I agree torps are severely lacking behind energy weapons for all the reasons mentioned above. But my biggest problem is the narrow firing arc, if all torps got the (arc) mod so i could broadside and still hit them with a THY or TS it would improve their functionality massively imo.
I always end up dropping them from my cruisers because i lose 4 aft beams whilst im positioning my ship to take the shot (dps loss from having a torp in first place then again for only having half my energy weapons firing).
They could even go further and and have the (arc) mod a standard mod (on all torps) and allow torps to have (arc x2) mods on them (would be balanced because you are losing 2 mods). But you would get a 360* arc
It would still be a net loss on dps over 100% energy build but would go some way to make torps more attractive imo.
I agree torps are severely lacking behind energy weapons for all the reasons mentioned above. But my biggest problem is the narrow firing arc, if all torps got the (arc) mod so i could broadside and still hit them with a THY or TS it would improve their functionality massively imo.
I always end up dropping them from my cruisers because i lose 4 aft beams whilst im positioning my ship to take the shot (dps loss from having a torp in first place then again for only having half my energy weapons firing).
They could even go further and and have the (arc) mod a standard mod (on all torps) and allow torps to have (arc x2) mods on them (would be balanced because you are losing 2 mods). But you would get a 360* arc
It would still be a net loss on dps over 100% energy build but would go some way to make torps more attractive imo.
That's is a bit of a strong "severely lacking behind" as we have content that if anything torpedo's and mines are better at then energy weapons and at least under sci and eng pilots torpedoes are not severely lacking behind energy builds going by the DPS league. Which is best is all about the situation and content being played. Its not a case of one is flat out better then the other.
Torpedo's don't have to lose 4 beams to position and arc. Just use rear 360 beams the same as you would if you had Dual beams.
I agree torps are severely lacking behind energy weapons for all the reasons mentioned above. But my biggest problem is the narrow firing arc, if all torps got the (arc) mod so i could broadside and still hit them with a THY or TS it would improve their functionality massively imo.
I always end up dropping them from my cruisers because i lose 4 aft beams whilst im positioning my ship to take the shot (dps loss from having a torp in first place then again for only having half my energy weapons firing).
They could even go further and and have the (arc) mod a standard mod (on all torps) and allow torps to have (arc x2) mods on them (would be balanced because you are losing 2 mods). But you would get a 360* arc
It would still be a net loss on dps over 100% energy build but would go some way to make torps more attractive imo.
That's is a bit of a strong "severely lacking behind" as we have content that if anything torpedo's and mines are better at then energy weapons and at least under sci and eng pilots torpedoes are not severely lacking behind energy builds going by the DPS league. Which is best is all about the situation and content being played. Its not a case of one is flat out better then the other.
Torpedo's don't have to lose 4 beams to position and arc. Just use rear 360 beams the same as you would if you had Dual beams.
A few questions to clarify:
is this based on Sci vs Sci and Eng vs Eng? If so, what's the gap between them and Tac since engineers don't have any captain power to boost torpedoes? Science at least has sensor scan. I've ran a tac and sci torpedo boat in the past and did well enough, but I've never felt that there's a synergy with engineers and torpedoes. I could be wrong.
Is this on ISA or CCA?
And, are those records since Kemocite was introduced? Not that I'm saying Kemocite should be nerfed but if most of the damage is coming from kemocite, it would seem that kemocite is the DPS and not the torpedo.
Its fine if any of these questions are not answerable.
In general, my issue is one needs to min/max to work well enough. I'm not talking about oden level of effectiveness. I would just like to run beams and a torpedo or two and not feel I'm gimping myself. I understand the floor DPS to be effective is actually low (8k-10k) but when someone asks for DPS help in the channels they usually say to ditch the torpedo.
Last time I looked the top torp boat for an Eng was 5th place in ISA and 1st place in CCA. With results like that I don’t see how someone can say torpedoes are severely lacking behind. Torpedo boats have problems but not to the point they are severely lacking.
