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  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    No wrong way to design a concept of a ship you want to bring into battle....

    Action starts at 9pm est.
    @odenknight in game
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • lowy1lowy1 Member Posts: 964 Arc User
    I currently use a Fleet Experimental Science Vessel with a Photon Build centered around the Enhanced Biomentric and 3 Piece Protonic arsenal. The 3 piece Protonic Arsenal gives a huge boost to photon projectiles along with decent crit chance and severity. Plus the the Proton weapon will work with the inate subsystem abilities. I currently use KLW1, DPB1, TS3, TS2, TT1 along with OSS1 and KM1. i also have the Adapted MACO 2 piece (Deflector and Engines) with a 2 piece dyson. I'm just waiting for the T6 Vesta and hope it has Intel abilities.
    HzLLhLB.gif

  • robyvisionrobyvision Member Posts: 293 Arc User
    I've flown a torpedo B'rel as long as I can remember.

    Mine is based on single target spike damage, which, thanks to modern torpedoes, also includes dome nice AOE, but swapping out just one skill lets it do a nice AOE of its own.

    The core of the build is probably the pro tonic arsenal 3pc set, which offers a very good set of buffs to photon torpedoes, including the enhanced bio molecular and the graviton.

    This said, I don't use photon tac consoles, I use [torp] ones. The small decrease in damage for photons is more than offset by the huge amount of damage added to the indispensable torpedo - the Neutronic torpedo.

    I have spared no expense on my build, and it has just about everything that adds torpedo damage.

    Epic mk14 neutronic, gravimetric, enhanced bio molecular, and crtd4 photon up front.

    Protonic beam and epic mk14 crtd3 something photon in the back.

    Counter command deflector at UR, As well as UR KHG engine and shield. Some epic warp core which I think boosts aux and has AMP.

    All the universal consoles that add crt, crtd, and torp damage.

    Sheshar trait for extra HY proc, enhanced pedal to the metal, bethan trait for pvp/ overwhelming force for pve, and the command ship cool down trait. May stick reciprocity in one of the slots instead.

    For pure HY single target ultra damage, both kemocite1 and kemocite3, can swap kemo3 out for spread3 if needed.

    Sif collapse in one of the eng buff slots.

    Intel as main spec and pilot as secondary.

    r&d projo trait, some other good traits I can't remember off the top of my head.

    Kinetic shearing. Aux-> dam, armor pen, and either crtd or crtd boost rep traits.


    The kemocite thing is too expensive. I could end up like Greece, if I bought it.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Next run in 15min.

    SCM - Crystal C. (S) - [00:45] DMG(DPS) - @Odenk: 1.90M(57.64K) @sarca: 2.39M(55.68K) @spenc: 1.92M(48.99K) @Allel: 796.37K(22.75K) @e2460: 644.78K(19.36K) @teach: 491.95K(17.51K) @ryaki: 601.52K(15.38K) @bengu: 246.62K(8.75K) @theso: 170.50K(6.77K) @nathr: 18.79K(1.10K)

    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    Ugh I missed the runs... I didn't catch the call for the second one. Did it push through @darkknightucf?
  • ryakidrysryakidrys Member Posts: 830 Arc User
    Next run in 15min.

    SCM - Crystal C. (S) - [00:45] DMG(DPS) - @Odenk: 1.90M(57.64K) @sarca: 2.39M(55.68K) @spenc: 1.92M(48.99K) @Allel: 796.37K(22.75K) @e2460: 644.78K(19.36K) @teach: 491.95K(17.51K) @ryaki: 601.52K(15.38K) @bengu: 246.62K(8.75K) @theso: 170.50K(6.77K) @nathr: 18.79K(1.10K)
    I made it for the run with the parse listed in the quote. We missed the time limit by a longshot and my DPS was far below what I expected. I went back to run STFs with some fleetmates after that and somehow put up my best DPS in ISA, before or after the embassy console changes. So, it wasn't that bad of an evening.
  • peachpest04peachpest04 Member Posts: 62 Arc User
    This is my Purpose built Torpedo bomber :
    http://gateway.startrekonline.com/#char(Voxol@PeachPest)/ship-equipment

    Being Romulan I built it around the "Plasma Destabilizer" console so lots and lots of plasma.

