Anyone know what the highest damage Torp is? I'm not worried about dps, just the single bang for your buck because I'm going to put in the back of a tac ship and won't fire it often. I just want a nice parting gift if I need to bug out for a second or two. Thanks in advance.
I have yet to see anything hit a single higher damage number than an Enhanced Bio Molecular Photon Torpedo with High Yield III.
Though personally I preferr it as a primary weapon.
High Yield Gravimetric torps are pretty nasty though, targetable though, but still very messy.
I remember playing cat and mouse with a T'varo in Ker'rat a while back, and left myself wide open as a setup and nailed him in the face with a HY3 Gravimetric when he tried to take me out.
I'd also consider a Bio Neural warhead, I've had some insane hits, when one of these crit's and they have a on board point defense system
Great as the BNW is in damage output, it unfortunately has to turn 180 degrees before it can start homing in on the target when fired from an aft weapons slot.
1. Tricobalt - Terrific damage for a single attack. Offset by very long CDs and also slow traveling, destructible projectiles. Compared to Photons, has no extra Tricobalt damage boosts.
2. Neutronic Torpedo - Delta Rep Torpedo, counts as Quantum. Insane damage short of a Tricobalt, not to mention the Radiation damage blast radius. Longer reloads but nothing at all like Tricobalts. Still, this is not a torp for spam. This torp is for spiking damage. This right now is my "Go To" torpedo and is a good blend of high power and availability even after the nerf.
3. Enhanced Bio-Molecular Torpedo - 8472 Rep Torpedo, counts as Photon. Harder hitting than the Dyson Gravimetric Torpedo. A HYT3 shot of this torp is amazing and you can get some good spikes out of this. In HYT3 fire, it has an overly generous blast radius. It hits like a HYT Plasma Torpedo but has no drawbacks of a destructible torpedo. I recall long ago when this torp was introduced lots of Plasma Torp fans being irritated about that fact. Longer reload than standard Photons but far shorter than the Neutronic & Tricobalt Torpedoes. As a Photon type, it can benefit from the extra Photon bonuses found in STO from Dyson and Delta Weapon Sets. This is a well balanced torpedo with excellent availability for fire. Until the Neutronic Torp came, this was my preferred torpedo.
These torpedoes are excellent, raw damage weapons that do not require overly exotic specs like the Dyson Grav Torp which is more ideal for Science heavy builds with lots of Starship Graviton & Particle Generator Skill. If you don't have good values in those skills, the Dyson Grav Torp has no real meat to it.
If all your looking for is a nice parting gift, I'll recommend the Vaadwaur Cluster Torpedo. It counts as a tricobalt, so it does a lot of damage with a long cooldown. If you're in a tactical ship, and can't kill something on the first pass, its probably a stationary/slow-moving enemy that can't outrun the mines once they deploy. They also have a small tendency to deploy on the side of the enemy's shields that you just depleted (if firing the torp at the fully shielded side of the enemy). Another bonus: you don't have to use any BOff abilities to make it better.
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A note about tricobalts: one of my ships is set up as a disable science vessel and uses Tricobalts because there's already a ton of points in Subspace Decompiler, which Tricobalts use for their disable capabilities. There is a doff that gives a chance for a higher Tricobalt speed which is nice. However, using a tractor to hold the enemy in place is also very useful. Just also be aware that if you're too close to the 'blast zone', your own ship will be knocked around a bit for a second as well. Plus of course, that long cooldown time.
I have tried swapping out for a traditional Gravimetric Photon Torp, but went back to the Tricobalt on that toon, but it was a difficult choice. However, what made it difficult was more about how that toon's set up around that disable focus, rather than the pure damage of the tricobalt.
All in all, very nice torp, if you're set up for it. Otherwise the negatives could easily outweigh the positives.
Anyone know what the highest damage Torp is? I'm not worried about dps, just the single bang for your buck because I'm going to put in the back of a tac ship and won't fire it often. I just want a nice parting gift if I need to bug out for a second or two. Thanks in advance.
