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Quantum High Yield or Beam Overload

obertheromulanobertheromulan Member Posts: 0 Arc User
edited July 2012 in PvP Gameplay
I've been running 3 DHC + 1 Quantum Torpedo (+3 Turrets) on my Engineer Defiant for a while now.
My Boff powers are:
TT1, CRF1, APO1, CRF3
THY1, THY2, APO1
TT1

I found myself to do alright in PvP, but lately I feel my Quantum Torpedo High Yields don't really do much thanks to Tactical Team.

I wondered if I should switch my Torpedo for a Dual Beam Bank and Beam Overload 2.

I tryed it out and it packs a lot more punch most of the time for punching through the tiny bit of shields that are almost always left, yet still hitting the hull.

On the other hand 7 energy weapons firing causes quite a bit of energy drain even for an Engineer.
Not to mention the Beam Overload itself.
It's also really frustrating how the whole thing can just completly miss, even with good Accuracy.

Other thing I thought about was using 4 DHCs. But what would I do with all those useless tactical slots?
Remove a turret and spam mines? Always found them rather useless, exept for maybe Chronitons, but even they are hard to use.

Any opinions?
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Vornek@oberlerchner123 - Join Date: July 2008
Post edited by obertheromulan on

Comments

  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited July 2012
    Why not Both ? :o
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  • tick0tick0 Member Posts: 243 Arc User
    edited July 2012
    Personally, I like going all-cannons. Although, considering you're an engi-escort, a DBB with BO can provide some spike as you lack the damage-boosting abilities a tac captain has. So, yeah, I'd recommend a DBB.

    On the other hand, ditch the Defiant, get a Fleet Escort or Advanced Escort and go all-cannons! :D
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  • captkirrahecaptkirrahe Member Posts: 117 Arc User
    edited July 2012
    I find it hard to justify torps competitively due to the game being dominated in the tanking side of things through shield resists and shield heals/tac team/redistribute shields+/doffs.

    However it is quite satisfying to time it right and see some big(ish) crits slam home onto open hull.

    Maybe the transphasics change will make things interesting!
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  • obertheromulanobertheromulan Member Posts: 0 Arc User
    edited July 2012
    Yeah I always found my Dual Heavy Cannons to do the majority of damage.

    And as an Engineer I wouldn't have the burst to 1-shot somebody anyway. (Unless they're sleeping at the helm.)
    I usually play the Escort that decloaks first, making the enemy go ''ooh, Escort, Fire!''.
    Then I skid along their weapons range, where they do TRIBBLE damage.
    When they're done, tac buffs and most heals ready, I go attach myself to someones rear and fire away.
    My Engineering Buffs ready to give me some backup when I need to get out.

    It still works, but firing torpedoes seams to have nowhere the effect it used to.

    " Oh there was 1 shieldHP left? Too bad, we told you torpedoes suck against shields! "
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    Vornek@oberlerchner123 - Join Date: July 2008
  • obertheromulanobertheromulan Member Posts: 0 Arc User
    edited July 2012
    I was thinking, I should probably just try and compare it later with the combat log parser.
    I almost forgot about that thing.
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  • orondisorondis Member Posts: 1,447 Arc User
    edited July 2012
    If you want spike damage I'd go for the beam overload. Torps are really only any good when used by a tac captain.
    Previously Alendiak
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  • falloutx23falloutx23 Member Posts: 456
    edited July 2012
    I'd reccomend going with the dbb and slotting a tractor beam to negate their defense to help land more BO's

    If you wanna fly a cannon defiant, just slot a beta1 and let the ensign slot go to waste. I know a few good pIlots that do this. put a target engines in that spot to make ppl paying attention to your buff bar nervous that their gonna lose their engine power...lol
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited July 2012
    I'd try dropping an aft turret for beam array and use BO. As you fly over the target on a straffing run you have the option of using it on the facing your dhcs had been focused on, you can time it to hit a weakened rear facing depending on how the shields were redistributed. You could also swap in a Tac Boff w/a TSSx ability if you desire while still keeping a decent forward alpha.

    Though as others have mentioned you don't have the alpha potential as a sci let alone a tac b/c of lack of debuff/buff potential from the other classes. Your tanking abilities are good though, but there are better escorts for that.
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  • obertheromulanobertheromulan Member Posts: 0 Arc User
    edited July 2012
    Well I played around with my calculator a bit.
    And because of the power drain 3DHC+1DBB+3T is actually worse damage over time wise even counting shield kinetic resistance.