    Then I have my KDF Science Support Bomber build:
    http://gateway.startrekonline.com/#char(Rath@PeachPest)/ship-equipment

    Drop GW3 then use TS3 with the "Gravimetric" because each Torp has that 33% chance to create its own mini GW then fire up HY2 with the "Neutronic" for some AoE radiation damage, add some Fer'Jai Frigates into the mix with there Tricobalt torpedo's and mines.

    Might not top any damage charts but still fun to use.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    This is my Purpose built Torpedo bomber :
    http://gateway.startrekonline.com/#char(Voxol@PeachPest)/ship-equipment

    Being Romulan I built it around the "Plasma Destabilizer" console so lots and lots of plasma.

    Then I have my KDF Science Support Bomber build:
    http://gateway.startrekonline.com/#char(Rath@PeachPest)/ship-equipment

    Drop GW3 then use TS3 with the "Gravimetric" because each Torp has that 33% chance to create its own mini GW then fire up HY2 with the "Neutronic" for some AoE radiation damage, add some Fer'Jai Frigates into the mix with there Tricobalt torpedo's and mines.

    Might not top any damage charts but still fun to use.

    Concerning the Gravimetric; while each torp in the spread has a chance to proc a rift, only one rift can spawn per spread.

    I haven't looked at your build yet, but I like where you're going with this... I like it a lot |=).
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • peachpest04peachpest04 Member Posts: 62 Arc User
    This is my Purpose built Torpedo bomber :
    http://gateway.startrekonline.com/#char(Voxol@PeachPest)/ship-equipment

    Being Romulan I built it around the "Plasma Destabilizer" console so lots and lots of plasma.

    Then I have my KDF Science Support Bomber build:
    http://gateway.startrekonline.com/#char(Rath@PeachPest)/ship-equipment

    Drop GW3 then use TS3 with the "Gravimetric" because each Torp has that 33% chance to create its own mini GW then fire up HY2 with the "Neutronic" for some AoE radiation damage, add some Fer'Jai Frigates into the mix with there Tricobalt torpedo's and mines.

    Might not top any damage charts but still fun to use.

    Concerning the Gravimetric; while each torp in the spread has a chance to proc a rift, only one rift can spawn per spread.

    I haven't looked at your build yet, but I like where you're going with this... I like it a lot |=).

    Well after reading this I went out testing by doing some Romulan patrols and I can confirm that Gravimetric when using TS will trigger multiple mini GW I was on a regular basis getting at least 2 proc's and on rare chances 3 or 4 this was one of the main reasons I chose to use this Torp because these mini GW are also buffed by Graviton and Particle Generators so a natural fit for a science build.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited August 2015
    This is my Purpose built Torpedo bomber :
    http://gateway.startrekonline.com/#char(Voxol@PeachPest)/ship-equipment

    Being Romulan I built it around the "Plasma Destabilizer" console so lots and lots of plasma.

    Then I have my KDF Science Support Bomber build:
    http://gateway.startrekonline.com/#char(Rath@PeachPest)/ship-equipment

    Drop GW3 then use TS3 with the "Gravimetric" because each Torp has that 33% chance to create its own mini GW then fire up HY2 with the "Neutronic" for some AoE radiation damage, add some Fer'Jai Frigates into the mix with there Tricobalt torpedo's and mines.

    Might not top any damage charts but still fun to use.

    Concerning the Gravimetric; while each torp in the spread has a chance to proc a rift, only one rift can spawn per spread.

    I haven't looked at your build yet, but I like where you're going with this... I like it a lot |=).

    Well after reading this I went out testing by doing some Romulan patrols and I can confirm that Gravimetric when using TS will trigger multiple mini GW I was on a regular basis getting at least 2 proc's and on rare chances 3 or 4 this was one of the main reasons I chose to use this Torp because these mini GW are also buffed by Graviton and Particle Generators so a natural fit for a science build.

    Last tested ~2months ago, PGens did not buff the gwell procs from Gravimetric. The proc limit was also in place (1 rift per target in the spread). Are you saying this is not the case anymore?


    Edit: I see where I messed up in my original statement. My apologies. I forgot to include "per target", like what I stated above.

