Hello, ok will try that tonight i already have the Borg assimilated console what can i replace one on my neutroniums with? i wont get the Romulan Zero Point nor the Tachyokinetic Converter anytime soon so any other alternatives? ill also try removing one of my AP DHC and put another Quantum Torp instead, and BTW what is best for hull damage Brenn Transphasic, Plasma or Quantum?
Thank you
Quantums aren't a good choice for a hybrid torpedo boat (on a Fed/KDF ship at least). The way they interact with PWOs means you're going to get serious gaps in fire, and the only way to rectify that is to load three, but that means sacrificing an unacceptable level of energy weapons fire. If you're intent on using the quantums, stick with using one of them in an on-demand spike role.
Replace the Plasma Distribution manifold with the Borg console. The next thing you should focus on replacing is the TPD console, ideally with some form of embassy console (plasma burn -th ideally).
Spheres are strangely enough tougher than Cubes for the Borg, however my engineerscort in a Patrol Escort doesn't seem to be having the troubles you seem to be despite not quite having the quality of gear, well im not saying i cant destroy a Borg sphere im just stating that it takes long time in my my opinion, its possible that im being influenced by what i read in all the forums as i notice a lot of people say it shreds right through and totally obliterates etc etc and yet that is not the case for me, its also obvious there are many possibilities as to how to optimize your build so ill just keep experimenting....
Thank you to all
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Appear weak when you are strong, and strong when you are weak.
Get some vr mk 12 deflector and engines with mods you like, should run you less than 200k.
Get a resilent or even covariant mk 12 vr shield with cap and pla. This will by far outperform that Jem shield.
If you got the omega marks go this route:
mk 11 assimilated engine and deflector, skip the shield
Maco mk 12 shields are what you really want unless you have access to elite fleet ones, if you do, Elite fleet shields with resB.
As other have mentioned, you will get more use out of an aux battery than you will that shield battery.
4 energy consoles are better than 3 energy and 1 projectile, especially when 5 of your 7 weapons are energy, and only 1 weapon will benefit from that projectile damage one.
If you really want to keep the point defense one, put it in engineering and pickup another field generator or if you have access an embassy emitter console.
No reason at all to have that plasma manifold, replace it with that assimilated module you just picked up.
You should be able to pick up a boff off the exchange with omega 3 they usually aren't that expensive. I still think Beta 3 > Omega 3, but I can run polarize and an omega 1 to break tractors.
No reason to run engineering team, if you want a hull heal go for aux to structural, I would replace it with EMPTS3 since your an engy.
You are working your way towards what you need, nice job for not getting offended about what people are suggesting.
You are really close, a couple more tweaks and you shouldn't have any more problems with ESTF's
yes im working toward getting my maco MK XII set but for now i have the Jem hadar set, i know they are not the best but its what i have for now, you mentioned getting MK XII resilient (Purple) where do i get that? i tried the exchange but very expensive, like you said im close just need some tweaking and experimenting (Which i will do i the next couple of days) i will also download The STO Advanced Combat tracker to see how much dps im dealing out ill post my best results when i get done
Again thanks to everyone for all the grat advice and suggestions :-)
I did a search on the exchange, you can get a mk 11 or mk 12 resilent shield for less than a 100k with [Pla]
Those plasma manifolds are a complete waste, put the assimilated console in for 1 and pick up an emitter array or another field generator.
If you want more dps drop that zero point tact console for another antiproton mag, even a common one if you don't have the coin
2 torpedoes up front is 1 too many, you will do must better sustained damage by having 3 cannons and 1 torpedo. You can swap out the quntuam for a photon and get a couple projectile doffs's so you can spam them on boss's.
You could also drop the torpedo completely and just go with 4 cannons up front. you would waste one of the tact ensign slots but it might give you better dps.
Thinking about it more, I think if you dropped those plasma manifolds and put in an electro hull platting, moved that assimilated module to engineering, and put in a emitter array or regen console, you could do really well with an aoe build consisting of scatter volley and torpedo spread.
Sounds good, will try out the different load outs and see what it gives but why are the plasma manifolds Junk? they seem to be the only offensive consoles for engineering no?
THX
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Appear weak when you are strong, and strong when you are weak.
my understanding is that my AP DHC are good for eating through shields but its actually the torps that do all the hull damage unless i could be mistaken??
THX
*****************************
Appear weak when you are strong, and strong when you are weak.
