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
If the load out has "enough" energy weapons to proc exposes, then Command as a secondary will work. Else, Pilot + Intel in whatever order.
Exactly Command is almost completely useless to a true torp boat. The Enhanced cloak ships won't have any energy, better off with intel for the flanking dmg boosts and pilot for the escapes. Command only benifits a small subset of builds like perhaps sci ships with 3 torps in front and 360 energy in rear or something.. and even then they will see very few procs with so little energy. That tree was clearly created by devs that don't play there own game... it would only be useful to people running 1-2 torps on a energy cruiser... which is fine for looks, never really capable of putting up high or consistent numbers. Granted numbers aren't everything, but ya Command is the RP tree.
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
If the load out has "enough" energy weapons to proc exposes, then Command as a secondary will work. Else, Pilot + Intel in whatever order.
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.
I thought Part gen increased the area and grav gens increased the damage.. or vice versa.
Tactical Skill from the last lockbox. Look it up on the exchange. It provides a chance to proc radiation dmg with energy. With torps it has a 100% proc.
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
On a non-enhancedbattlecloak torpboat i use 2 vaadwaur polaron turrets hoping that 1% chance of expose will trigger. Also those energy weapons helps getting the leach in my build.
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
With that said, I am guessing that equipping both will have a shared cd when one is fired.
Well, yes, I know that. I meant the weapon as a whole, not just the delivery system.
I don't think that Clusters share cooldowns. They may though as like I said, I've only used the Transphasic one.
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.
As I use a lot of mines I tend to be close to my target so Tricobalt Cluster is very risky.
That is why I suggest the Hot Pursuit Trait to give you more breathing room when using mines.
I was asking originally because I was thinking about trying the two Clusters together along with the TDD and maybe the Ferengi Missile Launcher (for DOff proc-ing the cooldowns). But then I thought that the Tric AoEs might eat the other torpedoes.
On that note, does the Particle Emission Plasma Torp's cloud eat other destructible torps?
I have tried the All-Transphasic type years back; it was pretty weak. I've tried All-Plasma/Rep-Plasma, which works well for DoT. I have considered a Temporal Two-Piece and Chroniton but I currently only have the TDD out of the set. Right now though I am looking to experiment with heavy bombers to try to find a great decimator build such as the aforementioned Clusters or an All-Tricobalt Ship.
The cluster torps share a 15s global cool down. So if your fire a breen it puts the vad on cool down for 15s and the other way around as well. The Vad also shares a 15s global with other tricobalt weapons so Tric mines or Tric torps will put it on a 15s cool down.
As far as clusters go the Breen is higher dmg... more reliable and has no splash. Its the better of the two.
The Ferengi lobi weapon does NOT proc torp doffs... so its useless. The Emission torp cloud does eat destructables but not your own... just like eject warp plasma. If its a friendly slick you can fire all you want though it.
If you want to run a good torp boat right now just run Spire Warhead consoles then you don't have to worry about same type. You loose the ability to run a same type mine and also boost them... however if you run say the Nukura mine its irrelevant. I have been running the warheads and the Bio-Photon mines which don't get any boost from the consoles however the [radius] mod on them is crazy good for PvE. With Radiusx2 bio-photon mines you can easily hit everything in range of the Crystal... or hit every single Sphere in a GW in infected ect.
Trics have been shown up pretty badly at this point... The neut torp does more dmg, and the other rep/mission/lobi torps are all better. The Time lobi torp is way to slow to be usable btw... I have had fun with it and a Chron setup on a Sci Enhanced Cloak torp ship in PvP... but ya firing it point blank to hit it is a great hahaha take you with me move... or to HY it for the S. and Giggles, funny if it lands but it won't very often. Its just a toy to play with if your bored.
I thought the missile did work with the Torp DOff. I can't really see any other reason to use it.
I don't know if I have any Spire Warheads. I think the last Fleet Consoles I got was for the plasma build. I will have to look in to that.
There are Tric-Specific DOff that boost their flight speed. Those would probably offset some of their drawbacks, especially coupled with the Cooldown DOffs.
I like TDD. It's fun to play it and it looks nice. I use it as a High Yield for the AoE while still in-flight. I like to fire it in the middle of a Spread of destructibles and a Hyper-Plasma. I may add some Emission-Plasmas to the mix. Just death ball everywhere.
