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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
06-06-2012, 10:02 AM
Quote:
Originally Posted by Cusashorn
...Is there any way to decrease skill refresh time? With my tactical officer, high yield, rapid fire, and the AOE abilities for both weapons refresh every thirty seconds or so. It takes a full minute here. Beam attacks are still fast though.
Could always look at Photonic Officer and/or the side effect of the Technician(?) DOFFs that reduces cooldowns when you trigger "Aux To Emergency Battery"
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
06-06-2012, 10:03 AM
No tac team? And the MACO 2-piece bonus speeds up boff cooldowns a little, as do certain doffs for certain powers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
06-06-2012, 11:41 AM
Quote:
Originally Posted by ReginaMala View Post
No tac team? And the MACO 2-piece bonus speeds up boff cooldowns a little, as do certain doffs for certain powers.
So if my cooldown right now is a full minute, then I'm guessing it'd be longer if I removed either of my Mk12 MACO shields or deflector array...?

And what about Tactical Team?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
06-06-2012, 05:01 PM
Regarding using torpedoes and the need for BOff skills to enhance them, consider using the Breen Transphasic Cluster Torpedo, a reward from one of the Breen Episode missions. This device launches like a torpedo, but when it gets close to its target, it breaks up into a net of 12 Transphasic mines (the Wiki says 16, but I believe that is incorrect because the tool tip says 12). This has several advantages.

First, it launches like a torpedo, so you don't have to be close to your target to deploy it. That also means you don't have to judge the distance, so you don't run the risk of deploying too soon or too late and end up with the mines out of range of the target your intended to hit.

Second, a normal mine launcher produce 5 mines without any BOff power being applied. With Dispersal Pattern Beta, you get 8 mines at rank I, 12 mines at rank II, and 16 mines at rank III. Thus, firing a Breen Cluster Torpedo is the equivalent of firing a normal mine launcher with Dispersal Pattern Beta II, but one you can fire at range.

Third as a VA, the rated damage on the tool tip shows between 800 and 900 per mine for me. Even at just 800 per mine, with 12 mines total, that is still 9600 for a single launch. That is 2.7 times the rated damage of an equivalent Quantum torpedo and just slightly higher than even the rated damage of an equivalent Tricobalt torpedo. But to be honest, it is fairly common to see hits of 1000 or more per mine, meaning seeing at least 12k total damage is not unusual. Since each mine can crit independently, 18k total damage is easily reached with a few crits, and you could hit as much as 29k theoretically.

Another thing to consider is that, if you have a group of ships bunched up in a Gravity Well and you use a normal torpedo and High Yield I or II, if the if the first torpedo destroys the target, the second and/or third from the High Yield will harmlessly strike the dying husk of the ship. By contrast, mines are independent of each other, so if the first few mines from the Cluster device destroy the target, there is plenty of time before the warp core breach for the remaining mines to turn on and hit another ship.

The real clincher for me, however, is the fact that all of the above is achieved without the need to slot a BOff with Torpedo or Mine powers. Given that most Science ships have only a Lieutenant Tactical slot, you cannot even get Dispersal Pattern Beta II on a Science ship since that is a Lt. Commander level power. That means you not only are getting the equivalent of a power you cannot even typically slot, you are getting it without having to use a Tactical (or any other BOff station) slot at all!

That does not mean there are not any draw backs. It is rated as destructible, like a tricobalt. However, I am not sure if the torpedo itself can be destroyed, but the mines, like any other mine, are definitely targetable or vulnerable to AoE damage. On the other hand, I have never seen the torpedo itself get destroyed, and because the mines deploy near the target, there is little time for the target to react. The only time I have seen a launch produce nothing is on a rare occasion where a ship is close in and directly behind me, and the mines get hit with something right as they deploy. Otherwise, they are extraordinarily reliable because they deploy right on top of the target and only take a second or so to arm and attack. This may be less true in PvP against someone who is prepared. Since I do not PvP, I cannot comment there, so this is solely from a PvE perspective.

Also, some people are not fond of Transphasic damage because Transphasic weapons have a lower rated damage on the tool tip. However, 12 to 18K or more damage is respectable in any measure, and the thing about Transphasic damage is that it has a higher bleed through. That means it is more damage is going through the shields with each hit, meaning when the shields do come down, there is less work to do to finish off the ship.

They have a longer cooldown than your average torpedo (though less than a Tricobalt launcher). However, if you are using a forward launcher and a rear launcher and firing one then turning to bring the other to bear, the shared cooldown is short enough to have the second launcher ready by the time you get turned. This is especially true on the Atrox.

