Ensign
Join Date: Jun 2012
Posts: 27
# 21
08-25-2012, 06:38 AM
Quote:
Originally Posted by shookyang View Post
Torp boats are not about DPS. They are about massive burst damage. If you have the right weapons on the fore, you can unleash enough damage in one burst that has the potential to take out a ship in one volley.
Exactly.
Starfleet Veteran
Join Date: Jun 2012
Posts: 833
# 22
08-25-2012, 07:38 AM
Quote:
Originally Posted by scarabpoet View Post
Exactly.
I really do not agree that is how torpedo boats have to be. I build mine around DPS and wearing the enemy down.
Captain
Join Date: Jun 2012
Posts: 1,123
# 23
08-25-2012, 08:00 AM
Quote:
Originally Posted by pottsey5g View Post
I really do not agree that is how torpedo boats have to be. I build mine around DPS and wearing the enemy down.
The firing rate on torpedoes is so slow, your DPS is going to be ridiculously low.

Against PvE, that may be okay. But in PvP, that gives your opponent enough time to heal their shields or hull.
Starfleet Veteran
Join Date: Jun 2012
Posts: 833
# 24
08-25-2012, 08:04 AM
Quote:
Originally Posted by shookyang View Post
The firing rate on torpedoes is so slow, your DPS is going to be ridiculously low.

Against PvE, that may be okay. But in PvP, that gives your opponent enough time to heal their shields or hull.
That?s why I use doffs my fire rate is 2seconds. I have no problems in PvP or PvE and my DPS is not low it is always near top or top in PvP matchs. (from a crusier point of view)

Last edited by pottsey5g; 08-25-2012 at 08:10 AM.
Commander
Join Date: Jun 2012
Posts: 271
# 25
08-26-2012, 02:59 PM
Quote:
Originally Posted by bridgern View Post
I don't think a full torpedo boat could ever work, torpedos does no damage to shields.
Oh they do.

I run a tac on a science vessel. I've loaded it up with 6x Plasma torpedo's. They fire at almost optimal Rate, and the target is always on fire.
Then For giggles I throw in fire on my mark.

The Plasma fire bypasses the shields, so its not a worry for me. Throw in some amusing Science powers (at the moment Gravity well III and Charged particle burst. Although I'm thinking of replacing that with Tachyon beam III) and you get a very good combo.

For Multiple enemies a Gravity well, followed by Torpedo spread and as I go through the clump I fire of the Theta radiation console, that tends to work rather nicely.
For single targets Tac officer ability powers + the plasma damage cause enough trouble.
Ensign
Join Date: Jun 2012
Posts: 27
# 26
08-26-2012, 03:08 PM
Quote:
Originally Posted by purvee1 View Post
Oh they do.

I run a tac on a science vessel. I've loaded it up with 6x Plasma torpedo's. They fire at almost optimal Rate, and the target is always on fire.
Then For giggles I throw in fire on my mark.

The Plasma fire bypasses the shields, so its not a worry for me. Throw in some amusing Science powers (at the moment Gravity well III and Charged particle burst. Although I'm thinking of replacing that with Tachyon beam III) and you get a very good combo.

For Multiple enemies a Gravity well, followed by Torpedo spread and as I go through the clump I fire of the Theta radiation console, that tends to work rather nicely.
For single targets Tac officer ability powers + the plasma damage cause enough trouble.
I gotta try this out. On paper it sounds great, but I think that I would have to play with it some.
Ensign
Join Date: Jun 2012
Posts: 27
# 27
08-26-2012, 03:12 PM
what about a ship that had all wep slots filled with torps, but with a Phaser PD console for defensive purposes? Just a thought. The Fed Escort carrier also has the Torpedo PD System, is it really better as a defensive wep, or can you turn it into an offensive wep?

Thoughts?
Lt. Commander
Join Date: Jun 2012
Posts: 148
# 28
08-26-2012, 06:54 PM
I run a Torp Weaver with a modular BOFF setup. This means I get 3 playstyles by swapping one BOFF out.

