get me the hell out of danger and dip back into cloak. The other 2 Eng.Consoles though can still be swapped, but I'm content for a boost in Engine & Aux Power. I could do Booster Modulator x2 for more Aux Power. Weapon Power? Minimize it, you don't need it, Torpedoes draw no power like Energy weapons do.

What I now have with weapons after some missions & work:
Forward
Rapid Reload Transphasic Torpedo, Breen Transphasic Cluster Torpedo (cool looking, IMO), Hargh'peng Torpedo, Bio-Neural Warhead
Aft is the same as before.
Comment: You can do some specific PvE missions to acquire the Rapid Reload Transphasic and Breen Transphasic Cluster Torpedoes. I do love the way the Breen Cluster looks inbound to target, and just as important, alot of sh*t on the screen to hopefully distract the enemy even more. I finally acquired the Hargh'peng Torpedo from a DOFF mission in Eta Eridani Sector. The Hargh'peng Torp is an important addition since it does not rely on BOFF abilities like HYT for potency. Just fire, and that's it. So of the 4 launchers up front, 2 do not rely on abilities (the other is Bio-Neural Warhead). The Bio-Neural Warhead stays. I also could switch the Aft Photon for a Quantum. The Transphasic Mines are to be released as close as possible to the target.

Still practicing my attack runs and timing. The various weapon releases need more attention than the average Escort attack run because you're dealing with a wide variety of torpedoes and weapon travel speeds. I do want to get the level of ownage that the OP does though. That's my ideal

The general intent is to maximize the Enhanced Battlefield Cloak unique to the B'Rel Refit. You drop out of cloak when releasing weapons, and back into cloak soon. The ideal is to overwhelm the senses of the target by having him consider way too many things. Gravity Well, alot of torpedoes incoming, alot of Transphasic Mines dropping (Breen Cluster + Mine Launcher). The Bio-Neural acts as the final, killer blow. All this acts to try to overwhelm the target, and if it doesn't work, it should distract him enough for you to escape and recloak. Also, the importance of all those Transphasic Mines being dropped (launcher and Breen Cluster) is that these individually targetable mines mask the incoming Bio-Neural Warhead / Tricobalt Torpedo (if that's the route you take) so that they strike with impunity. The armor and shields of the Bio-Neural Warhead is added insurance that the payload gets to the target unmolested.

Lastly, compared to even "traditional" BoP flying, the B'Rel Torpedo Boat I fly stays cloaked like 98% of the time. The only time the cloak comes off is when I release torpedoes. But you don't need to manually turn it off, it does it on its own, and recloaks you 3 seconds after you stop firing your torpedoes. Dropping mines does not decloak you, if that's what you only intend to do for the moment. Activating certain skills that land an effect on a target will drop the cloak as if firing, such as Gravity Well.

It's a fun build, IMO. Like I said, I'm not in the level of striking power as the OP, but I can get some devastating strikes in and annihalate an unwary cruiser if I get all my ducks lined up right. It flies very differently even from the already unique style of general BoP's.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 147
05-29-2012, 07:16 PM
Last night i finished the breen mission so i got the breen set as well as the cluster torp.
so i have everything but the borg console and all the STF stuff.

Kolbrand makes it look easy.

i continue to work on my timing while work on getting the aegis set then start on the stf stuff

thank guys for the inspiration

criptic owes you a commission
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 148
05-30-2012, 09:52 AM
Quote:
Originally Posted by nilkgar60073
So this post got me to open my wallet and purchase some c-points to try this ship out.
i like the silent hunter aspect of this thread..

my question is as i am just starting out is it accentual to have the KHG set?
is there some thing that is comparable that i can use till i grind out the KHG?
what do you guys suggest for a starter configuration?
The reason you want the KHG set is that it give you +25% to your torpedo damage.

There is not gear out there that can give you this to all of your different types of torpedoes.

It's worth it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 149
06-02-2012, 05:50 PM
Quote:
Originally Posted by Shook-Yang
The reason you want the KHG set is that it give you +25% to your torpedo damage.

There is not gear out there that can give you this to all of your different types of torpedoes.

It's worth it.
Could use the 2/3 Breen set with Transphasic Torps till you get the KHG, but I'd just skip it and get 4/4 Borg till KHG.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 150
06-04-2012, 07:40 PM
Quote:
Originally Posted by warduke73 View Post
Could use the 2/3 Breen set with Transphasic Torps till you get the KHG, but I'd just skip it and get 4/4 Borg till KHG.
Im using the breen set now i am thinking of using the jemhadar set for the shield debuf.

nothing prettier than a bop with a pink con trial.
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