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Photon vs Quantum

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Photon vs quantums

My main a fed roles purple quantum torp , but I just paid for some purple dam x2 photons for my KDF alt
And wow all I got to say is amazing damage, maybe its just the build but consistent dps with photon gets dome nice dps numbers, in the past 3 C&H in my Neg BC Ive gotten 1 mil dps .
Which is really better?
I think it depend upon build, but ever since season 1 I haven’t seen any other torpedo beside quantum and Ive got to say trying photon shows some nice results.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Photons are really nice. the reasons why Quantum are more often used are:

    1) they travel quickly, allowing less item for a player or NPC to react (like bringing up a downed shield)
    2) better burst damage. Second per second photons are better, but when you have an opponent with an exposed hull, the quantums will pack a much bigger punch, particularly when used in high yield.

    I think photons are more than viable though, and shouldn't be counted out by any means.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    dr_Drake wrote:
    Photons are really nice. the reasons why Quantum are more often used are:

    1) they travel quickly, allowing less item for a player or NPC to react (like bringing up a downed shield)
    2) better burst damage. Second per second photons are better, but when you have an opponent with an exposed hull, the quantums will pack a much bigger punch, particularly when used in high yield.

    I think photons are more than viable though, and shouldn't be counted out by any means.

    Actually, I believe quantums are slower, but do more damage. Especially, as you said, to an exposed hull. Photons are faster, and do decent damage, but they also bleed through the shields; quantums usually don't.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Quantums all the way :D - slower, but more damage and look cooler.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Considering how stupidly fast you can get your shields from 0 to like 100 I go with Quantums. When their shields are down I want the biggest bang for my buck without excessive cooldowns or anything like that. Quantums give huge burst damage to hull and you don't have to wait FOREVER like Transphasic torpedoes. They're also easier to use than Plasma (which can be great but those darned Prodorder items shoot them down automatically). They're great and safe to use.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Actually, I believe quantums are slower, but do more damage. .

    They are slower in cool down, but they actually travel to your target significantly faster. Quantums do more damage per hit, but less overall DPS
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    They're also easier to use than Plasma (which can be great but those darned Prodorder items shoot them down automatically). They're great and safe to use.

    They still get used for that purpose?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I wish Cryptic improves Torpedoes more.

    Quantums supposed to be much stronger warheads than Quantums, but yet in STO their stats are virtually similar. Quantums should have 2x that of Photons.

    Plasma Torpedos need greater Dot Damage (Undine Plasma Torpedos are nasty).

    Chronitons, who uses them? They have a slow effect, but it's very short. And the warhead is very weak. So it should have a large shield bypass like it did in Voyager.

    Transphasics have a very weak warhead, but their 20% Bleedthrough is very lousy. Cryptic needs to increase their bleedthrough or increase the warhead damage potential.


    As for Mines, they don't do anything unless you have very large numbers or have players with shields down. Also be nice in PvP if players have to skill in certain projectiles to use them. For instance Chroniton Mines, people should skill in Chronitons in order to use them. Same with Tricobalt Mines.

    They still get used for that purpose?

    I still use them on my Cruisers, helps. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Azurian wrote: »
    I wish Cryptic improves Torpedoes more.

    Quantums supposed to be much stronger warheads than Quantums......

    In that case, what came first, the chicken or the egg? :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    With few exceptions, only noobs use Photons. Travelling faster and packing a bigger punch more than makes up for the loss in "DPS". You can't get sustained DPS from torps anyway unless someone's shields are down the entire time. Quantums will get there more often before the shields come up again, and do a lot more damage when they land.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I only use Photons. They shoot so much faster than any other, I'm hitting my enemy more often.

