Hi everyone! I have a recon sci vessel. I have been experimenting with different types of torpedos. What kinds of torpedo are recommended? I have only tried photon and plasma thus far.
IF you use 3x Purple Projectile Doffs I highly suggest Quantum torpedoes.
If you do not... then Photons offer a bit more refire.
I personally run an Intrepid, that is specced for killing shields using abilities (sad that those abilities got nerfed hard...) but.. I run usualy 3x torpedoes in the front, or 2x front... with the 3 purple Doffs... they fire pretty fast
Of course... other torpedoes have uses also. Certainly I've been hearing good things about the new romulan reputation torpedoes... and the Omega of course is rather neat.
To be honest, I'm not sure if there is a better torpedo for SCIENCE VESSELS, but in general, I would concure with the last answer: Both the Omega and Romulan Hyper plasma torpedo launchers are really good. The Omega launches torpedoes that cannot be targeted, except for the Plasma Energy Bolt, which fires on Torpedo High Yield. The Romulan plasma torpedoes CAN be targeted, but they have a really good fire rate. Just some thoughts.
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Chroniton interplays with science disable/debuff style the best but isn't as offensively powerful as other types (but the move debuff decreases defense so...)
I use a support/disabler setup (low level, but still) so my main weapon is plasma. Mines and torps. I use a beam for target subsystem, but that's it and I'm currently thinking about abandoning it at all. The chance to do anything with it is too low, and I could use another nice plasma thrower.
In theory the chronitons will fit better into sci with the speed debuff, but I realized that with all the boosts, batteries, whatever the the DoT from plasma torps is better then possible speed debuff from chronitons. This is for PvP.
And in PvE plasma is also pretty cool. Two mine lanuchers and two torpedoes (both plasma) can stack enough DoT to melt anything PvE throws at me in no time. Even if I abandoned energy weapons at all I would simply melt the mobs in no time with it. And if I use either spread for torps or some mine pattern for more plasma burns and EWP - enemies simply vanish. With grav well thrown at them to keep them in place and share DoTs it's even better.
Alternatively you may try transphasics: the shield bypass is pretty good too, but as with plasma - you need to dedicate yourself to such build. If you just want to use on torp forward or one fore, one aft then the best torps are the high damage ones: photons and quantums.
Personally I woud highly suggest the rom and the omega's they do worj well with each other and specially with plasma procs from the rom set talk about 600-700/15 dps that just plain hurts.
Anyhow, i wouldn't suggest that many purple projectile doffs two max if one is mines and the other is torpedo the regen rate of projectiles does not seems to stack correctly so you aren't getting 90% CD you are getting 30/3 chances. So unless you get one for mines and one for torps it's not worth while to have that many.
Hi everyone! I have a recon sci vessel. I have been experimenting with different types of torpedos. What kinds of torpedo are recommended? I have only tried photon and plasma thus far.
Edit: I use Torpedo High Yield
I used torp sci ships for a long time, as I found their DPS too low, and I got a working thing I think. get projectile DOFFs, 3 of them. if you can get your hands on purple ones, then do so, and use quantum torpedos with them. if you can only get blue doffs, use photon or plasma. the reload rates are best this way. if you do not use doffs, photons will give you the best base dps. also note, that with those doffs, you should not use more than two torpedos up front, and to maximize their utility you might have to use turrets, to always face your target
Hi everyone! I have a recon sci vessel. I have been experimenting with different types of torpedos. What kinds of torpedo are recommended? I have only tried photon and plasma thus far.
Edit: I use Torpedo High Yield
Currently i have an Intrepid with Romulan Singularity set on it.
Works wonders. Plasma burn and BO takes out shields, leaving the torpedoes to do massive damage. I have to check how many rear weapon slots it has, but i usually have the Omega torpedo in the rear.
Use hazards to drain shields/systems, Beam overload + Romulan hyper torpedo. When there are multiple opponents, turn away and release mines+ omega to whatever is chasing you.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
Generally speaking, Plasma or Quantums. Both can chain fire with three tubes without torp doffs.
If you want to run twin torps and an energy weapon or an exotic projectile(TCD, rep launcher, etc.), I'd suggest getting some torp doffs. Alternatively, Photons can cycle perfectly with only two tube(more than two photon torps in a single direction is a waste), but you will get inferior performance out of them.
The rest of the torps really are not practical for a federation science ship in a pve environment. Chronitons aren't really need as you'll have plenty of aux power, and thus turn rate. Transphasics.. really are not what torpedos are designed for - outside of a few special pvp builds. Quantums will seriously do more damage against anything you'd consider using them on.