All in all, I find the Breen Cluster Torpedo to be a very viable kinetic damage alternative for a Science Captain. I can load one fore and one aft on my Science ship and save the tactical slot I would use for a High Yield or Spread for another Tac power. This allows me to run, for instance, Beam Array: Fire at Will and Attack Pattern Beta I while still being able to do some enhanced kinetic damage. With a normal torpedo launcher, I would either have to fire single torpedoes or give up one BOff slot for a Torpedo power, two if I want to be effective with both fore and aft launchers.

For an Escort, with far more Tactical slots, this would not likely be the case, but as a Science Captain, I like them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
06-06-2012, 05:41 PM
Quote:
Originally Posted by Cusashorn
So if my cooldown right now is a full minute, then I'm guessing it'd be longer if I removed either of my Mk12 MACO shields or deflector array...?

And what about Tactical Team?
Not a huge difference on the MACO thing, I think its a bonus of 5% cooldown speed, so not much. On the Tac Team, that just always strikes me as a 'don't leave spacedock without it' kind of skills, both for the shield balancing and for removing tactical debuffs (like Pattern Beta in PVP, or Borg Boarding Parties in STFs). The damage boost doesn't hurt either, however minor it may be. My own RSV runs Tac Team 1, Beam Overload 1, High Yield 2 (though I've been debating swapping for Torp Spread 2 to combo with gravity well). I just wouldn't waste my best tac skill on the turrets; they supplement the main punch of my fore weaponry, but they just don't have enough kick on their own to lead with. Thats completely opinion-based however.

What active DOFFs are you using anyways?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
06-06-2012, 08:42 PM
I found out why my refresh times were so long. My crew limit was extremely low during an STF, so the borg were slowing things down. They all had 30 second refresh timers for most of the STFs I played today.

active doffs? lets see... Both jem'Hadar obtained from the prison mission, so... blue projectile and blue energy for torpedo and subsystem refresh. A purple Grav scientist for gravity well, a purple.. ahh I can't remember the officer type, but it helps the refresh rate on gravity well. I forgot what the last officer I had is. Blue quality, classified as tactical though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
06-06-2012, 08:45 PM
Quote:
Originally Posted by Voxin View Post
That does not mean there are not any draw backs. It is rated as destructible, like a tricobalt. However, I am not sure if the torpedo itself can be destroyed, but the mines, like any other mine, are definitely targetable or vulnerable to AoE damage. On the other hand, I have never seen the torpedo itself get destroyed, and because the mines deploy near the target, there is little time for the target to react. The only time I have seen a launch produce nothing is on a rare occasion where a ship is close in and directly behind me, and the mines get hit with something right as they deploy. Otherwise, they are extraordinarily reliable because they deploy right on top of the target and only take a second or so to arm and attack. This may be less true in PvP against someone who is prepared. Since I do not PvP, I cannot comment there, so this is solely from a PvE perspective.
I have had my cluster torp killed many a time while in transit (before splitting into mines).
Unless that's changed in the last 3-4 months (last time I used it), then it is destructable.
Hope that helps
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
06-17-2012, 07:30 PM
This is all for my intrepid class (the free t4 or t3 whichever you get at captain rank) since that is the best sci ship I have other than the Atrox.

Personally I use GW3 and Tykens rift to do aoe dmg with my powers. I also use tractor repulsors and find them quite to my liking. I find the extra damage from antiprotons worth it since with those powers I can nullify what the probes are doing. If the grav well is a bit too far away from a probe I hit repulsors to thorw it in. If I need a few seconds before gravity well comes off cd I use repulsors. Don't underestimate Tykens rift. It slows the ships due to power drain, helps deplete shields and does a good bit of straight up damage.

My weapon setup is front: DBB AP mk12 borg, BB AP mk 12 borg, quantum torp mk 11 borg (I use torp spread 2 with this) also thought of using chronitons here
aft: 1 BB mk 11 borg and 1 BB mk 12 borg and 1 turret mk 12 borg

Other than that im loaded with consoles to boost damage and shielding etc all the standard stuff really. My BO's have heals for shields and I use HE. Have maco mk 12 defelctor with mk 11 engines and shield. I was using all borg but I found the damage I would receive was too much in elite stfs if I was focused by a few spheres or a tac cube.

I have also thought since I roll in a cat carrier that disruptors would be a good way to go and have since been buying up pieces to fit this roll. I think the damage debuff will compensate for the lack of fire I can bring to the fight and will complement my fighters greatly especially once shields drop.

Edited for some clarification
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