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Ensign
Join Date: Jun 2012
Posts: 27
# 21
08-25-2012, 05:38 AM
Quote:
Originally Posted by shookyang View Post
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.
Exactly.
Career Officer
Join Date: Jun 2012
Posts: 429
# 22
08-25-2012, 06:38 AM
Quote:
Originally Posted by scarabpoet View Post
Exactly.
I really do not agree that is how torpedo boats have to be. I build mine around DPS and wearing the enemy down.
Captain
Join Date: Jun 2012
Posts: 1,001
# 23
08-25-2012, 07:00 AM
Quote:
Originally Posted by pottsey5g View Post
I really do not agree that is how torpedo boats have to be. I build mine around DPS and wearing the enemy down.
The firing rate on torpedoes is so slow, your DPS is going to be ridiculously low.

Against PvE, that may be okay. But in PvP, that gives your opponent enough time to heal their shields or hull.
Career Officer
Join Date: Jun 2012
Posts: 429
# 24
08-25-2012, 07:04 AM
Quote:
Originally Posted by shookyang View Post
The firing rate on torpedoes is so slow, your DPS is going to be ridiculously low.

Against PvE, that may be okay. But in PvP, that gives your opponent enough time to heal their shields or hull.
That?s why I use doffs my fire rate is 2seconds. I have no problems in PvP or PvE and my DPS is not low it is always near top or top in PvP matchs. (from a crusier point of view)

Last edited by pottsey5g; 08-25-2012 at 07:10 AM.
Lt. Commander
Join Date: Jun 2012
Posts: 222
# 25
08-26-2012, 01:59 PM
Quote:
Originally Posted by bridgern View Post
I don't think a full torpedo boat could ever work, torpedos does no damage to shields.
Oh they do.

I run a tac on a science vessel. I've loaded it up with 6x Plasma torpedo's. They fire at almost optimal Rate, and the target is always on fire.
Then For giggles I throw in fire on my mark.

The Plasma fire bypasses the shields, so its not a worry for me. Throw in some amusing Science powers (at the moment Gravity well III and Charged particle burst. Although I'm thinking of replacing that with Tachyon beam III) and you get a very good combo.

For Multiple enemies a Gravity well, followed by Torpedo spread and as I go through the clump I fire of the Theta radiation console, that tends to work rather nicely.
For single targets Tac officer ability powers + the plasma damage cause enough trouble.
Ensign
Join Date: Jun 2012
Posts: 27
# 26
08-26-2012, 02:08 PM
Quote:
Originally Posted by purvee1 View Post
Oh they do.

I run a tac on a science vessel. I've loaded it up with 6x Plasma torpedo's. They fire at almost optimal Rate, and the target is always on fire.
Then For giggles I throw in fire on my mark.

The Plasma fire bypasses the shields, so its not a worry for me. Throw in some amusing Science powers (at the moment Gravity well III and Charged particle burst. Although I'm thinking of replacing that with Tachyon beam III) and you get a very good combo.

For Multiple enemies a Gravity well, followed by Torpedo spread and as I go through the clump I fire of the Theta radiation console, that tends to work rather nicely.
For single targets Tac officer ability powers + the plasma damage cause enough trouble.
I gotta try this out. On paper it sounds great, but I think that I would have to play with it some.
Ensign
Join Date: Jun 2012
Posts: 27
# 27
08-26-2012, 02:12 PM
what about a ship that had all wep slots filled with torps, but with a Phaser PD console for defensive purposes? Just a thought. The Fed Escort carrier also has the Torpedo PD System, is it really better as a defensive wep, or can you turn it into an offensive wep?

Thoughts?
Lt. Commander
Join Date: Jun 2012
Posts: 125
# 28
08-26-2012, 05:54 PM
I run a Torp Weaver with a modular BOFF setup. This means I get 3 playstyles by swapping one BOFF out.

There is really only one power setting, max defence

Minimum weapons power, just enough engine power for maximum defense rating, and the rest between shields and aux. It maintains ridiculous survivability always being at a full defense setting.

http://www.stoacademy.com/tools/skil...=MinervaTac3_0
http://www.stoacademy.com/tools/skil...=MinervaEng2_0
http://www.stoacademy.com/tools/skil...=MinervaSci2_0

The Tac variant I use for solo PvPing or 1v1 (High Yield 3...yum)
The Eng vairant I use when I PvP with my fleet.
The Sci variant I use for Blockade and pet control.

3 rapid fire transphasic torps, 1 mine, 1 beam array for subsystem targetting, 1 rear torp launcher.

The transphasics net ~350k damage and ~1mill in an arena.

2 Purple Torp DOFFs
2 Shield Distribution Officers
1 Variable*

3 piece Borg with Maco shield.

2 RCS consoles, 1 Neutronium
2 Field Generators, 1 Borg, 1 Web
3 Transphasic consoles


*Tac and Eng variant is a conn officer or another shield distribution officer
Sci Variant is a gravimetric scientist

The only good torpedo boats are science ships because they have the turn rate and the BOFF abilities to make a torpedo boat viable.

In my opinion, theres no advantage to run a torpedo boat in PvE at all since NPCs dont redistribute shields and dont heal, hence dont need spike damage.

Last edited by hyprodimus; 08-27-2012 at 09:34 AM.
Lt. Commander
Join Date: Jun 2012
Posts: 222
# 29
08-27-2012, 08:59 AM
Quote:
Originally Posted by scarabpoet View Post
I gotta try this out. On paper it sounds great, but I think that I would have to play with it some.
Oh she is. Because you don't need any power to weapons it allows you to run huge amounts in the other three categories. Throw in a Purple Doff and a carefully selected set equipment and Gravity well is amusing as hell.

That's one of the things I always had trouble with on Science ships. Either my beam weapons are next to useless. Or My Science powers are way below par. Ignoring beams gets you wayheyehey science powers.
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