The primary problem you're going to run into, however, is that you really don't have the tactical slots to really make use of torpedos in the vast majority of federation science ships. The Vesta is really the only good option right now for a dedicated science-torpedo ship. If you really want to run any other science ship as a torpboat(or if you just want more torp flexibility), I would suggest looking into picking up the Bellerophon for its Nadeon Detonator Console. It will turn any torp into a kind of micro-tricobalt torp(AE blast with knockback - good for plasma saturation) and it recharges at about roughly the speed of a standard torpedo ability - meaning you can alternate it with a torpedo attack if the situation calls for it. Just be mindful that it will scatter what it hits, so you could very easily blast ships out of a grav well if you're not careful. Rule of thumb: if you wouldn't use tractor repulsors on them, don't use a nadeon detonation on them.
A lot of people seem to like plasma, so you could go with that.
Personally, when I get my Fleet Rhode Island, I'm gonna set it up with a Quantum up front, paired with a Chroniton. The Chroniton movement disable seems to work well for me for some reason.
We need a Borg Shield Drain torpedo for us Science kids.
Omega has a nice rate of fire. I think it's ideal for people who just want one forward torp they don't have to worry about much (no projectile doffs, etc.) It's also a great rear torp -- I ended up putting a Romulan torp forward and an Omega aft for a Breen ship.
More on topic, a Sci ship has a lot of tricks for stripping shields -- tachyon beam, tractor with doff. Combine with plasmas and you can both deliver hard hits against bare hulls and plasma burn even if shield is up.
I haven't played PvP in a long time, but I'd expect that plasmas aren't a bad idea because, again, plasma burn is handy -- and people have only so many Hazard emitters.
'Ha, I cleared your burn!'
"That's nice, eat 10 more torps."
'Ha! I had a second hazard emitter!'
"That's nice, eat 10 more torps."
'... dang it.'
With 3 purple DOFFS, I think the conventional wisdom was that 2 quantums were better than photons, but photons are better with less DOFFs/one tube.
Chronitons have a nice debuff element, particularly in pvp.
Never use transphasics. Ever. Until they overhaul transphasics, they aren't worth using (they do less damage in EVERY case than quantums).
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Omega has a nice rate of fire. I think it's ideal for people who just want one forward torp they don't have to worry about much (no projectile doffs, etc.) It's also a great rear torp -- I ended up putting a Romulan torp forward and an Omega aft for a Breen ship.
More on topic, a Sci ship has a lot of tricks for stripping shields -- tachyon beam, tractor with doff. Combine with plasmas and you can both deliver hard hits against bare hulls and plasma burn even if shield is up.
I haven't played PvP in a long time, but I'd expect that plasmas aren't a bad idea because, again, plasma burn is handy -- and people have only so many Hazard emitters.
'Ha, I cleared your burn!'
"That's nice, eat 10 more torps."
'Ha! I had a second hazard emitter!'
"That's nice, eat 10 more torps."
'... dang it.'
With 3 purple DOFFS, I think the conventional wisdom was that 2 quantums were better than photons, but photons are better with less DOFFs/one tube.
Chronitons have a nice debuff element, particularly in pvp.
Never use transphasics. Ever. Until they overhaul transphasics, they aren't worth using (they do less damage in EVERY case than quantums).
Transphasics are excellent. No, really. Especially since the mines got overhauled with a bonus 80% shield penetration and the torps (including the Cluster torp) got overhauled with a bonus 40% shield pen. Console them up and put a Tactical captain behind them and they can really, really, put pain on the table. Mix in with Tractor Beam Repulsors (2 & 3, and remember to think about how you'll impact your team when you turn them on) or Gravity Wells and you get a nasty punch that ignores shields.
In fact, the Chel'Gret makes a fantastic Transphasic Torpedo boat.
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Hey everybody! Thanks for all the suggestions. Since I have been getting lots of feedback, I thought I should post some more info.
I have been working on an energy drain build. Currently, I have:
ES3(It drains about 47 power for 23 seconds)
ES2(37)
Tykens Rift 2(12power a second for 17seconds I think)
I keep a dual beam bank up front so I can use the Sci Vessels target subsystems. It drains 50 power from Aux/Weapons/Engines and 30 power from Shields along with minus regeneration of over 400 I think.
This build helps me keep my power levels high. I can usually keep my weapons power around 100 with setting it at 25. I have one copy of EPtW 1 and batteries. This allows me to do as much damage as I can with turrets and dbb.
Also, My subnucleonic beam slows power recharge by 70% for 30 seconds.
Currently, I am still a Rear Admiral Lower half, so I can't access the end game items yet.
I do have tractor beam 1 with the doff. I am thinking about taking out Tykens Rift 2 in favor of tachyon beam3.