Assuming you do not use any Torpedo skills like HY or TS, the best bang for your buck is a Hargh'Peng. It has a high initial damage, a Radiation DoT and an AoE explosion at the end of the DoT duration (that can and will hit destructible targets). It also has a 15 sec reload so that shouldn't be too inconvenient provided that you use it as you describe (show them your tail for a couple seconds only).
Why is no one talking about the Breen Transphasic cluster torpedo? It's slow, but when it hits a target :eek:
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Why is no one talking about the Breen Transphasic cluster torpedo? It's slow, but when it hits a target :eek:
Because they nerfed the hell out of it with Delta Rising. It used to be the go to torp for any boat but since the nerf it does 1/10 the damage it used to. Plus it is destructible and most enemies using FAW simply shoot them down before they can hit anything. Frankly till they make them subject to Torp spread or HYT any other torpedo simply out classes them.
Anyone know what the highest damage Torp is? I'm not worried about dps, just the single bang for your buck because I'm going to put in the back of a tac ship and won't fire it often. I just want a nice parting gift if I need to bug out for a second or two. Thanks in advance.
The neutronic torp is still the best available it can be leveled to MkXIV and still provides a nasty punch. The special power of the weapon can knock power levels off lineand becomes a very handy tool against tailgaters.
I still prefer the Gravimetric Photon over the Neutronic, but that's mostly due to better rate of fire.
I think Tricobalt torps are still the best one-shot bang.
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Eh, Tricobalts are a shadow of their former glory.
The Bio-Neural Warhead has the sama damage that Tricobalt torpedoes used to have before they got nerfed into the ground.
Why is no one talking about the Breen Transphasic cluster torpedo? It's slow, but when it hits a target :eek:
Ditto. When I see an enemy using those on me, I'm pretty effin glad I have a tac officer with FAW to save my bacon.
Even with the nerf, the transphasics still pretty much wrap up all business for me when needed. And if even if the target can outrun, my ship-mounted tractor beam or my tractor mines remedy that problem.
I love my transphasics. Never getting rid of them.
What tac skills are you planning on using? Also, if you are using a DBB up front, and have at least 4 weapon slots, I would recommend using a torp up front, with 2 DBBs and a DHC.
If you have commander, and lt. commander stations, I recommend this:
If you are flying alone, then swap the APB for a Torp spread. By doing this, you can increase your spike damage, and have turrets on the back that are always firing, no matter what direction you are facing. And if you are using the Ancient 360 firing beam, then a 360 beam on the back with the KCB should fully round out a very good DPS and spike damage build.
I used that on my Defiant till I got my Kumari. It is a really good build for the DPS focus the game is taking.
If you don't want to use a FAW, or CSV because of the aggro it will draw, then you can go with BO skills instead of the BFAW, and a CRF instead of CSV. It will turn it into a mean single target focused build, which is still good against stationary targets.
But you will see a better result by putting it on the front of an escort, unless you are using all beam arrays on it, which is also effective because of their speed.
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What tac skills are you planning on using? Also, if you are using a DBB up front, and have at least 4 weapon slots, I would recommend using a torp up front, with 2 DBBs and a DHC.
If you have commander, and lt. commander stations, I recommend this:
If you are flying alone, then swap the APB for a Torp spread. By doing this, you can increase your spike damage, and have turrets on the back that are always firing, no matter what direction you are facing. And if you are using the Ancient 360 firing beam, then a 360 beam on the back with the KCB should fully round out a very good DPS and spike damage build.
I used that on my Defiant till I got my Kumari. It is a really good build for the DPS focus the game is taking.
If you don't want to use a FAW, or CSV because of the aggro it will draw, then you can go with BO skills instead of the BFAW, and a CRF instead of CSV. It will turn it into a mean single target focused build, which is still good against stationary targets.
But you will see a better result by putting it on the front of an escort, unless you are using all beam arrays on it, which is also effective because of their speed.
Combining beams and cannons are very inefficient and a faux pas.
Any perceived font-load damage is better off going all DBBs or regular beams for slow-turning ships, or all DHC for fast ones.
You're wasting so many good tac slots to try and accommodate both, getting the full benefit of neither, and why even slot a torp if you're not gonna run any torp skills? Removing APB for spread 1 is such a bad idea, too, since you're dropping a constant damage resist debuff with a short CD for a rather crappy AoE that is probably gonna get eaten by shields half the time.
