Captain
Join Date: Jun 2012
Posts: 1,114
# 11
08-23-2012, 10:43 AM
Quote:
Originally Posted by scarabpoet View Post
But that is where playstyle comes into play. Do you wait for your team-mates to take down the shields first? or do you load energy weps so that you can assist? Or do you load up transphasics and ignore some of the shields? What do you guys think?

Also, what about a new torp type that takes down shields? Tachyon based dmg?
My philosophy is to go all the way.

On my Fed, I use all cannons. On my Klingon, I use all torpedoes. Both can handle themselves well.

While the B'rel is more of a support/clean-up ship, I have been able to take out some folks one on one.
Lt. Commander
Join Date: Jul 2012
Posts: 176
# 12
08-23-2012, 03:44 PM
I'd advise against this as a general rule. Having more than two torps per side with modern Doff's is kind of wasteful. That said I'd go sci ship or escort.

For a sci ship I'd pick the Intrepid. If I was going to ignore energy weapons all together it would probably be three transphasics in front and two in the back with a Hargh'peng, shields would never come down anyway so I might as well spam things that bypass them. There might be one or two Torpedo Doffs in this build just to get a more constant stream of fire but I'd probably focus on buffing Sci powers. The sensor analysis would help with transphasics low base damage it turns well and the ablative generators wouldn't mess with a torpedo boat at all.

If I was going escort it would be the Armitage (that's not lazy it's just the best choice). I'd embrace Attack Patterns and T: Spreads with Delta fliers for shields stripping and I'd probably use 4 photon torpedoes up front with no torpedo Doffs.

Without looking at builds if I seriously wanted a torpedo boat I'd avoid your "no energy weapons" rule.

I'm thinking the Intrepid-R with a high turn rate, sensor analysis and subsystem targeting would be a good choice, 2-3 torpedo Doffs and two quantum torpedoes on the front and back of the ship(the 180 Deg on the front for better AOE maximization). Stick a dual beam bank on the front of the ship and a beam array in the back. 75 shield power and 75 Aux power for sci abilities and heavy damage resistances. Use Sci powers for shield stripping and immobilization with Tac Boffs offering TT1 and T:spread.
Lt. Commander
Join Date: Jun 2012
Posts: 231
# 13
08-23-2012, 03:51 PM
Even if you don't want to use energy weaponry for damage, even a torp boat should roll with turrets in the back for a proc. Tetryon is useful if you invest in flow capacitors and have glider, while disruptors make your torpedoes deal more damage to the hull.
Starfleet Veteran
Join Date: Jun 2012
Posts: 596
# 14
08-24-2012, 01:51 AM
Quote:
Originally Posted by bridgern View Post
I don't think a full torpedo boat could ever work, torpedos does no damage to shields.
A top end torpdeo boat can still do over 1000 damage to shields per hit and torp boats do work as they are all I fly.
Starfleet Veteran
Join Date: Jun 2012
Posts: 596
# 15
08-24-2012, 01:54 AM
Quote:
Originally Posted by mehen View Post
Even if you don't want to use energy weaponry for damage, even a torp boat should roll with turrets in the back for a proc. Tetryon is useful if you invest in flow capacitors and have glider, while disruptors make your torpedoes deal more damage to the hull.
I found Tetryon and disruptors to be a waste. The DPS will be so low as to be meaningless and the procs so rare as to be unhelpful. I do not understand the post in that link that says "2/3s of the time for Tetryon and disruptors proc. When I tested I kill about 3 or 4 ships before getting 1 single proc.

Last edited by pottsey5g; 08-24-2012 at 01:58 AM.
Lieutenant
Join Date: Jun 2012
Posts: 99
# 16
08-24-2012, 02:05 AM
Quote:
Originally Posted by scarabpoet View Post
Hey guys, I am sitting here, thinking about ship builds that are out of the ordinary. With the new wide-angle quantum torp launcher, the potential for a true Torpedo Boat build becomes an interesting reality...

With all of that in mind, let's get the discussion started. I would like to see what thoughts you have abt the need for, what type of ship would make the best, and how you would maximize the potential of, a Torpedo Boat build.

Oh, and please don't cheat, yes, the Amitage Heavy Escort-Carrier was advertised as a torp boat, but be creative, let's look at some other ship builds that are available!
I run my heavy escourt carrier with 2 front photons, 1 rear photon and the photon PDS.
The damage spikes worked really well yet i still had 2 DHC and 2 turrets to keep up good energy damage dps.
I wouldnt add any more torps to this build as the cooldowns would kill my dps.
Captain
Join Date: Jun 2012
Posts: 1,114
# 17
08-24-2012, 08:25 AM
Quote:
Originally Posted by richandrews View Post
I run my heavy escourt carrier with 2 front photons, 1 rear photon and the photon PDS.
The damage spikes worked really well yet i still had 2 DHC and 2 turrets to keep up good energy damage dps.
I wouldnt add any more torps to this build as the cooldowns would kill my dps.
Torp boats are not about DPS. They are about massive burst damage. If you have the right weapons on the fore, you can unleash enough damage in one burst that has the potential to take out a ship in one volley.
Career Officer
Join Date: Jun 2012
Posts: 18
# 18
08-24-2012, 09:04 AM
Side firing Torps will never happen. A 360 Torp Mission Pod..... maybe. Two option that might work.

