Captain
Join Date: Jun 2012
Posts: 633
# 21
10-26-2012, 11:02 AM
Quote:
I was always told Those STF shields lowered the burn Plasma DPS and phtons with doffs are lower DPS then Quantum with doffs.
I mentioned the doffs you know and AFAIk that sheild effect only reduces damage to sheilds. the burn bypasses sheilds so...

Quote:
I only use torps on one toon- my engie. He uses Quantums to supplement his AP cannons, and uses Tricobalt to one-shot the BoP in the 'Salvage dispute' mission. Ya, HY3 is EVIL with quantums.
Try my favirote science trick on my orb weaver at the start of the 15 man. Start cycling THY3 and THY2 before the enemies come in so both are active when they arrive. Drop a Grav well on the big ship then drop both torpedoes on them, (plasma), ushually i get a third off as i pull out.

Those HY Plasma torps do AoE so everything in the group gets hit for 14-16K Kenetic per torp. More if it crits, (i like to hit the main target with assimillaited TB to help this TBH), and the best bit. If it crits on the main target, it crits on everything. Seeing a Torp crit for 40K, (more if an obliging tac has hit his Tac Fleet and APB'd everything), is nice, seeing such a 2-3 round volly vaporise all but the one big ship. Absolutly pricless.

Now if idiots would get it through their heads that TBR is not cruise control for cool, *sigh*.
Lt. Commander
Join Date: Jun 2012
Posts: 226
# 22
10-26-2012, 11:45 AM
It depends on the ship I'm flying, for escorts, I get the best mileage from quantums, but there's little that can beat the sheer joy of straight-up Tric-bombing somebody in Ker'rat.
Captain
Join Date: Jun 2012
Posts: 3,215
# 23
10-26-2012, 12:02 PM
Quote:
Originally Posted by carl103 View Post
I mentioned the doffs you know and AFAIk that sheild effect only reduces damage to sheilds. the burn bypasses sheilds so...



Try my favirote science trick on my orb weaver at the start of the 15 man. Start cycling THY3 and THY2 before the enemies come in so both are active when they arrive. Drop a Grav well on the big ship then drop both torpedoes on them, (plasma), ushually i get a third off as i pull out.

Those HY Plasma torps do AoE so everything in the group gets hit for 14-16K Kenetic per torp. More if it crits, (i like to hit the main target with assimillaited TB to help this TBH), and the best bit. If it crits on the main target, it crits on everything. Seeing a Torp crit for 40K, (more if an obliging tac has hit his Tac Fleet and APB'd everything), is nice, seeing such a 2-3 round volly vaporise all but the one big ship. Absolutly pricless.

Now if idiots would get it through their heads that TBR is not cruise control for cool, *sigh*.
I pop HY3 about 15k from target, so just as the shared cooldown timer for spread reaches zero I'm just coming into range- then FIRE hy,followed immediately by spread, then a single. By the time I pass over the target@ full speed I've dropped 10 torps on him from my single tube- all the while lighting him up with 4 DHC AP's. Works about the same for multiple targets.
KBF Lord MalaK
Awoken Dead

You're gonna upgrade my Chel Grett for FREE but charge me $30 to upgrade my Kamarag ?

Last edited by lordmalak1; 10-26-2012 at 12:11 PM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,710
# 24
10-26-2012, 02:47 PM
I use the "Time Torpedoes" from the Lobi Store on the back of my Time Ship.

They do more damage than Tricobalts and seem to have a "sprint" mode before they slow down.

I fire at point blank or as close to that as possible after an attack run.

It's fun to watch them "Knock a ship about."
If your post is anything like, "I have a sandwich so you can't be starving" it's time to rethink posting.
Empire Veteran
Join Date: Jul 2012
Posts: 5,448
# 25
10-27-2012, 12:00 AM
Quote:
Originally Posted by ebeneezergoode View Post
It depends on the ship I'm flying, for escorts, I get the best mileage from quantums, but there's little that can beat the sheer joy of straight-up Tric-bombing somebody in Ker'rat.
I know how you feel there. It never truly gets old doing that.

Captain
Join Date: Jun 2012
Posts: 1,462
# 26
10-27-2012, 02:30 AM
A word from the "PVP Is Silly And Having Everybody Fly Escorts Is Boring" Coalition:

Photon torpedoes. The reload time matches up perfectly with active projectile officers. If a photon launcher gets the cooldown reduction it will fire again after only 2 seconds, allowing you to think of your photon tubes as a "super-heavy single cannon". I like flying cruisers with photon torpedoes on the front, sliding up to a target and just pounding it into submission. They add solid DPS to your ship without consuming any weapon power and even going into a fully defensive stance will keep your photon tubes spitting at full damage.

One photon tube will definitely benefit from projectile officers...I'd say your total torpedo launches are about doubled on average. Two photon tubes is the best "deal". With the doubled chances to make your projectile officers work, two tubes will trigger maybe 75% of the time making chains of 3 and 4 torpedoes commonplace. Three tubes is an improvement but less of an improvement than going from one to two. You're wandering into specialized build territory. And four is a pure waste: the built-in rate of fire limiter will start getting in your way.
Career Officer
Join Date: Jun 2012
Posts: 1,173
# 27
10-27-2012, 05:30 PM
Quote:
Originally Posted by jexsamx View Post
Well, there are two pretty straightforward choices:
  • Quantum is your bread and butter torpedo. High spike, decent firing rate.
  • Photon is comparable in terms of DPS, if I recall correctly, and has a higher RoF (rate of fire), so it's not a bad idea either.
Basically, if you're like most players and want to include spike damage for use on bare hull, you'll want one of these. Simple, effective, no tricks, just point and shoot.

