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Advice on Weapons for B'Rel Retrofit

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Graviton Pulse basically nukes their speed and turn rate, so yeah, it'd prolly be good with the torpedo boat.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Kolbrand wrote:
    Graviton Pulse basically nukes their speed and turn rate, so yeah, it'd prolly be good with the torpedo boat.

    Nice, I think I am getting the vent theta console first though:)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Nice, I think I am getting the vent theta console first though:)

    I would be careful with that on a B'rel-R as all the time you are venting you are visible + the 3 seconds after you finish. Unless you have something like the barrier field console or lots of EWAR
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    jockey79 wrote: »
    I would be careful with that on a B'rel-R as all the time you are venting you are visible + the 3 seconds after you finish. Unless you have something like the barrier field console or lots of EWAR

    Yes, that is true.

    May I ask you fellow torp bops, which ships do you fear if any? I had a run in with a fleet escort in Ker'rat yesterday and man he was invincible... I checked his buffs for any sign of the jem hadar set, but there was nothing, still I could hardly make a dent in his shields. Me and a hegh'ta managed to kill him 1 time after several of minutes of pounding... But that was after having been pounded ourselves for 30 mins.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    In F v K I fear no one, I'm quite happy to have a pop at anyone. I do watch for any signs I may not win and if that is the case I slip away and find a new target.

    In K v K I run from carriers the moment I see them, I know from using one and being hit by one the energy drain pods follow you once locked on, even under cloak they keep coming and giving you away :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I don't play arena matches, so all my pvp is in Ker'rat.

    That said, I don't have any fear of anything. There are some ships that I know will be more difficult to destroy than others, and that is about it. For instance, any escort that bugs out once they see the bio-neural is going to be a pain to chase down and land a kill shot on. Some cruisers, I know I will not be able to pop unless fully-buffed. Things like that.

    That said, I have never lost a B'rel-R, aside from when I first realized that my EWAR was no longer working before the last patch. You really have nothing to fear if you plan accordingly.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Does any one else think this thread my deserve being a sticky?

    It does have lots of information and advice for the B'rel-R in it and would save someone having to start another thread in a few weeks asking the same questions.

    Just a random thought I've had ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    jockey79 wrote: »
    Does any one else think this thread my deserve being a sticky?

    It does have lots of information and advice for the B'rel-R in it and would save someone having to start another thread in a few weeks asking the same questions.

    Just a random thought I've had ;)

    Yeah, a sticky would be nice, this has become a good thread on torp bops and I think people ought to be aware of it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I tried building a torpedo boat with my KDF science officer. Two stealth consoles, all quantum consoles + borg, console, armor. Two quantum launchers, one bio-neural, one transphasic, tow quantum mines.

    The only tactical buffs I am using are HY torpedoes I, II and dispersal pattern alpha. All the rest I am slotting to be science, with three hull repairs, one science team, gravity well I and tyken's rift I and III along with energy drain.

    It is honestly not as much fun as playing with a traditional tactical officer as it can take minutes to kill instead of seconds and some cruisers and others running with high shield power are basically unkillable.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Sakarak wrote:
    I tried building a torpedo boat with my KDF science officer. Two stealth consoles, all quantum consoles + borg, console, armor. Two quantum launchers, one bio-neural, one transphasic, tow quantum mines.

    The only tactical buffs I am using are HY torpedoes I, II and dispersal pattern alpha. All the rest I am slotting to be science, with three hull repairs, one science team, gravity well I and tyken's rift I and III along with energy drain.

    It is honestly not as much fun as playing with a traditional tactical officer as it can take minutes to kill instead of seconds and some cruisers and others running with high shield power are basically unkillable.

    Yeah, the THY3 is almost required I feel, which I have access to as Tactical. I have a sciende boff in the commander slot so that i can pull stuff like grav well 3 out of the hat whenever I feel like it. Did the quantum consoles stack before the latest patch? I am running warhead yield chambers to get the most out of all my torps as I have 5 different. Quantum, harg'peng, bio-neural, breen cluster, chroniton and a tricobolt mine. STO became a different game for me when I discovered the torp boat:)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I too run warhead yield chambers. Much better overall damage in your alpha.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    warhead yield chambers and KHG set for me, plus the extra cloak bonus from the KHG is nice
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    jockey79 wrote: »
    warhead yield chambers and KHG set for me, plus the extra cloak bonus from the KHG is nice

    I've yet to acquire the khg set, all I've gotten are those lock boxes, but that shouldn't be the case anymore since they are gone now:) I have been planning on keeping 3 pieces of the Borg gear and top it off with the khg shields, but now since I am under cloak 95% of the time I don't need that regenerative Borg buff. I am going full khg as soon as the drops allow for it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I go with 2 pieces of Borg for the hull set boost since your hull is exposed so much. Then 2 pieces of KHG for the torp damage boost. 3rd piece set bonus of KHG is useless to you.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Kolbrand wrote:
    I go with 2 pieces of Borg for the hull set boost since your hull is exposed so much. Then 2 pieces of KHG for the torp damage boost. 3rd piece set bonus of KHG is useless to you.

