So HYT and Torp Spread work just like they do on normal torpedos? I've been tempted to buy one of the launchers, but I'm also wondering if its worth me using 1/3 of my lobi stash
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Yes they work, but the missile itself is so pathetic, you could throw tribbles and do more damage. A complete waste.
But they look pretty.
Makes me sad really, I can understand missiles not doing a whole ton of damage compared to more modern torpedo weaponry...but I wish they were more than just a pyrotechnics display.
Makes me sad really, I can understand missiles not doing a whole ton of damage compared to more modern torpedo weaponry...but I wish they were more than just a pyrotechnics display.
I actually use them in shuttle combat and find them to be pretty effective.
As somebody who actually uses the ferengi launcher...
Yes, torpedo abilities work with it. But it's not really worth doing so.
The thing is, torpedo abilities enhance one shot with your launcher. Quantum torpedoes are popular for using with torpedo abilities because they have higher damage per shot than other torpedoes. Generally you'll be around 6000 damage for a quantum torpedo without focusing much on it, which means when Torpedo HY doubles or triples the damage of that shot you get a big jump. But the ferengi launcher is a rapid fire launcher, not a powerful one. It only does around 1500 damage per missile, with a 2.5 second reload supplying the "teeth" of this weapon. So when you double or triple the damage of one single shot, you get... something that might rival an unaugmented photon torpedo.
The ferengi launcher isn't a particularly BAD weapon. It's actually quite useful for broadside beam boats: set it to auto fire and leave it alone, and it acts like a kinetic cannon that contributes some extra damage to your broadside without consuming any power. But leave the torpedo abilities at home.
Well I don't know what other peoples builds are but with the correct tweaking the missiles are bloody awesome!
Especially with use of torp abilities like Torp spread, the firing rate and arc are very good. against shields there like throwing stones but once the shields are down they are like mini nukes and given you can fire a lot of them in one hit they can certainly create a big bang.
I bought the launcher from the lobi stor and stuck it on my Siege Destroyer and it utterly owned anything only thing is that ship is quite squishy but with the right team it can be the best dps ship in the game but it needs support.
A couple of weeks ago (still in shock) I actually won my first lock box ship after opening like 100's of them and it just happened to be the Ferengi ship which I was actually saving up to buy off the Exchange lol anyway I went and spent the rest of my lobi on the rest of the Ferengi set and put it all on it.
The Missiles plus the default Swarm Missiles on the Ferengi ship are Awesome and for a cruiser it handles superbly to the point I can get away with cannons on it, so dropping shields on enemy ships is quite easy then having the Missiles on a quick reload plus there firing ark makes them kill hulls very quickly.
What would be an interesting build would be the fed torp launcher that has the huge firing arc mixed with the missiles giving complete 360d firing arcs built onto a torpedo boat build.
What would be an interesting build would be the fed torp launcher that has the huge firing arc mixed with the missiles giving complete 360d firing arcs built onto a torpedo boat build.
Actually I've tried this.
The Ferengi missiles can only be equipped on the front of a ship, just FYI.
While far from hitting hard of course, I foundthat I could broadside with beam arrays, then turn left and right enough to switch between their firing arcs to deal pretty nice, and consistent kinetic damage.
I wasn't suddenly a DPS machine or anything, but having constant access to a torpedo no matter what is very nice.
That said, I generally do keep a normal torpedo up front, to give my frontal arc a bit more punch. I still have the wide angle in the back, but the normal torpedo can still be good.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
So you can buy the missle console and use it without ever having a d'kora ?
Don't know, the animation would have to be pretty slick for 200 lobi's
The Swarm Missile console is tied to the D'Kora, but there is also a separate Rapid Fire Missile weapon which can be applied to any ship. The effect looks pretty good with torpedo spread.
Using a turret 360-DPS build on my KarFi, the missile launcher did indeed up my DPS over the standard quantums. First, its the damage over time: you line up a good boosted quantum run once every thirty seconds or so, and a single torp every eight. The missiles are popping off every two seconds.