    My current Fleet Escort build includes this setup:

    (Disruptor) (Photon) (Photon) (Tetryon) Fore
    (Tetryon) (Photon) (Disruptor) Aft

    I've got two Mk XII Photon consoles that give +24 and for the beams I have one console for each type that gives +22

    I'm max skilled in all the weapons listed and maxed out Fleet Escort Captain too. I have my skill set up so that I have Beam Overload II and III, and High Yield II and III with this setup I am really popping baddies like soap bubbles.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    any science or cruiser worth their salt runs dual photons and chains in a stream of death on their target with multiple ranks of high yield.

    escorts run a single torp, quantum gives the most performance for 1 torp on high yield 3, and they devote the rest of their weapons and powers to burning shields, where as the sci and cruiser cant burn shields like the escort, but can justify running a pair of torps to chain fire and when that shield drops, they ensure its death, where as a single quantum cruiser will get a good hit, but the target will have time to have heals refresh where if they are chain fireing dual photons and 2 ranks of high yield, his hulls boned! my mark X crit 1 crit sev 2 photons regularly crit for 15k on my science captain, per torp
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Here's what the folks from Jupiter Broadcasting's STOked have said regarding the various torpedoes in game:
    Photon
    Consider this your “baseline” torpedo/mine, and all others will be compared to it as necessary.
    6.5 sec recharge (fastest available)
    - Great choice, if none of the others’ special abilities tickle your fancy. The fast recharge means you’ll launch a lot of these suckers.

    Quantum
    Slower recharge (8.5 seconds)
    Approx 110% of Photon damage (hardest hit per torpedo available)
    Fastest travel speed
    - Good for long-range attacks. The travel speed makes it slightly more likely that you will impact the shield quadrant you aimed for.
    - The higher damage still doesn’t make up for the slower recharge. If you launch torpedos every time they refresh, you’ll do more DPS with Photons.

    Plasma
    Slower recharge (8.5 seconds)
    Approx. 75% of Photon damage
    33% chance to proc hull fire (DOT does NOT scale!)
    - If High Yield is used, resulting torpedo is MASSIVE and slow moving, but can be shot down.
    - The HY version of this torpedo seems to have a very good bleed-thru rate against shields, and applies the DOT nearly 100% of the time.

    Transphasic
    Very slow recharge (10.5 seconds)
    Approx. 70% of Photon damage
    20% of damage dealt is applied directly to Hull of enemy (instead of standard 10%)
    * Only useful if shields are UP. Otherwise bonus does nothing, and overall damage is relatively weak.
    * Here’s some quick math:
    10% of 1000dmg = 100 dmg
    20% of 700 dmg = 140 dmg
    But when shields are down, it’s 1000 vs. 700. Capiche?

    Chroniton
    Very slow recharge (10.5 seconds)
    Approx. 85% of Photon damage
    33% chance to severely hinder movement/turn rates
    * Potentially deadly in PvP, especially against opponents that like to flee. However, the proc can’t really be relied upon. From personal experience only, seems easily resisted.
    * Works better on MINES. Combine with other stationary hazards (Warp Plasma, Tyken’s Rift, etc) to really mess with your enemy.

    Tricobalt
    (Note: Only available at Mk X and above)
    EXTREMELY slow recharge (60 seconds)
    Approx. 250% of Photon damage, in about a 2.0 km area.
    Also disables your opponent for a few seconds (all systems offline).
    * No normal mode attack — always summons a “High Yield” type (HY cannot modify this torp)
    * Travels slower than HY Plasma, and can be shot down.
    * In order to compete with Photon DPS, the cooldown would need to be less than 20sec. Since the true cooldown is more than 3x this, it simply can’t compete. It’s a fun toy, not a useful weapon. (Note, this would also be assuming full skill investment!)

    Original broadcast/link here.

    Personally, I prefer to run with quantums because, in my belief, by 2409 the photon torpedo would have been replaced by the more powerful quantum and transphasic torpedoes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I run quantums. In a cruiser with eight weapons slots, I have four torps and four beams. The global cooldown is enough that I can get torpedos off pretty quickly and more than four beams eats too much power.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Archanubis, that's a good list.

    Tri-Cobalts, though, might be a little underappreciated. DPS is not everything, and the trick of Tri-Cobalt is to have them hit when you know the enemies shields are down. That provides a significant burst of damage that the enemy cannot easily counter-act, and can blow up weaker ships in one blow. I think they are a little more suited for a "speciality" built, but they seem to beat even High-Yield Quantum Torpedoes (and if not - they can be fired in within 6 seconds of each other, in combination at least providing a significant burst otherwise impossible.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    They still get used for that purpose?

