I was thinking of trying to make a torpedo boat for fun 3 torpedoes in front 3 turrets in the back but when ever i hit spacebar only 1 torpedo fires and 3 back turrets?.
i remapped alt-space to space but for some reason only 1 torp seems to fire or is that by design?.
also torpedo spread should launch a pile at once but that does not happen either.
Dosent mean u cant put them all on autofire and chain fire them as soon as the general torpedo cooldown is up... with 2 weapon slots photon toprs is highest dps... 3 quantum, or u could go with the specialty torps with 3 or 4 slots. Its possible of course just not very effective solo... very strong with a team though working with someone who is heavy energy setup.
Simple fact of the matter is, Cryptic dont want beam boats, but they dont give you the ability to have torpedo boats. It'd be great for tactical officers if instead of a bucket of pure fail for unique abilities, they reduced torpedo cooldown (globally) by 1 second
Dosent mean u cant put them all on autofire and chain fire them as soon as the general torpedo cooldown is up... with 2 weapon slots photon toprs is highest dps... 3 quantum, or u could go with the specialty torps with 3 or 4 slots. Its possible of course just not very effective solo... very strong with a team though working with someone who is heavy energy setup.
Yeah, with a good team I can see it maybe working well.
hell, just use different types of torpedoes or use ones that go through shields like transphasics. Imagine my Tier 4 science ship, full torp loadout, use high yeild torp as I'm passing the enemy, 12 torps hit the ship in a matter of seconds.
Two things to think about when making a torpedo boat:
The global, shared cooldown for torpedos is 3 seconds. Any time you fire one launcher, you put the others on cooldown for 3 seconds.
Each kind of torpedo has a different recharge on the launcher itself (6s for Photon, 8s for Quantum/Plasma, 10s for Chroniton/Transphasic, 60s for Tricobalt). Taking this in mind... you can have # of launchers firing in sequence equal to (Recharge) / (Shared Cooldown, in this case 3).
Anything short of Transphasic and Chronitons have a maximum effective total efficiency of 2 launchers (you clip the cooldown with Quantums/Plasma). You can, however, fire Transphasic/Chroniton Torpedos in sequence easily at 3 launchers (firing one every 3 seconds).
You just can't fire them all at once. Still possible, though feasibility is a bit in question here (You can also mix and match, with say... 2 Quantums and a Transphasic, or what have you). Nothing stopping you from using the concept as long as you understand how it all works together.
It's possible to make torpedo boats, although there's no benefit from mounting more than two photon launchers in the same bay, and in general I'd advise against using more than two quantum or plasma launchers or three transphasic or chroniton launchers in the same bay (see the Torpedo Cooldowns section in the Starship Weapons Overview link in my sig for details).
Torpedo boats, while possible, are undesirable for any kind of solo play or even PVP since you won't do much of anything against shielded targets. In a group/raid set up, it might be more viable, but as others have said, the cool down and officer limitations make it a very difficult to manage idea.
The shared cool down on Torpedoes is needed. Getting the free equivalent of High Yield Torpedo II or III every 8-10 seconds is just over powered. Especially if you stacked a real HYT II or III with it. Way too much firepower for the game.
The shared cool down on Torpedoes is needed. Getting the free equivalent of High Yield Torpedo II or III every 8-10 seconds is just over powered. Especially if you stacked a real HYT II or III with it. Way too much firepower for the game.
torpedoes arent as effective against shields, considering you're giving up constant beam hammerings to fire torpedoes in bursts, i'd say it's a fair tradeoff.
A torpedo boat would be best used in a supportive capacity as part of a fleet.
If you had, say, a couple of Escorts and a science vessel for general support alongside some beam-heavy cruisers EACH ONE paired with a fast torpedo boat, with Captains trained and practiced in bringing overwhelming firepower to bear on the same target as their counterpart beam ship, you could rip through an enemy fleet like it was paper.
I think the concensus here is a "could be" On that note. The team option would make you indespensable. First ship's job would be to get those shields down, then you come in with some photon torps and quantum and blast holes in their hull. (transphasic, plasma, etc. are great, but you're going for outright damage right? Plus they have the quickest cooldown.)
