Lieutenant
Join Date: Jun 2012
Posts: 81
# 21
08-15-2012, 06:02 AM
Confirm the +25% torp bonus from 2 piece KHG-set is working? Cuzz I was thinking this ability wasn't working (as it should be). I forgot where I red this, probably in a kerrat zonechat.
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Rihannsu
Join Date: Jun 2012
Posts: 3,212
# 22
08-15-2012, 06:45 AM
If you absolutely want a torpedo, you might consider putting it in one of your aft weapon slots, thus freeing the space for another DHC at the cost of merely one turret.

And of course, you don't need a torpedo damage console, really. I'd be among those who would suggest using 5 tetryon pulse generators.
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Career Officer
Join Date: Jun 2012
Posts: 1,389
# 23
08-15-2012, 06:53 AM
Quote:
Originally Posted by sophlogimo View Post
If you absolutely want a torpedo, you might consider putting it in one of your aft weapon slots, thus freeing the space for another DHC at the cost of merely one turret.

And of course, you don't need a torpedo damage console, really. I'd be among those who would suggest using 5 tetryon pulse generators.

Sophie, I bet half of the people on these forums want to put a torpedo in your aft weapon slot. And the other half want to sell tickets.
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Captain
Join Date: Jun 2012
Posts: 1,395
# 24
08-15-2012, 07:13 AM
Quote:
Originally Posted by skurf View Post
Thanks for the tips everyone...especially about the 4 team abilities and their shared cooldown...definitely going to change some stuff around there.

However, I don't think I'm going to be changing to all energy weapons any time soon because I'm using Tetryon based weapons so 1 more DHC is not as beneficial as if I were using anti-proton or disruptors. I'm not sure how many of you have tried Quantums with high yield 3 + double Honor Gaurd torpedo bonus, but it really is quite damaging. I could pew-pew their hull all day with my tetryons or send 1 high yield volley at them and take their hull down 50-100%.
I'm not sure what you mean about the disruptors/antiprotons thing?

I would recommend try changing to all DHCs and seeing the difference before committing. Tac-buffed torps can work okay (though I'd much prefer something like AP:O in that Lt. Com. slot) and on other ships they'd perhaps be an option, but with the bug you have to realize that four DHCs on the thing turn it into a complete nightmare. They always do the same damage to hull or to shields, and even without anything turned on buff-wise that damage is ridiculously high.
Captain
Join Date: Jun 2012
Posts: 1,395
# 25
08-15-2012, 07:16 AM
Quote:
Originally Posted by brickyard View Post
Confirm the +25% torp bonus from 2 piece KHG-set is working? Cuzz I was thinking this ability wasn't working (as it should be). I forgot where I red this, probably in a kerrat zonechat.
Can't say if it's properly crunching numbers-wise but the passive buff is definitely there ("Tactical Readiness" or whatever it's called).
Captain
Join Date: Jun 2012
Posts: 668
# 26
08-15-2012, 07:52 AM
Quote:
Originally Posted by brickyard View Post
Confirm the +25% torp bonus from 2 piece KHG-set is working? Cuzz I was thinking this ability wasn't working (as it should be). I forgot where I red this, probably in a kerrat zonechat.
KHG 2 piece works fine... gives a massive boost to torp dps.
Captain
Join Date: Jun 2012
Posts: 668
# 27
08-15-2012, 07:53 AM
Quote:
Originally Posted by sophlogimo View Post
If you absolutely want a torpedo, you might consider putting it in one of your aft weapon slots, thus freeing the space for another DHC at the cost of merely one turret.

And of course, you don't need a torpedo damage console, really. I'd be among those who would suggest using 5 tetryon pulse generators.
DO NOT do this... don't worry about the lose of 2 dhc... trust me KHG + the 2 torps will be fine. If you try to spin around to fire torps you will loose more dps then you gain by keeping a DHC... with 2-3 doffs and 2 launchers you will honestly fire 1 per second... don't be screwing around trying to arc your ass end.
Captain
Join Date: Jul 2012
Posts: 1,273
# 28
08-15-2012, 09:40 AM
Quote:
Originally Posted by husanakx View Post
DO NOT do this... don't worry about the lose of 2 dhc... trust me KHG + the 2 torps will be fine. If you try to spin around to fire torps you will loose more dps then you gain by keeping a DHC... with 2-3 doffs and 2 launchers you will honestly fire 1 per second... don't be screwing around trying to arc your ass end.
This. Definitely this. If you're using the torps for burst damage, there is no point in having it in the rear. By the time you turn around to fire the darn thing, the enemy will likely have Tactical Team or RSP back up, rendering the torpedo useless. The point is to annihilate the shields and then hammer the hull with Quantum Torpedoes on HY3, and the best way to do that is to fire your torpedoes at the same time you're firing your DHCs and/or Beam Overload 2-3 (if you're running a DBB up front for it). I personally just stick with a single Quantum Torp up front and a DBB for the BO attack. Leaves less room for cannon modifiers and Attack Patterns, but it seems to work fairly well

Rear torps are basically for escorts that, for whatever reason, are more geared toward pressure/sustained damage, or they're for cruisers that can't turn (see: most cruisers).
Captain
Join Date: Jun 2012
Posts: 1,395
# 29
08-15-2012, 10:19 AM
I ran a chroniton instead of a turret on some kind of escort that has that dangling Ensign for a while, and it wasn't too bad. Completely pointless running any other kind of torp, though, with torps you either go all the way or don't bother at all.
Lieutenant
Join Date: Jul 2012
Posts: 43
# 30
08-15-2012, 10:47 AM
If I may say, a lot of people have protested that antiproton weapons work best against the Borg hulls. Which is why a good number or PVP players have that blood red beam. And I know for a fact that heavy dual cannons are the most powerful type of weapons. So, if your ship is capable, I would equip it with some antiproton weaponry, dual cannons if possible.

As for the consoles, you'll need some antiproton mag regulators to boost the DPS of the antiproton weapons. It may also be a good idea to pick up some RCS accelerators to increase your turn rate and shield booster console. For torpedo, my favorite is the tricobalt torp with a high yield skill buff to pimp out the progectile. If you train one of your tac officers in a high yield skill and fire a tricobalt torpedo, then you could easily deal a massive amout of damage. It's quite aggitating to players who lose a portion of their shields and have their hull unprotected. makes them go out like a star.
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