I run an Akira photon/beam boat, and get around 15k with it (it is nowhere near done yet). I actually run an engineer in it, which helps my durability; I can tank a lot for an escort. I just run 2 torps, 5 beams, and keep turning.
Also, I run a T'Varo, which is probably the most entertaining ship I own.
I sill wish regular, non-weird torpedoes did more, though; we should not have to rely on funky, special-reward torpedoes just to do awesome kinetic damage. Sure, you can make them work, but they will never be as awesome as all the weird ones. The Akira should be the Kitakami of Star Trek; instead, in this game, it is just another escort.
I thought the missile did work with the Torp DOff. I can't really see any other reason to use it.
I don't know if I have any Spire Warheads. I think the last Fleet Consoles I got was for the plasma build. I will have to look in to that.
There are Tric-Specific DOff that boost their flight speed. Those would probably offset some of their drawbacks, especially coupled with the Cooldown DOffs.
I like TDD. It's fun to play it and it looks nice. I use it as a High Yield for the AoE while still in-flight. I like to fire it in the middle of a Spread of destructibles and a Hyper-Plasma. I may add some Emission-Plasmas to the mix. Just death ball everywhere.
Indeed the Ferengi missile is useless. The [Console - Tactical - Vulnerability Exploiter Mk XIV [+Torp]] are the way to go almost always for a torp boat. I mean its nice to super boost mines... but its hardly required and you can get good dmg out of something like the Nukura that can't be boosted anyway. The Spire version warheads are almost = number wise to same type. Regular warhead consoles are terrible, the spire ones got a boost. Its nice to run one console and be able to mix and match torps, throw any new mission torp in to test ect and get good numbers out of all of them... not to mention some of the torps that don't really have a console to boost them like the Harpang. The pang gets new life with a Spire warhead build... very underrated torp, it flies super fast and is a small AOE hit which works well. (the pang is a great torp to time with spreads ect... you can easily fire it right as a spread is about to land to rack up a massive spike.)
Tric speed isn't really the issue... honestly the main issue is their dmg just sucks. If you are in a cloaked torp boat there terrible cause the splash will knock you out of cloak, the dmg isn't really enough to kill you unless you are really pointblank or have it HYed or something.
I agree with you on the TDD is a fun toy... just not a serious DPS torp. The TDD torp will never be part of a record breaking Torp DPS build.
Tric speed isn't really the issue... honestly the main issue is their dmg just sucks. If you are in a cloaked torp boat there terrible cause the splash will knock you out of cloak, the dmg isn't really enough to kill you unless you are really pointblank or have it HYed or something.
I agree with you on the TDD is a fun toy... just not a serious DPS torp. The TDD torp will never be part of a record breaking Torp DPS build.
Ouch... I guess I have to erase my records:
Max. One-Hit: 754,557 (Heavy Temporal Disruption Device III - Heavy Temporal Disruption III) <---- (part of a 60K run)
SCM - Infected [LR] (S) - Max One-Hit: 896,658 (Heavy Temporal Disruption III - Heavy Temporal Disruption Device III) - Marshall@Odenknight <---- (part of a 76K run)
Sadly, I wanted to slot it for the run where I accidentally broke 127K DPS, but we were planning for SarcasmDetector to get that high, not myself:
SCM - Infected [3/2] (S) - Max One-Hit: 541,487 (Enhanced Bio-Molecular Photon Torpedo - High Yield I) - Marshall@Odenknight
One can use a HY TriC/TDD in an EBC setup and not have to worry about the 1km blast radius. It's the Gravimetric and its 3km blast radius that's the killer. TriC hits hard. It would hit much harder IF the mods on it were working again....
... maybe that's why the Dev's don't want to fix them.....
Pretty much what I was saying... the time torp is a fun toy, and can make for some big booms. Its still to slow to really put up high dps nunbers consistent like. imo. Nice hits with that torp though. I don't know I replaced my trics a long while back... you could be right about the mod issue. I know my highest none kemo torp boat run back in the day was with "after the fix" tric torps. I know you can still get them to hit for north of 200k each, which with sheering racks up some nice numbers, just find that for pure DPS spamming the high dmg radius photons is mostly the better way to go.
