Building a torpedo boat focusing on rapid fire of multiple warheads? Go photon. The interaction between the short CD (6 seconds) and Projectile Warfare officers allows them to maintain a greater rate of fire with less weapon slots filled than any other torpedo.
Building a boat with a torpedo strictly as a finishing punch? Go quantum.
If you keep the torpedo on the target more often than not, then photon does the best DPS.
If you're in something like a cruiser that doesn't keep pointing at your target, then quantums give better burst damage and you don't take advantage of photon refire rate
It all depends on what ship and build you run. On my FHEC, I run the rom plasma torp, since I use both HY and TS. On a ship without any torpedo powers, I'll usually run photons.
The general rule I've heard (and usually go by) is this: Buffed, use quantums. Unbuffed, photons.
Photons have a slightly higher DPS because they fire quicker: stock MK XII Photon does 458 and the Quantum does 390. Quantums do more direct damage: 3313 versus 2980.
It really comes down to a question of play-style.
STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
Yeah, it really depends on your playstyle and chosen buffs. For instance, I use Quantums on my science ship, fore and aft. I fire one, turn around, fire the other, and by the time I've turned back around, the fore-facing torp bay is usually recharged (or just about).
Also, Photon DPS being higher doesn't take into account using abilities like High Torpedo Yield or Torpedo Spread. Assuming you always use HTY as soon as it's up, the damage/DPS difference seems to fall in favor of quatums.
DPS also assumes that you're using one torpedo bay, and always use it as soon as the recharge has worn off. This doesn't take into account turning, healing, activating other BOff powers, or simply NOT using them because an enemy's shields are still at full power. I'm not sure whether it takes into account having, say, two forward torpedo bays and firing them alternately (as the "Shared cooldown" is less than the recharge time), but I doubt it (kind of like how a beam weapon's listed DPS doesn't take into account that you'll be losing 10/20/30 weapon power by firing it and another weapon at the same time).
So basically, if you know you're going to be using torpedoes all the time, go Photon. If you use them a fair amount but find yourself sometimes skipping using them in favor of doing something else (healing, waiting for a torpedo buff to finish recharging, etc), go quantum. If you only use torpedoes situationally, go with something heavier-hitting like Plasma or Chroniton.
Don't forget projectile weapon officers. PWO's can make photons "chain fire", i.e. a torpedo every 2 seconds. This is because a purple PWO's cooldown reduction is 5 seconds compared to a Photon's basic reload time of 6 seconds. Throw in the 1 second system cooddown on torps to get torp-every-2-seconds. You can get out a lot more photon torps than you can quantum torps if you are using PWO's.
This especially starts to be a thing when you start messing around with High Yield, because each torpedo in a salvo can trigger each PWO... If you are a torpedo boat, High Yield 2 is more like High Yield 3.5 because your salvo is almost guaranteed to be chased by a bonus full-damage torp on the end.
If you can devote a slot: Rapid Fire Missile Launcher. I asked about this in the discussion forum and the feedback pushed me to buy it off the Lobi store. I gave it a shot (pun intended) and had way Way WAY too much fun using it.
I know BOff abilities affect them, but I do not think consoles do - and who cares! That's a lot of pew pew in a 180 degree arc
So, if you want "fast" shooting, it'll be worth 200 Lobi - even for a little bit.
On my Fed Cruiser I use both. Which I never had much issues with them. On my KDF I use photon only since I'm packing more cannons. The Fed Escort I'm building has Quantum since the other slots is more cannons.
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
Comments
Building a torpedo boat focusing on rapid fire of multiple warheads? Go photon. The interaction between the short CD (6 seconds) and Projectile Warfare officers allows them to maintain a greater rate of fire with less weapon slots filled than any other torpedo.
Building a boat with a torpedo strictly as a finishing punch? Go quantum.
If you're in something like a cruiser that doesn't keep pointing at your target, then quantums give better burst damage and you don't take advantage of photon refire rate
The general rule I've heard (and usually go by) is this: Buffed, use quantums. Unbuffed, photons.
It really comes down to a question of play-style.
Photons fire faster, so have higher damage per second. Quantums hit harder per torp.
Use whichever you like. It's not that big a deal.
Also, Photon DPS being higher doesn't take into account using abilities like High Torpedo Yield or Torpedo Spread. Assuming you always use HTY as soon as it's up, the damage/DPS difference seems to fall in favor of quatums.
DPS also assumes that you're using one torpedo bay, and always use it as soon as the recharge has worn off. This doesn't take into account turning, healing, activating other BOff powers, or simply NOT using them because an enemy's shields are still at full power. I'm not sure whether it takes into account having, say, two forward torpedo bays and firing them alternately (as the "Shared cooldown" is less than the recharge time), but I doubt it (kind of like how a beam weapon's listed DPS doesn't take into account that you'll be losing 10/20/30 weapon power by firing it and another weapon at the same time).
So basically, if you know you're going to be using torpedoes all the time, go Photon. If you use them a fair amount but find yourself sometimes skipping using them in favor of doing something else (healing, waiting for a torpedo buff to finish recharging, etc), go quantum. If you only use torpedoes situationally, go with something heavier-hitting like Plasma or Chroniton.
Spike Damage? Quantum, especially in conjunction with high yield skills.
This especially starts to be a thing when you start messing around with High Yield, because each torpedo in a salvo can trigger each PWO... If you are a torpedo boat, High Yield 2 is more like High Yield 3.5 because your salvo is almost guaranteed to be chased by a bonus full-damage torp on the end.
You want to run a load-out that is most comfortable to your play-style, AND utilize your chosen Bridge Officers with support from your Duty Officers.
Look at your Tac Consoles .. make sure they correspond to the Torp you are running.
Delta Fleet
I know BOff abilities affect them, but I do not think consoles do - and who cares! That's a lot of pew pew in a 180 degree arc
So, if you want "fast" shooting, it'll be worth 200 Lobi - even for a little bit.
Otherwise, yeah Photon :P
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.