I redid your build on stoacademy. I guarantee it will shred spheres and keep you alive while doing it.
Having 2 quantum torps up front is a very bad idea, especially without a beam overload. Really, the only time you want to run a quantum torp is if you are using beam overload 3, in which case you would fire a high yield right after the overload to hit the hull. And when it comes down to it, that ship doesn't really have enough tac boff slots to run a good torp build on it with cannon rapid fire + beam overload + high yield torp.
If you can't get a fleet elite shield, you could replace that with a maco shield.
Sounds good, will try out the different load outs and see what it gives but why are the plasma manifolds Junk? they seem to be the only offensive consoles for engineering no?
THX
Yeah, they're a waste. It's better to go for defensive or universal consoles for the engineering slot.
my understanding is that my AP DHC are good for eating through shields but its actually the torps that do all the hull damage unless i could be mistaken??
THX
While yes, the quantums are the best hull smashers in the game, if you can't get through a shield facing quickly to hit bare hull they become a complete waste. If you really want to use quantum torps, i would go with just 1, plus a dual beam bank and 2 DHC's. And then maybe set up something like BO3 + THY2 + THY2 + BO1 + TT1 + TT1 (and for the cmdr. slot you could choose either APO3 or CRF3, but probably APO3 since you'd only have 2 DHC's). You would want to time a THY2 directly after a BO shot, and continuously cycle them together.
But no, you don't need torpedoes to smash hulls, and they become a complete waste if you are hitting shields with them. If you use the build I posted in my previous post, it will do plenty of hull damage without torps. Use a Beam Overload, then wait about 2 seconds for your weapons power to rebound and then pop rapid fire 3.
Where are you getting critd x3 and dmg x2 mk 11 weapons?
I'm curious about beam overload? Why run it for PvE? PvE is all about sustained damage, and BO is a costly spike ability, as it drops your power levels so your cannons don't hit as hard. So even though you see the massive damage text fly across the screen you would actually do more damage in that 10-15 second window by using your cannons at higher power and a torpedo attack.
Where are you getting critd x3 and dmg x2 mk 11 weapons?
I'm curious about beam overload? Why run it for PvE? PvE is all about sustained damage, and BO is a costly spike ability, as it drops your power levels so your cannons don't hit as hard. So even though you see the massive damage text fly across the screen you would actually do more damage in that 10-15 second window by using your cannons at higher power and a torpedo attack.
Those weapons were what he had on his first stoacademy build and I didn't bother to change them. You don't *need* BO for PvE, but he said he was having trouble with Spheres so something with good spike to get through a shield facing fast will definitely help. The cannons are still going to be your main damage dealer, but the BO will allow them to do more hull damage quicker. He could still run torps if he really wanted to, but they're not necessary, require more precise timing to avoid hitting shields, and it still requires a dual beam bank and beam overloads.
I'm not sure what 10-15 second window you're talking about, but after a beam overload, if you wait 2-3 seconds to use your CRF, you will start the CRF shots at full weapons power. If it takes you 10 seconds to regain energy, you must not have any skillpoints into electro-plasma systems (I run 6). And if you want even faster recovery you could use a Flow Regulator as an engineering console, which I actually use, but figured he may want more defense since he said he was dying. You could also use a weapons battery after the BO shot for instant recovery. But no, cannons + torp(s) is not a very good combo because you will be hitting a shield facing more often than not with the torps since the cannons will not typically have the spike to bring down a facing quickly.
IMO, these are the most viable front weapon loadouts:
4 DHC's
3 DHC's + DBB
2 DHC's + DBB + Quantum Torp
I redid your build on stoacademy. I guarantee it will shred spheres and keep you alive while doing it.
Having 2 quantum torps up front is a very bad idea, especially without a beam overload. Really, the only time you want to run a quantum torp is if you are using beam overload 3, in which case you would fire a high yield right after the overload to hit the hull. And when it comes down to it, that ship doesn't really have enough tac boff slots to run a good torp build on it with cannon rapid fire + beam overload + high yield torp.
If you can't get a fleet elite shield, you could replace that with a maco shield.
Hello Commander Skurf, interesting no torps i was contemplating this as you are correct trimming is very difficult the shields on a sphere could be down one second and the nest they are up, but the gear you recommend i dont have the cash for so i have to stick with what i have for the moment but i will try when i get some coin, on another note i play ESTF and mostly all the matches i participate in all players use plasma torpedoes what type i dont know but i know most of them have an endless stream of these types of torpedoes and i do see that thy deal an enormous amount of damage what are they using? and what are your thoughts
THX
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Appear weak when you are strong, and strong when you are weak.