Thanks for all of the great responses, a lot of good advice here. Anyone have any thoughts on using the Rapid Reload Transphasic Torpedo up front. I was thinking of maybe two cannons, the RRTT and maybe the Neutronic Torpedo Launcher up front. The RRTT is very fast and 40% punching through shields sounds kind of cool. Might just leave it on auto fire with the cannons. Anyone upgraded it and seen if it is any good? Thanks again!
For the rear, try the vaaduwar tricobalt mine torp - Lots of bang for your buck and very therepeutic versus elachi jumping ships
As to the rapid transphasic... its not the greatest in pve unless you plan to solo-smash something through shields as your teamates will render that 40% pen bonus useless as their energy carves through the shield you are battering against. As to your idea of cannons and torps, its a nice idea but assuming you plan to buff the torps, you might want to consider another quantum instead or the rapid transphasic (the neut is buffed by quantum consoles, you see)
Combining beams and cannons are very inefficient and a faux pas.
Any perceived font-load damage is better off going all DBBs or regular beams for slow-turning ships, or all DHC for fast ones.
You're wasting so many good tac slots to try and accommodate both, getting the full benefit of neither, and why even slot a torp if you're not gonna run any torp skills? Removing APB for spread 1 is such a bad idea, too, since you're dropping a constant damage resist debuff with a short CD for a rather crappy AoE that is probably gonna get eaten by shields half the time.
Actually, it has been proven that you can get faster kills by using both instead of just one. Here is why:
DBBs may not be able to do as high of damage per shot as DHC, but their fire cycle allows them to fire longer over a period of time. This means that while your DHCs are coming off cool down, the DBB are still hitting hull, and helping keep shields down.
If you run with only DBBs, then you will not have the punch that your DHC can do on the shields and hull. If you run with only DHCs, then the enemy shields have a better chance of gaining more shield facing before they come off cool down, thereby eating up more of the damage they could have done to the hull.
This is why a combination of the two on the front of a ship will get slightly lower DPS, but will kill faster. Higher DPS doesn't always mean a faster kill. If you are hitting more shields with one build, then you are racking up (also known as padding) DPS, but it takes longer to kill the enemy. Having both, good DPS, and spike damage are the key to go with escorts.
The longer the enemy is alive, the greater the chance they can take out a small escort.
About it being inefficient, I have heard some claim that, and use the weapon power drain as their reason. However, I found out that they either didn't have their power levels set correctly (Weapon power 100%) or they didn't have enough skills in their skill tree to help even slightly with their subsystem powers. After they fixed it by a respec, they were able to do more damage, and the other skills they used were still just as effective.
Anyone that cannot have their weapons power set to 100, and get at least 130+ while in an escort, doesn't have their skill tree setup to run escorts without putting EP2W in an engineering station.
If you are setup to run an escort, then weapons power is not an issue, and you can do excellent damage with a combo.
With the beam and cannon skills mentioned, there is no "waste" of good tac slots. They are skills that can benefit each of the types of weapons on the ship, and help them to be VERY effective. Also, if you look at what I had written, I said that if they are flying alone, then they could swap the APB for a torp skill.
If you are flying alone, and you need to use APB, then there is something wrong. The only time it will prove useful is when there is an enemy with very high hp. However, if you are doing any of the content in the game designed to play alone, you will not fight anything that an escort can't take out quickly without it.
If flying in a team, then it is a good idea to have it since it will help everyone to take out a single target that has high damage, and takes more than a single pass to take out. (A few examples are tac cubes, and gates).
Also, when using a torp skill, I would assume that they would have known not to activate it when the enemy had full shields. However, you are correct that hitting shield facings will waste the torp that was fired. But, that is true if it is placed on the front, or back of the ship.
If the APB is swapped for a torp skill, then it is best to hold the skill till the enemies shields are about to go down, then activate it. This will increase the chance of the torps hitting the hull directly.
