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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
01-25-2011, 10:23 PM
Quote:
Originally Posted by Vipermist
Guys guess what i just thought i let you know that Pressing A makes your ship turn to the left and pressing D makes your ship turn right


thanks for reading. felt i had to get that out there...
pro tip

try /++turnleft and then u dont have to hold it down (/bind d ++turnleft)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
01-26-2011, 12:02 AM
I seen THY3 vs shield ... and that shield was still there (estimating like 20% of it) when the first torp in volley removed it ... the other three got straight to a BoP's hull, bringing it to a brink of warp core explosion
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
01-26-2011, 12:27 AM
Hmm even tho this thread is mainly about EmoeJoes favourite tricobalt burst... I think that 2x Photon torpedoes front are underestimated by many people, especially on tactical captain.

On my tactical-nebula with shield draining stuff, my photons hit for roughly 7k per hit (with some debuffs), and crit well over 20k dmg (sometimes even close to 30k)...and they have rate of fire 1 per 3 second, thus 20 per minute (tricobalt cooldown). And I can throw some extra torps in with HYT + tactical initiative.

They also travel slowly, so if you start shooting them from 10km, you have plenty of time to drain the shields and then they hit one after one...and usually noone cares for them, then just explode, thanks to tactical crit rate/severity.

I will never take anything else but 2x photons on cruisers/science ships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
01-26-2011, 01:10 AM
nice post!

I just love those tric bombings you do with Minimax!

myself, i'm a huge fan of the CRF3+Quantum hyt3 combo. If I can tear down the shields (usually takes one or two bursts) just before those torps hit....

And yes, my sci ships use Photons! That recon ship, with one DBB running at 41 power really hits nicely with HYT2 and 3xphoton tac consoles
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
01-26-2011, 01:31 AM
photons are definately under rated. i would use them if they cost less skill points than quantums (i think they should) or if i only used 2 torps (i use 3 with the tricobalt).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
01-26-2011, 01:46 AM
I use one Photon Torpedo Launcher in both front and rear of my Star Cruiser. I could not imagine not taking Torpedoes on any of my ships, Tactical, Science or Engineer. On my Escorts, I depend highly on my Torps to knock those shields out. Even on my Star Cruiser, who does next to zero damage can take out the shields of another Cruiser with the help of Torps. Without Torps, I would lose my Burst Damage and people could heal them off all day long.

What would Beam Overload be without the Torps to back it up? Nothing, your Burst is spent and then you're left with nothing. It would be like Mike Tyson hitting you with everything he has, and when all he needs is just one more hard hit to knock you out, he can't because has nothing left to finish you off.

Not sure if anyone has ever noticed, but a good hard hitting Torp can wreak havoc on shields just as much as they can on Hull. To not take Torps in to your build, is just plain ignorance IMO.

For my Cruisers, who turn slow, I use Photons, because I need those puppies to recharge fast for max DPS. For my Tac and Science Ships, I use Quantum Torps, because I need the Burst over the DPS.

Nice post, Mini...very helpful and useful information.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
01-26-2011, 02:34 AM
Couldn't you have just written "Torpedoes Suck, trust me"?

I am thinking about changing my current Defiant build to remove the torps and rely on Beam Overload 3 alone for the burst. THis would give me more damage increases with CRF (one extra Dual Heavy Cannon and one Extra Turret) after all. And possibly a few skill points. But it still feels to me as if those Torps are useful when "spiking"...
But it also seems that using only 2 DHCs, 1 DB and 1 QT front is a waste... Too many weapons up there.

Decision - Consequence; Decision - Consequence. [/Daybreak]
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
01-26-2011, 02:39 AM
Quote:
Originally Posted by MustrumRidcully View Post
Couldn't you have just written "Torpedoes Suck, trust me"?

I am thinking about changing my current Defiant build to remove the torps and rely on Beam Overload 3 alone for the burst. THis would give me more damage increases with CRF (one extra Dual Heavy Cannon and one Extra Turret) after all. And possibly a few skill points. But it still feels to me as if those Torps are useful when "spiking"...
But it also seems that using only 2 DHCs, 1 DB and 1 QT front is a waste... Too many weapons up there.

Decision - Consequence; Decision - Consequence. [/Daybreak]
i personally use 2 q 1 tri 1 dbb fore, 1 tri 1 q rear. torps ftw! some one has to do the "heavy lifting"
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
01-26-2011, 02:54 AM
Quote:
Originally Posted by MustrumRidcully View Post
..
But it also seems that using only 2 DHCs, 1 DB and 1 QT front is a waste... Too many weapons up there.

Decision - Consequence; Decision - Consequence. [/Daybreak]
Its not waste, but its a lot easier as tactical captain with tactical initiative. Without that, you will really feel, that you don't have double ranked most skills. It is my preferred escort setup tho. I could live without BO like on my BoP, but I would never remove the torpedo spike from it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
01-26-2011, 03:03 AM
Quote:
Originally Posted by MustrumRidcully View Post
But it also seems that using only 2 DHCs, 1 DB and 1 QT front is a waste... Too many weapons up there.

[/Daybreak]
oh yeah... Cannons AND beams AND torps is too much.

you will be stretched, both for skillpoints and more importantly boff slots. I prefer to drop the beams.
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