Those weapons were what he had on his first stoacademy build and I didn't bother to change them. You don't *need* BO for PvE, but he said he was having trouble with Spheres so something with good spike to get through a shield facing fast will definitely help. The cannons are still going to be your main damage dealer, but the BO will allow them to do more hull damage quicker. He could still run torps if he really wanted to, but they're not necessary, require more precise timing to avoid hitting shields, and it still requires a dual beam bank and beam overloads.
I'm not sure what 10-15 second window you're talking about, but after a beam overload, if you wait 2-3 seconds to use your CRF, you will start the CRF shots at full weapons power. If it takes you 10 seconds to regain energy, you must not have any skillpoints into electro-plasma systems (I run 6). And if you want even faster recovery you could use a Flow Regulator as an engineering console, which I actually use, but figured he may want more defense since he said he was dying. You could also use a weapons battery after the BO shot for instant recovery. But no, cannons + torp(s) is not a very good combo because you will be hitting a shield facing more often than not with the torps since the cannons will not typically have the spike to bring down a facing quickly.
IMO, these are the most viable front weapon loadouts:
4 DHC's
3 DHC's + DBB
2 DHC's + DBB + Quantum Torp
On another note i tried all the Torp combos except for Photons and my best results were with Quantum and surprisingly the Breen transphasic torp, i see that when i play other missions i have no problem ripping through everything its only when i Play Borg ESTF and especially spheres..... :-(
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Appear weak when you are strong, and strong when you are weak.
Romulan Hyper torpedo. You get it from the Romulan Reputation system along with the Zero Point console. 3 purple projectile doffs allow you to spam the torpedo, and even if it hits shields it still hits the target with a plasma dot. Plasma at this point is the way to go for max dps.
When I ran ships with 4 forward weapons I never had a problem bringing down a shield with 3 cannons and a couple turrets with scatter volley, leave 2- 3 ships with an exposed hull for a torpedo spread.
Romulan Hyper torpedo. You get it from the Romulan Reputation system along with the Zero Point console. 3 purple projectile doffs allow you to spam the torpedo, and even if it hits shields it still hits the target with a plasma dot. Plasma at this point is the way to go for max dps.
When I ran ships with 4 forward weapons I never had a problem bringing down a shield with 3 cannons and a couple turrets with scatter volley, leave 2- 3 ships with an exposed hull for a torpedo spread.
Romulan Hyper torpedo.... im a long way from there.....i believe its A tier 4 weapon.....i*am much closer to obtaining the Omega Torp could that also work in spam with 3 Purple DOFFs ?
THX
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Appear weak when you are strong, and strong when you are weak.
Romulan Hyper torpedo.... im a long way from there.....i believe its A tier 4 weapon.....i*am much closer to obtaining the Omega Torp could that also work in spam with 3 Purple DOFFs ?
THX
No, omega torpedo uses different mechanics. projectile doff's don't help this torpedo at all.
It's still a good torpedo, especially if you switch to a plasma build, but if you are going to continue to to use anti proton then I'd stick with either quntuams or photons.
You should be able to find a common dual beam bank for pretty cheap on the exchange if you want to test out the beam overload vs torpedo setup. Beam Overload 3 is a little expensive to find, but you can substitute beam overload 2 if you are just going to be testing.
2 Antiproton DHC Mk XII
1 Antiproton DC Mk XII (I have a question about this one...)
1 Quantum torpedo launcher, Mk XII
Peregrines for now...working towards elite scorpions.
MACO Mk XII Shield and deflector
Borg Mk XII Engine
Boff thoughts - 2 tac teams, two shield heals, two hull heals, 2 escapes. two torp abilties, two attack patterns... I think you see a pattern. I prefer AOE skills over single target, since most of the time I can get more DPS hitting even just two targets with a spread, than one target with a HYT, or rapid fire.
My consoles are 3 Antiproton damage boosting tac consoles with one zero point quantum chamber (I know its a no-no, but I use two torp skills, so I need a little boost), a neutronium and electroceramic shield, borg assimilated, TPDS console, etc. Most are Mk XI blue or purple. I don't have high enough rep in the two factions, but I have some MK XII gear from before the reputation came in, what, season 6 or something?