    High theoretical DPS would indeed be 4DHC+2T and a Beam Array aft.
    But the difference isn't really big. Hmm.
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  • thisslerthissler Member Posts: 2,055 Arc User
    edited July 2012
    It is so insanely difficult to land torpedoes on the hull. It just is. If you can't reliably do that you need to drop the torpedoes or console yourself with transphasics.

    Toss DPS and damage over time out the window. Just forget it as its not relevant. It isn't relevant as it will all most likely be healed. Escorts and yes even cruisers will typically have the highest damage in a match simply because they constantly have weapons firing on target regardless of the effect. Constant fire can be useful if you feel your weapon fire may trigger some useful effect, but otherwise it is just a nuisance to keep both yourself and your opponent in combat.

    Spike damage is where it is at. You need to unload more damage onto the enemy then he can resist or heal, thereby destroying him. You will do that by positioning and timing your attacks and using your captain powers to keep your power highest during your high damage phase. So get beam overload just don't use it if it won't have any effect.

    Cheers happy pvping


    edit
    Okay don't laugh at me to much but this vid has me in my Funscort. Funscort has some aoe cannons and torps, or it has single target cannons torps and beam overload. and transphasics. good times! The moral here is pvp with a friend and most of the problems you face seem soooooo much smaller.

    http://www.youtube.com/watch?v=3hziQ9xTw7g&feature=plcp
  • mavairomavairo Member Posts: 579
    edited July 2012
    Fox 2 Fox 2 Fox 2

    Nuff Said.
  • criminiuscriminius Member Posts: 184 Arc User
    edited July 2012
    Don't listen to mav, we all know he shoots blanks :p
  • mavairomavairo Member Posts: 579
    edited July 2012
    criminius wrote: »
    Don't listen to mav, we all know he shoots blanks :p

    they don't need to explode to do damage :eek:
  • obertheromulanobertheromulan Member Posts: 0 Arc User
    edited July 2012
    Well it's a tough one. I just played in Ker'rat with a Sci friend, and those torpedoes seamed to do quite alright again. :D
    Awesome fight there. Been a while since I've seen such a great battle in Ker'rat.

    (Great battle meaning anything beside whiny fed cruisers getting 1 shot by stun+alpha BoP or Klingons getting endlessly spawn camped.)

    I think i'll just keep both in my inventory for now so I can switch around when I feel like it.

    Thanks for the opinions everyone.
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    Vornek@oberlerchner123 - Join Date: July 2008
  • corsair114corsair114 Member Posts: 276
    edited July 2012
    Figured I'd post this here as it has to do with High-Yield torpedos:

    Quote:
    Originally Posted by shimmerless
    Damage is either buggy or very temperamental at best. Often a full 'complement' of even the most powerful mines will do a startlingly low amount of damage to the hull. Given that mines are on paper the strongest kinetic weapons in the game, it's even more baffling.

    I know I'm two weeks late to this post, but your suspicion about mine damage being buggy is correct. We pushed the following change to Tribble on 6/29:
    Quote:
    Originally Posted by zer0niusrex
    Mines and targetable Torpedoes will now explode, deal damage and play their explosion FX more reliably.
    There was an order of operations bug that was causing the mine/torpedo explosions to not work reliably. To put it simply, when a Mine explodes, it has to do two things: Deal damage and kill itself. However, if the mine happened to kill itself before dealing the damage, it never dealt the damage it was supposed to.

    I'd say that about a third of all mine/high yield torpedo explosions were not firing correctly. So for a group of mines you can think of it as a pretty substantial damage buff.

    Source: flyingtarg http://sto-forum.perfectworld.com/showpost.php?p=4692871&postcount=102
  • guriphuguriphu Member Posts: 494 Arc User
    edited July 2012
    In my limited experience, engineers are pretty good at keeping power levels high, and tank pretty hard, but are short on spike damage. Beam Overload seems to make sense from that standpoint. Just make sure to time it to hit near the end of your CRF, so you don't run out of power.
  • obertheromulanobertheromulan Member Posts: 0 Arc User
    edited July 2012
    corsair114 wrote: »
    Figured I'd post this here as it has to do with High-Yield torpedos

    Thanks for linking this. I always knew there was something wrong with projectiles misfiring.
    I noticed they were somewhat buggy when I used mines and Tricobalt torpedoes.
    But I never thought it could be as high as 1/3 of them. That's huge.
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    Vornek@oberlerchner123 - Join Date: July 2008
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