With 3 purple DOFFS, I think the conventional wisdom was that 2 quantums were better than photons, but photons are better with less DOFFs/one tube.
With only two launchers zero proc outcomes will leave a huge gaping damage output hole with quantums (roughly 6 seconds), while photons have a considerably smaller downtime window(only about 3 seconds). Also, you only need one proc to sustain chain firing on photons, whereas quantums require a multi-proc every second fire to sustain a one torpedo per gcd fire rate.
In addition, the base damage difference between quantums and photons is actually quite small (we're talking about 10% or roundabout 5-600 damage after all skills and modifiers are applied). You'll get slightly better burst out of a quantum torp boat, but for reliability you really can't beat photons, especially now with the adapted MACO being a free torpedo console equivalent.
To put some numbers on the table, using only fleet photons (dmgx3, critdx1), zero photon consoles, the Adapted MACO 2-piece bonus and APB3 only I'm routinely putting out 20k+ photon crits. Going full alpha strike mode I've gotten into the 45-50k range. I could probably add another 10k (or more) to that if I regear strictly for crit output (which is something i'm highly considering with the fix to Rommie boffs). Keep in mind, I've still got two dhcs and a bank of turrets blazing away while all of this is going on.
Comments
IF you use 3x Purple Projectile Doffs I highly suggest Quantum torpedoes.
If you do not... then Photons offer a bit more refire.
I personally run an Intrepid, that is specced for killing shields using abilities (sad that those abilities got nerfed hard...) but.. I run usualy 3x torpedoes in the front, or 2x front... with the 3 purple Doffs... they fire pretty fast
Of course... other torpedoes have uses also. Certainly I've been hearing good things about the new romulan reputation torpedoes... and the Omega of course is rather neat.
Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference.
-Captain James T. Kirk
I use a support/disabler setup (low level, but still) so my main weapon is plasma. Mines and torps. I use a beam for target subsystem, but that's it and I'm currently thinking about abandoning it at all. The chance to do anything with it is too low, and I could use another nice plasma thrower.
In theory the chronitons will fit better into sci with the speed debuff, but I realized that with all the boosts, batteries, whatever the the DoT from plasma torps is better then possible speed debuff from chronitons. This is for PvP.
And in PvE plasma is also pretty cool. Two mine lanuchers and two torpedoes (both plasma) can stack enough DoT to melt anything PvE throws at me in no time. Even if I abandoned energy weapons at all I would simply melt the mobs in no time with it. And if I use either spread for torps or some mine pattern for more plasma burns and EWP - enemies simply vanish. With grav well thrown at them to keep them in place and share DoTs it's even better.
Alternatively you may try transphasics: the shield bypass is pretty good too, but as with plasma - you need to dedicate yourself to such build. If you just want to use on torp forward or one fore, one aft then the best torps are the high damage ones: photons and quantums.
Anyhow, i wouldn't suggest that many purple projectile doffs two max if one is mines and the other is torpedo the regen rate of projectiles does not seems to stack correctly so you aren't getting 90% CD you are getting 30/3 chances. So unless you get one for mines and one for torps it's not worth while to have that many.
I used torp sci ships for a long time, as I found their DPS too low, and I got a working thing I think. get projectile DOFFs, 3 of them. if you can get your hands on purple ones, then do so, and use quantum torpedos with them. if you can only get blue doffs, use photon or plasma. the reload rates are best this way. if you do not use doffs, photons will give you the best base dps. also note, that with those doffs, you should not use more than two torpedos up front, and to maximize their utility you might have to use turrets, to always face your target
10k DPS Vesta threads: 1; 2
Currently i have an Intrepid with Romulan Singularity set on it.
Works wonders. Plasma burn and BO takes out shields, leaving the torpedoes to do massive damage. I have to check how many rear weapon slots it has, but i usually have the Omega torpedo in the rear.
Use hazards to drain shields/systems, Beam overload + Romulan hyper torpedo. When there are multiple opponents, turn away and release mines+ omega to whatever is chasing you.
If you want to run twin torps and an energy weapon or an exotic projectile(TCD, rep launcher, etc.), I'd suggest getting some torp doffs. Alternatively, Photons can cycle perfectly with only two tube(more than two photon torps in a single direction is a waste), but you will get inferior performance out of them.
The rest of the torps really are not practical for a federation science ship in a pve environment. Chronitons aren't really need as you'll have plenty of aux power, and thus turn rate. Transphasics.. really are not what torpedos are designed for - outside of a few special pvp builds. Quantums will seriously do more damage against anything you'd consider using them on.