My question about the Dual Cannons, is before I quit for a few months, the math worked out that 3 dual heavy was a dps loss because of the power drain, that having a single "regular" dual cannon was actually an improvement. The Heavy cannons being more or less equal in regular firing to regular cannons, but they pull far ahead for BOFF abilities, since it's more damage per shot = more damage for volley and rapid fire. Is this still true, or should I go for a dual heavy cannon to replace it?
What I may change, looking for input:
swap Aux2SIF2 for EPTS3? I'd get another great shield heal, and be able to cycle that more... but then it's only HE2 for hull healing. Not like aux2sif heals well anyway.
contemplating moving attack patterns/etc lower, and getting higher attack skills, like TS3 and CSV3, etc. I'd basically have to retrain over half of my bridge tac officers.
No, omega torpedo uses different mechanics. projectile doff's don't help this torpedo at all.
It's still a good torpedo, especially if you switch to a plasma build, but if you are going to continue to to use anti proton then I'd stick with either quntuams or photons.
You should be able to find a common dual beam bank for pretty cheap on the exchange if you want to test out the beam overload vs torpedo setup. Beam Overload 3 is a little expensive to find, but you can substitute beam overload 2 if you are just going to be testing.
do projectile doffs work with photons or quantum's? as i am a real long way from Hyper Torp...
THX
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Appear weak when you are strong, and strong when you are weak.
Yes 3 purple projectile doffs will allow you to spam photons just about every second.
but not quantums? ok id like to try that, ill let you know how it works.... it would be great to work with quantums as i would not have to spend more coin on new torp console etc etc.... :-)
THX
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Appear weak when you are strong, and strong when you are weak.
but not quantums? ok id like to try that, ill let you know how it works.... it would be great to work with quantums as i would not have to spend more coin on new torp console etc etc.... :-)
THX
PWOs work by shaving a set number of seconds off the cooldown of a torpedo. In the case of Photons, 1 proc will completely remove the cooldown, meaning you only have to contend with the torpedo GCD. For every other torpedo you'll need multiple procs to sustain fire at the torpedo GCD.
Thusly when you don't get the multi-proc, you have gaps in your torpedo fire. Now it's possible to setup a ship so that it can fire quantums every second, but in my opinion to do so you have to sacrifice far too much energy weapon output.
but not quantums? ok id like to try that, ill let you know how it works.... it would be great to work with quantums as i would not have to spend more coin on new torp console etc etc.... :-)
THX
Quantums fire slower than photons, but 3 doff's will increase your fire rate significantly.
Remember, if you are hitting shields torpedoes are pretty much useless.
Quantums fire slower than photons, but 3 doff's will increase your fire rate significantly.
Remember, if you are hitting shields torpedoes are pretty much useless.
Yes that i am aware which is why i shred shields first with AP DHC and then fire my torps, but as the person in a previous post mentioned it is tricky and timing does not always work, which is why ill try his configuration (All Energy Weapons with Beam Override) and see, i noticed that with so many replies there really are a lot of possible combination, all very helpful its just a matter of experimenting.... and what works for your style of fighting/piloting, which is what i am doing currently :-)
THX
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Appear weak when you are strong, and strong when you are weak.
Comments
Quantums aren't a good choice for a hybrid torpedo boat (on a Fed/KDF ship at least). The way they interact with PWOs means you're going to get serious gaps in fire, and the only way to rectify that is to load three, but that means sacrificing an unacceptable level of energy weapons fire. If you're intent on using the quantums, stick with using one of them in an on-demand spike role.
Replace the Plasma Distribution manifold with the Borg console. The next thing you should focus on replacing is the TPD console, ideally with some form of embassy console (plasma burn -th ideally).
Thank you to all
Appear weak when you are strong, and strong when you are weak.
If you are lacking on omega marks go this route:
Get some vr mk 12 deflector and engines with mods you like, should run you less than 200k.
Get a resilent or even covariant mk 12 vr shield with cap and pla. This will by far outperform that Jem shield.
If you got the omega marks go this route:
mk 11 assimilated engine and deflector, skip the shield
Maco mk 12 shields are what you really want unless you have access to elite fleet ones, if you do, Elite fleet shields with resB.
As other have mentioned, you will get more use out of an aux battery than you will that shield battery.
4 energy consoles are better than 3 energy and 1 projectile, especially when 5 of your 7 weapons are energy, and only 1 weapon will benefit from that projectile damage one.
If you really want to keep the point defense one, put it in engineering and pickup another field generator or if you have access an embassy emitter console.