    The above is my intended statement and question.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • annemarie30annemarie30 Member Posts: 2,698 Arc User
    edited August 2015
    I want to dust off the T'varo. I'm making a couple of assumptions. Please correct me if i am wrong
    1. you need something like a DBB to knock shields down before you can get the torpedoes to work right
    2. dont mix torpedos
    3. Quantums are the best bet

    although my instincts say that is 100% wrong. with the T'varo using a beam defeats the enhanced battle cloak right?
    don't mix torpedoes.. maybe BUT, I have the theory that with the t'varo I can get good Transphasic performance with the Breen set, and transphasics get 40% shield penetration as opposed to 10% for the other torpedoes, right? so in theory if a trasnphasic does 1000 DPS, anything else would need to do 4000 dps to break even, assuming shields are up. all best are off if shields go down. on the other hand, a plasma projectile bonus using the romulan set, and it lets me use the hyper torpedo and the Omega torpedo, and the big red beachball. while i don't think i can get to 4X a transphasic setup, it would be really really fun to see a wall of plasma head toward a bad guy. so i am thinking going with either the universal consoles, and relying of the breen and romulan sets for additional damage, hoping the transphasics can do the real job but having the plasma for the OMG his shields are down kill kill kill.
    or am i just nuts?

    oh, and should i be using a torpedo spread or a HYT?
    We Want Vic Fontaine
  • jslynjslyn Member Posts: 1,790 Arc User

    Last tested ~2months ago, PGens did not buff the gwell procs from Gravimetric. The proc limit was also in place (1 rift per target in the spread). Are you saying this is not the case anymore?


    Edit: I see where I messed up in my original statement. My apologies. I forgot to include "per target", like what I stated above.

    The above is my intended statement and question.


    Don't forget the Gravimetric Scientist DOff. I ~think~ they work with the torpedo, too. If so that would cause the Rifts to spawn separate Rifts.
  • cepholapoidcepholapoid Member Posts: 284 Arc User
    edited August 2015
    The only torp build you will ever need. Very similar to repetitive's, but "slightly" cheaper gear (non epic torps) and packs higher CrtD. It will vape anything, and I actually mean anything, as long as you do it right, and if the torps fail, ISO will do them in. Oh, and if that fails you can always ram the target for 200k haha. The best part is, the more targets there are, the more damage it will do. Kerrat record atm for this ship is roughly 2mil damage in 8 seconds on a group of Feds. Boff layout is somewhere in the bowls of reddit.

    http://gateway.startrekonline.com/#char(Qwhip@cepholapoid)/ship-equipment
    cI5XEZr.jpg
  • bobs1111bobs1111 Member Posts: 471 Arc User
    edited August 2015
    I want to dust off the T'varo. I'm making a couple of assumptions. Please correct me if i am wrong
    1. you need something like a DBB to knock shields down before you can get the torpedoes to work right
    2. dont mix torpedos
    3. Quantums are the best bet

    although my instincts say that is 100% wrong. with the T'varo using a beam defeats the enhanced battle cloak right?
    don't mix torpedoes.. maybe BUT, I have the theory that with the t'varo I can get good Transphasic performance with the Breen set, and transphasics get 40% shield penetration as opposed to 10% for the other torpedoes, right? so in theory if a trasnphasic does 1000 DPS, anything else would need to do 4000 dps to break even, assuming shields are up. all best are off if shields go down. on the other hand, a plasma projectile bonus using the romulan set, and it lets me use the hyper torpedo and the Omega torpedo, and the big red beachball. while i don't think i can get to 4X a transphasic setup, it would be really really fun to see a wall of plasma head toward a bad guy. so i am thinking going with either the universal consoles, and relying of the breen and romulan sets for additional damage, hoping the transphasics can do the real job but having the plasma for the OMG his shields are down kill kill kill.
    or am i just nuts?

    oh, and should i be using a torpedo spread or a HYT?

    1.... no tons of rep torps with bleed options... and R&D projectiles for 10% extra bleed on base. And they do still take down shields... also remember that tons of stuff in PvE land do not have shields... and if they do the power is low and they don't use tac teams or distribute shields at all.

    2... mix away. If you mix you run Fleet Spire warheads which are 95% as much of a boost as same type... only they will also boost harpangs and other none type rep/lobi torps ect. It also allows you to mix things like Emission plasmas with Neutronic spreads for tons of dmg and boosts to both.

