Lt. Commander
Join Date: Dec 2007
Posts: 120
# 681
04-22-2012, 02:56 PM
Quote:
Originally Posted by Jake81499 View Post
I've tried a number of torps. The quantum seems to do the best.

BUT...

Do a little research there on torps healing the borg. I don't recall what it was but it might have been the duty officer that was causing the torps to heal the Borg.

You might want to see if you can find that and see if it's been nerfed or what.

Since I asked I tested all of the torps and different combinations of launchers and consoles. I got the most consistent results with 2 photon torpedo launchers, 3 purple PWOs and 4 energy weapon type consoles. Quantums do more max damage, but photon torpedo launchers get higher dps and higher peak dps.
PWOs seem to be useless if you only have 1 launcher. So if you're doing something like 3 DHC and 1 launcher I would recommend against using PWOs. Right now I am running 2 DHCs, 2 photon launchers, and 3 turrets.
So far I've tested AP, disruptor, and I'm working on Tetryon. I think I'm going to need to do at least one more run with AP and disruptor. I'm also doing to test phaser. I probably won't get it done until next weekend, we'll see. I don't know if I'll test polaron or not. It honestly depends on how much proto salvage I have left.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 682
04-23-2012, 01:10 PM
Quote:
Originally Posted by bringram View Post
Quantums do more max damage, but photon torpedo launchers get higher dps and higher peak dps.
So what happens if you have one quantum and one Photon?

Sonce there are no consoles involved (3 or 4 energy weapon consoles depending on the ship) skittle torpedos should work.

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 683
04-23-2012, 03:52 PM
Quote:
Originally Posted by Jake81499 View Post
So what happens if you have one quantum and one Photon?

Sonce there are no consoles involved (3 or 4 energy weapon consoles depending on the ship) skittle torpedos should work.

Nope it don't work. I tried it in a couple different configs real quick like.

Two torpedoes, one quantum and one Photon. Both XII Borg.

One fires a full spread while the other just fires one torpedo. Depending on which is placed before the other in the weapons slots determines which fires the spread and which fires just one. This proves a torpedo boat won't work. One torpedo front or rear will be doing all the work while the other sets just fire one shot.

I've been using a full cannon setup in my FE and I'm not 100% sure I like it. I don't really feel like I'm getting the full effect of CSV and CRF.

I added back the single (After the above experament) quantum torpedo and I seem to be getting a better effect from the cannons.

:p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 684
04-23-2012, 11:42 PM
Quote:
Originally Posted by Jake81499 View Post
Nope it don't work. I tried it in a couple different configs real quick like.

Two torpedoes, one quantum and one Photon. Both XII Borg.

One fires a full spread while the other just fires one torpedo. Depending on which is placed before the other in the weapons slots determines which fires the spread and which fires just one. This proves a torpedo boat won't work. One torpedo front or rear will be doing all the work while the other sets just fire one shot.

I've been using a full cannon setup in my FE and I'm not 100% sure I like it. I don't really feel like I'm getting the full effect of CSV and CRF.

I added back the single (After the above experament) quantum torpedo and I seem to be getting a better effect from the cannons.

:p
I wouldn't try to mix torpedo types. Without actual testing I can't say definitively, but Jake81499 seems to be correct. The reason for two launchers is to increase the probability of a single launcher firing in between cooldowns for torpedo spread. As I said, PWOs seem to be pointless with only one launcher. Absent any abilities, with two photon torpedo launchers and 3 purple PWOs, you will fire one torpedo roughly every 3/4s of a second. I typically fire Torpedo Spread 3 then Torpedo Spread 2 as soon as the cooldown timer makes it available. In between one of my launchers is firing- roughly- every second. If you switch one of those out with a quantum you might get higher spike damage, but more than likely it will not fire as often at all and so you will get less total DPS.

As for an all cannon build. That will probably be the last thing I try. It seems like I tried it once before and my BOFFs were incredibly inefficient. However, I haven't drilled down into yet and got numbers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 685
04-24-2012, 06:47 AM
First of all, great thread. Answered a lot of questions that've been bugging me for some time.

One thing I'm still unclear about though: is it better to use Cannon Scatter Volley 3 + Torpedo Spread 3 + Attack Pattern Beta 1, or Cannon Scatter Volley 2 + Torpedo Spread 2 + Attack Pattern Beta 3? (This is on the multi-vector advanced escort, so I'll have CSV1/TS1 as my other set of cannon/torpedo skills.) I managed to get the first configuration because of the Jem'Hadar boff from the 2800 feature episode series, but I'm not sure if it's worth giving up APB 3 in order to get to use CSV3/TS3. Thoughts?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 686
04-24-2012, 07:59 AM
Quote:
Originally Posted by uchihamikoto
One thing I'm still unclear about though: is it better to use Cannon Scatter Volley 3 + Torpedo Spread 3 + Attack Pattern Beta 1, or Cannon Scatter Volley 2 + Torpedo Spread 2 + Attack Pattern Beta 3?
I'm flying a FE so my bridge may differ from yours.

