Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
06-06-2012, 08:15 PM
Quote:
Originally Posted by Trimen_Ranger
Been gone a very long time. I just returned recently. When I left DHC's were the kings of the battlefied. Now I am reading about torp boats. Before you laugh at my noobishness, please entain my request for a bit of background regarding this weapon arrangement.

When I left Torps shared the same activation cooldown not the same recycle cool down so you had a better DPS boost for using 2 slow recycilng torps vs 2 fast firing Photon torps. Does that still hold true?

The Har'Peng(sp) torps seems to be mounted on the aft on most builds? Why? I got the weapon from a mission and it's beastly. What is the rationale for having it on a Aft Weapons bay?


I Currently use the Tactical Escort Retro fit but will pick up the MVA Escort soon.
DHC's are still king, but sometimes you want to try something different.

They changed the global torpedo cooldown to 1.5s so 3 Photons will fire in sequence. But they also added Duty Officers or DOFFs and one of those is a Projectile Weapons Officer who lowers the cooldown of Torpedoes each time one is fired. (20% chance for 2, 3, 4 or 5s reduction depending on quality). You can run 2 Photons 2 DHCs and 2 Blue or Purple Projectile DOFFs and get a fantastic amount of Torpedoes launched. (Purple Projectiles are very easy to get compared to almost all other DOFF types, since you can buy them for 40 EDCs).

Now the important part is each Torpedo that procs lowers the cooldown of every torpedo even a Tricobalt. So running more than two Photons makes little sense but three 10s cooldowns and a Trico can make a lot of sense. Again I think your better off with a Sci Vessel but to each his own.

Hargh'Pengs got nerfed and are not effected by Torpedo skills, Hence a High Yield or Spread works better than Harg'pengs.

It's also worth mentioning the Klingons have a Bird of Prey that can fire Torpedoes while cloaked too.

I hope I answered most questions, but feel free to ask.

Oh and has anyone considered Plasma and 2P reman set?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
06-07-2012, 03:37 AM
DHCs still do more "raw" DPS, but once you get past the targets shields torpedoes can be a better choice due to the larger spike in hull damage. The thing with more than 1-2 launchers is finding the sweet spot in reloading so there is no downtime and your Torpedo DOffs aren't wasting themselves.
Transphasic torps, as they have a larger bleedthrough, reduce the effects of active shields, so more DPS over a cycle. The aim is to get it into a competitive range for team play / STFs (which the current build it at the bottom end of acceptable).

The usefulness of the Hargh'peng is two-fold. Firstly, over its 15 sec life, it does 2-3x the listed damage due to the radiation; and when it explodes at the end, its an area effect damage (which can take out mines, high yield plasma torps etc and damage nearby enemy ships). It also decloaks ships, so Romlulan Warbirds and Klingon Raptors have a reduced change of getting away after their firing pass.
Also, since its placed in the aft, the 15 sec reload has minimal effect, as you flyby, Hargh'pen fires, then you're busy turning around for another pass. By the time you repeat, the launcher has finished reloading for another go.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
06-07-2012, 05:56 AM
Quote:
Originally Posted by Trimen_Ranger
Been gone a very long time. I just returned recently. When I left DHC's were the kings of the battlefied. Now I am reading about torp boats. Before you laugh at my noobishness, please entain my request for a bit of background regarding this weapon arrangement.

When I left Torps shared the same activation cooldown not the same recycle cool down so you had a better DPS boost for using 2 slow recycilng torps vs 2 fast firing Photon torps. Does that still hold true?

The Har'Peng(sp) torps seems to be mounted on the aft on most builds? Why? I got the weapon from a mission and it's beastly. What is the rationale for having it on a Aft Weapons bay?


I Currently use the Tactical Escort Retro fit but will pick up the MVA Escort soon.
I thought the global torpedo cool down was 1 sec... with same torpedo types (eg 3x quantum launchers) sharing a longer cool down than different torpedo types.

in any case, my B'rel runs hargh'peng, chroniton, plasma, quantum up front, with photon & quantum aft. KHG torpedo bonus, warhead yield chambers.

without doff or boff buffs, I can launch a few torpedoes per pass.

with Lt.Comm tactical, I can fit a couple torpedo abilities in there. with doff powers, I sometimes just have the 1 second cool down with my forward quantum. I can sometimes peel away agro if I push it.

primarily, my B'rel is a Science ship, with Commander and Lieutenant sci slots. TBR, GW, PSW for some CC.

torpedo builds are often about freeing up energy for aux.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
06-07-2012, 08:13 AM
I'm currentlly running a torp boat sci ship. Mostly becuase it was easier at 40 to aquire a bunc of cheap, (15-20K ec apeice), +2acc plasma torps than it was to get myself a full set of other stuff. The plasma burn on the hull i find is a very effective source of dps, and i don't have many issues with adding an acceptable amount of damage though i admit i'm very reliant on teamates taking down sheilds to some degree. Thoug once i can upgrade to the basic MXI STF reward torps i'll probably become a lot more effective.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
06-07-2012, 12:03 PM
Quote:
Originally Posted by catliketyping
I thought the global torpedo cool down was 1 sec... with same torpedo types (eg 3x quantum launchers) sharing a longer cool down than different torpedo types.
I thought this as well. Global cooldown for same energy type torpedo is half of the cooldown of the weapon fired (from my experience).