    3.... Quantums are the highest single target dmg of the normal torp types... but ideally you want be running all the best of the best rep/mission/lobi torps anyway.

    Your right on the Enhanced BC ships like the varo/brel/feaht you have to decloak to energy. So don't... ditch the energy... its a DPS loss if your going torp boat.

    Transphasic is mostly a joke... the new mission one is ok, the breen cluster is the best cluster and a great torp to put in the back. other wise forget phasics.

    Run torps that benifit from Exotic dmg... then make sure you have at least some and as much Pgen skill as you can muster... and run the Particle Manipulator trait. This trait will boost rad dmg from most of the torps that do rad dmg, as well as exotic plasma from the Emission.

    This is my current main torp boat... I have many but I guess this is the highest DPS at the moment. Things missing form the planner, Reprocity trait, and the mine I have been using which is far and away the best for 95% of PvE, is the Bio Photon with [radius]x2... drop a DPB 3 of those on something like the crystal and the dmg is easily the highest you can get out of a mine, same for maps like infected.

    http://skillplanner.stoacademy.com/?build=idred_0

    My highest ISA parse in that ship was a little over 70k with out beta pets around... average is more around high 50s.

    Doffs are pretty standard torp boat 3 torpedo cool down doffs, anti matter doff for aux to damp, Tech doff (aux power while cloaked) and the last slot I change a lot but mostly run the CEE event doff that resets Evasive.
  • bobs1111bobs1111 Member Posts: 471 Arc User
    edited August 2015
    One more note on torp boats... you can NOT auto fire in them. Its just not a good idea.

    Put all your torpedos on one bar and then bind them to 2-4 keys so you can fire the right torps with the right buffs at the right time.

    For my boat I posted... I have them setup like this
    I line my weapons up on tray 5... and;
    /bind f "+trayexec 4 0" (I bind my harpang here. On some boats I would put a cluster up front and bind it to this key... its my long duration torp that I fire off when I have a good shot.... so things like trics/clusters/pangs/Lobi Plasma HY and Time torps ect)
    /bind e "+Trayexec 4 1" (I bind my mine to this key... so I can control exactly where and when my mines deploy)
    /bind space "+trayexec 4 2 $$ +trayexec 4 3 $$ +trayexec 4 4 $$ +trayexec 4 5 +trayexec 4 6" (bind everything else to space... and I sometimes click... and sometimes I'll bind a 4th key which I may attach to a rear cluster or a torp in front that I only want to spread like say a neut)

    The point is make sure you have control of your torps... so you can spread on the right torp at the right time or drop mines where you want... or cluster the right NPC or Player point blank when they have a group around ect.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    bobs1111 wrote: »
    One more note on torp boats... you can NOT auto fire in them. Its just not a good idea.

    Put all your torpedos on one bar and then bind them to 2-4 keys so you can fire the right torps with the right buffs at the right time.

    For my boat I posted... I have them setup like this
    I line my weapons up on tray 5... and;
    /bind f "+trayexec 4 0" (I bind my harpang here. On some boats I would put a cluster up front and bind it to this key... its my long duration torp that I fire off when I have a good shot.... so things like trics/clusters/pangs/Lobi Plasma HY and Time torps ect)
    /bind e "+Trayexec 4 1" (I bind my mine to this key... so I can control exactly where and when my mines deploy)
    /bind space "+trayexec 4 2 $$ +trayexec 4 3 $$ +trayexec 4 4 $$ +trayexec 4 5 +trayexec 4 6" (bind everything else to space... and I sometimes click... and sometimes I'll bind a 4th key which I may attach to a rear cluster or a torp in front that I only want to spread like say a neut)

    The point is make sure you have control of your torps... so you can spread on the right torp at the right time or drop mines where you want... or cluster the right NPC or Player point blank when they have a group around ect.

    This underlines the real strange thing that only 1 torp gets the buff. You fire off TS3, only 1 torp gets it. Imagine the forum rage if BFAW worked like that. :P (BO does, though; but CRF/CSV don't). Personally I think all torps should benefit from an ability (as long as it's up).
    3lsZz0w.jpg
  • vetteguy904vetteguy904 Member Posts: 3,937 Arc User
    You said that transphasics are a joke, But i see the same math Annemarie does. unless the exotic damage from your chosen torpedoes is really high i do not see the advantage.. with the exception of the attack on scrub ships.
    sig.jpg
  • orionburstorionburst Member Posts: 67 Arc User
    bobs1111 wrote: »
    One more note on torp boats... you can NOT auto fire in them. Its just not a good idea.