    I use mine still, but that's prolly because I'm a noob who needs to find better tac consoles.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    reiella wrote: »
    I use mine still, but that's prolly because I'm a noob who needs to find better tac consoles.

    some of my Admirals use it, though my klingons not so much depending on the ship.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Neal wrote:
    In that case, what came first, the chicken or the egg? :D

    The Chicken of course,

    It is the only logical explanation.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Jadolerr wrote:
    The Chicken of course,

    It is the only logical explanation.

    Actually, it's the egg. The fish came first. :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Honestly on an escort where I'm only going to have one launcher I'll use photons for the better dps. Higher teir cruisers though I find quantums are better. Typically I'll have 2 forward quantum launchers because then the global cooldown isn't affecting my rate of fire. It will if you have to photon launchers. If you're using 2 launchers on a facing quantum torps will actually have better dps then photons because of the global cooldown.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    I've been levelling with chroniton torpedoes in my science tier 4 ship on the theory that debuffing my enemy should be my priority. Slowing down my enemy is helpful, though it's true the proc rate on the debuff is inconsistent.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    hurleybird wrote: »
    With few exceptions, only noobs use Photons. Travelling faster and packing a bigger punch more than makes up for the loss in "DPS". You can't get sustained DPS from torps anyway unless someone's shields are down the entire time. Quantums will get there more often before the shields come up again, and do a lot more damage when they land.

    This non-noob still uses Photon Torpedoes on quite a few of my characters. Photons and Quantums each have their own niche and perfectly useful.On my Tac/Cruiser character, I use Photons for the DPS. (2 Anti-Proton Arrays/2 Photons Tops fore and aft) all set to auto-fire. That character uses sheer brute for to take out shields. On my Tactical/Escort captain I use a mix of Quantum Torpdeos up from and 2 Photons in back. I line up shots for THY III on the Quauntums when the shields go down. IF the ship is till on one piece after my pass, the 2 Photons and Beam array for more sustained burst damage as I turn and flee.

    Sometines I use Photons because of appearance. The salvo of Photon Torpedoes being launched at the begiin of the ST:TMP is etched on my brain. Those huge red blob of light coming out of those huge tubes...there is just something able that screams "Klingon".

    For ships/charactger that I line up shots on, I use Quantums for the speed and burst damage. Once a shield is down that get a salvo of Quantums (hopefully in the form of a THY II or III). The long recharge time isn't really a detriment for these characters.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    Quantums, Plasma or Tricobalt.

    Anything else might as well not exist.

    Quantums are great for a guaranteed shot.

    Plsama's great for a ridiculously high end hull smash (think upwards of 85k) but can be shot down. Fortunately one can be pumped every 15 seconds if you use 2x high yields.

    Tricobalt.... 150k gamble. Sure it takes a while to master using them. But man the pay off can be fantastic. Even through a full shield. I don't run them anymore though, because Plasma torps have the same low range, same mid range, and comparable effective high end damage. I used to run both a plasma and tric at the same time. But Season 2 and it's "great" shield percentage increase console saw to the death of that build....

    Photons? Wimp Torps. They have no damage potential, and in this game damage is all about the Burst not steady dps. Plus firing off 2.5 photons between high yield strikes? not that impressive.

    Chroniton? Not nearly as useful as their mine cousins. TRIBBLE damage and slow reload time, slower flight speed

    Transphasic? Quantum bleed through damage is usually comparable to transphasic bypass. If they had a photons cycle rate I'd say these would be worth taking. But as it stands they do not cycle quickly enough. Leaving too much time between firings.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2010
    fuzun wrote: »
    This non-noob still uses Photon Torpedoes on quite a few of my characters.

    Same. Then again, I should probably note that I don't PvP here (that's what my EVE accounts are for) so I'm not a slave to burst damage. I use them on some ships but most of the time, I prefer photon because, as Jeremy pointed out, I'm one of those people who fires my torps just about whenever they refresh (or when the mob's shield facing reaches half). It's nice to time it just right but if I'm off by a second, no biggie, the next salvo's coming right about....now.
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