I agree with you Cryptic needs to fix a lot of the ongoing issues with torps in general. To be honest they also have to change Kemo in general. As fun as its been watching groups of targets evaporate from 200+ kemo calculations and seeing people in other parts of the game complain in public channels about the lag 5s later. It needs a RNG on torps as well. Perhaps a 33% would make it still a great skill with out being such a server breaking 100k+ dps creating skill.
I am seeing a lot of fancy equipment mentioned that I don't have access to. is it possible to build a good torpedo boat using rep gear through counter command and nothing from fleets?
The [Console - Tactical - Vulnerability Exploiter Mk XIV [+Torp]] are the way to go almost always for a torp boat.
...
Tric speed isn't really the issue... honestly the main issue is their dmg just sucks. If you are in a cloaked torp boat there terrible cause the splash will knock you out of cloak, the dmg isn't really enough to kill you unless you are really pointblank or have it HYed or something.
the time torp is a fun toy, and can make for some big booms. Its still to slow to really put up high dps nunbers consistent like.
I know that I have some Vulnerability Locator Consoles. My Rommie is (loosely) specced for Critical Hit Rate and those help. I am not a hardcore player so its a little hard to net all of the currencies needed for the Fleet Gear.
I am not sure that a Submarine Build works well with the heavy destructible torps. You kind of want the enemy to be targeting you so that they ignore the torpedoes. Subs are a better fit, in my opinion, for things like Quantums and Photons that can't be shot down.
Ah, but the TDD is a torpedo that you want to be slow. Remember: its distortion field effect everyone that it passes on the way to the target. The longer that it flies, the more debuffs it tosses out.
SCM - Infected [LR] (S) - Max One-Hit: 896,658 (Heavy Temporal Disruption III - Heavy Temporal Disruption Device III) - Marshall@Odenknight <---- (part of a 76K run)
That... that is impressive. Might I ask what set-up you were using? If you remember, of course.
@jslyn Check my signature. It was done with the U.S.S. Megalith (Fleet Manticore Kinetic Strike Ship).
I see your points about the "sub" feel to flying an EBC (I have little experience with one, so I defer to others more experienced than I). IMHO, I think a combo or various loadout options would work based on your target(s).
I am seeing a lot of fancy equipment mentioned that I don't have access to. is it possible to build a good torpedo boat using rep gear through counter command and nothing from fleets?
Good is subjective and depends on your goal. When I first started tinkering around with torpedo boats I used what I had in my inventory, plasma, transphaisc, photon, etc and built from there. You should also.
I am seeing a lot of fancy equipment mentioned that I don't have access to. is it possible to build a good torpedo boat using rep gear through counter command and nothing from fleets?
Let us know what ships you have that you want to torp boat... and I'm sure a few people could give you inexpensive starter torp boat setups. Honestly a good basic torp boat is pretty cheap. The only things that are really worth having fleet wise are Tac consoles and a Warp core... and if you willing to drop upgrades on the right rep/mission/event cores you don't need the fleet core for AMP mods. The spire Tac consoles are just nice to have, if you want to be king of the hill and pump 70+k dps ya you would likely need those... if you want a very competent 40k range build you can do it on the cheap. (no different from energy builds that way)
@jslyn Check my signature. It was done with the U.S.S. Megalith (Fleet Manticore Kinetic Strike Ship).
I see your points about the "sub" feel to flying an EBC (I have little experience with one, so I defer to others more experienced than I). IMHO, I think a combo or various loadout options would work based on your target(s).
Subs were what we used to called them when the EBC was new. It is good for using the non-destructibles but the enemy just switches targets when you vanish. On the other hand, a rapid-fire Sub never given you the chance to disappear; you just sit there unshielded. It's good for a Torpedo Alpha Strike, though.
Ah, a lot of the equipment on your ship (I love the vet ship, by the way) is a lot of the stuff that was on my to-purchase list. Do you think that the Exploiters are better than Locators? Or is just a Quality vs Quantity thing?
I am seeing a lot of fancy equipment mentioned that I don't have access to. is it possible to build a good torpedo boat using rep gear through counter command and nothing from fleets?
Indeed, it is. We have been talking Top Tier Torpedo Boats. You can still do good damage without a lot of in-game money.