    Put all your torpedos on one bar and then bind them to 2-4 keys so you can fire the right torps with the right buffs at the right time.

    For my boat I posted... I have them setup like this
    I line my weapons up on tray 5... and;
    /bind f "+trayexec 4 0" (I bind my harpang here. On some boats I would put a cluster up front and bind it to this key... its my long duration torp that I fire off when I have a good shot.... so things like trics/clusters/pangs/Lobi Plasma HY and Time torps ect)
    /bind e "+Trayexec 4 1" (I bind my mine to this key... so I can control exactly where and when my mines deploy)
    /bind space "+trayexec 4 2 $$ +trayexec 4 3 $$ +trayexec 4 4 $$ +trayexec 4 5 +trayexec 4 6" (bind everything else to space... and I sometimes click... and sometimes I'll bind a 4th key which I may attach to a rear cluster or a torp in front that I only want to spread like say a neut)

    The point is make sure you have control of your torps... so you can spread on the right torp at the right time or drop mines where you want... or cluster the right NPC or Player point blank when they have a group around ect.

    I do similar, albeit I keep my torps that work like each other (and are not detrimental if they take a power) on autofire, putting stuff like the tric/trans cluster on my ships rear so I can execute a quick spin to deploy and then return to face forward (coincidentally gaining distance, thus potentially mitigating damage due to falloff)

    As to mines, I have its deployment pattern and deployment on a seperate keybind so I can drop them as and when needed - a pretty effective and useful capability (plus looks great as you divebomb the targer, pelt it with torps then drop a mine net on top of it)​​
    344qvwl.jpg

    I'm an Arc user? Yeah, right..I'd rather eat a chainsaw, blade first
  • bobs1111bobs1111 Member Posts: 471 Arc User
    edited August 2015
    You said that transphasics are a joke, But i see the same math Annemarie does. unless the exotic damage from your chosen torpedoes is really high i do not see the advantage.. with the exception of the attack on scrub ships.

    The base dmg on transphasics is simply to low. You can easily boost the good rep photons and quantums up over 10k base dmg. At that point the extra shield bleed on a torp that you can't max 6k on with full trans consoles and a breen set make the trans options poor.

    The only one worth running is the newest one because it offers another way to create rad dmg... which is also direct hull dmg and makes the torp an ok freeish option.

    The cluster is still one of the best torpedo spike weapons... but boosting it with phasic consoles just isn't worth it.

    The boat I posted can honestly put out consisitant 50k+ DPS. There is no transpahsic ship that can get close. For PvP phasic is still not the way to go. The extra shield pen on the very low numbers simply isn't attractive.

    Think of it this way...

    A fully buffed phasic MIGHT hit 10k with everything running. Where as a fully buffed Rep Photon will get up to around 16k or better.

    10k with 40% pen + 10% from trait = 5k hull dmg + 5k to shields resists 75% 1,250 dmg to shield = 6,250 dmg total
    16k with 10% pen + 10% from trait = 3.2k hull dmg + 12.8k to shields resists 75% 3,200k dmg to shield = 6,400 dmg total
    (so from the above math I think you could see how a spread 3 of neuts or rep photons will OFTEN times strip a shield face... the Exotic dmg on those torps is just as deadly... and throw in Kemo explosions, and its possible to one shot even good players with a spread crit)

    Now if you where just spitting one torp here and there ok... perhaps over a duration the phasic may look a bit better. However with torp doffs these days its a torp out every second... and a spread/hy every 15s Trust me YOU can use torps to batter shields... but not with phasics. With phasics the shields will NEVER EVER EVER go down because they just don't deliever enough raw dmg to the shield, and the hull dmg is all easily healed by players. Against NPCS that don't distribute there shields 2-3 torps (or one nice crit) on a full bore torp boat will drop a NPC shield facing.

    After the facing goes down the comparing Phasics to Photons/quantums ect is just silly. When the facing is gone the phasics get showed up bad.