Next is firing arc. Unlike torpedoes, you do not need to have you target right in front of you. On a cruiser or carrier, keeping a smaller craft in front of you can be tough. With the missiles, you don't care. With turrets, cutting beam and missiles, I just hang out at around 5k keeping in the right general heading.
Finally are buffs. Sure, a naked missile does pretty poor damage. Now add all the projectile weapon proficiency bonuses. Now add a warhead console. Now add the Ferengi console and the Honor Guard 2-piece bonus. My missiles are doing 1500+ a pop before criticals, before BOff/Captain skills, every two seconds, for the entire fight. Sure, those buffs affect your quantums too, but the point is that the missiles, when used properly, can do the damage you need. Works for me.
Update:
using the Topredo Spread with the missiles is just plain fun. The higher the skill, the more missiles per target, and more targets to boot. So TorpSpread I is only a few rockets at a few targets. Torp Spread III is freaking hysterical. A bunch of targets bunched up by a Grav Well, hit Trop Spread 3, and it looks like Robotech: a cloud of little rockets bursting out and swarming towards the enemy! Still not a big burst damage, but it looks fantastic!
Apparently people didn't really understand what I was trying to say... So here it is again, laid out in a painfully methodical manner with numbers.
Ferengi Rapid Fire Missile Launcher
vs
Photon Torpedo Launcher (Mk XII [acc] [crth] [borg])
vs
Quantum Torpedo Launcher (Mk XII [acc] [crth] [borg])
Unaugmented damage (no damage consoles, no torpedo abilities)
Missile 1359.8
Photon 4514.4
Quantum 5018
DPS
Missile 543.9
Photon 694.5
Quantum 590.3
So, Ferengi pays for its wide arc by reducing hypothetical DPS, however that wide arc means it will get considerably more shots during the course of a battle.
Now, interesting things happen. Take the damage and divide by the DPs, and we get the cyclic rate of the weapon:
Missile = 2.5 seconds
Photon = 6.5 seconds
Quantum = 8.5 seconds
And then divide into 30 seconds, and this gives us the number of attacks that that the weapon will get within the span of one cooldown of a torpedo ability:
Missile = 12
Photon = 4
Quantum = 3
Still with me? Now, let's look at a torpedo ability. Let's take Torpedo Spread 1. This ability increases damage on a single launcher attack by 70%, divides the damage between 2 projectiles, and allows the weapon to engage 3 targets. If we consider the damage that the launcher does as "1.0x" multiplier and the damage that the launcher does with torpedo spread as "5.1x" multiplier (best case scenario with maximum number of targets and all hits to bare hull), then we can look at the total damage that the weapon will do in 30 seconds, as a multiplier of its base damage, as:
Missile launcher without Spread: 12*1 = 12
Missile launcher with Spread 11*1 + 1*5.1 = 16.1
Photon launcher without spread: 4*1 = 4
Photon launcher with spread: 3*1 + 1*5.1 = 8.1
Quantum launcher without spread: 3*1 = 3
Quantum launcher with spread: 2*1 + 1*5.1 = 7.1
And now multiply the base damage by these multipliers and we get the maximum hypothetical damage that the launcher can inflict in 30 seconds:
Missile launcher without spread: 16317.6
Missile launcher with spread: 21892.78
Improvement gained from torpedo spread: 34%
Photon launcher without spread: 18057.6
Photon launcher with spread: 36566.64
Improvement gained from torpedo spread: 102%
Quantum launcher without spread: 15054
Quantum launcher with spread: 35634.9
Improvement gained from torpedo spread: 137%
Now, obviously these are best case scenarios. We're assuming maximum rate of fire, maximum targets, no misses, and no shield hits. But each launcher is benefiting equally from these assumptions.
tl;dr
Yes, torpedo abilities increase the damage output of the ferengi missile launcher. However the performance gains will be extremely small compared to using torpedo abilities with actual torpedoes.