Sticking with just Basic and Counter Command Rep, you can go for a Photon Torpedo Boat. That Rep has the Bio-Molecular Torpedo which does photon and radiation damage. Pick up the Multi-Conduit Relay console from the mission "Surface Tension" because it buffs both of those damage types. Now equip all Photon-type Torpedoes. The damage will be less per hit than, say, a plasma-type build but it will have lower shared cooldown.
Assuming that you want a pure Torp Boat, fill the rear weapon slots with Photon Mines and Bio-Molecular Mine from the Counter Command Rep. These are also buffed by the Multi-Conduit Console.
If you don't have the Photon or Torpedo Buffing Fleet Consoles, ones off of the Exchange will do you just fine for a beginner build. Slot as many as you can.
Next, slot Projectile Weapon Duty Officers (preferably Purple or Blue in quality) in to Active position. You should have plenty just from the free level-up DOff Packs. They will give you a chance to drop the cooldown of all torpedoes each time that you fire a torpedo. If you leave your torps on auto-fire, the DOffs should get your Photons to launcher every one or two seconds. It is a rapid-fire battering ram build, mainly.
For ships, well, Cruisers are a bit difficult to aim due to their poor turn rates. Escorts are pretty easy to aim with and have four slots for torpedoes. Science... Science can be good, really. They have less weapon slots, but Sci Skills like Tyken's Rift, Tachyon Beam, Energy Drain, and the like will really hurt enemy power levels, which means little to no shields to block your projectiles. Being a Torpedo Boat, you will not need any Weapon Power, so your Aux auto to be maxed-out anyway.
Bonus Stuff:
You can add in other Photon-type Torpedoes from other Reps when you unlock them also, like the fan-favorite Gravimetric from Dyson Joint Command. Picking up the Proton Particle Stabilizer Console for there will also give a great buff to Photon Projectiles. That makes Dyson a great Rep to complete for this Build.
Pick up the Omega Kinetic Shearing Trait from the Omega Rep. It gives torps and mines an additional +40% damage (via DoT) with 100% Shield Penetration.
If you can afford it, pick up "Hot Pursuit" Trait from the Exchange. This will double the lock-on and chase range of mines. That means that your Photons will seek out enemies within 6km. It essentially makes mine launchers in to mid-range turrets.
If you have access to it, the C-Store's T5 Heavy Escort Carrier is good choice for a ship. Not only does it have a good turn rate, but it's Special Console is excellent for a Photon Torpedo Boat: a 360 degree, eight-target Photon Launcher. Granted, it has the Console Cooldown of around two minutes, but it DOES work with Torpedo Spread BOff Skills. It synergizes well with the T6 version, too, for a projectile buff.
I could have sworn the rapid-fire missile launcher procced my torp doffs. Seemed to significantly increase the firing rate of my other torps. If I'm mistaken about that, it's disappointing, because the missile launcher is the most visually entertaining weapon in the game. (It's also handy as one of the only two projectile weapons that works well when broadsiding, though that's certainly not a torp boat issue.)
I also thought it might be useful in combination with the Command specialization and/or with kemocite-laced weaponry, because both appear to be based on shots or hits rather than damage.
I find it surprising that this thread is generating the amount of interest and activity it is. All this time I was under the assumption that there aren't a lot of torp boat captains.
It's nice to see alot of interest here and even in the game's various chat channels I am in. Hopefully this interest would push Cryptic to (properly) fix the various bugs handicapping kinetics.
You know, with the addition of the Resonant set, I should probably revisit my old transphasic build on a Breen ship. Combine the Breen two-piece, the adapted MACO two-piece, and the resonant two-piece.
I'll admit that I'm not an elite player (just returned to the game recently), but I built a fun torpedo boat out of my Andromeda class ship they gave me for returning. I mainly use the quantum torpedoes I got off of the Rep stuff (the purple XII kind) and I built a hybrid torpedo boat with four torpedoes at the front and Polaron turrets at the back (so they can fire in all directions). During a lot of group missions, I usually end up third out of ten, which is better than most of my other ships. Granted, I'm still learning to put this stuff together, but I will say that it's a lot of fun to run a torpedo boat, even if it's not an uber one.
Fleet Admiral Duane Gundrum, U.S.S. Merrimack
Fleet Admiral Ventaxa Proxmire, U.S.S. Shaka Walls Fell
Blog: http://www.sarbonn.com/?page_id=1990
Foundry series: Bob From Accounting & For the Sake of the Empire
I am seeing a lot of fancy equipment mentioned that I don't have access to. is it possible to build a good torpedo boat using rep gear through counter command and nothing from fleets?
