First off, this is a amazing weapon. It has it all, damage, pretty graphics even radiation. I use it on alot of builds and it never disapoints. So far all I have done is upgraded it to epic and combined it with a kemo 1 to get the extra dps but thats where it ends for me. With that being said, I was wondering, what are some other ways that this torpedo can be buffed. Anything from console sets to traits. All help is appreciated and Ty
0
Comments
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
The neutronic torpedo not only does crazy good damage but is also very utilitarian.
Player and forumite formerly known as FEELTHETHUNDER
Expatriot Might Characters in EXILE
-Bio-Neural Gel Pack to reduce neutronic torpedo recharge time and increase radiation damage
-critical hit chance and severity consoles / modifiers (Borg Assimilated Module, Tachyokinetic Converter, etc).
-kinetic damage consoles / modifiers (i.e., Rule-62 Combat Module, Quantum tac consoles, etc).
-radiation damage buffs
-Projectile weapon DOFF's that reduce torpedo recharge timers
-Klingon Honor Guard space set 2-item bonus
-Viral Warhead Space Trait (From Benthan Cruiser T5 mastery)
-Weapon Synergy Space Trait (from Manticore T5 mastery)
-Omega Kinetic Shearing Space Trait (from Borg rep)
Feel free to add more...
High flow caps. The neutronic (now that it's fixed) has one of the best drains in the game.
Unfortunately the torp type it buffs is photon...I would say it isn't worth it just for the radiation.
My character Tsin'xing
EDIT: At least on a pure quantum build.
+13.1% Phaser Damage
+13.1% Disruptor Damage
+26.2% Radiation Damage
+26.2% Photon Projectile Weapon Damage
only for photons really and only with other radiation buffs with the counter command set. I use this for my pure science character in the Intrepid with the radiation secondary deflector as well.
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Overwhelm starship trait (T6 Mat'Ha raptor for KDF) with torpedo high yield
Try some of the Command Specialization, the first (I think four/five) space abilities are for torpedoes.
Some of the Intelligence Specialization has some serious flanking buffs, combined with torpedo critical hits are a nice bonus as well.
KEMOCITE LACED WEAPONRY!!!!
Overwhelming Force + High Yield tends to be counter-productive against multiple targets. The resulting Photonic Shockwave scatters targets pulled together via Gravitiy Well, so Torp-Spreads with overlapping AoE burst like neutronic torpedoes become less effective.
Kemocite Weaponry causes bad lag at the moment, causing the team's net DPS to drop. I hope this gets fixed soon.
With strong GravGens for a GWell, Overwhelming Force creates this very interesting Yo-Yo effect to anything caught in the blast yield |=).
As to the Counter-Command Multi-Conduit Energy Relay, if you're a Tac Consoles are >3 , you're better off using +Torp (Locators or Exploiters) or Quantum Locators, NOT exploiters, as they do NOT boost Quantum damage once upgraded. For Tac Consoles < 4, the + to radiation would be worth it to bust shields, but I'd typically advise this for Sci-Torp boats who are light on consoles to begin with, and combine the Neutronic w/ the PEP & Enh-Bio or Gravimetric torps.
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.
http://sto.gamepedia.com/Console_-_Tactical_-_Warhead_Yield_Chamber
http://sto.gamepedia.com/Console_-_Tactical_-_Zero_Point_Quantum_Chamber
http://sto.gamepedia.com/Console_-_Tactical_-_Counter-Command_Multi-Conduit_Energy_Relay#Console_-_Tactical_-_Counter-Command_Multi-Conduit_Energy_Relay
http://sto.gamepedia.com/Advanced_Tactical_Vulnerability_Consoles
I don't think the trade off is really worth it...only so many abilities that do radiation damage...If the OP wants a torp build that Phaser/Disruptor damage isn't going to be very effective. If the OP doesn't care about focusing on just one torp damage type and throws in a photon it might be worth it...might be.
Really depends on what the OP wants to do...and so far he hasn't replied.
Use it with flow caps.
My character Tsin'xing
Don't really know what the OP is building is the problem...don't really know much other than he likes the Neut torp...
Choosing specializations is trickier:
Command has torp exploit attack once exposed by energy weapons, do you use energy weapons?
Pilot will get your ship facing the right way, pretty important if you plan to move at speed and fire torps.
Intel has cloak boost, flanking damage inc CD and CH and torp anti-shield, and the penetrating Intel team power, plus defense boost that is just what the cloaking torp cpt needs.
Theres a great range in torp play from canonical cruisers, carriers, 1 deck carriers, Vesta, sci n torp, sci DBB n torp, to the classic enhanced battle cloak B'Rel or T'varo.
If really committing a toon to torping do a respec, that top tier projectiles ability adds Ch and CD, its like adding two mods to each projectile weapon.
Good luck finding out what helps the radiation proc.
My character Tsin'xing
My character Tsin'xing
Q: What's PEP?
Makes me sad...doesn't even boost the dot which is kinda lame and doesn't make sense since it isn't a super powerful dot and it is radiation.
Particle-Emission Plasma - a special crafted torp that drops Eject Warp Plasma at the location of impact.
As to the CCMR, I'd take a look at the big picture. If I'm running the neutronic as a standalone torpedo, it's probably worth running bio-molecular weapons to piggyback off the radiation damage boosts, in which case that 2-set suddenly looks really good.
If I'm running it with a bunch of other torpedoes, I'd probably run photons for a few reasons: I can run the biomolecular and double-dip on radiation boosts again, I can get the neutronic back up faster, and I can run a few photon-specific sets (Protonic Arsenal being the big one) without TRIBBLE over most of my damage. In addition, a turret is the best rear weapon to have on a dps torpedo boat, since it'll cycle faster than an omni and thus proc the torpedo expose more often. So I'm back to running a few bio-molecular energy weapons, since I might as well grab some set bonuses.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!