I found an interesting use for the rapid fire missile today when I was bored. I put 3 purple projectile doffs on duty and equiped the missile launcher and a rommie hyper plasma torp up front, the rapid reload of the missile launcher caused the projectile doff cooldown to proc quite often and most of the time I had a stream of green space peas shooting outta my ship.:D
Update:
using the Topredo Spread with the missiles is just plain fun. The higher the skill, the more missiles per target, and more targets to boot. So TorpSpread I is only a few rockets at a few targets. Torp Spread III is freaking hysterical. A bunch of targets bunched up by a Grav Well, hit Trop Spread 3, and it looks like Robotech: a cloud of little rockets bursting out and swarming towards the enemy! Still not a big burst damage, but it looks fantastic!
This is all I needed to cement my want of this weapon. Now to get the lobi...
Comments
But they look pretty.
Makes me sad really, I can understand missiles not doing a whole ton of damage compared to more modern torpedo weaponry...but I wish they were more than just a pyrotechnics display.
I actually use them in shuttle combat and find them to be pretty effective.
Yes, torpedo abilities work with it. But it's not really worth doing so.
The thing is, torpedo abilities enhance one shot with your launcher. Quantum torpedoes are popular for using with torpedo abilities because they have higher damage per shot than other torpedoes. Generally you'll be around 6000 damage for a quantum torpedo without focusing much on it, which means when Torpedo HY doubles or triples the damage of that shot you get a big jump. But the ferengi launcher is a rapid fire launcher, not a powerful one. It only does around 1500 damage per missile, with a 2.5 second reload supplying the "teeth" of this weapon. So when you double or triple the damage of one single shot, you get... something that might rival an unaugmented photon torpedo.
The ferengi launcher isn't a particularly BAD weapon. It's actually quite useful for broadside beam boats: set it to auto fire and leave it alone, and it acts like a kinetic cannon that contributes some extra damage to your broadside without consuming any power. But leave the torpedo abilities at home.
Especially with use of torp abilities like Torp spread, the firing rate and arc are very good. against shields there like throwing stones but once the shields are down they are like mini nukes and given you can fire a lot of them in one hit they can certainly create a big bang.
I bought the launcher from the lobi stor and stuck it on my Siege Destroyer and it utterly owned anything only thing is that ship is quite squishy but with the right team it can be the best dps ship in the game but it needs support.
A couple of weeks ago (still in shock) I actually won my first lock box ship after opening like 100's of them and it just happened to be the Ferengi ship which I was actually saving up to buy off the Exchange lol anyway I went and spent the rest of my lobi on the rest of the Ferengi set and put it all on it.
The Missiles plus the default Swarm Missiles on the Ferengi ship are Awesome and for a cruiser it handles superbly to the point I can get away with cannons on it, so dropping shields on enemy ships is quite easy then having the Missiles on a quick reload plus there firing ark makes them kill hulls very quickly.
What would be an interesting build would be the fed torp launcher that has the huge firing arc mixed with the missiles giving complete 360d firing arcs built onto a torpedo boat build.
Actually I've tried this.
The Ferengi missiles can only be equipped on the front of a ship, just FYI.
While far from hitting hard of course, I foundthat I could broadside with beam arrays, then turn left and right enough to switch between their firing arcs to deal pretty nice, and consistent kinetic damage.
I wasn't suddenly a DPS machine or anything, but having constant access to a torpedo no matter what is very nice.
That said, I generally do keep a normal torpedo up front, to give my frontal arc a bit more punch. I still have the wide angle in the back, but the normal torpedo can still be good.
My Mk XII Borg Photons benefit by about 9 DPS (from 475 to 484 on my character), while the Rapid Fire Launcher gets an extra 15 DPS (from 360 to 375).
Don't know, the animation would have to be pretty slick for 200 lobi's
The Swarm Missile console is tied to the D'Kora, but there is also a separate Rapid Fire Missile weapon which can be applied to any ship. The effect looks pretty good with torpedo spread.