For me my highest damage single weapon is mines and Kemocite makes up about 13% of my total damage. If you like I can upload a pic and graph that breaks down my weapon damage. As for my comment on pilots I am an Engineer so that’s what I compare myself to, other eng pilots. I don’t follow the tac pilots as closely as I know I will never beat them in DPS, just like they will never beat me in tank. Not really looked that closely into the DPS difference between a Tac torpedo boat, Sci torp boat and Eng torp boat. I only know in the Eng league, torpedo boats are holding their own against energy boats.
“And, are those records since Kemocite was introduced? Not that I'm saying Kemocite should be nerfed but if most of the damage is coming from kemocite, it would seem that kemocite is the DPS and not the torpedo.”
No idea as I didn’t followed the records until recently (last few weeks). Around last XP bonus weekend I ran out of things to do so decided to see how far I could push my DPS to give me something to do in game. In my case my DPS records are after Kemocite has been introduced but that’s not because of Kemocite. I only started to play with high end DPS setups around when the research lab consoles came out in my fleet. Without Kemocite I would still be well over 75k DPS, perhaps more once I upgrade my gear.
“I've ran a tac and sci torpedo boat in the past and did well enough, but I've never felt that there's a synergy with engineers and torpedoes. I could be wrong.”
Concentrate firepower is a really good torpedo power that is mostly only found on cruiser themed ships which being an Eng pilot are the type of ships I go for. We can also use the new research lab console so that Eng team, EptS, Aux to stu all boost damage. That and with the 4/4 weapon layout cruisers can fly 2 torps, 2 mines, 2, DBB, 2 360beams with the Command spec that means energy weapons lower target kinetic resistance.
“but when someone asks for DPS help in the channels they usually say to ditch the torpedo.”
They also tell me to ditch mines and that my torpedo of choice is rubbish. But my score with mines and the advanced radiant torpedo is over 20k dps higher than my other builds. Yet many in the 10k dps channel call those two weapons useless! Try asking when you get on later what people think of the advanced radiant torpedo or mines then take a look at my top scores in the league table. The advice some of them give doesn't match up with the results in the league table.
EDIT: I also get more damage from Torpedo High Yield 1, then Torpedo spread 3. Granted that's due to Concentrate firepower but some of the DPS channel still say high yield 1 is rubbish and to focus on spread 3.
“I've ran a tac and sci torpedo boat in the past and did well enough, but I've never felt that there's a synergy with engineers and torpedoes. I could be wrong.”
Concentrate firepower is a really good torpedo power that is mostly only found on cruiser themed ships which being an Eng pilot are the type of ships I go for. We can also use the new research lab console so that Eng team, EptS, Aux to stu all boost damage. That and with the 4/4 weapon layout cruisers can fly 2 torps, 2 mines, 2, DBB, 2 360beams with the Command spec that means energy weapons lower target kinetic resistance.
1) I'll have to try that out. I have a similar build on my sci command cruiser but with 3 tetryon DBBs, 1 torpedo, 3 360 beams in the back (1 tetryon, 1 antichronoton, 1 KCB), and the web mine using the nukara weapon set and the antichronoton set. It's a really inexpensive build.
2) That's ship powers and not captain powers. I could easily put a tac or a sci captain in that ship and do a bit more dps because of buffs/debuffs.
EDIT: I also get more damage from Torpedo High Yield 1, then Torpedo spread 3. Granted that's due to Concentrate firepower but some of the DPS channel still say high yield 1 is rubbish and to focus on spread 3.
That might also have to do with the torpedo you're using. I get best HY results with particle emission and enhanced bio torps and best TS results with neutronic and gravimetric. I can use TS with PEP and enhanced bio, and HY with neutronic and gravimetric, but it's not optimal. I don't know about vanilla torpedoes like photon or quantum, nor about the radiant quantum.
HY and TS aren't working correctly though. There have been test results that showed HY1 better than HY3 if a single torpedo crits, which makes no sense. There are broken procs with TS.
Comments
I always end up dropping them from my cruisers because i lose 4 aft beams whilst im positioning my ship to take the shot (dps loss from having a torp in first place then again for only having half my energy weapons firing).