No reason at all to have that plasma manifold, replace it with that assimilated module you just picked up.
You should be able to pick up a boff off the exchange with omega 3 they usually aren't that expensive. I still think Beta 3 > Omega 3, but I can run polarize and an omega 1 to break tractors.
No reason to run engineering team, if you want a hull heal go for aux to structural, I would replace it with EMPTS3 since your an engy.
You are working your way towards what you need, nice job for not getting offended about what people are suggesting.
You are really close, a couple more tweaks and you shouldn't have any more problems with ESTF's
Manuevers and targeting really need to be maxed under tactical.
I'd suggest dropping down energy and projectile specialization to maybe 3 each, 6 maybe for energy.
batteries should be at 3, no lower, no higher
Drop weapon performance down to 2 or 3, this will still allow you to reach 125 weapon power with only a 95 base.
You need to max electro plasma systems, it's your bread and butter for shield heals.
These couple tweaks will drastically affect your survivablity.
THX
Appear weak when you are strong, and strong when you are weak.
Again thanks to everyone for all the grat advice and suggestions :-)
http://www.stoacademy.com/tools/skillplanner/?build=arkroyalversion22_0
Appear weak when you are strong, and strong when you are weak.
Those plasma manifolds are a complete waste, put the assimilated console in for 1 and pick up an emitter array or another field generator.
If you want more dps drop that zero point tact console for another antiproton mag, even a common one if you don't have the coin
2 torpedoes up front is 1 too many, you will do must better sustained damage by having 3 cannons and 1 torpedo. You can swap out the quntuam for a photon and get a couple projectile doffs's so you can spam them on boss's.
You could also drop the torpedo completely and just go with 4 cannons up front. you would waste one of the tact ensign slots but it might give you better dps.
Thinking about it more, I think if you dropped those plasma manifolds and put in an electro hull platting, moved that assimilated module to engineering, and put in a emitter array or regen console, you could do really well with an aoe build consisting of scatter volley and torpedo spread.
THX
Appear weak when you are strong, and strong when you are weak.
THX
Appear weak when you are strong, and strong when you are weak.
Having 2 quantum torps up front is a very bad idea, especially without a beam overload. Really, the only time you want to run a quantum torp is if you are using beam overload 3, in which case you would fire a high yield right after the overload to hit the hull. And when it comes down to it, that ship doesn't really have enough tac boff slots to run a good torp build on it with cannon rapid fire + beam overload + high yield torp.
If you can't get a fleet elite shield, you could replace that with a maco shield.
http://skillplanner.stoacademy.com/?build=sphereshredder_0
@DevolvedOne
While yes, the quantums are the best hull smashers in the game, if you can't get through a shield facing quickly to hit bare hull they become a complete waste. If you really want to use quantum torps, i would go with just 1, plus a dual beam bank and 2 DHC's. And then maybe set up something like BO3 + THY2 + THY2 + BO1 + TT1 + TT1 (and for the cmdr. slot you could choose either APO3 or CRF3, but probably APO3 since you'd only have 2 DHC's). You would want to time a THY2 directly after a BO shot, and continuously cycle them together.
But no, you don't need torpedoes to smash hulls, and they become a complete waste if you are hitting shields with them. If you use the build I posted in my previous post, it will do plenty of hull damage without torps. Use a Beam Overload, then wait about 2 seconds for your weapons power to rebound and then pop rapid fire 3.
@DevolvedOne
Where are you getting critd x3 and dmg x2 mk 11 weapons?
I'm curious about beam overload? Why run it for PvE? PvE is all about sustained damage, and BO is a costly spike ability, as it drops your power levels so your cannons don't hit as hard. So even though you see the massive damage text fly across the screen you would actually do more damage in that 10-15 second window by using your cannons at higher power and a torpedo attack.
Those weapons were what he had on his first stoacademy build and I didn't bother to change them. You don't *need* BO for PvE, but he said he was having trouble with Spheres so something with good spike to get through a shield facing fast will definitely help. The cannons are still going to be your main damage dealer, but the BO will allow them to do more hull damage quicker. He could still run torps if he really wanted to, but they're not necessary, require more precise timing to avoid hitting shields, and it still requires a dual beam bank and beam overloads.