    The only way a phasic torp boat scores kills in PvP is with the breen cluster... and the only reason to spit phasic torps on those ships is to get doff procs and drop the cool down on the cluster so you can use it again. :) In PvE same deal.. you can super buff the cluster... but it simply won't ever out DPS a ship running neuts/gravs/bios ect the base dmg is simply so much higher and the NPCS have terrible shield mechanics.
  • bobs1111bobs1111 Member Posts: 471 Arc User
    meimeitoo wrote: »
    This underlines the real strange thing that only 1 torp gets the buff. You fire off TS3, only 1 torp gets it. Imagine the forum rage if BFAW worked like that. :P (BO does, though; but CRF/CSV don't). Personally I think all torps should benefit from an ability (as long as it's up).

    I'm ok with it the way it works. If they changed it the way you suggested they would have to really reduce the dmg produced by torps. Which I wouldn't want I like my big booms.

    If they didn't adjust anything and just made it a duration. My 70k DPS torp boat would quickly become 150k+. Its ok the way it is... its also far more strategic. Choosing the timing to spread say an Emission torp for the clouds, or neuts for the rads... or bio enhanced for the slows... or even gravs some times when things are grouped and you want to try and lag the server with 200+ kemo calculations. lol ;)

  • peachpest04peachpest04 Member Posts: 62 Arc User

    This is my Purpose built Torpedo bomber :
    http://gateway.startrekonline.com/#char(Voxol@PeachPest)/ship-equipment

    Being Romulan I built it around the "Plasma Destabilizer" console so lots and lots of plasma.

    Then I have my KDF Science Support Bomber build:
    http://gateway.startrekonline.com/#char(Rath@PeachPest)/ship-equipment

    Drop GW3 then use TS3 with the "Gravimetric" because each Torp has that 33% chance to create its own mini GW then fire up HY2 with the "Neutronic" for some AoE radiation damage, add some Fer'Jai Frigates into the mix with there Tricobalt torpedo's and mines.

    Might not top any damage charts but still fun to use.

    Concerning the Gravimetric; while each torp in the spread has a chance to proc a rift, only one rift can spawn per spread.

    I haven't looked at your build yet, but I like where you're going with this... I like it a lot |=).

    Well after reading this I went out testing by doing some Romulan patrols and I can confirm that Gravimetric when using TS will trigger multiple mini GW I was on a regular basis getting at least 2 proc's and on rare chances 3 or 4 this was one of the main reasons I chose to use this Torp because these mini GW are also buffed by Graviton and Particle Generators so a natural fit for a science build.

    Last tested ~2months ago, PGens did not buff the gwell procs from Gravimetric. The proc limit was also in place (1 rift per target in the spread). Are you saying this is not the case anymore?


    Edit: I see where I messed up in my original statement. My apologies. I forgot to include "per target", like what I stated above.

    The above is my intended statement and question.

    I stand corrected you are right it is 1 rift per target, because I have always (or tried to anyway) to use it with GW3 it led me to believe that it was the effect of each torpedo when in fact its because of TS3 targeting the max number of ships it can and them being clustered together either way its still very effective maybe even more so with so many potential mini GW being spawned with the main GW is such a small area.

    As for the PGens I don't know maybe they changed it maybe it didn't effect it at all, I do believe although I may also be wrong about this too but GGens seems to effect it as I've seen ships from some distance be pulled into these mini GWs just like my main GW3 can pull ships from a massive distance.

    As a note I created this build back when the Voth STF's were the current thing running the "Breach" with this build seemed very effective at the time but I suppose that was also helped by the fact the Grav Torpedo/weapon set was to counter the Voth.

  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Note that radiation damage is NOT boosted by PGens.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • jslynjslyn Member Posts: 1,790 Arc User
    Has anyone tried the Tricobalt Cluster Torpedo? I have one but I've never equipped it. How does it fair versus the Transphasic Cluster? Or even using both together?
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited August 2015
    jslyn wrote: »
    Has anyone tried the Tricobalt Cluster Torpedo? I have one but I've never equipped it. How does it fair versus the Transphasic Cluster? Or even using both together?