The only fleet gear on my torp boat is spire vulnerability locator tactical consoles and 1 embassy -TH +PLA console. That embassy console isn't doing too much for me since the torpedo fire is soooooo slow that the plasma explosion does next to nothing for DPS. It's the next console to get replaced on my list of things to do to build up my torp boat.
The spire consoles make a difference in DPS, but you can shore up other parts of a torp build first before trying to get access to a fleet spire for a few of those spire tactical consoles.
For ships, well, Cruisers are a bit difficult to aim due to their poor turn rates. Escorts are pretty easy to aim with and have four slots for torpedoes. Science... Science can be good, really. They have less weapon slots, but Sci Skills like Tyken's Rift, Tachyon Beam, Energy Drain, and the like will really hurt enemy power levels, which means little to no shields to block your projectiles. Being a Torpedo Boat, you will not need any Weapon Power, so your Aux auto to be maxed-out anyway.
With good, pre-planned positioning, a cruiser/ carrier can make for a good long range attacking torp boat that minimizes the turn rate deficiencies. I currently run a tac command battlecruiser that way because it can use 2xSIC, 1xDRB (AHOD keeps it up often) and 2xCF.
With good, pre-planned positioning, a cruiser/ carrier can make for a good long range attacking torp boat that minimizes the turn rate deficiencies. I currently run a tac command battlecruiser that way because it can use 2xSIC, 1xDRB (AHOD keeps it up often) and 2xCF.
Yeah, but she was asking about a 'My First Torpie'. Cruisers aren't the sort of thing that you want to recommend for someone just starting out with this specialty build. It can turn them off of an otherwise fun loadout. That was why I was pointing her toward Science or the Akira Carrier: they are easier to get acclimated with. She can always move up to Cruiser Hard Mode later.
With good, pre-planned positioning, a cruiser/ carrier can make for a good long range attacking torp boat that minimizes the turn rate deficiencies. I currently run a tac command battlecruiser that way because it can use 2xSIC, 1xDRB (AHOD keeps it up often) and 2xCF.
Yeah, but she was asking about a 'My First Torpie'. Cruisers aren't the sort of thing that you want to recommend for someone just starting out with this specialty build. It can turn them off of an otherwise fun loadout. That was why I was pointing her toward Science or the Akira Carrier: they are easier to get acclimated with. She can always move up to Cruiser Hard Mode later.
A possible compromise could be the Nandi or a ship similar to it... it can carry torps and a fore dbb if needed, a gw and a few other bits and enough eng for survival while some rcs and a aux2damp doff/power or pilot team will take care of the minor turn rate issue
I'm an Arc user? Yeah, right..I'd rather eat a chainsaw, blade first
A possible compromise could be the Nandi or a ship similar to it... it can carry torps and a fore dbb if needed, a gw and a few other bits and enough eng for survival while some rcs and a aux2damp doff/power or pilot team will take care of the minor turn rate issue
I would argue that if it has beams and torps then it isn't a Torpedo Boat; it's just a regular ship.
Gravity Well isn't really useful for Photon Build. It works better AoE Torps for multiple splashes. Tyken's Rift is a better fit because it will depower the shield systems. If you have to hold the enemy in place, go with Tractor-Repulsors and the DOff that inverts it's push in to a pull. I am not sure if it stacks with the DOff that adds energy drain to tractors but if it does that would be swell.
The nandi does make a good non cloak torp boat though. Best if you have the console from the Ferengi Marauder to put on it for the boost to projectile dmg, throw on a counter command deflector as well for the added bonus to projectiles. It isn't as much of a dmg bouns as firing from cloak is, its not far off though if you have that console. For people that have a marauder they are no longer flying the nandi torp boat is a great fun option.
Comments
If the load out has "enough" energy weapons to proc exposes, then Command as a secondary will work. Else, Pilot + Intel in whatever order.
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.
but my command is higher than my pilot
I thought Part gen increased the area and grav gens increased the damage.. or vice versa.
also, forgive the ignorance.. Kemocite?
Tactical Skill from the last lockbox. Look it up on the exchange. It provides a chance to proc radiation dmg with energy. With torps it has a 100% proc.
