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no torpedoes?

telbasta7386telbasta7386 Member Posts: 761 Arc User
Im seeing a lot of builds now using all energy weapons and no torpedoes. Can someone explain the rationale behind that? Torps always look like higher dps and burst damage to me, with the only downside being that you need more skill points and tactical ability slots dedicated to them.

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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    Torpedoes and mines do higher burst damage but they tend to do less DPS over time. You can still get some pretty impressive numbers about of torpedoes mind you just not as high as energy weapons when talking about DPS. Part of it depends on what you play in the Swarm torpedoes and mines beat energy weapons, in ISA energy weapons perform better and ISA.
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    tom61stotom61sto Member Posts: 3,636 Arc User
    edited March 2019
    Mixed builds with energy weapons and torps are making a slow come back, but that's through Traits (Super Charged Weapons), Specialization BOff abilities (Mixed Armaments Synergy), and special torpedoes (energy torpedoes and torps with secondary procs).

    One of the main reasons back in the day that you wanted a torp fore and aft of a cruiser is that the power drain would be too much with 8 weapons. Nowadays there's plenty of ways to reduce the power draw (Fleet Spire Cores, Weapon System Efficiency Cruiser Command, Emergency Weapon Cycle Trait, etc.) to where Weapon power can stay pretty high through the entire cycle making the spike damage torpedoes can deal to bare hull less ideal compared to constant damage that energy weapons can deal to both shields and hull. If you're really old school, it should be noted that Weapon power is instantly returned once a given weapon is finished cycling.
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    oneafer9oh9oneafer9oh9 Member Posts: 5 Arc User
    Firing arcs are one consideration. With 360s aft, and 180 better FFA, its a buzz saw all the way around.
    Sent my gaming life in destroyer Escorts, its fun speeding about cutting up plasma torps headed for some slow moving sucker.
    I see torp boats are good for retrograding, phaser boats are good for gaining ground.
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    spiritbornspiritborn Member Posts: 4,263 Arc User
    Yeah it's a mix firing arcs and lacking consoles/abilities to boost it normally. Most torps have the lowest firing arc of all weapons and kinetic damage.

    So unless you use a cannon build (or a torp build) your torps are out of firing arc most of the time and weapon that isn't firing has 0 DPS and few times the enemy will pass thru your torpedo firing arc long enough for the torp to fire just don't add up enough with a broadside build.

    While energy torpedos can (at least partly) bypass issue with there being no consoles that boost torps in your typical energy build. they still don't get benefits from energy weapon abilities.
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    ssbn655ssbn655 Member Posts: 1,894 Arc User
    coldnapalm wrote: »
    So...there are a couple of things...

    The first is that if you toss in a torp into a ship that is specced for energy weapons, that one torp will do less damage than the energy weapons. Not even per second...just flat out per fire cycle. Assuming you have a proper energy build in anycase. That is because you don't have the supporting traits, consoles, abilities and skill to boost the damage. As to why you don't mix things, it is because you have to alocate consoles, traits, abilities and skills to boost those torps to do better than the energy weapons...all of which are limited in numbers. Now things like SCW does make having A torp make sense...especially omega torps or missles...but even than unless you are using one of those weapons, you need to grab torp spread to charge up so to speak and so you miss out on other abilities that can make a big difference in the damage...like say kemo.

    Secondly, there is an issue of broadsiding if you don't use missles or wide arc torps in that the torps will be outside the fire arc of your broadside. So there is no optimized arc...ever. Less of an issue on cannons. And as cannons are the new meta, we do see a few more torps being tossed in...especially for things like SCW or that trait that reduces sci abilities on torp buffs...or to combine them both (because they combine really effectively).

    Well one exception to that are the Agony Phaser torp, Crystalline Anti-P, and the NAusican Diruptor torp all boosted by you specifc weapon consoles
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    ssbn655ssbn655 Member Posts: 1,894 Arc User
    spiritborn wrote: »
    Yeah it's a mix firing arcs and lacking consoles/abilities to boost it normally. Most torps have the lowest firing arc of all weapons and kinetic damage.

    So unless you use a cannon build (or a torp build) your torps are out of firing arc most of the time and weapon that isn't firing has 0 DPS and few times the enemy will pass thru your torpedo firing arc long enough for the torp to fire just don't add up enough with a broadside build.

    While energy torpedos can (at least partly) bypass issue with there being no consoles that boost torps in your typical energy build. they still don't get benefits from energy weapon abilities.

    Then your turn rate must be pitiful hate to say it. Except for my Oddy, Bort I can easily keep any target in the torp arc. There really is no excuse for a super slow turn rate ship these days with so many things that can up your turn rate.
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    theraven2378theraven2378 Member Posts: 5,986 Arc User
    With torps that can go 180 degrees on their firing arcs, broadsiding is no problem
    NMXb2ph.png
      "The meaning of victory is not to merely defeat your enemy but to destroy him, to completely eradicate him from living memory, to leave no remnant of his endeavours, to crush utterly his achievement and remove from all record his every trace of existence. From that defeat no enemy can ever recover. That is the meaning of victory."
      -Lord Commander Solar Macharius
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      spiritbornspiritborn Member Posts: 4,263 Arc User
      coldnapalm wrote: »
      ssbn655 wrote: »
      spiritborn wrote: »
      Yeah it's a mix firing arcs and lacking consoles/abilities to boost it normally. Most torps have the lowest firing arc of all weapons and kinetic damage.

      So unless you use a cannon build (or a torp build) your torps are out of firing arc most of the time and weapon that isn't firing has 0 DPS and few times the enemy will pass thru your torpedo firing arc long enough for the torp to fire just don't add up enough with a broadside build.

      While energy torpedos can (at least partly) bypass issue with there being no consoles that boost torps in your typical energy build. they still don't get benefits from energy weapon abilities.

      Then your turn rate must be pitiful hate to say it. Except for my Oddy, Bort I can easily keep any target in the torp arc. There really is no excuse for a super slow turn rate ship these days with so many things that can up your turn rate.

      really...you can keep ALL 7 of your beams on a target while they are in your 90 degree normal torp arc? Barring missles and wide arcs, this is literally IMPOSSIBLE. The problem isn't that you can't get things in front of your nose, the problem is that you can't ever keep ALL your weapons on the target. And a weapon that isn't firing ain't doing any damage.

      Indeed the problem isn't keeping my nose at the target but with few exceptions beams don't have 360 degree arcs so either you fire only your torp(s) and beams in their firing arc and unless you got one the few wide angle torps torps cannot be fired while broadsiding.
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      jeff#1284 jeff Member Posts: 24 Arc User
      Just took the free Ferengi ship and turned it into an exclusive torpedo boat. It is a blast to play and when kitted out "fair" it whoops azz.
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      vetteguy904vetteguy904 Member Posts: 3,857 Arc User
      No torpedos?

      Tuesday
      Spock.jpg

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