    The cluster torpedoes are mine deployment systems. The only time that the torpedo aspect comes into play is if another entity flies into the torpedo prior to mine deployment..... Like the poor sod that flew into a TriC Cluster and got smashed for 100k+ in PvP :)

    With that said, I am guessing that equipping both will have a shared cd when one is fired.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • pottsey5gpottsey5g Member Posts: 4,253 Arc User
    edited August 2015
    jslyn wrote: »
    Has anyone tried the Tricobalt Cluster Torpedo? I have one but I've never equipped it. How does it fair versus the Transphasic Cluster? Or even using both together?

    A Tricobalt Cluster Torpedo will do more damage then a Transphasic Cluster but with one problem. Transphasic mines do zero damage to you. Tricobalt mines splash damage do a noticeable amount of damage if you are to close. It is very easy to kill yourself with Tricobalt Cluster Torpedo's. If Kemo worked correctly that would push Transphasic Cluster back into top place for damage.

    As I use a lot of mines I tend to be close to my target so Tricobalt Cluster is very risky.
  • pcscipiopcscipio Member Posts: 79 Arc User
    edited August 2015
    Heya.

    This is my photonboat: http://skillplanner.stoacademy.com/?build=nausie_0
    The description has some other minor details about the build. Edit: the missing console is the new FE one; seems nice for high aux builds.
    The missing skill is kemo 2; Gear is nowhere near epic but i do over 30k constantly. And having a lot of fun with the little ship :smile:
  • chaseling94chaseling94 Member Posts: 60 Arc User
    nice to see people who like and enjoy torp boats :P
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited August 2015
    The Kinetic Kommunity is growing every day. We're getting new converts from the House of FaW. Soon, we will have the numbers to petition the Dev's to fix the glaring problems, like:

    Quantum Exploiters not providing quantum damage boosts after being upgraded
    TriC & TDD weapon mods do not work/are not applied
    Incorrect accuracy calculations being applied to "pet" torpedoes
    Some buffs not applying to "pet" torpedoes
    and my favorite.... Torps beyond Mk XIV VR are being robbed 4 mods worth of damage.

    Simultaneously, we help out the GunShip Guild with their issues.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • chaseling94chaseling94 Member Posts: 60 Arc User
    I've flown a torpedo B'rel as long as I can remember.

    Mine is based on single target spike damage, which, thanks to modern torpedoes, also includes dome nice AOE, but swapping out just one skill lets it do a nice AOE of its own.

    The core of the build is probably the pro tonic arsenal 3pc set, which offers a very good set of buffs to photon torpedoes, including the enhanced bio molecular and the graviton.

    This said, I don't use photon tac consoles, I use [torp] ones. The small decrease in damage for photons is more than offset by the huge amount of damage added to the indispensable torpedo - the Neutronic torpedo.

    I have spared no expense on my build, and it has just about everything that adds torpedo damage.

    Epic mk14 neutronic, gravimetric, enhanced bio molecular, and crtd4 photon up front.

    Protonic beam and epic mk14 crtd3 something photon in the back.

    Counter command deflector at UR, As well as UR KHG engine and shield. Some epic warp core which I think boosts aux and has AMP.

    All the universal consoles that add crt, crtd, and torp damage.

    Sheshar trait for extra HY proc, enhanced pedal to the metal, bethan trait for pvp/ overwhelming force for pve, and the command ship cool down trait. May stick reciprocity in one of the slots instead.

    For pure HY single target ultra damage, both kemocite1 and kemocite3, can swap kemo3 out for spread3 if needed.

    Sif collapse in one of the eng buff slots.

    Intel as main spec and pilot as secondary.

    r&d projo trait, some other good traits I can't remember off the top of my head.

    Kinetic shearing. Aux-> dam, armor pen, and either crtd or crtd boost rep traits.

    bit concerned why you think pilot is a secondary to use for torpboats. i believe command officer is, since it actually has stuff to do with torpedos :P
  • chaseling94chaseling94 Member Posts: 60 Arc User
    Here's what you do

    1. Get 2 Forward dual beam banks
    2. Get 2 Fleet quantum torpedoes
    3. Get at least 4 quantum tac consoles
    4. Find a ship that can use HY3 and BO2 or better
    5. Set 3 projectile doffs that reduce torp cooldown
    6, Set 3 energy weapon doffs that grant 30% shield penetration 30% of the time on BO.

    The world then explodes.

    any recommendation on the ship? im a fully fed char
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