There is really only one power setting, max defence

Minimum weapons power, just enough engine power for maximum defense rating, and the rest between shields and aux. It maintains ridiculous survivability always being at a full defense setting.

http://www.stoacademy.com/tools/skil...=MinervaTac3_0
http://www.stoacademy.com/tools/skil...=MinervaEng2_0
http://www.stoacademy.com/tools/skil...=MinervaSci2_0

The Tac variant I use for solo PvPing or 1v1 (High Yield 3...yum)
The Eng vairant I use when I PvP with my fleet.
The Sci variant I use for Blockade and pet control.

3 rapid fire transphasic torps, 1 mine, 1 beam array for subsystem targetting, 1 rear torp launcher.

The transphasics net ~350k damage and ~1mill in an arena.

2 Purple Torp DOFFs
2 Shield Distribution Officers
1 Variable*

3 piece Borg with Maco shield.

2 RCS consoles, 1 Neutronium
2 Field Generators, 1 Borg, 1 Web
3 Transphasic consoles


*Tac and Eng variant is a conn officer or another shield distribution officer
Sci Variant is a gravimetric scientist

The only good torpedo boats are science ships because they have the turn rate and the BOFF abilities to make a torpedo boat viable.

In my opinion, theres no advantage to run a torpedo boat in PvE at all since NPCs dont redistribute shields and dont heal, hence dont need spike damage.

Last edited by hyprodimus; 08-27-2012 at 10:34 AM.
Commander
Join Date: Jun 2012
Posts: 271
# 29
08-27-2012, 09:59 AM
Quote:
Originally Posted by scarabpoet View Post
I gotta try this out. On paper it sounds great, but I think that I would have to play with it some.
Oh she is. Because you don't need any power to weapons it allows you to run huge amounts in the other three categories. Throw in a Purple Doff and a carefully selected set equipment and Gravity well is amusing as hell.

That's one of the things I always had trouble with on Science ships. Either my beam weapons are next to useless. Or My Science powers are way below par. Ignoring beams gets you wayheyehey science powers.
Lieutenant
Join Date: Jul 2012
Posts: 74
# 30
11-14-2013, 11:49 AM
Quote:
Originally Posted by insanerandomnes View Post
DON'T use transfasics. They can work, but not nearly as well as other types.
I respectfully disagree. I've had a torpedo boat with types other than trannies, and although they work, just takes a while, they run into the same problem, your target's shields. I recently switched to trannies, after reading icepiraka's guide to torpedo boats, and I have to say that transphasics are much more effective. All shield systems, regardless of strength, have a 75% resistance to kinetic energy. This means that of all the damage a torpedo deals, three-quarters of that will be thrown away BEFORE any damage is applied to shield itself. The easiest way around this is to use torpedoes that deal damage to a ship's hull, plasma and transphasic. Now, all that being said, you can use any other type of torpedo reletively effectively, but you will have to work at it a little harder than with those types that deal damage straight to the hull. I've gotten good kills with my first torp boat, which loaded a variety of torp types. It comes down to your playing style, just don't count transphasics as mundane.

To the OP, torpedo boats are a bit like an instrument, they are finely tuned. There is a fair amount of theory and planning that goes into designing and flying a torp boat. For instance, do you have enough skill in projectiles, does the ship being used have a good turn radius, and do the mounted consoles/components enhance the survivability or attack capability of your ship. One of the most important things that you can do for a torpedo boat is equip three PWoff Doffs, purple if you can get them. Yes I know they're normally expensive, however, there is one for FREE in one of the Nimbus missons. I think his name is Law. Each of these Doffs give a 20% chance to reduce a torpedo's cooldown time by 5 seconds (for purple)! Also something to think about is that their cooldown time is very short. I don't have the number in front of me, but running three Rapid Fire Transphasic torpedos, which have a cooldown of 8 seconds, I can fire torpedoes as fast or almost as fast as the 1.5 second global cooldown for torps...indefinitely... Now you will have gaps in your firing rythm occasionally, but they're not very long.

I personally fly a Talvath-class Temporal Destroyer with a Breen Cluster torp and three Rapid Fire trannies in front and two tranny torps and a tranny mine launcher in back while running the Breen set. I've reduced a perfectly healthy Mogai to 3% hull (with full shields mind you) in one torpedo stack. It takes some practice. Oh, I almost forgot, make sure you invest heavily in shields and hull. Otherwise you'll be looking for the escape pods a lot more often that you would like.
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