Though, by placing a torp on the back of a ship, there is a very good chance that the enemies shields can start coming up before it hits. This is because the player turns their ship so that their heavier hitting weapons are not hitting the target, while the torp is on the way. Some torps will do some damage through shields which will help of this.
Still, I personally prefer to have the torp facing the same direction as my heavy hitting weapons so that they can help keep the shields down, while the torp is on the way. This will increase the chance of the torp being useful if it is not one with a chance to hit through shields, also resulting in a stronger hit to the hull.
I would recommend a torp on the front that will either slow or stop the enemy, or one that does high damage. Either way, you want it to have a short cool down so that it will be effective on the front. And using the Doffs that reduce the cool down of torps will also help. Law is the one I prefer.
Like I said in my other post, I used this build on my Defiant before my Kumari, and it was a great build. Does really DPS, and spike damage. And if they didn't nerf the BO the last time they did, it would have been my first choice instead of BFAW. Now the BO hits for about the same damage it used to before it was given the 100% crit. And that was without a crit before. lol.
Hope this information helps.
Have fun and happy gaming.
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A note about tricobalts: one of my ships is set up as a disable science vessel and uses Tricobalts because there's already a ton of points in Subspace Decompiler, which Tricobalts use for their disable capabilities. There is a doff that gives a chance for a higher Tricobalt speed which is nice. However, using a tractor to hold the enemy in place is also very useful. Just also be aware that if you're too close to the 'blast zone', your own ship will be knocked around a bit for a second as well. Plus of course, that long cooldown time.
I have tried swapping out for a traditional Gravimetric Photon Torp, but went back to the Tricobalt on that toon, but it was a difficult choice. However, what made it difficult was more about how that toon's set up around that disable focus, rather than the pure damage of the tricobalt.
All in all, very nice torp, if you're set up for it. Otherwise the negatives could easily outweigh the positives.
My only issue with the Tricobolt is after a while in a battle it will decide to start acting funny. It won't fire but then goes through the cooldown mechanic all the same. It will start to register as a miss even when connecting with the target. And my favorite (which I've seen with other weapons as well FWIW) is a HYIII against a bare hull register as a critical and record no damage - just a single damage floater that says "critical, please try again in 20 seconds"
So it's buggy, not completely and not all the time but annoying all the same when you have to wait for that cooldown because the device just failed to work properly. Main reason I've moved to the Grav, less spike but +1000% avoidance and relatively short cooldown. For HYIII tricobolt I can shoot 2 HYIII gravs at best within 3 seconds of each other.
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Though personally I preferr it as a primary weapon.
High Yield Gravimetric torps are pretty nasty though, targetable though, but still very messy.
I remember playing cat and mouse with a T'varo in Ker'rat a while back, and left myself wide open as a setup and nailed him in the face with a HY3 Gravimetric when he tried to take me out.
I'd also consider a Bio Neural warhead, I've had some insane hits, when one of these crit's and they have a on board point defense system
Great as the BNW is in damage output, it unfortunately has to turn 180 degrees before it can start homing in on the target when fired from an aft weapons slot.
1. Tricobalt - Terrific damage for a single attack. Offset by very long CDs and also slow traveling, destructible projectiles. Compared to Photons, has no extra Tricobalt damage boosts.
2. Neutronic Torpedo - Delta Rep Torpedo, counts as Quantum. Insane damage short of a Tricobalt, not to mention the Radiation damage blast radius. Longer reloads but nothing at all like Tricobalts. Still, this is not a torp for spam. This torp is for spiking damage. This right now is my "Go To" torpedo and is a good blend of high power and availability even after the nerf.
3. Enhanced Bio-Molecular Torpedo - 8472 Rep Torpedo, counts as Photon. Harder hitting than the Dyson Gravimetric Torpedo. A HYT3 shot of this torp is amazing and you can get some good spikes out of this. In HYT3 fire, it has an overly generous blast radius. It hits like a HYT Plasma Torpedo but has no drawbacks of a destructible torpedo. I recall long ago when this torp was introduced lots of Plasma Torp fans being irritated about that fact. Longer reload than standard Photons but far shorter than the Neutronic & Tricobalt Torpedoes. As a Photon type, it can benefit from the extra Photon bonuses found in STO from Dyson and Delta Weapon Sets. This is a well balanced torpedo with excellent availability for fire. Until the Neutronic Torp came, this was my preferred torpedo.