Then there's all the others, which are more niche things that, depending on your style and spec, may be more useful to you.
  • Plasma torpedos. They're a poor man's Tricobalt, basically. Hard hitting, but the high yield projectile is targetable and it's relatively easy for it to get destroyed and you get no damage out of it.
  • Transphasics are good if you don't care about dropping shields. They were tested a couple of months back and their metrics are solid, meaning they function as intended and deliver the damage they were meant to deliver verus other torpedos on bare hull. But they're fairly weak on bare hull, not very good for spike. These are probably the least liked torpedoes in the game, if I had to guess.
  • Chroniton Torpedoes have fair damage and a long cooldown. Their advantage, though, is they have a 33% chance of heavily slowing down whatever they hit, making them easier targets. This is great when combined with, say, Torpedo Spread. Higher grade High Yields like 2 or 3 with Chronitons are okay, almost guaranteeing you'll slow your target, but Spread is just better.
  • Tricobalts are BIG damage, BIG cooldown, and BIG risk, but the payoff is excellent. They take practice to master, but in the hands of a seasoned player, they are far and away the most brutal torpedo in the game.

My personal preference is Quantum, just because it's so practical and user-friendly.
....AAAAAAAND we're forgetting one of the best torps in the game; the Hargh'Peng.

[*] Hargh'Peng has decent Recharge rate, has a VERY fast time-to-target, does great damage, has a radiation DoT AND has a secondary explosion. The caveat is it is not effected by T:S or T:HY. However, its damage can be increased by the generic torpedo console, the Warhead Yield Chamber.

Since I'm here, I might as well pipe in about 2 newer Types of torps, They are Lockbox/Lobi items, so take it with a grain of salt:

[*]Tholian Thermonic Torp - It comes with the Recluse Carrier and I think the Tholian Orb Weaver as well - In any case, it will mount on any ship that can mount torpedoes. It does low damage but gives you a %15 chance to drain 15 power from both Weapons and Engines of your target. It also has a built in [ACC] modifier with bonus 20% accuracy. IMHO, this is a ridiculously underpowered torp and has limited usage except for power drain builds.

[*]Temporal Disruption Device - This is part of the Temporal Warfare set available in the Lobi store. It is a recockulosly slow moving projectile that does massive damage and 100% chance to slow a target. Think of it as a Chroniton/Tricobalt hybrid. In fact, if you use a HY version of it, it can make the grav-well thingy that Tricobalts make. They suffer from the same mis-fire bugs that plague the Tricobalt Torps and the Breen Cluster Mine torp. Right now , their damage can only be bumped by the Warhead Yield Chamber tac console or a TCD Subspace Tac console [This is a bug, as it is supposed to be chroniton. Devs are aware, and a fix should be in an upcoming patch). This torp is handy in environments where mob control is paramount (read: STFS)


Just thought I'd add my $.02
Captain
Join Date: Jun 2012
Posts: 989
# 28
10-27-2012, 07:20 PM
Quote:
Originally Posted by badname834854 View Post

[*]Tholian Thermonic Torp - It comes with the Recluse Carrier and I think the Tholian Orb Weaver as well - In any case, it will mount on any ship that can mount torpedoes. It does low damage but gives you a %15 chance to drain 15 power from both Weapons and Engines of your target. It also has a built in [ACC] modifier with bonus 20% accuracy. IMHO, this is a ridiculously underpowered torp and has limited usage except for power drain builds.
Do not underestimate the Thermonic Torpdeo. It's Energy draining potential when using Torpedo skills is amazing. With HY3, yes it's targetable Plasma HYT type, but it's a 100% chance for 52 Weapon and Engine Power dragin for 12 seconds. I don't know what the TS values are but they are decent in themselves.
Captain
Join Date: Jun 2012
Posts: 1,462
# 29
10-28-2012, 03:25 AM
Quote:
Originally Posted by lordfuzun View Post
Do not underestimate the Thermonic Torpdeo. It's Energy draining potential when using Torpedo skills is amazing. With HY3, yes it's targetable Plasma HYT type, but it's a 100% chance for 52 Weapon and Engine Power dragin for 12 seconds. I don't know what the TS values are but they are decent in themselves.
I was gonna say. On my Recluse build I slotted two copies of Torpedo:High Yield, and chaining those things together you can basically shut down an enemy completely. You can launch a disruption torpedo every 15 seconds and the drain lasts 12 seconds. It even has a blast radius, too! You know on Cure when you start getting wings of 3 Raptors? Target the lead raptor with a disruption torpedo, and you'll bring the whole group grinding to a halt due to the area-effect power drain.

Thermionic is kind of a specialty weapon, but if you need what it offers, it's VERY good.
Captain
Join Date: Jun 2012
Posts: 633
# 30
10-28-2012, 05:55 AM
Quote:
I pop HY3 about 15k from target, so just as the shared cooldown timer for spread reaches zero I'm just coming into range- then FIRE hy,followed immediately by spread, then a single. By the time I pass over the target@ full speed I've dropped 10 torps on him from my single tube- all the while lighting him up with 4 DHC AP's. Works about the same for multiple targets.
Actually it's nowhere near 10. You've got 1 normal, equivelent of 3 from THY, and Spread depending on vershionn will be somwhere around 1 more. So 5 tops. That said CSV and a mass of cannons will easilly outstrip my maximum of 11.5, (Plasma THY 3 is 4 torps worth, THY2 is 3.5), Plasma torps. A lot of people don't realise none of the torp abilities that fire severla torps do a full torp of damage per torp fired.
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