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Commander
Join Date: Jun 2012
Posts: 273
# 21
08-19-2012, 04:49 PM
Photons: High RoF, decent damage, obsoleted by Quantums w/ Projectile DOffs for damage, Chronitons for utility

Quantums: Reasonable RoF, ship smashing damage vs Bare Hull, easily hits 1 Torp per sec w/ 2 torps and 2 Blue-Purple Torp DOffs.

Transphasics: Low RoF (unless using Breen Rapid-Reload type, or 3 Projectile DOffs), okay damage through shields, low damage once shields are off, no decisive killing power, only remotely viable for high-hull pressure ships (which have been heavily nerfed due to Sci powers effective damage being very low).

Plasma Torpedos: Same RoF as Quatums, huge dps potential from stacking burn DoT's (which are benefited by bot Particle Generators AND Plasma Torpedo consoles), can have decent but difficult to connect spike damage with HYT (risk of sui is present, risk of intercept is present)

Chroniton Torpedos: Extremely powerful slow on proc, moderate damage against hull (close to Photons), Quantum torpedo RoF

Tricobal Torpedos: Always interceptable, ship-crushing damage on critical hits with high-yield, causes zones which disable people, always interceptable, high-risk of self-damage (which thanks to the built-in disable, means knocking your own Tactical Team off)

Last edited by corsair114; 08-19-2012 at 04:52 PM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 902
# 22
08-20-2012, 05:48 AM
Quote:
Originally Posted by corsair114 View Post
Plasma Torpedos: Same RoF as Quatums, huge dps potential from stacking burn DoT's (which are benefited by bot Particle Generators AND Plasma Torpedo consoles), can have decent but difficult to connect spike damage with HYT (risk of sui is present, risk of intercept is present)

I just did a quick test and see no difference with Particle Generators.
Captain
Join Date: Jun 2012
Posts: 750
# 23
08-20-2012, 06:41 AM
Quote:
Originally Posted by pottsey5g View Post
I use Transphasics MK XII DMGx3, x3 Transphasics tactical consoles at 30% damage, x2 Breen set for another 30% damage. x2 Tac teams cycling for another damage boost.

My favorite tactic is to load torp spread come out of full impulse, hit tac team and 2nd torpdeo spread, then unleash a deadly volley followed by a Cluster torpedo. If done right you can end up with over 40 torpedoes in the air within 10 seconds.
So you're using a setup that goes contrary to the prevailing wisdom of ship combat in the game: tons of energy weapons and energy weapon consoles only.

How's it working out for you? Killing targets consistently?
Starfleet Veteran
Join Date: Jun 2012
Posts: 887
# 24
08-20-2012, 07:52 AM
I have a tanking build, with 9 ranks in threat control, two copies of torp: spread and a transpahic torp, and plasma weapons. I also have Charged Particle Burst, Photonic Shockwave, and Feedback Pulse.

Hull damage causes more aggro than shield damage which is why I use the transphasics and plasma weapons. I fly towards a cloud of enemies, spit out a torp spread, and then fly into the middle and use my AOE's. Then I change targets one by one and try to cause as many plasma fires as I can.

Once I have the whole cloud is pounding on me, I hit Feedback Pulse and start healing for dear life. I don't have the DPS of most other ships, but I can hold aggro long enough for other players to knock down most of the ships without taking heavy fire.

So this is why I use transphasics. I don't use them for the DPS, instead I use them to inflict more hull damage at the start of a fight than my team-mates so I draw aggro faster.

I have heard that in rare cases when you fight a boss or another player who has very strong shields that buffed transphasics will inflict a lot more hull damage over time than waiting for their shields to drop and then using a quantum. However you wouldn't benefit against trash enemies with low shield strength, which are like 98% of the enemies in the game.
Starfleet Veteran
Join Date: Jun 2012
Posts: 902
# 25
08-20-2012, 07:57 AM
Quote:
Originally Posted by fulleatherjacket View Post
So you're using a setup that goes contrary to the prevailing wisdom of ship combat in the game: tons of energy weapons and energy weapon consoles only.

How's it working out for you? Killing targets consistently?
Ok I have to admit my setup is against prevailing wisdom but I am willing to prove it works by test firing or having a 1v1 with you or anyone else that would like to see it.

It is working surprising well with me often coming top or near top in damage in PvP, right up there with Escorts. Now I am not top end Escort DPS but for a Cruiser I think my DPS is pretty good somewhere around top end cruiser to bottom to middle Escort. No problem with kills in fact the reason I use it is because I cannot seem to kill anything with energy weapons. I can easily do well over 10k hull damage in 10seconds with the targets shields on full which is great for picking out already damaged targets in PvP for surprise kills.

But saying all that, I do admit it is a pretty specialised build and not Elite DPS.

Last edited by pottsey5g; 08-20-2012 at 08:31 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 587
# 26
08-20-2012, 08:44 AM
Check out why Transphasics are king torpedoes. http://sto-forum.perfectworld.com/sh...d.php?t=358061
Starfleet Veteran
Join Date: Aug 2012
Posts: 63
# 27
08-20-2012, 10:28 AM
I'm a fan of unconventional builds, and the Breen set is one of my favorites, so I think I'll give this one a go later. I had been using Tri-cobalt with my Galaxy-X for the insta-kills, but since I've switched to the Oddy I've been wanting to try out something aside from beam boat and quantums.

Which kind of setup do you use? All transphasics and one mine torp launcher?

I don't have access to fleet space weapons just yet (or other MK XII), would the rapid reload launchers work fairly well?

Since torps are limited by arc, do you use mines at all, or maybe RCS Accelerators to improve turnrate?
Captain
Join Date: Jun 2012
Posts: 1,427
# 28
08-20-2012, 11:27 AM
I've seen Pottsey in game a few times and IIRC he has a pretty effective pressure setup. I don't know if he was using phasics (it was definitely an all-torp boat) but it was working pretty well at cracking into my hull (admittedly I was running a bunch of glass cannon stuff like tet glider and double-offence Sci).

Also I apologize for not being able to do the whole crash test dummy thing, I've been getting ready to go on vacation so I'm a little schiz at the minute. I promise I'll try and find you in the next few days though.
Captain
Join Date: Jun 2012
Posts: 4,145
# 29
08-20-2012, 12:01 PM
Quote:
Originally Posted by pottsey5g View Post
My Transphasic Torpedo is 4669.1 damage which will hit for around 2000 damage on hull when shields are up. The Cluster Torpedo is 30,966 if everything hits that is around 15k on hull with shields up. I really like the Cluster as that?s 15k per target or 30k if shields are down and you can hit more than one target due to AoE. Those numbers are without BO skill buffs. Crits end up at around 5k hull when shields are up.

If you would like to meet in game I can shoot a few volleys at you.
You actually using the cluster in combat, or are you simply recording damage on an idle target ?

I STILL find the cluster transphasic garbage- it's travel is rather slow compared to it's pre-season 6 incarnation, it gets shot down 50% of the time before it deploys it's minelets, and the minelets (once deployed) barely move at all to pursue it's target.

What was once my favorite weapon (pre-S6) is now only barely effective against stationary targets that don't shoot back.
KBF Lord MalaK
Awoken Dead

Now shaddup about the queues, it's a BUG
Starfleet Veteran
Join Date: Jun 2012
Posts: 902
# 30
08-20-2012, 02:23 PM
lordmalak1 have you used the cluster since the Mine revamp? The mine revamp fixed it.
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