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Join Date: Dec 2007
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# 11
03-09-2010, 09:06 AM
tried it, too, but didn't work. Disappointing, as I wanted to make a missile boat a la the Akira variant...
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# 12
03-09-2010, 11:48 AM
The shared cool down on Torpedoes is needed. Getting the free equivalent of High Yield Torpedo II or III every 8-10 seconds is just over powered. Especially if you stacked a real HYT II or III with it. Way too much firepower for the game.
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# 13
03-09-2010, 04:52 PM
Quote:
Originally Posted by fuzun View Post
The shared cool down on Torpedoes is needed. Getting the free equivalent of High Yield Torpedo II or III every 8-10 seconds is just over powered. Especially if you stacked a real HYT II or III with it. Way too much firepower for the game.
torpedoes arent as effective against shields, considering you're giving up constant beam hammerings to fire torpedoes in bursts, i'd say it's a fair tradeoff.
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# 14
03-09-2010, 05:01 PM
A torpedo boat would be best used in a supportive capacity as part of a fleet.

If you had, say, a couple of Escorts and a science vessel for general support alongside some beam-heavy cruisers EACH ONE paired with a fast torpedo boat, with Captains trained and practiced in bringing overwhelming firepower to bear on the same target as their counterpart beam ship, you could rip through an enemy fleet like it was paper.

I'd love to see that.

Dr. S.
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# 15
03-10-2010, 08:11 AM
I think the concensus here is a "could be" On that note. The team option would make you indespensable. First ship's job would be to get those shields down, then you come in with some photon torps and quantum and blast holes in their hull. (transphasic, plasma, etc. are great, but you're going for outright damage right? Plus they have the quickest cooldown.)

But solo? Well. You could do some interesting things with a torp boat, you just need to customize it a little bit. It can't be just torp. they just don't do enough to shields. Turrets, although great don't do enough damage (except with some BO skills, but you put those into torps) and they suck up the weapon power. I suggest, having three slots fore and aft, is this

three of each. Beam/turrets and torpedos.

Two tubes in the front, one in the back and one beam in the front two in the back. I'm sure one or both of the back beams can be exchaged for turrets, just watch the damage vs. shots fired (ie. time) vs. power levels.

Not saying I'm an expert or anything, but I've been playing around and, altough I didn't particularly like this set up, it might work with what you have in mind.
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# 16
03-10-2010, 05:45 PM
Quote:
Originally Posted by fuzun View Post
The shared cool down on Torpedoes is needed. Getting the free equivalent of High Yield Torpedo II or III every 8-10 seconds is just over powered. Especially if you stacked a real HYT II or III with it. Way too much firepower for the game.
Boy, you don't really understand.

We want the non free equivalent of 4 High Yield IIIs at the same time every 10-20 seconds. I really don't understand why you can't trade damage at once for damage over timne. A torpedo boat is supposed to be a sledge hammer. Slow but fearsome.

(you probably never played Starfleet Command.)

Peace by superior firewpoer.
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# 17
03-10-2010, 05:58 PM
Quote:
Originally Posted by Clavis-0
Boy, you don't really understand.

We want the non free equivalent of 4 High Yield IIIs at the same time every 10-20 seconds. I really don't understand why you can't trade damage at once for damage over timne. A torpedo boat is supposed to be a sledge hammer. Slow but fearsome.

(you probably never played Starfleet Command.)

Peace by superior firewpoer.
Oh, I totally understand. I understand that's it's horrible overpowered. the problem is you don't understand why. My post was to (try) to make you understand why.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-10-2010, 08:31 PM
Quote:
Originally Posted by fuzun View Post
Oh, I totally understand. I understand that's it's horrible overpowered. the problem is you don't understand why. My post was to (try) to make you understand why.
No, you're actually failing to understand that torpedoes are not overpowered when you're sacrificing beams for them. The only advantage torpedoes have is a bonus damage to hulls, they're not as strong against shields and are getting another torpedo V shield nerf in the next patch too. A torpedo boat is not going to be OP compared to a beam boat because of a longer recharge time (4 beams in less then 2 seconds for a single array compared to 2 or 3 torpedoes in 3 seconds), you're also forgetting to note that as the tiers get higher, you do get more weapon slots, but armour and shield strength increase too. The damage increase provided by torpedoes is offset by the narrower arc, the longer cooldown and the reduced shield effectiveness.
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# 19
03-10-2010, 11:16 PM
Quote:
Originally Posted by btm
Yeah, with a good team I can see it maybe working well.
no real point though, even on a team almost everyone will have at least 1 torp launcher available once shields are down. Nothing in game so far has enough hull to make a dedicated torpedo ship worth it.

A T5 escort that is running cannon only will probably have dual torp launchers on the fore mounts anyway (since its currently not feasible to run more than 3 cannons on the front)

beam boats can still be decent against hulls and cannons pound hulls almost as hard as torps.
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# 20
03-15-2010, 10:23 PM
Actually I've run a Torpedo Boat all the way to Admiral, mostly soloing...thing is if you don't go turrets on the back and instead go mines you can minimize your weapon power in favor of shields.

I'm currently running an escort with 4xQ-Torps fore and a Q-Torp/2xQMines aft, 25/75/75/25 power settings.
I won't kill as fast as other escorts in general, but I have the staying power to engage ships much longer. Two BO's with HYIII let my opening shots, if I time it right, to often knock a shield facing out on all but BBs.

Teamed with another escort and things die incredibly fast, but once I get 3+ teammates, the effectiveness of the build really starts to lessen quickly. Often enemies only last long enough for one salvo to hit.

There are more effective builds, but so far this is probably one of the most fun ones I've run with.
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