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Torp Tac consoles on a Torp Sci ship?

dykerasdykeras Member Posts: 326 Arc User
I am trying to build my first Sci ship and decided to go the route of a Sci/Torp build but have come across a few questions...

After watching several Youtube videos it seemed that none of the players use Torp Tac consoles, instead they fill their Tac console slots with Exotic particle boosting consoles?
Doesn't this mean their Torps will hit like a wet noodle without Tac torp damage boosting consoles? or is boosting exotic damage more important than sticking in some Torp tac damage consoles from the spire?

Coming from an Escort player, I am used to filling all my Tac consoles with Spire damage boosting consoles so the concpt of using torps without torp damage boosting consoles is a little strange to me.

Answers

  • pottsey5gpottsey5g Member Posts: 4,165 Arc User
    Some of the torps secondary effects are boosted by Exotic particle's. For example the Particle Emission Plasma torp leaves a cloud behind that is boosted by Exotic.
  • tunebreakertunebreaker Member Posts: 1,222 Arc User
    Being an experience d torp-sci player myself, I have to say that you need to make some choices. With the way game is currently set up, it's better to leave your consoles mainly for exotic damage and buff torps through other means.

    For example, you have to consider that tac consoles are only cat1 damage boost, which means that apart from crits, they don't give that high boost anyway. And there are better sources for crits, like assimilated console or lobi consoles, if you really think you need more.

    Meanwhile you have consoles like Delphic Tear or Constriction Anchor that give cat2 exotic damage and are thus more valuable.

    So the way I have set up my ship is that I buff torps through various set bonuses and traits and leave consoles mainly to exotic damage (but consoles are not only thing boosting that ofc).

    https://www.google.ee/amp/s/amp.reddit.com/r/stobuilds/comments/6dghbk/uss_buteo_regalis_grubers_scitorp_brigid_t6_vesta/
    If you're interested, this is a link to detailed description of my main ship.
  • dykerasdykeras Member Posts: 326 Arc User
    Thanks for the replies :-)
  • brian334brian334 Member Posts: 2,214 Arc User
    Consider that the single, most effective torp buff is a Shield Offline proc. Even a Chroniton Torpedo does massive damage on an unshielded target. Timing is key.

    My Sci/Torp boat ran with fore-and-aft MkX Plasma Beam Arrays for the longest time because they were dirt cheap compared to almost any other beam type, and their [Acc]x3 mods meant my cycling of Subsystem Targeting powers proced far more often than usual. There were better options even then, but I was poor and scraping up the EC for phasers was a long term project. (Phaser proc + SST is awesome!)

    But in a Science Vessel, the bulk of your damage comes either directly via exotic powers or indirectly through drains, and your weapons are secondary or 'kill shot' weapons. For example, a HY torp of virtually any kind fired into a vessel caught in a Tykken's Rift is likely to be fatal for the target.

    Please don't think this means I advocate running crummy weapons on Science Vessels. Mk XIV gold phaser arrays are ever so much nicer than those purple plasma beams. My point is simply that as a Science Ship Captain, you need to think of your Cmdr and LtCmdr BOff stations as your primary weapons, and build out your boat from there. This is the opposite of Escort thinking in which those Tac Cmdr and LtCmdr slots are essentially used for weapons buffs.
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