The primary problem you're going to run into, however, is that you really don't have the tactical slots to really make use of torpedos in the vast majority of federation science ships. The Vesta is really the only good option right now for a dedicated science-torpedo ship. If you really want to run any other science ship as a torpboat(or if you just want more torp flexibility), I would suggest looking into picking up the Bellerophon for its Nadeon Detonator Console. It will turn any torp into a kind of micro-tricobalt torp(AE blast with knockback - good for plasma saturation) and it recharges at about roughly the speed of a standard torpedo ability - meaning you can alternate it with a torpedo attack if the situation calls for it. Just be mindful that it will scatter what it hits, so you could very easily blast ships out of a grav well if you're not careful. Rule of thumb: if you wouldn't use tractor repulsors on them, don't use a nadeon detonation on them.
Still avoid plasma for pvp lots of mk xii stf shields since they make the advanced fleet stuff look stupid and have some nice 2/3 piece set bonuses
Personally, when I get my Fleet Rhode Island, I'm gonna set it up with a Quantum up front, paired with a Chroniton. The Chroniton movement disable seems to work well for me for some reason.
We need a Borg Shield Drain torpedo for us Science kids.
Omega has a nice rate of fire. I think it's ideal for people who just want one forward torp they don't have to worry about much (no projectile doffs, etc.) It's also a great rear torp -- I ended up putting a Romulan torp forward and an Omega aft for a Breen ship.
More on topic, a Sci ship has a lot of tricks for stripping shields -- tachyon beam, tractor with doff. Combine with plasmas and you can both deliver hard hits against bare hulls and plasma burn even if shield is up.
I haven't played PvP in a long time, but I'd expect that plasmas aren't a bad idea because, again, plasma burn is handy -- and people have only so many Hazard emitters.
'Ha, I cleared your burn!'
"That's nice, eat 10 more torps."
'Ha! I had a second hazard emitter!'
"That's nice, eat 10 more torps."
'... dang it.'
With 3 purple DOFFS, I think the conventional wisdom was that 2 quantums were better than photons, but photons are better with less DOFFs/one tube.
Chronitons have a nice debuff element, particularly in pvp.
Never use transphasics. Ever. Until they overhaul transphasics, they aren't worth using (they do less damage in EVERY case than quantums).
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Transphasics are excellent. No, really. Especially since the mines got overhauled with a bonus 80% shield penetration and the torps (including the Cluster torp) got overhauled with a bonus 40% shield pen. Console them up and put a Tactical captain behind them and they can really, really, put pain on the table. Mix in with Tractor Beam Repulsors (2 & 3, and remember to think about how you'll impact your team when you turn them on) or Gravity Wells and you get a nasty punch that ignores shields.
In fact, the Chel'Gret makes a fantastic Transphasic Torpedo boat.
I have been working on an energy drain build. Currently, I have:
ES3(It drains about 47 power for 23 seconds)
ES2(37)
Tykens Rift 2(12power a second for 17seconds I think)
I keep a dual beam bank up front so I can use the Sci Vessels target subsystems. It drains 50 power from Aux/Weapons/Engines and 30 power from Shields along with minus regeneration of over 400 I think.
This build helps me keep my power levels high. I can usually keep my weapons power around 100 with setting it at 25. I have one copy of EPtW 1 and batteries. This allows me to do as much damage as I can with turrets and dbb.
Also, My subnucleonic beam slows power recharge by 70% for 30 seconds.
Currently, I am still a Rear Admiral Lower half, so I can't access the end game items yet.
I do have tractor beam 1 with the doff. I am thinking about taking out Tykens Rift 2 in favor of tachyon beam3.
With only two launchers zero proc outcomes will leave a huge gaping damage output hole with quantums (roughly 6 seconds), while photons have a considerably smaller downtime window(only about 3 seconds). Also, you only need one proc to sustain chain firing on photons, whereas quantums require a multi-proc every second fire to sustain a one torpedo per gcd fire rate.
In addition, the base damage difference between quantums and photons is actually quite small (we're talking about 10% or roundabout 5-600 damage after all skills and modifiers are applied). You'll get slightly better burst out of a quantum torp boat, but for reliability you really can't beat photons, especially now with the adapted MACO being a free torpedo console equivalent.
To put some numbers on the table, using only fleet photons (dmgx3, critdx1), zero photon consoles, the Adapted MACO 2-piece bonus and APB3 only I'm routinely putting out 20k+ photon crits. Going full alpha strike mode I've gotten into the 45-50k range. I could probably add another 10k (or more) to that if I regear strictly for crit output (which is something i'm highly considering with the fix to Rommie boffs). Keep in mind, I've still got two dhcs and a bank of turrets blazing away while all of this is going on.