On a non-enhancedbattlecloak torpboat i use 2 vaadwaur polaron turrets hoping that 1% chance of expose will trigger. Also those energy weapons helps getting the leach in my build.
Well, yes, I know that. I meant the weapon as a whole, not just the delivery system.
I don't think that Clusters share cooldowns. They may though as like I said, I've only used the Transphasic one.
That is why I suggest the Hot Pursuit Trait to give you more breathing room when using mines.
I was asking originally because I was thinking about trying the two Clusters together along with the TDD and maybe the Ferengi Missile Launcher (for DOff proc-ing the cooldowns). But then I thought that the Tric AoEs might eat the other torpedoes.
On that note, does the Particle Emission Plasma Torp's cloud eat other destructible torps?
I have tried the All-Transphasic type years back; it was pretty weak. I've tried All-Plasma/Rep-Plasma, which works well for DoT. I have considered a Temporal Two-Piece and Chroniton but I currently only have the TDD out of the set. Right now though I am looking to experiment with heavy bombers to try to find a great decimator build such as the aforementioned Clusters or an All-Tricobalt Ship.
As far as clusters go the Breen is higher dmg... more reliable and has no splash. Its the better of the two.
The Ferengi lobi weapon does NOT proc torp doffs... so its useless. The Emission torp cloud does eat destructables but not your own... just like eject warp plasma. If its a friendly slick you can fire all you want though it.
If you want to run a good torp boat right now just run Spire Warhead consoles then you don't have to worry about same type. You loose the ability to run a same type mine and also boost them... however if you run say the Nukura mine its irrelevant. I have been running the warheads and the Bio-Photon mines which don't get any boost from the consoles however the [radius] mod on them is crazy good for PvE. With Radiusx2 bio-photon mines you can easily hit everything in range of the Crystal... or hit every single Sphere in a GW in infected ect.
Trics have been shown up pretty badly at this point... The neut torp does more dmg, and the other rep/mission/lobi torps are all better. The Time lobi torp is way to slow to be usable btw... I have had fun with it and a Chron setup on a Sci Enhanced Cloak torp ship in PvP... but ya firing it point blank to hit it is a great hahaha take you with me move... or to HY it for the S. and Giggles, funny if it lands but it won't very often. Its just a toy to play with if your bored.
I thought the missile did work with the Torp DOff. I can't really see any other reason to use it.
I don't know if I have any Spire Warheads. I think the last Fleet Consoles I got was for the plasma build. I will have to look in to that.
There are Tric-Specific DOff that boost their flight speed. Those would probably offset some of their drawbacks, especially coupled with the Cooldown DOffs.
I like TDD. It's fun to play it and it looks nice. I use it as a High Yield for the AoE while still in-flight. I like to fire it in the middle of a Spread of destructibles and a Hyper-Plasma. I may add some Emission-Plasmas to the mix. Just death ball everywhere.
Also, I run a T'Varo, which is probably the most entertaining ship I own.
I sill wish regular, non-weird torpedoes did more, though; we should not have to rely on funky, special-reward torpedoes just to do awesome kinetic damage. Sure, you can make them work, but they will never be as awesome as all the weird ones. The Akira should be the Kitakami of Star Trek; instead, in this game, it is just another escort.
Indeed the Ferengi missile is useless. The [Console - Tactical - Vulnerability Exploiter Mk XIV [+Torp]] are the way to go almost always for a torp boat. I mean its nice to super boost mines... but its hardly required and you can get good dmg out of something like the Nukura that can't be boosted anyway. The Spire version warheads are almost = number wise to same type. Regular warhead consoles are terrible, the spire ones got a boost. Its nice to run one console and be able to mix and match torps, throw any new mission torp in to test ect and get good numbers out of all of them... not to mention some of the torps that don't really have a console to boost them like the Harpang. The pang gets new life with a Spire warhead build... very underrated torp, it flies super fast and is a small AOE hit which works well. (the pang is a great torp to time with spreads ect... you can easily fire it right as a spread is about to land to rack up a massive spike.)
Tric speed isn't really the issue... honestly the main issue is their dmg just sucks. If you are in a cloaked torp boat there terrible cause the splash will knock you out of cloak, the dmg isn't really enough to kill you unless you are really pointblank or have it HYed or something.