These torpedoes are excellent, raw damage weapons that do not require overly exotic specs like the Dyson Grav Torp which is more ideal for Science heavy builds with lots of Starship Graviton & Particle Generator Skill. If you don't have good values in those skills, the Dyson Grav Torp has no real meat to it.
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I have tried swapping out for a traditional Gravimetric Photon Torp, but went back to the Tricobalt on that toon, but it was a difficult choice. However, what made it difficult was more about how that toon's set up around that disable focus, rather than the pure damage of the tricobalt.
All in all, very nice torp, if you're set up for it. Otherwise the negatives could easily outweigh the positives.
Assuming you do not use any Torpedo skills like HY or TS, the best bang for your buck is a Hargh'Peng. It has a high initial damage, a Radiation DoT and an AoE explosion at the end of the DoT duration (that can and will hit destructible targets). It also has a 15 sec reload so that shouldn't be too inconvenient provided that you use it as you describe (show them your tail for a couple seconds only).
Because they nerfed the hell out of it with Delta Rising. It used to be the go to torp for any boat but since the nerf it does 1/10 the damage it used to. Plus it is destructible and most enemies using FAW simply shoot them down before they can hit anything. Frankly till they make them subject to Torp spread or HYT any other torpedo simply out classes them.
The neutronic torp is still the best available it can be leveled to MkXIV and still provides a nasty punch. The special power of the weapon can knock power levels off lineand becomes a very handy tool against tailgaters.
I think Tricobalt torps are still the best one-shot bang.
The Bio-Neural Warhead has the sama damage that Tricobalt torpedoes used to have before they got nerfed into the ground.
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Tacs are overrated.
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Ditto. When I see an enemy using those on me, I'm pretty effin glad I have a tac officer with FAW to save my bacon.
Even with the nerf, the transphasics still pretty much wrap up all business for me when needed. And if even if the target can outrun, my ship-mounted tractor beam or my tractor mines remedy that problem.
I love my transphasics. Never getting rid of them.
If you have commander, and lt. commander stations, I recommend this:
Commander
TT1; Attack Pattern Beta 1; Beam FAW 3; and Cannon Scatter Volley 3.
Lt. Commander
TT1; Beam FAW 2; and Cannon Scatter Volley 2.
If you are flying alone, then swap the APB for a Torp spread. By doing this, you can increase your spike damage, and have turrets on the back that are always firing, no matter what direction you are facing. And if you are using the Ancient 360 firing beam, then a 360 beam on the back with the KCB should fully round out a very good DPS and spike damage build.
I used that on my Defiant till I got my Kumari. It is a really good build for the DPS focus the game is taking.
If you don't want to use a FAW, or CSV because of the aggro it will draw, then you can go with BO skills instead of the BFAW, and a CRF instead of CSV. It will turn it into a mean single target focused build, which is still good against stationary targets.
But you will see a better result by putting it on the front of an escort, unless you are using all beam arrays on it, which is also effective because of their speed.
Combining beams and cannons are very inefficient and a faux pas.
Any perceived font-load damage is better off going all DBBs or regular beams for slow-turning ships, or all DHC for fast ones.
You're wasting so many good tac slots to try and accommodate both, getting the full benefit of neither, and why even slot a torp if you're not gonna run any torp skills? Removing APB for spread 1 is such a bad idea, too, since you're dropping a constant damage resist debuff with a short CD for a rather crappy AoE that is probably gonna get eaten by shields half the time.
As to the rapid transphasic... its not the greatest in pve unless you plan to solo-smash something through shields as your teamates will render that 40% pen bonus useless as their energy carves through the shield you are battering against. As to your idea of cannons and torps, its a nice idea but assuming you plan to buff the torps, you might want to consider another quantum instead or the rapid transphasic (the neut is buffed by quantum consoles, you see)
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Actually, it has been proven that you can get faster kills by using both instead of just one. Here is why:
DBBs may not be able to do as high of damage per shot as DHC, but their fire cycle allows them to fire longer over a period of time. This means that while your DHCs are coming off cool down, the DBB are still hitting hull, and helping keep shields down.
