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Question about Torpedo: Transport Warhead

krodhkrodh Member Posts: 45 Arc User
Hello,

In-depth information on the Intel BOff abilities is not easy to come by. I was curious about the Torpedo: Transport Warhead ability. I understand that it instantly 'beams' a torpedo to the target, and detonates that torpedo on the vessel, dealing catastrophic hull damage, with a chance to disable subsystems. I was planning on investing in a T6 vessel and Intel BOffs, but before I do so, I have some questions:

1) Is the ability activated like the other torpedo skills? By this, I mean, when you activate the ability, does it start a countdown on your torpedoes, and as soon as a target is acquired and fired upon with a torpedo, the ability triggers?

2) What is the delay between the time at which the ability triggers and the time at which the damage is dealt?

3) What is the minimum cooldown of this ability?

4) What is the global cooldown of this ability?

5) How do the different levels of this ability affect it?

6) Some torpedos, such as Hargh'pengs and Tricobalts, deal splash damage to units around the point of detonation. When using this ability with such torpedos, do they still deal splash damage?

7) Can this ability deal a critical strike?

8) Is this ability affected by skillpoints in projectile weapons and specialisation?

If these questions of mine could be answered, I would be very grateful. I might even go ahead and buy a T6 vessel.

Thank you.

:)
Post edited by krodh on

Comments

  • suuperduudesuuperduude Member Posts: 367 Arc User
    edited November 2014
    krodh wrote: »
    Hello,

    In-depth information on the Intel BOff abilities is not easy to come by. I was curious about the Torpedo: Transport Warhead ability. I understand that it instantly 'beams' a torpedo to the target, and detonates that torpedo on the vessel, dealing catastrophic hull damage, with a chance to disable subsystems. I was planning on investing in a T6 vessel and Intel BOffs, but before I do so, I have some questions:

    1) Is the ability activated like the other torpedo skills? By this, I mean, when you activate the ability, does it start a countdown on your torpedoes, and as soon as a target is acquired and fired upon with a torpedo, the ability triggers?

    Wirks like HY or T'S

    2) What is the delay between the time at which the ability triggers and the time at which the damage is dealt?

    The animation has a 3 second count down. You'll see it on the target.

    3) What is the minimum cooldown of this ability?

    4) What is the global cooldown of this ability?

    30 seconds and shares with other torpedo abilities.

    5) How do the different levels of this ability affect it?

    Only used the first ability

    6) Some torpedos, such as Hargh'pengs and Tricobalts, deal splash damage to units around the point of detonation. When using this ability with such torpedos, do they still deal splash damage?

    No
    7) Can this ability deal a critical strike?

    I believe it has but I shoot all weapons at a time so maybe not?

    8) Is this ability affected by skillpoints in projectile weapons and specialisation?

    Supposedly. Can't confirm cuz who knows what effecat what any more.
    If these questions of mine could be answered, I would be very grateful. I might even go ahead and buy a T6 vessel.

    Thank you.

    :)


    Hope that helps a little?


    Waiting 500....er....120 seconds.....
    --
    Lion Heart of Hammer Squadron
  • pyrogxmk3pyrogxmk3 Member Posts: 206 Arc User
    edited November 2014
    Be warned that the little detonation timer is a Tactical Debuff.
    For example, it will never function against another player.
  • tryinganythingtryinganything Member Posts: 2 Arc User
    edited January 2015
    I had the same idea, to invest in an intel ship but I don't want to waste money for nothing if my plan doesn't work as expected...

    So if I understand well, The way you explained things means that you cannot transport a High Yield torpedo then? As HY would be a modification, a transported would be a second and you can only apply one mod at a time (for instance you cannot spread some HY torpedoes). I would have loved beaming a HY tricobalt on someone's deck... he he.

    Please confirm that I can't do that.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited January 2015
    I had the same idea, to invest in an intel ship but I don't want to waste money for nothing if my plan doesn't work as expected...

    So if I understand well, The way you explained things means that you cannot transport a High Yield torpedo then? As HY would be a modification, a transported would be a second and you can only apply one mod at a time (for instance you cannot spread some HY torpedoes). I would have loved beaming a HY tricobalt on someone's deck... he he.

    Please confirm that I can't do that.

    You cannot do that. It's either a Transport Warhead, or High Yield Torpedo, not both. But the Transport Warhead power provides its own bonuses. Not convinced they're worth it. But I haven't tried Tri-Cobalts yet.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • hunteralpha84hunteralpha84 Member Posts: 524 Arc User
    edited January 2015
    I took an interest in transport warhead because it sounded interesting as hell however once getting it I found it lacking.

    I tried all sorts of torpedo's and while tricobalts high damage was pretty neat it was insignificant against the mega high HP of today's enemies. Transphasics shield debuff was neat but again nothing ground breaking.

    Eventually I gave up and just put a second surgical strikes on my boat.

    Yet another good idea with potential made worthless.
  • bioixibioixi Member Posts: 764 Arc User
    edited January 2015
    It would be cool being able to transport one of the cluster torpedoes, but I think that's too much overkill.
  • xapocalypseponyxxapocalypseponyx Member Posts: 577 Arc User
    edited January 2015
    bioixi wrote: »
    It would be cool being able to transport one of the cluster torpedoes, but I think that's too much overkill.

    I wonder if they could modify the localized plasma fire(s) from Plasma torps and procs to simulate 10 hull breaches as the mines explode out from the ship before arming?
  • hunteralpha84hunteralpha84 Member Posts: 524 Arc User
    edited January 2015
    reyan01 wrote: »
    I, personally, don't even think it's a good idea.

    I was watching voyager all the way through at the time and I got to the episode where they beam a single photon torpedo on to a Borg probe and it just obliterates it.

    I let my imagination get the better of me and ended up disappointed. Naturally destroying a ship with a single torp is op but as it is its little more than a shield bypass every thirty seconds.

    Personally I'd take a longer cool down for a longer disable or more damage. Just to create a little variety from beam arrays...
  • proteus22proteus22 Member Posts: 0 Arc User
    edited January 2015
    but now remember in latest star trek movie the vengence had 72 torpedoe khan himself transported detonate and his ship was still able to fly to san franscisco 200000 niles away
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