For instance, my Bio-Neural Warhead is a Tricobalt-type torpedo. Firing it puts a Tricobalt on cooldown for 30 seconds.

On my B'rel Retrofit, I'm running Quantum, Bio-Neural Warhead, Breen Cluster Torpedo, and Hargh'Peng on the fore. Chroniton and Rapid Reload Transphasic in the aft. I use the 2-set Honor Guard set, 3x Warhead tact consoles, and a Rule 62 console.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
06-08-2012, 12:07 AM
Tricobalts are unique in they have a 30s system cooldown. Where as photons, Quantums, and all the rest have a Global 1.5s system cooldown. I've never tried mixing Torpedoes but I don't think it will help.

The Breen Transphasic is also in a class of it's own. I'm not sure about running two Hargh'Pengs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
06-08-2012, 08:49 AM
Quote:
Originally Posted by DKnight1000
Tricobalts are unique in they have a 30s system cooldown. Where as photons, Quantums, and all the rest have a Global 1.5s system cooldown. I've never tried mixing Torpedoes but I don't think it will help.

The Breen Transphasic is also in a class of it's own. I'm not sure about running two Hargh'Pengs.
Tricobalts have a cooldown of 60 seconds. And a shared cooldown of 30 seconds.

Other torpedoes also have a shared cooldown, though they are substantially shorter than the heavy torpedoes.

I'm pretty sure if you want your weapon icons, you can see similar torpedo types putting each other on a 1-2 second cooldown, while the others do not. I'm referring to the cooldown counter on the weapon icon.

There is a global cooldown, but it doesn't seem like it's 1.5 seconds. Seems shorter than that. Even before I had torp doffs slotted, it seemed like the quantum and hargh'peng torpedoes would launch one right after the other.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28 Transphasic Torpedoes
06-08-2012, 09:17 AM
Hi,

Torpedo Boats sound like fun, never tried one myself but more power to you. What I wanted to mention to you is that since shields may be a problem use transphasic torpedoes because if you look at the Tribble Release notes, Transphasic penetration is apparently getting a buff from initially 20% penetration to 40% penetration.So this may make its way to Holodeck sometime soon. Hope this interests you.

Regards
PortgazD
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
06-08-2012, 11:03 AM
Quote:
Originally Posted by Shook-Yang
Tricobalts have a cooldown of 60 seconds. And a shared cooldown of 30 seconds.

Other torpedoes also have a shared cooldown, though they are substantially shorter than the heavy torpedoes.

I'm pretty sure if you want your weapon icons, you can see similar torpedo types putting each other on a 1-2 second cooldown, while the others do not. I'm referring to the cooldown counter on the weapon icon.

There is a global cooldown, but it doesn't seem like it's 1.5 seconds. Seems shorter than that. Even before I had torp doffs slotted, it seemed like the quantum and hargh'peng torpedoes would launch one right after the other.
While you may have quoted me you didn't understand me.

By System Cooldown I meant when you use CRF you can not use CSV or another CRF straight away the abilities triggers a 15s "Cannon Systems Cooldown" I shortened this to "System Cooldown" as a fundamental part of the game each ship system has it's own 15s cooldown as a way of creating Balance for example not being able to drop a Tryken's Rift followed by a Grav Well as they both use the Deflector Dish.

Hence when I said System Cooldown for Tricobalt Torpedoes I did not refer to the 60s cooldown for firing one, but the 30s cooldown that it puts on the other Tricobalt Torpedoes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
06-08-2012, 11:43 AM
Quote:
Originally Posted by DKnight1000
While you may have quoted me you didn't understand me.

By System Cooldown I meant when you use CRF you can not use CSV or another CRF straight away the abilities triggers a 15s "Cannon Systems Cooldown" I shortened this to "System Cooldown" as a fundamental part of the game each ship system has it's own 15s cooldown as a way of creating Balance for example not being able to drop a Tryken's Rift followed by a Grav Well as they both use the Deflector Dish.

Hence when I said System Cooldown for Tricobalt Torpedoes I did not refer to the 60s cooldown for firing one, but the 30s cooldown that it puts on the other Tricobalt Torpedoes.
In other words, a shared cooldown. Which was what I was stating.

When I'm firing multiple different types of torpedoes, there are no counters on the weapon icons. However, my ship does not fire all of the torpedoes at the same time. I would refer to this as a global cooldown.

If I stick two torpedoes of similar type next to each other, I will occasionally see a 1 or 2 counter on the weapon waiting to fire. I would refer to this as a shared cooldown.

So, is the 1.5 second a global or shared cooldown?

I recommend testing multiple different types and reporting back what you observe.
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