If you run with only DBBs, then you will not have the punch that your DHC can do on the shields and hull. If you run with only DHCs, then the enemy shields have a better chance of gaining more shield facing before they come off cool down, thereby eating up more of the damage they could have done to the hull.
This is why a combination of the two on the front of a ship will get slightly lower DPS, but will kill faster. Higher DPS doesn't always mean a faster kill. If you are hitting more shields with one build, then you are racking up (also known as padding) DPS, but it takes longer to kill the enemy. Having both, good DPS, and spike damage are the key to go with escorts.
The longer the enemy is alive, the greater the chance they can take out a small escort.
About it being inefficient, I have heard some claim that, and use the weapon power drain as their reason. However, I found out that they either didn't have their power levels set correctly (Weapon power 100%) or they didn't have enough skills in their skill tree to help even slightly with their subsystem powers. After they fixed it by a respec, they were able to do more damage, and the other skills they used were still just as effective.
Anyone that cannot have their weapons power set to 100, and get at least 130+ while in an escort, doesn't have their skill tree setup to run escorts without putting EP2W in an engineering station.
If you are setup to run an escort, then weapons power is not an issue, and you can do excellent damage with a combo.
With the beam and cannon skills mentioned, there is no "waste" of good tac slots. They are skills that can benefit each of the types of weapons on the ship, and help them to be VERY effective. Also, if you look at what I had written, I said that if they are flying alone, then they could swap the APB for a torp skill.
If you are flying alone, and you need to use APB, then there is something wrong. The only time it will prove useful is when there is an enemy with very high hp. However, if you are doing any of the content in the game designed to play alone, you will not fight anything that an escort can't take out quickly without it.
If flying in a team, then it is a good idea to have it since it will help everyone to take out a single target that has high damage, and takes more than a single pass to take out. (A few examples are tac cubes, and gates).
Also, when using a torp skill, I would assume that they would have known not to activate it when the enemy had full shields. However, you are correct that hitting shield facings will waste the torp that was fired. But, that is true if it is placed on the front, or back of the ship.
If the APB is swapped for a torp skill, then it is best to hold the skill till the enemies shields are about to go down, then activate it. This will increase the chance of the torps hitting the hull directly.
Though, by placing a torp on the back of a ship, there is a very good chance that the enemies shields can start coming up before it hits. This is because the player turns their ship so that their heavier hitting weapons are not hitting the target, while the torp is on the way. Some torps will do some damage through shields which will help of this.
Still, I personally prefer to have the torp facing the same direction as my heavy hitting weapons so that they can help keep the shields down, while the torp is on the way. This will increase the chance of the torp being useful if it is not one with a chance to hit through shields, also resulting in a stronger hit to the hull.
I would recommend a torp on the front that will either slow or stop the enemy, or one that does high damage. Either way, you want it to have a short cool down so that it will be effective on the front. And using the Doffs that reduce the cool down of torps will also help. Law is the one I prefer.
Like I said in my other post, I used this build on my Defiant before my Kumari, and it was a great build. Does really DPS, and spike damage. And if they didn't nerf the BO the last time they did, it would have been my first choice instead of BFAW. Now the BO hits for about the same damage it used to before it was given the 100% crit. And that was without a crit before. lol.
Hope this information helps.
Have fun and happy gaming.
My only issue with the Tricobolt is after a while in a battle it will decide to start acting funny. It won't fire but then goes through the cooldown mechanic all the same. It will start to register as a miss even when connecting with the target. And my favorite (which I've seen with other weapons as well FWIW) is a HYIII against a bare hull register as a critical and record no damage - just a single damage floater that says "critical, please try again in 20 seconds"
So it's buggy, not completely and not all the time but annoying all the same when you have to wait for that cooldown because the device just failed to work properly. Main reason I've moved to the Grav, less spike but +1000% avoidance and relatively short cooldown. For HYIII tricobolt I can shoot 2 HYIII gravs at best within 3 seconds of each other.