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How do you build a torp boat?

zero2362zero2362 Member Posts: 436 Arc User
I want to change up my T6 long range science vessel so it can utilise its unique consoles. Yes I know those cons are bad but I like using the unique consoles that ships offer to mix up the gameplay a bit and make each ship play differently. The best way to do that would be to turn it into a torp boat but I have no experiance with torp boats and a ton of questions.

What torps should I use?
is the quantum phase torp a good choice?
Can I afford to use my tac con slots for the uni con set?
can i get by with just 2 tac boff powers like i can with my beam boat veriant?
should I use tops on the rear as well?

Anyway some build advice would be greatly appreciated.

EDIT
first draft with equipment i have on hand. not sure if i should lose the timeline stabalizer. Threat generators there to draw attention away from aero shuttle and to draw fire for feedback pulse. Should I maybe swith positions of feedback pulse and tractor repulsors. By the way I have 3 torp cooldown doffs and the doff that makes repulsers pull. Diddnt bother entering my skilss and such because i like to switch ships often and my skills are set up so i can use a veriety of ships
skillplanner.stoacademy.com/947f275d79691c6221e83418583b43ad

343rguu.jpg

Post edited by zero2362 on

Comments

  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Well for a torp build you want to be aiming for one of a few types of build:

    1) bypass shields completely.
    So things like plasma torps and science magic combined with it that so that shields are not a problem.

    2) slamming into shields. So using massive hits with torps so that bleed trough alone does enough damage to kill a target.

    3) removing shields with an alternate weapon such as tetryon, tachyon beams, beam overload etc.

    In my opinion the best to go for these days is shield bypassing. There is a tonne of torps with special damage types effects that ignore shields and go straight to hull. Things like radiation from Neutronic torps, plasma fire from plasma or particle emission torps.
    Also the updated skill trees and the spec trees have all sorts of goodies to boost penetration and shield bypassing effects.

    Some essential kit to slot on your build would be:

    1) AMACO 2-piece set, gives bonus kinetic damage. So maybe the shield and engine.

    2) Terran weapons set 2-piece. Boosts torp damage again and also the console cuts cooldowns. I normally have the torp & console.

    3) Terran rep T2 passive and also one of the T4 passives offer pretty decent buffs to torp cooldowns and go well with science magic.

    For actual weapons then you can just forgo energy stuff altogether if you fancy. I have 2 energy weapons both only slotted to get 3-piece sets, they run on minimal power but the set bonuses (isokinetic cannon and QDB) do a metric tonne more damage than they ever could.
    On a science ship you could go for 4-5 torps and a beam for taking off shields and killing spam. PEP (particle emission plasma), Neutronic, Terran photon, quantum phase, gravimetric, enhanced Biomolecular photon are my favourites. Use on spread or HY to suit the situation.
    If you really want to go kinetic crazy then slot a load of the kelvin photons and plenty of cooldown doffs and spit out a constant treat of torps faster than anything else in the game.

    I'll add some more if on when I'm home later but I'm sure one of the kinetic community will drop in for some advice at some point.
    SulMatuul.png
  • zero2362zero2362 Member Posts: 436 Arc User
    much appreciated. I ll have a prototype build soon
    343rguu.jpg

  • zero2362zero2362 Member Posts: 436 Arc User
    first draft added
    343rguu.jpg

  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Looks pretty decent to me.

    With all that EPG boosting stuff i'd personally drop the TBR and slot a subspace vortex. It can be shot into a grav well as the two don't share a cooldown and it should do a heft amount of damage.
    TBR does awesome damage but with a grav well you want ot be concentrating the enemies in one place, TBR push stops that. I know the reverse doff works well but still only 3 targets, grav well and vortex will hit everything at once.

    Also i'd swap one of the HY's to a spread, it works well really well with the PEP torp and the quantum phase torp. Plus having both will allow you a bit more flexibility with targets. With KLW1 you should be doing crazy damage with spread.

    Finally I know you've got a mixed skill build but I can heartily recommend the science ultimate from the skill tree. It pushed your crth to 50% for up to 30 secs, that can give you some massive damage potential when using torps because every torp in a spread will crit separately .
    SulMatuul.png
  • e30erneste30ernest Member Posts: 1,794 Arc User
    Personally I would not go with the Sci Ultimate in an exotic damage heavy build because it interferes with Particle Manipulator giving you less exotic damage crits. Sci Ultimate is great for pure torp builds though.

    I'm on mobile so I couldn't view your build properly OP. Here's my torpedo Pathfinder:

    https://redd.it/45y1s1

    It's a bit high-end, but I've added notes there that would help you understand how it works or why I've made the choices I've made.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    This might help. In the description, there are other video guides referencing interactions not fully covered in this video. Some of the info will help you understand @e30ernest build, while other parts will give you a better understanding of torpedo mechanics and what will better interact with them.

    https://youtu.be/TGHQfQisc_g
    @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.
  • tousseautousseau Member Posts: 1,484 Arc User
    Out of curiosity... do the Romulan consoles add theur plasma explosion to torps? Or is it onky energy weapons.
  • tousseautousseau Member Posts: 1,484 Arc User
    Danke
  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    zero2362 wrote: »
    I want to change up my T6 long range science vessel so it can utilise its unique consoles. Yes I know those cons are bad but I like using the unique consoles that ships offer to mix up the gameplay a bit and make each ship play differently. The best way to do that would be to turn it into a torp boat but I have no experiance with torp boats and a ton of questions.

    What torps should I use?
    is the quantum phase torp a good choice?
    Can I afford to use my tac con slots for the uni con set?
    can i get by with just 2 tac boff powers like i can with my beam boat veriant?
    should I use tops on the rear as well?

    Anyway some build advice would be greatly appreciated.

    EDIT
    first draft with equipment i have on hand. not sure if i should lose the timeline stabalizer. Threat generators there to draw attention away from aero shuttle and to draw fire for feedback pulse. Should I maybe swith positions of feedback pulse and tractor repulsors. By the way I have 3 torp cooldown doffs and the doff that makes repulsers pull. Diddnt bother entering my skilss and such because i like to switch ships often and my skills are set up so i can use a veriety of ships
    skillplanner.stoacademy.com/947f275d79691c6221e83418583b43ad

    One example

    Another

    Torpedo types?

    Depends if you are trying to bypass shields (e.g. basic plasma/transphasics/special torpedoes), DPS/brute force/batter the shields down (basic photons/quantums/tricobalts/etc.), or remove shields (much easier to use energy weapons) with powers/torpedo effects (special torpedoes). You can have torpedo builds based off of a single stat, power, secondary deflector, or torpedo/set of torpedoes.

    The Quantum Phase Torpedo is a decent torpedo that is much better when supported and buffed by DrainX.

    Sometimes I use universals in my tac consoles. If you do, please test run builds on normal maps before running on Advanced or Elite to be respectful of others. Most of my torpedo boats are run with two tac consoles.

    I always use rear torpedoes. No energy weapons on my ships.

    Depending on how you pilot; proximity to the target generates threat, you could replace the threat scaling consoles. You could replace the timeline stabilizer also. I suggest playing and having fun with the build to see what works for you.




    Joined STO in September 2010.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Did I ever tell you all that I love you guys for coming up with different ways to have fun w/ Kinetic/Torpedo builds? :)
    @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.
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