First would be a Torp Mission Pod that has the new 180 degree Quantum Torp (1 fore, 1 aft). You now have 360 degree coverage, and with Torp Skill abilities some rather high damage potential. The Akira, the Nebula, and the Recon/Science Deep Space classes have this type of Mission Pod. The Science ships tend to use them for advanced sensors rather then multiple Torp tubes like the Akira class.

The other option is based on a non canon Star Trek ship (U.S.S. Achilles (NCC-22376)) which used dorsal mounted micro Torp launchers. The intro for the game it was in shows how over powered it was, but experimental super ship tend to be just that. This is the only example of a non fore/aft firing Torp tube. This ship was specifically designed to combat the Borg threat with massive fire power. A different hull design, though some simularity can be seen.

http://www.youtube.com/watch?v=l-ICRW5-ygA - time index 2:15 to 2:30 for the ventral torps

http://memory-beta.wikia.com/wiki/Achilles_class - non-canon info from Memory Beta

I do ignore the KDF ships. Klingons use any weapon they can find use in, and quite often use obsolete weapons. Klingons in some other games used rockets/missiles as well as Torps. Torps are not really supposed to change trajectory very much, but due to how STO made Torps slow they tend to chase targets they are ment to hit. Missiles are lower damage, but have far more turn rate. They also would be fired in large salvos to overwhelm a ships energy weapons. Sort of a cheap win tactic if you had enough ammo to last.

STO is designed with the limits on weapons in mind. Torps/Cannons fire in forward arcs for Tactical strafe runs. Beams/Turrets for overall coverage, and broadside attacks. Firing arcs and positioning are part of the stratedgy that STO tries to have in the Space part of game play. I honestly like the current limits. Some weapons should not have large fire arcs. Also all Torp weapon boats should be very easy to kill from the port/starboard. Everything has a weakness.
Lt. Commander
Join Date: Jun 2012
Posts: 231
# 19
08-24-2012, 02:45 PM
Quote:
Originally Posted by pottsey5g View Post
I found Tetryon and disruptors to be a waste. The DPS will be so low as to be meaningless and the procs so rare as to be unhelpful. I do not understand the post in that link that says "2/3s of the time for Tetryon and disruptors proc. When I tested I kill about 3 or 4 ships before getting 1 single proc.
I can see the tetryon proc to be lackluster with a few builds, but I'd think disruptors would be perfect for a torpedo boat, especially one using transphasics. It's a direct reduction in their defensive ability, which means your torps are going to be hitting them for ~10% bonus. With the rapid rate of fire for turrets, I'd think the disruptor proc would hit quite often.
Lt. Commander
Join Date: Jun 2012
Posts: 177
# 20
08-24-2012, 04:32 PM
The larger eight slot starships make a rediculous kind of torp boat. I've experimented heavily witht he type, even running my B'Rel retro with nothing but photons. Some things to know: the Doff's that reduce trop recharge time? Indespensable. Theres a reason the very rare types go for more than 5 mil each. Having more than three types of a standard torp, IE. photon/quatum is kind of pointless with the doffs. Using four photons on my B'Rel, I never used the fourth, the other three would just keep going, and the cooldowns wouldn't allow the fourth too fire. With doffs, you can get away with two of them actually, three with quantums. That means either get some longer cooldown torps, or use lesser of them, and add some energy weapons.

In my opinion, science vessels make the best use of torps. You can't overload them, so they can fire at the fastest rates possible, and they use zero weapons firepower, meaning you can crank up the engines/shields/aux powers, makes the thing seem like an escort with tons of shields, and rediculously annoying science powers.

Finally, most players will tell you, Quantums will get you the most bang for your buck. This is very true, but keep in mind, it's just like any other weapon. Use all the same type, unless the cooldowns are limiting you, and you really want it to be all torps. If the ship has a console, make sure to use types like it, like on the armitage, I use nothing but dual photons front, and duals back, and nothing but. I know you said don't suggest the armitage, but when you see a trio of them doing a trop spread III/torp defense console in an STF on the maximum amount of targets, and your game crashes because of the sheer amount of missiles flying in the air, you realize just how much firepower those ships have too give.

DON'T use transfasics. They can work, but not nearly as well as other types. And be carefull with tricobalts, you can kill yourself with those as quickly as you can your enemy. And they are very easy to outrun.

Some people use an interesting tactic, which is missile stacking. If the enemy is outrunning your torps (or your mines), just wait a bit, then use a tractor beam. The trops can all slam into them at once, and cause massive volley damage. I normally speed up an escort, launch a large amount of torp spread missiles, and them bypass my enemy, using the aft torps to deal even more damage. Makes sure all torps hits at once. It's called missile stakcing, and it takes some practice, so get used to it a bit.

Last suggestion: torps don't do well on larger slower ships, as you may know. The targeting arc can and WILL get too be too much.

Besides that, go nuts. I'm using chronitons on my science character. My friends were laughing until they found out they couldn't hardly move worth beans. Gravity well III + Tractor Beam II + Chroniton torp spread II = one stuck BoP.

Edit: I forgot to mention damage vs. shields. If your RoF is getting fast, it really doesn't matter. Some torp boats I've seen deal around 16k DPS, sustained. Even with a 50% bleed through, your dealing more than enough to take shields out.

Last edited by insanerandomnes; 08-24-2012 at 04:38 PM.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 09:22 PM.