They could even go further and and have the (arc) mod a standard mod (on all torps) and allow torps to have (arc x2) mods on them (would be balanced because you are losing 2 mods). But you would get a 360* arc
It would still be a net loss on dps over 100% energy build but would go some way to make torps more attractive imo.
Torpedo's don't have to lose 4 beams to position and arc. Just use rear 360 beams the same as you would if you had Dual beams.
A few questions to clarify:
is this based on Sci vs Sci and Eng vs Eng? If so, what's the gap between them and Tac since engineers don't have any captain power to boost torpedoes? Science at least has sensor scan. I've ran a tac and sci torpedo boat in the past and did well enough, but I've never felt that there's a synergy with engineers and torpedoes. I could be wrong.
Is this on ISA or CCA?
And, are those records since Kemocite was introduced? Not that I'm saying Kemocite should be nerfed but if most of the damage is coming from kemocite, it would seem that kemocite is the DPS and not the torpedo.
Its fine if any of these questions are not answerable.
In general, my issue is one needs to min/max to work well enough. I'm not talking about oden level of effectiveness. I would just like to run beams and a torpedo or two and not feel I'm gimping myself. I understand the floor DPS to be effective is actually low (8k-10k) but when someone asks for DPS help in the channels they usually say to ditch the torpedo.
For me my highest damage single weapon is mines and Kemocite makes up about 13% of my total damage. If you like I can upload a pic and graph that breaks down my weapon damage. As for my comment on pilots I am an Engineer so that’s what I compare myself to, other eng pilots. I don’t follow the tac pilots as closely as I know I will never beat them in DPS, just like they will never beat me in tank. Not really looked that closely into the DPS difference between a Tac torpedo boat, Sci torp boat and Eng torp boat. I only know in the Eng league, torpedo boats are holding their own against energy boats.
No idea as I didn’t followed the records until recently (last few weeks). Around last XP bonus weekend I ran out of things to do so decided to see how far I could push my DPS to give me something to do in game. In my case my DPS records are after Kemocite has been introduced but that’s not because of Kemocite. I only started to play with high end DPS setups around when the research lab consoles came out in my fleet. Without Kemocite I would still be well over 75k DPS, perhaps more once I upgrade my gear.
Concentrate firepower is a really good torpedo power that is mostly only found on cruiser themed ships which being an Eng pilot are the type of ships I go for. We can also use the new research lab console so that Eng team, EptS, Aux to stu all boost damage. That and with the 4/4 weapon layout cruisers can fly 2 torps, 2 mines, 2, DBB, 2 360beams with the Command spec that means energy weapons lower target kinetic resistance.
They also tell me to ditch mines and that my torpedo of choice is rubbish. But my score with mines and the advanced radiant torpedo is over 20k dps higher than my other builds. Yet many in the 10k dps channel call those two weapons useless! Try asking when you get on later what people think of the advanced radiant torpedo or mines then take a look at my top scores in the league table. The advice some of them give doesn't match up with the results in the league table.
EDIT: I also get more damage from Torpedo High Yield 1, then Torpedo spread 3. Granted that's due to Concentrate firepower but some of the DPS channel still say high yield 1 is rubbish and to focus on spread 3.
ISA
Hehe haven't looked at the tables in a while. They make me feel inadequate.
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The Science Ship Build Thread - Share your Sci Ship builds here!
1) I'll have to try that out. I have a similar build on my sci command cruiser but with 3 tetryon DBBs, 1 torpedo, 3 360 beams in the back (1 tetryon, 1 antichronoton, 1 KCB), and the web mine using the nukara weapon set and the antichronoton set. It's a really inexpensive build.
2) That's ship powers and not captain powers. I could easily put a tac or a sci captain in that ship and do a bit more dps because of buffs/debuffs.
That might also have to do with the torpedo you're using. I get best HY results with particle emission and enhanced bio torps and best TS results with neutronic and gravimetric. I can use TS with PEP and enhanced bio, and HY with neutronic and gravimetric, but it's not optimal. I don't know about vanilla torpedoes like photon or quantum, nor about the radiant quantum.
HY and TS aren't working correctly though. There have been test results that showed HY1 better than HY3 if a single torpedo crits, which makes no sense. There are broken procs with TS.