But solo? Well. You could do some interesting things with a torp boat, you just need to customize it a little bit. It can't be just torp. they just don't do enough to shields. Turrets, although great don't do enough damage (except with some BO skills, but you put those into torps) and they suck up the weapon power. I suggest, having three slots fore and aft, is this
three of each. Beam/turrets and torpedos.
Two tubes in the front, one in the back and one beam in the front two in the back. I'm sure one or both of the back beams can be exchaged for turrets, just watch the damage vs. shots fired (ie. time) vs. power levels.
Not saying I'm an expert or anything, but I've been playing around and, altough I didn't particularly like this set up, it might work with what you have in mind.:)
The shared cool down on Torpedoes is needed. Getting the free equivalent of High Yield Torpedo II or III every 8-10 seconds is just over powered. Especially if you stacked a real HYT II or III with it. Way too much firepower for the game.
Boy, you don't really understand.
We want the non free equivalent of 4 High Yield IIIs at the same time every 10-20 seconds. I really don't understand why you can't trade damage at once for damage over timne. A torpedo boat is supposed to be a sledge hammer. Slow but fearsome.
We want the non free equivalent of 4 High Yield IIIs at the same time every 10-20 seconds. I really don't understand why you can't trade damage at once for damage over timne. A torpedo boat is supposed to be a sledge hammer. Slow but fearsome.
(you probably never played Starfleet Command.)
Peace by superior firewpoer.
Oh, I totally understand. I understand that's it's horrible overpowered. the problem is you don't understand why. My post was to (try) to make you understand why.
Oh, I totally understand. I understand that's it's horrible overpowered. the problem is you don't understand why. My post was to (try) to make you understand why.
No, you're actually failing to understand that torpedoes are not overpowered when you're sacrificing beams for them. The only advantage torpedoes have is a bonus damage to hulls, they're not as strong against shields and are getting another torpedo V shield nerf in the next patch too. A torpedo boat is not going to be OP compared to a beam boat because of a longer recharge time (4 beams in less then 2 seconds for a single array compared to 2 or 3 torpedoes in 3 seconds), you're also forgetting to note that as the tiers get higher, you do get more weapon slots, but armour and shield strength increase too. The damage increase provided by torpedoes is offset by the narrower arc, the longer cooldown and the reduced shield effectiveness.
Yeah, with a good team I can see it maybe working well.
no real point though, even on a team almost everyone will have at least 1 torp launcher available once shields are down. Nothing in game so far has enough hull to make a dedicated torpedo ship worth it.
A T5 escort that is running cannon only will probably have dual torp launchers on the fore mounts anyway (since its currently not feasible to run more than 3 cannons on the front)
beam boats can still be decent against hulls and cannons pound hulls almost as hard as torps.
Actually I've run a Torpedo Boat all the way to Admiral, mostly soloing...thing is if you don't go turrets on the back and instead go mines you can minimize your weapon power in favor of shields.
I'm currently running an escort with 4xQ-Torps fore and a Q-Torp/2xQMines aft, 25/75/75/25 power settings.
I won't kill as fast as other escorts in general, but I have the staying power to engage ships much longer. Two BO's with HYIII let my opening shots, if I time it right, to often knock a shield facing out on all but BBs.
Teamed with another escort and things die incredibly fast, but once I get 3+ teammates, the effectiveness of the build really starts to lessen quickly. Often enemies only last long enough for one salvo to hit.
There are more effective builds, but so far this is probably one of the most fun ones I've run with.
Too bad torpedo boats aren't possible in this game. Starfleet Command had them and were nice in a very different way. You can have an all beam / cannon ship in STO, but can't have a torpedo ship. WTF-is up with that?
Too bad torpedo boats aren't possible in this game. Starfleet Command had them and were nice in a very different way. You can have an all beam / cannon ship in STO, but can't have a torpedo ship. WTF-is up with that?
Comments
Yeah, with a good team I can see it maybe working well.
Hmmm, maybe this is why didn't allow it.