I'm not sure what 10-15 second window you're talking about, but after a beam overload, if you wait 2-3 seconds to use your CRF, you will start the CRF shots at full weapons power. If it takes you 10 seconds to regain energy, you must not have any skillpoints into electro-plasma systems (I run 6). And if you want even faster recovery you could use a Flow Regulator as an engineering console, which I actually use, but figured he may want more defense since he said he was dying. You could also use a weapons battery after the BO shot for instant recovery. But no, cannons + torp(s) is not a very good combo because you will be hitting a shield facing more often than not with the torps since the cannons will not typically have the spike to bring down a facing quickly.
IMO, these are the most viable front weapon loadouts:
4 DHC's
3 DHC's + DBB
2 DHC's + DBB + Quantum Torp
@DevolvedOne
THX
Appear weak when you are strong, and strong when you are weak.
Appear weak when you are strong, and strong when you are weak.
When I ran ships with 4 forward weapons I never had a problem bringing down a shield with 3 cannons and a couple turrets with scatter volley, leave 2- 3 ships with an exposed hull for a torpedo spread.
THX
Appear weak when you are strong, and strong when you are weak.
No, omega torpedo uses different mechanics. projectile doff's don't help this torpedo at all.
It's still a good torpedo, especially if you switch to a plasma build, but if you are going to continue to to use anti proton then I'd stick with either quntuams or photons.
You should be able to find a common dual beam bank for pretty cheap on the exchange if you want to test out the beam overload vs torpedo setup. Beam Overload 3 is a little expensive to find, but you can substitute beam overload 2 if you are just going to be testing.
cmdr tac - tac team1, torp spread 2, AP: omega 1, AP: Beta 3
lt tac- torp spread 1, cannon scatter 1
ens tac- tac team 1
lt cmd eng - epts 1, RSP 1, Aux2SIF 2
lt sci - polarize hull, he2
2 Antiproton DHC Mk XII
1 Antiproton DC Mk XII (I have a question about this one...)
1 Quantum torpedo launcher, Mk XII
Peregrines for now...working towards elite scorpions.
MACO Mk XII Shield and deflector
Borg Mk XII Engine
Boff thoughts - 2 tac teams, two shield heals, two hull heals, 2 escapes. two torp abilties, two attack patterns... I think you see a pattern. I prefer AOE skills over single target, since most of the time I can get more DPS hitting even just two targets with a spread, than one target with a HYT, or rapid fire.
My consoles are 3 Antiproton damage boosting tac consoles with one zero point quantum chamber (I know its a no-no, but I use two torp skills, so I need a little boost), a neutronium and electroceramic shield, borg assimilated, TPDS console, etc. Most are Mk XI blue or purple. I don't have high enough rep in the two factions, but I have some MK XII gear from before the reputation came in, what, season 6 or something?
My question about the Dual Cannons, is before I quit for a few months, the math worked out that 3 dual heavy was a dps loss because of the power drain, that having a single "regular" dual cannon was actually an improvement. The Heavy cannons being more or less equal in regular firing to regular cannons, but they pull far ahead for BOFF abilities, since it's more damage per shot = more damage for volley and rapid fire. Is this still true, or should I go for a dual heavy cannon to replace it?
What I may change, looking for input:
swap Aux2SIF2 for EPTS3? I'd get another great shield heal, and be able to cycle that more... but then it's only HE2 for hull healing. Not like aux2sif heals well anyway.
contemplating moving attack patterns/etc lower, and getting higher attack skills, like TS3 and CSV3, etc. I'd basically have to retrain over half of my bridge tac officers.
THX
Appear weak when you are strong, and strong when you are weak.
Yes 3 purple projectile doffs will allow you to spam photons just about every second.
THX
Appear weak when you are strong, and strong when you are weak.
PWOs function with every torpedo except the Omega Torpedo. They do not however work on mines (you'll need a separate doff type for them).
PWOs work by shaving a set number of seconds off the cooldown of a torpedo. In the case of Photons, 1 proc will completely remove the cooldown, meaning you only have to contend with the torpedo GCD. For every other torpedo you'll need multiple procs to sustain fire at the torpedo GCD.
Thusly when you don't get the multi-proc, you have gaps in your torpedo fire. Now it's possible to setup a ship so that it can fire quantums every second, but in my opinion to do so you have to sacrifice far too much energy weapon output.
Quantums fire slower than photons, but 3 doff's will increase your fire rate significantly.
Remember, if you are hitting shields torpedoes are pretty much useless.
Appear weak when you are strong, and strong when you are weak.
THX
Appear weak when you are strong, and strong when you are weak.
Appear weak when you are strong, and strong when you are weak.