Next is firing arc. Unlike torpedoes, you do not need to have you target right in front of you. On a cruiser or carrier, keeping a smaller craft in front of you can be tough. With the missiles, you don't care. With turrets, cutting beam and missiles, I just hang out at around 5k keeping in the right general heading.
Finally are buffs. Sure, a naked missile does pretty poor damage. Now add all the projectile weapon proficiency bonuses. Now add a warhead console. Now add the Ferengi console and the Honor Guard 2-piece bonus. My missiles are doing 1500+ a pop before criticals, before BOff/Captain skills, every two seconds, for the entire fight. Sure, those buffs affect your quantums too, but the point is that the missiles, when used properly, can do the damage you need. Works for me.
using the Topredo Spread with the missiles is just plain fun. The higher the skill, the more missiles per target, and more targets to boot. So TorpSpread I is only a few rockets at a few targets. Torp Spread III is freaking hysterical. A bunch of targets bunched up by a Grav Well, hit Trop Spread 3, and it looks like Robotech: a cloud of little rockets bursting out and swarming towards the enemy! Still not a big burst damage, but it looks fantastic!
Ferengi Rapid Fire Missile Launcher
vs
Photon Torpedo Launcher (Mk XII [acc] [crth] [borg])
vs
Quantum Torpedo Launcher (Mk XII [acc] [crth] [borg])
Unaugmented damage (no damage consoles, no torpedo abilities)
Missile 1359.8
Photon 4514.4
Quantum 5018
DPS
Missile 543.9
Photon 694.5
Quantum 590.3
So, Ferengi pays for its wide arc by reducing hypothetical DPS, however that wide arc means it will get considerably more shots during the course of a battle.
Now, interesting things happen. Take the damage and divide by the DPs, and we get the cyclic rate of the weapon:
Missile = 2.5 seconds
Photon = 6.5 seconds
Quantum = 8.5 seconds
And then divide into 30 seconds, and this gives us the number of attacks that that the weapon will get within the span of one cooldown of a torpedo ability:
Missile = 12
Photon = 4
Quantum = 3
Still with me? Now, let's look at a torpedo ability. Let's take Torpedo Spread 1. This ability increases damage on a single launcher attack by 70%, divides the damage between 2 projectiles, and allows the weapon to engage 3 targets. If we consider the damage that the launcher does as "1.0x" multiplier and the damage that the launcher does with torpedo spread as "5.1x" multiplier (best case scenario with maximum number of targets and all hits to bare hull), then we can look at the total damage that the weapon will do in 30 seconds, as a multiplier of its base damage, as:
Missile launcher without Spread: 12*1 = 12
Missile launcher with Spread 11*1 + 1*5.1 = 16.1
Photon launcher without spread: 4*1 = 4
Photon launcher with spread: 3*1 + 1*5.1 = 8.1
Quantum launcher without spread: 3*1 = 3
Quantum launcher with spread: 2*1 + 1*5.1 = 7.1
And now multiply the base damage by these multipliers and we get the maximum hypothetical damage that the launcher can inflict in 30 seconds:
Missile launcher without spread: 16317.6
Missile launcher with spread: 21892.78
Improvement gained from torpedo spread: 34%
Photon launcher without spread: 18057.6
Photon launcher with spread: 36566.64
Improvement gained from torpedo spread: 102%
Quantum launcher without spread: 15054
Quantum launcher with spread: 35634.9
Improvement gained from torpedo spread: 137%
Now, obviously these are best case scenarios. We're assuming maximum rate of fire, maximum targets, no misses, and no shield hits. But each launcher is benefiting equally from these assumptions.
tl;dr
Yes, torpedo abilities increase the damage output of the ferengi missile launcher. However the performance gains will be extremely small compared to using torpedo abilities with actual torpedoes.
Space Peas!
I then went around Borg Red Alerts and cooked some Borg.:D
This is all I needed to cement my want of this weapon. Now to get the lobi...