If you do much STF you should have CRF in there somewhere. Here's the reasoning.

I'll use ISE as an example.

If you are shooting at the nodes trying to get them down to 10% and within range of three of the nodes, or even two and you hit CSV, then you could theoretically kill a node that someone else has already taken down to 10% or less. When I'm working the nodes I always use CRF then back off to just regular fire when the node gets down close to 10. It usually only takes me three or four vollies to get it down.

Also there are times when you may NOT want to agro something else within your weapons range. CRF fits the bill for that also.

I've changed my Tactical BO setup in the last couple days but here's the basic current.

CTS---> TT1 TT2 APO1 CRF3
LCTS--> THY1 CSV1 TS3

I need to change around THY1 with something else and change TT2 with something else.

But that is my basic. I am NOT putting anything into the SPW or SPWS Skills slots because torps are NOT my primary weapons and i can best use those points elsewhere. Besides I might drop the torps again in favor of the all cannon build.

Hints;

Train a bridge officer and leave that bridge officer alone after you get him where you want him. If you need to change that bridge officer slot, train a new one.

Try to get bridge officers with space passives. These can be expencive but they are worth it.

READ THE FULL DOFF DESCRIPTION. The short discription may be missleading. If you check the long discription you may find that the doff you've chosen won't really do what you want him to.

Good Luck.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 687
04-24-2012, 11:02 AM
For Infected Rapid Fire and High Yield is clearly superior over Scatter Volley and Spread. You want to focus your fire on Generators, the Transformer or the Cube.

Cure and KA. Scatter Volley and Spread are probably a must have here, but personally I also feel the need to focus fire sometimes to deal more damage or not get too much aggro. So for those 2 missions I go:
TT1 / HY2 / CRF2 / APBeta3
TT1 / TS2 / CSV2

For STFs, this seems to cycle perfectly between single target and AoE for me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 688
04-24-2012, 01:01 PM
Quote:
Originally Posted by uchihamikoto
One thing I'm still unclear about though: is it better to use Cannon Scatter Volley 3 + Torpedo Spread 3 + Attack Pattern Beta 1, or Cannon Scatter Volley 2 + Torpedo Spread 2 + Attack Pattern Beta 3? (This is on the multi-vector advanced escort, so I'll have CSV1/TS1 as my other set of cannon/torpedo skills.) I managed to get the first configuration because of the Jem'Hadar boff from the 2800 feature episode series, but I'm not sure if it's worth giving up APB 3 in order to get to use CSV3/TS3. Thoughts?
I prefer Scatter Volley 1, Torp Spread 3, Beta 3 myself, even though 2 and 2 for SV/TS is probably more effective. Beta 3 is the most important of all of them due to the -50% resist for everyone shooting at said target, so running 1 vs. 3 is a huge difference in damage for Beta.
Quote:
Originally Posted by decker999 View Post
For Infected Rapid Fire and High Yield is clearly superior over Scatter Volley and Spread. You want to focus your fire on Generators, the Transformer or the Cube.
I'm finding in Infected I don't use ANY buffs with the small generators because they die too fast (if anything, Beta 3 and hope nobody alpha strikes the thing) and go full alpha strike against the big generators.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 689
04-24-2012, 03:02 PM
Quote:
Originally Posted by kostamojen View Post
I prefer Scatter Volley 1, Torp Spread 3, Beta 3 myself, even though 2 and 2 for SV/TS is probably more effective. Beta 3 is the most important of all of them due to the -50% resist for everyone shooting at said target, so running 1 vs. 3 is a huge difference in damage for Beta.

I'm finding in Infected I don't use ANY buffs with the small generators because they die too fast (if anything, Beta 3 and hope nobody alpha strikes the thing) and go full alpha strike against the big generators.
I usually use AP-Omega on my Advanced Escort and Gurumba to deal with borg tractor beams and get an extra damage boost, but if you're finding AP-Beta to be a better damage dealer, then I'll set up another tactical officer just to run CSV1, CSV2, and AP-Beta just to try it out.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 690
04-24-2012, 04:00 PM
You can rotate 3 attack patterns, two APO and one APB. I find that gives me a balance between DPS and tankiness. APO3 + CRF1 would give 55% extra damage vs 50% for CRF3 assuming the percentages are additive, so the damage is still good. More if multiplicative. APO also lasts 15s, but has a 60s cooldown. APO is an excellent buff still, negates tractor beams, gives you armour, defense, turn rate speed and extra damage.
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