The global, shared cooldown for torpedos is 3 seconds. Any time you fire one launcher, you put the others on cooldown for 3 seconds.
Each kind of torpedo has a different recharge on the launcher itself (6s for Photon, 8s for Quantum/Plasma, 10s for Chroniton/Transphasic, 60s for Tricobalt). Taking this in mind... you can have # of launchers firing in sequence equal to (Recharge) / (Shared Cooldown, in this case 3).
Anything short of Transphasic and Chronitons have a maximum effective total efficiency of 2 launchers (you clip the cooldown with Quantums/Plasma). You can, however, fire Transphasic/Chroniton Torpedos in sequence easily at 3 launchers (firing one every 3 seconds).
You just can't fire them all at once. Still possible, though feasibility is a bit in question here (You can also mix and match, with say... 2 Quantums and a Transphasic, or what have you). Nothing stopping you from using the concept as long as you understand how it all works together.
torpedoes arent as effective against shields, considering you're giving up constant beam hammerings to fire torpedoes in bursts, i'd say it's a fair tradeoff.
If you had, say, a couple of Escorts and a science vessel for general support alongside some beam-heavy cruisers EACH ONE paired with a fast torpedo boat, with Captains trained and practiced in bringing overwhelming firepower to bear on the same target as their counterpart beam ship, you could rip through an enemy fleet like it was paper.
I'd love to see that. :cool:
Dr. S.
But solo? Well. You could do some interesting things with a torp boat, you just need to customize it a little bit. It can't be just torp. they just don't do enough to shields. Turrets, although great don't do enough damage (except with some BO skills, but you put those into torps) and they suck up the weapon power. I suggest, having three slots fore and aft, is this
three of each. Beam/turrets and torpedos.
Two tubes in the front, one in the back and one beam in the front two in the back. I'm sure one or both of the back beams can be exchaged for turrets, just watch the damage vs. shots fired (ie. time) vs. power levels.
Not saying I'm an expert or anything, but I've been playing around and, altough I didn't particularly like this set up, it might work with what you have in mind.:)
Boy, you don't really understand.
We want the non free equivalent of 4 High Yield IIIs at the same time every 10-20 seconds. I really don't understand why you can't trade damage at once for damage over timne. A torpedo boat is supposed to be a sledge hammer. Slow but fearsome.
(you probably never played Starfleet Command.)
Peace by superior firewpoer.
Oh, I totally understand. I understand that's it's horrible overpowered. the problem is you don't understand why. My post was to (try) to make you understand why.
No, you're actually failing to understand that torpedoes are not overpowered when you're sacrificing beams for them. The only advantage torpedoes have is a bonus damage to hulls, they're not as strong against shields and are getting another torpedo V shield nerf in the next patch too. A torpedo boat is not going to be OP compared to a beam boat because of a longer recharge time (4 beams in less then 2 seconds for a single array compared to 2 or 3 torpedoes in 3 seconds), you're also forgetting to note that as the tiers get higher, you do get more weapon slots, but armour and shield strength increase too. The damage increase provided by torpedoes is offset by the narrower arc, the longer cooldown and the reduced shield effectiveness.
no real point though, even on a team almost everyone will have at least 1 torp launcher available once shields are down. Nothing in game so far has enough hull to make a dedicated torpedo ship worth it.
A T5 escort that is running cannon only will probably have dual torp launchers on the fore mounts anyway (since its currently not feasible to run more than 3 cannons on the front)
beam boats can still be decent against hulls and cannons pound hulls almost as hard as torps.
I'm currently running an escort with 4xQ-Torps fore and a Q-Torp/2xQMines aft, 25/75/75/25 power settings.
I won't kill as fast as other escorts in general, but I have the staying power to engage ships much longer. Two BO's with HYIII let my opening shots, if I time it right, to often knock a shield facing out on all but BBs.
Teamed with another escort and things die incredibly fast, but once I get 3+ teammates, the effectiveness of the build really starts to lessen quickly. Often enemies only last long enough for one salvo to hit.
There are more effective builds, but so far this is probably one of the most fun ones I've run with.
Working as intended.