I agree with you on the TDD is a fun toy... just not a serious DPS torp. The TDD torp will never be part of a record breaking Torp DPS build.
Ouch... I guess I have to erase my records:
Max. One-Hit: 754,557 (Heavy Temporal Disruption Device III - Heavy Temporal Disruption III) <---- (part of a 60K run)
SCM - Infected [LR] (S) - Max One-Hit: 896,658 (Heavy Temporal Disruption III - Heavy Temporal Disruption Device III) - Marshall@Odenknight <---- (part of a 76K run)
Sadly, I wanted to slot it for the run where I accidentally broke 127K DPS, but we were planning for SarcasmDetector to get that high, not myself:
SCM - Infected [3/2] (S) - Max One-Hit: 541,487 (Enhanced Bio-Molecular Photon Torpedo - High Yield I) - Marshall@Odenknight
One can use a HY TriC/TDD in an EBC setup and not have to worry about the 1km blast radius. It's the Gravimetric and its 3km blast radius that's the killer. TriC hits hard. It would hit much harder IF the mods on it were working again....
... maybe that's why the Dev's don't want to fix them.....
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.
I agree with you Cryptic needs to fix a lot of the ongoing issues with torps in general. To be honest they also have to change Kemo in general. As fun as its been watching groups of targets evaporate from 200+ kemo calculations and seeing people in other parts of the game complain in public channels about the lag 5s later. It needs a RNG on torps as well. Perhaps a 33% would make it still a great skill with out being such a server breaking 100k+ dps creating skill.
I know that I have some Vulnerability Locator Consoles. My Rommie is (loosely) specced for Critical Hit Rate and those help. I am not a hardcore player so its a little hard to net all of the currencies needed for the Fleet Gear.
I am not sure that a Submarine Build works well with the heavy destructible torps. You kind of want the enemy to be targeting you so that they ignore the torpedoes. Subs are a better fit, in my opinion, for things like Quantums and Photons that can't be shot down.
Ah, but the TDD is a torpedo that you want to be slow. Remember: its distortion field effect everyone that it passes on the way to the target. The longer that it flies, the more debuffs it tosses out.
That... that is impressive. Might I ask what set-up you were using? If you remember, of course.
I see your points about the "sub" feel to flying an EBC (I have little experience with one, so I defer to others more experienced than I). IMHO, I think a combo or various loadout options would work based on your target(s).
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.
Good is subjective and depends on your goal. When I first started tinkering around with torpedo boats I used what I had in my inventory, plasma, transphaisc, photon, etc and built from there. You should also.
Let us know what ships you have that you want to torp boat... and I'm sure a few people could give you inexpensive starter torp boat setups. Honestly a good basic torp boat is pretty cheap. The only things that are really worth having fleet wise are Tac consoles and a Warp core... and if you willing to drop upgrades on the right rep/mission/event cores you don't need the fleet core for AMP mods. The spire Tac consoles are just nice to have, if you want to be king of the hill and pump 70+k dps ya you would likely need those... if you want a very competent 40k range build you can do it on the cheap. (no different from energy builds that way)
Subs were what we used to called them when the EBC was new. It is good for using the non-destructibles but the enemy just switches targets when you vanish. On the other hand, a rapid-fire Sub never given you the chance to disappear; you just sit there unshielded. It's good for a Torpedo Alpha Strike, though.
Ah, a lot of the equipment on your ship (I love the vet ship, by the way) is a lot of the stuff that was on my to-purchase list. Do you think that the Exploiters are better than Locators? Or is just a Quality vs Quantity thing?
Indeed, it is. We have been talking Top Tier Torpedo Boats. You can still do good damage without a lot of in-game money.
Sticking with just Basic and Counter Command Rep, you can go for a Photon Torpedo Boat. That Rep has the Bio-Molecular Torpedo which does photon and radiation damage. Pick up the Multi-Conduit Relay console from the mission "Surface Tension" because it buffs both of those damage types. Now equip all Photon-type Torpedoes. The damage will be less per hit than, say, a plasma-type build but it will have lower shared cooldown.
Assuming that you want a pure Torp Boat, fill the rear weapon slots with Photon Mines and Bio-Molecular Mine from the Counter Command Rep. These are also buffed by the Multi-Conduit Console.
If you don't have the Photon or Torpedo Buffing Fleet Consoles, ones off of the Exchange will do you just fine for a beginner build. Slot as many as you can.
