Starfleet Veteran
Join Date: Oct 2012
Posts: 1,202
# 21
01-14-2013, 03:21 PM
Torpedoes deal kinetic damage, and while kinetic damage does very little vs. shields (25% or so?), it does double damage vs. exposed hulls. This makes torpedoes extremely dependent on downing shields before hitting their targets.

I used to use the combo of Target-Sub-Shields3 + HYT3 quantums + AP-Omega3 out of cloak to 1-pass-obliterate my targets. However, hull points have gone up a bit since then.

These days, the combo of 3 DHC's + 1 torpedo launcher front and turrets + kinetic cutting beam aft is a well rounded damage dealer with no energy drain weaknesses.
Starfleet Veteran
Join Date: Jul 2012
Posts: 940
# 22
01-14-2013, 06:13 PM
Quote:
Originally Posted by zahinder View Post
That reminds me, what aft mine/torp do people like with a mostly cannon build?

My defiant has a tricobal mine for fly-over lulz, but not sure how useful it is in practice. (Everything dies pretty fast, regardless)


I use a rear-facing Transphasic Cluster Torpedo, myself. Covers whatever distance I need like a torpedo before blowing apart in to several mines to attack whomever is there. Plus, being Transphasic, it is more forgiving against Shielded targets than other torpedo/mine classes.
Starfleet Veteran
Join Date: Jun 2012
Posts: 874
# 23
01-14-2013, 11:58 PM
Quote:
Originally Posted by zahinder View Post
Torps are fun, mind you, but they can be very frustrating: 'ha ha, shields down, I'll shoot my torp! ... OMFG, he got 1% shields back and now my torp did nearly nothing??? DANG IT'
That is not how torpedoes work. A tiny bit of shields will only stop a tiny bit of the torpedo damage and take a large amount of hull damage. Torpedoes are also not that bad against shields doing over 1000 damage per hit on a good torpedo build and a great build can do 1400 to 1700 damage to shields per shot. That and you lose no damage at range.

Last edited by pottsey5g; 01-15-2013 at 12:10 AM.
Lt. Commander
Join Date: Jan 2013
Posts: 141
# 24
01-15-2013, 12:18 AM
Quote:
Originally Posted by pottsey5g View Post
That is not how torpedoes work. A tiny bit of shields will only stop a tiny bit of the torpedo damage and take a large amount of hull damage. Torpedoes are also not that bad against shields doing over 1000 damage per hit on a good torpedo build. That and you lose no damage at range.
DHCs typically hit that hard, and they fire constantly.

Torpedoes do have their place though. In PvP, they are exceedingly hard to use, since players balance their shields non-stop. They're still good on science ships, since they tend to run very low weapon power but have alternative ways of dropping shields, but they're exceedingly difficult to use on escorts, and worthless on cruisers because of the low turn rate.

In PvE though, there are a lot of targets without shields, NPC ships usually don't balance their shields or regenerate them very rapidly, and NPC ships tend to have a lot more hull health than players, so torpedoes cam be a big help.

If you're playing an escort, it is in your best interests to learn to line up the cannons. You can use cannons alone and do just fine -- they are your bread and butter. Torpedoes are also useful, but they are optional.
Captain
Join Date: Jun 2012
Posts: 3,214
# 25
01-15-2013, 12:33 AM
Torpedos need a lot of ranks in projectile weapon specialization and projectile weapon skill to be effective, very expensive to spec in to, and it needs 2 or 3 purple projectile weapons doffs, also very expensive. It pays off if you do it though, I have all torpedo skills maxed and run 3 purple doffs on my tac in fleet defiant, and using a quantum with all crit mods. Parsers show it always is a large part of my damage over 25% of it which is more then I get from a single DHC. Works great for me in pvp and pve, it almost always is what kills my targets.
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