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Lt. Commander
Join Date: Dec 2007
Posts: 120
Yes, I know, this is Ten Forward. But the people over in the Escort forum suck. So I'm posting this here.

A thought came to me today. I recently upped my single shot DPS but handicapped myself early in a fight by removing my tetryon cannon, replacing it with dual plasma banks, and using Beam Array: Overload I to begin a fight.

BEFORE loadout: Tetryon Cannon, Quantum Torpedo Launcher, Dual Tetryon Cannons fore, Plasma Turret, Chroniton Torpedo Launcher aft.

BEFORE scenario: I'd move into weapons range, fire off three torpedoes (High Yield II), and unleash hell with Cannon: Rapid Fire II. Open up with my dual tetryon cannons, and single tetryon cannon, while my plasma turret plinked away from the rear. This would do significant damage and usually take down small to medium sized vessels in a single pass.

Then I got some sexy dual plasma beam arrays from a mission reward. That led to the following.

AFTER loadout: Dual Plasma Banks, Quantum Torpedo Launcher, Dual Tetryon Cannons fore, Plasma Turret, Chroniton Torpedo Launcher aft.

AFTER scenario: Same as before, but I'd also activate Beam Array: Overload I.

This changed the situation in that I'd have a big (I mean BIG) effect in the first few shots, because Beam Array: Overload I amps up the beam array damage something huge, but after that, my beams and cannons would suffer because Overload drains your weapon power to zero. I'd still take down small to medium sized ships in a single pass, but a little bit slower.

I would like to utilize these beam banks and Beam Array: Overload, because of the huge damage output they yield.

I'm thinking I want to try the following. Let me know what you think.

HYPOTHETICAL loadout: Dual Plasma Banks, Quantum Torpedo Launcher, Quantum Torpedo Launcher fore, Tetryon Turret, Chroniton Torpedo Launcher aft.

HYPOTHETICAL scenario: This time, I wouldn't have to worry about my cannons being completely sapped by Beam Array: Overload I. I could rotate torpedo launchers and toss one off every four seconds (instead of every eight).

I also wouldn't have to tear my hair out over the fact that cannons share a cooldown, but I might still do so because of the shared cooldown of torpedoes. Overall, I think it might give me a significant DPS boost.

Thoughts?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-07-2010, 09:08 PM
And you are getting these awesome weapons where and how? :p
I can barely afford under-priced MK-II quantum launchers on the exchange.

So the one thing I see that Ill point out.... if you intend to mount both torpedo launchers fore I assume you realize that torpedos are on a shared cooldown and it will do you no good right?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-07-2010, 09:15 PM
Quote:
Originally Posted by Jonathan_Kent View Post
And you are getting these awesome weapons where and how? :p
I can barely afford under-priced MK-II quantum launchers on the exchange.

So the one thing I see that Ill point out.... if you intend to mount both torpedo launchers fore I assume you realize that torpedos are on a shared cooldown and it will do you no good right?
Turn off autogrouping. If autogrouping is on you get screwed in drops you get in mission since the number of drops does nor scale to the number of people in the mission.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-07-2010, 09:21 PM
Quote:
Originally Posted by Jonathan_Kent View Post
And you are getting these awesome weapons where and how? :p
I can barely afford under-priced MK-II quantum launchers on the exchange.

So the one thing I see that Ill point out.... if you intend to mount both torpedo launchers fore I assume you realize that torpedos are on a shared cooldown and it will do you no good right?
The shared cooldown is four seconds. The general cooldown on quantum torpedoes is eight seconds. So, as I said in the post, I'll be able to pop off a torpedo every four seconds instead of every eight. Two torpedo launchers fore gives you twice as many torpedo launches, so it's not useless. Three torpedo launchers, on the other hand, would be worthless. :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-07-2010, 09:23 PM
Quote:
Originally Posted by SaintHazard View Post
The shared cooldown is four seconds. The general cooldown on quantum torpedoes is eight seconds. So, as I said in the post, I'll be able to pop off a torpedo every four seconds instead of every eight. Two torpedo launchers fore gives you twice as many torpedo launches, so it's not useless. Three torpedo launchers, on the other hand, would be worthless. :p
Oh most excellent!

Then my plans to mount forward quantum and photon launchers on my next ship aren't scuttled afterall!!

On that note... why do all torpedoes seem to share the same dps at each level?
Is dps all I need to be looking at or is there more to these little buggers?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-07-2010, 09:28 PM
Quote:
Originally Posted by DangerouslyGeeky View Post
Turn off autogrouping. If autogrouping is on you get screwed in drops you get in mission since the number of drops does nor scale to the number of people in the mission.
So do this just for missions not for space encounters etc?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-07-2010, 09:33 PM
Quote:
Originally Posted by Jonathan_Kent View Post
Oh most excellent!

Then my plans to mount forward quantum and photon launchers on my next ship aren't scuttled afterall!!

On that note... why do all torpedoes seem to share the same dps at each level?
Is dps all I need to be looking at or is there more to these little buggers?
Don't look at DPS. Don't think of torpedoes as a constant stream of DPS. They aren't. Think of them as nukes. The only way DPS makes any difference is if you're firing them off in regular intervals (after every cooldown). Unless you do it like I'm going to try to do it (as explained above), that isn't feasible. Look at 1) how much damage they do in a single hit. Equip them first, to determine this... the number changes due to your skillset... and 2) how much damage they do to shields vs hulls. This can only be determined through practical application (and special attributes, such as transphasic torpedoes' ability to bypass shields 10% of the time).

I chose quantum torpedoes as my staple for two reasons. 1) They move to the target quickly. Photon and plasma torpedoes take forever to get there. 2) They do a TON of damage as long as you're specced into them, which I am. I use chroniton torpedoes as my "special use" projectiles (aft launcher) because if I want to, I can quickly "evasive maneuvers" "attack pattern alpha" and pull a Crazy Ivan and toss off a chroniton torpedo, disabling their ship for ten seconds. The damage isn't great, but the debuff is my best friend in some situations.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-07-2010, 09:37 PM
Quote:
Originally Posted by Jonathan_Kent View Post
So do this just for missions not for space encounters etc?
Missions are the only instances that auto-group you. Deep space encounters and fleet actions don't group you up, they just place you in an instance with other players. So just leave it off altogether, it won't affect your ability to be placed in an instance with players automatically in fleet actions and deep space encounters, and it'll radically increase your drops in solo missions.

Even though you don't get teamed up, usually, in higher tier missions, it does still affect your drops negatively.

As for how I get all my awesome items, I buy them on the exchange with money I get from selling my less than awesome items to vendors. :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
10-15-2010, 12:12 PM
All torpedoes. All the time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
10-15-2010, 12:20 PM
Quote:
Originally Posted by Flasherman View Post
All torpedoes. All the time.
Sounds like we need MOAR TORPEDOES.
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