Next, slot Projectile Weapon Duty Officers (preferably Purple or Blue in quality) in to Active position. You should have plenty just from the free level-up DOff Packs. They will give you a chance to drop the cooldown of all torpedoes each time that you fire a torpedo. If you leave your torps on auto-fire, the DOffs should get your Photons to launcher every one or two seconds. It is a rapid-fire battering ram build, mainly.
For ships, well, Cruisers are a bit difficult to aim due to their poor turn rates. Escorts are pretty easy to aim with and have four slots for torpedoes. Science... Science can be good, really. They have less weapon slots, but Sci Skills like Tyken's Rift, Tachyon Beam, Energy Drain, and the like will really hurt enemy power levels, which means little to no shields to block your projectiles. Being a Torpedo Boat, you will not need any Weapon Power, so your Aux auto to be maxed-out anyway.
Bonus Stuff:
You can add in other Photon-type Torpedoes from other Reps when you unlock them also, like the fan-favorite Gravimetric from Dyson Joint Command. Picking up the Proton Particle Stabilizer Console for there will also give a great buff to Photon Projectiles. That makes Dyson a great Rep to complete for this Build.
Pick up the Omega Kinetic Shearing Trait from the Omega Rep. It gives torps and mines an additional +40% damage (via DoT) with 100% Shield Penetration.
If you can afford it, pick up "Hot Pursuit" Trait from the Exchange. This will double the lock-on and chase range of mines. That means that your Photons will seek out enemies within 6km. It essentially makes mine launchers in to mid-range turrets.
If you have access to it, the C-Store's T5 Heavy Escort Carrier is good choice for a ship. Not only does it have a good turn rate, but it's Special Console is excellent for a Photon Torpedo Boat: a 360 degree, eight-target Photon Launcher. Granted, it has the Console Cooldown of around two minutes, but it DOES work with Torpedo Spread BOff Skills. It synergizes well with the T6 version, too, for a projectile buff.
I also thought it might be useful in combination with the Command specialization and/or with kemocite-laced weaponry, because both appear to be based on shots or hits rather than damage.
It's nice to see alot of interest here and even in the game's various chat channels I am in. Hopefully this interest would push Cryptic to (properly) fix the various bugs handicapping kinetics.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Fleet Admiral Ventaxa Proxmire, U.S.S. Shaka Walls Fell
Blog: http://www.sarbonn.com/?page_id=1990
Foundry series: Bob From Accounting & For the Sake of the Empire
The only fleet gear on my torp boat is spire vulnerability locator tactical consoles and 1 embassy -TH +PLA console. That embassy console isn't doing too much for me since the torpedo fire is soooooo slow that the plasma explosion does next to nothing for DPS. It's the next console to get replaced on my list of things to do to build up my torp boat.
The spire consoles make a difference in DPS, but you can shore up other parts of a torp build first before trying to get access to a fleet spire for a few of those spire tactical consoles.
With good, pre-planned positioning, a cruiser/ carrier can make for a good long range attacking torp boat that minimizes the turn rate deficiencies. I currently run a tac command battlecruiser that way because it can use 2xSIC, 1xDRB (AHOD keeps it up often) and 2xCF.
Yeah, but she was asking about a 'My First Torpie'. Cruisers aren't the sort of thing that you want to recommend for someone just starting out with this specialty build. It can turn them off of an otherwise fun loadout. That was why I was pointing her toward Science or the Akira Carrier: they are easier to get acclimated with. She can always move up to Cruiser Hard Mode later.
A possible compromise could be the Nandi or a ship similar to it... it can carry torps and a fore dbb if needed, a gw and a few other bits and enough eng for survival while some rcs and a aux2damp doff/power or pilot team will take care of the minor turn rate issue
I'm an Arc user? Yeah, right..I'd rather eat a chainsaw, blade first
I would argue that if it has beams and torps then it isn't a Torpedo Boat; it's just a regular ship.
Gravity Well isn't really useful for Photon Build. It works better AoE Torps for multiple splashes. Tyken's Rift is a better fit because it will depower the shield systems. If you have to hold the enemy in place, go with Tractor-Repulsors and the DOff that inverts it's push in to a pull. I am not sure if it stacks with the DOff that adds energy drain to tractors but if it does that would be swell.