    Yes, I got the khg deflector now, just the shield left. I have started to edit my first post in this thread to inform people of the torp Brel, if there is anything you want to change just let me know. I plan on posting builds and links to videos like the one you made. I hope we can get a sticky on this:)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Yes, I got the khg deflector now, just the shield left. I have started to edit my first post in this thread to inform people of the torp Brel, if there is anything you want to change just let me know. I plan on posting builds and links to videos like the one you made. I hope we can get a sticky on this:)

    Sticky would be excellent to help others outfit this misunderstood craft.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Updated the OP.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    wow, had to dig this up on page 3 :(

    I take it the mods / devs or whoever really don't care for us any more.

    Klingon awareness week came and went and still no sticky for the thread with the best information for the most iconic star trek Klingon ship ever...

    Any way, on an other note, has any one tried any new configs layouts? any minor tweaks to listed layouts?

    I've not been on for a month due to moving house so I have not been able to keep up on the config front.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I'd really love to see your BOff & DOff setup. Right now I'm using the following:

    Cmd Sci- Polarize Hull, Jam Sensors, Scramble Sensors, Grav Well
    Lt Cmd Tac- Tac Team, Torp Spread, Torp High Yield
    Lt Sci- Tractor Beam, Hazard Emitters
    Lt Eng- Engi Team, Aux to SIF

    For DOffs I'm running 3x Projectile Weapons Officer, 1x Gravimetric Specialist, 1x Deflector Officer (debating getting rid of the deflector officer).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    MallowOni wrote:
    I'd really love to see your BOff & DOff setup. Right now I'm using the following:

    Cmd Sci- Polarize Hull, Jam Sensors, Scramble Sensors, Grav Well
    Lt Cmd Tac- Tac Team, Torp Spread, Torp High Yield
    Lt Sci- Tractor Beam, Hazard Emitters
    Lt Eng- Engi Team, Aux to SIF

    For DOffs I'm running 3x Projectile Weapons Officer, 1x Gravimetric Specialist, 1x Deflector Officer (debating getting rid of the deflector officer).

    I would say that we run similar setups, Kolbrands BoP is more engineer heavy while mine is concentrated on Sci. My philosophy is to weaken the enemy and then give it all I've got:) Debuff= Weapons Buff.

    I am glad this topic was dug out again, how about we all send pm's to Branflakes or some other community official and finally get a sticky on this.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    I'm actually experimenting with swapping Grav Well to Viral Matrix because the snare on GW seems pretty worthless. People always manage to get out of it unless there are two Grav Wells in the same spot, whereas VM is guaranteed to shut down their engines with the added bonus of knocking out their weapons and aux meaning they can't attack or heal while they're a sitting duck.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    MallowOni wrote:
    I'm actually experimenting with swapping Grav Well to Viral Matrix because the snare on GW seems pretty worthless. People always manage to get out of it unless there are two Grav Wells in the same spot, whereas VM is guaranteed to shut down their engines with the added bonus of knocking out their weapons and aux meaning they can't attack or heal while they're a sitting duck.

    Yes, GW isn't too good in pvp unless you deploy it in the middle of the spawn in Ker'Rat, I mostly use it in STF's when the nanine probes start to spawn. GW + bio-neural+torp spread+Breen cluster+Hargh'Peng makes a pretty explosion:)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Where do you get a Hargh'Peng KDF side, by the way? STOwiki says it's from crafting or a DOff mission, but I can't find it on the exchange & don't know which system has the chance to give me the corresponding DOff mission.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    It's a Doff mission, and the Hargh'peng Launcher is a Bind on Pickup item.

    Sometimes the assignment shows up in the Sector space list (I've seen it in Eta Eridani & Omega Leonis). Sometimes, you access it from your Ready Room (Military list).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Wait, does viral matrix really shut down engines for sure? That would solve a lot of my problems with killing escorts.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    The in-game description states that it shuts down every subsystem except shields, albeit in a random order. The only downside to the skill is that it has to reach the target, which can be hard if they're traveling too fast, but if they're traveling fast enough to outrun a probe they were traveling too fast for a grav well to stop them anyway.

    The only problem this leaves is what to do with those two non-torp DOff slots.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    The engineering Head DOFF assignments got the Hargh'Peng torps construction/acquisition listed too, sometimes, while in sector space.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Has anyone really made the torpedo boat work? I tried with a sci, but it not usually too effective except at harassing people.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Yes, it works magnificently.

    It is better for prowling Ker'rat than for arena ********. It is also good in STF's that require mostly structure bashing. The key for pvp is maximizing your alpha damage. If you are relying on dps, you've failed.

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Sakarak wrote:
    Has anyone really made the torpedo boat work? I tried with a sci, but it not usually too effective except at harassing people.

    Since this is such a specialized approach to the BoP, it is very important to get everything right, I can see why people would be easily dissuaded from the torp bop if they messed up in the speccing. When you do get it right though, it is a killer for sure. I am not versed in flying as a sci cap, only as a tac. What weapons are you using?
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