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Escorts All cannon (or :are torpedoes useless)orpedo

willamsheridanwillamsheridan Member Posts: 1,189 Arc User
edited June 2013 in Federation Discussion
I am currently Commander and flying around with my akira but i expect to be captain by monday or tuesday. Now my problem is, i read so much about all cannon builds but also about the use of torpedoes tahat i am unsure which combination is the best. Should i mix 2 DC with DCH or use More DHC, more DC or 3 cannons and 1 Torp. Is one aft torp useful or should i go with turrets (the defiant has just 2 aft slots so i thing i use turrest but i am not sure about my dervish.
What do you think? THanks

BTW: Which consoles and Boff skills are most useful
Post edited by willamsheridan on
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    rrincyrrincy Member Posts: 1,023
    edited July 2012
    As with most things in this game , use whatever you are most comfortable with :)
    12th Fleet
    Rear Admiral , Engineering Division
    U.S.S. Sheffield N.C.C. 92016
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    bohiapbohiap Member Posts: 535
    edited July 2012
    I fly escorts in PvE, including STFs. I don't do PvP. I've found the best weapons combination is 3 DHCs, 1 torpedo launcher, and turrets in the back. If you ask around you'll find that combo pretty common.

    For consoles I would use energy specific consoles. For example if you're using Anti-Proton weapons (very common) you would want anti-proton regulators. Since I use 1 quantum launcher I also through in a Zero Point Quantum Chamber. If you can avoid it don't use the generic cannon consoles. The energy specific consoles provide higher modifiers. Do the mission "Assimilation", to get the borg console, if you haven't already. Science and engineering consoles very based on your build and play style.

    Boff skills vary based on play style and profession, but there are a couple that no escort pilot should be without. At least one, if not 2 tactical teams. With two tac teams you will always have shield power going to the shield face taking damage. As you do DOFF missions keep an eye out for conn officers that reduce the cooldown for tactical team. With a blue and a purple you would only need 1 tactical team Boff. However, those DOFFs are very rare and expensive (on the exchange). Most people just have two copies of tactical team and chain them. To go along with that at least one copy of Emergency Power to Shields.

    The DS9 featured episode series has a Jem'hadar Bodd with torpedo spread III. It's really easy to get, you can get more than once if you need too, and it comes in handy. I happen to like torpedo spread, but some will argue that High Yield is better. I run
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    willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited July 2012
    THanks for the help. Hope i get some Cheap DHC by the time or I have to use 3 green DC first which i can get easily from replaying missions.
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    willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited July 2012
    I just wondered which cannon/beam type is the most useful, Plasma, Polaron, Tachyon, Disruptor or good old Phasers and if there is an especially good torpedo type to use.
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    innuwarriorinnuwarrior Member Posts: 305 Arc User
    edited July 2012
    You can use both, all cannon of combo cannons/torp. Talking about dual heavys when talking cannons. On my defiant refit I use 3 dhc and 1 quantum torp on my defiant retro I use 4 dhc. It all depends on your bof power. On my refit with torp I use crf, csv and torp spead 3. On my retro I use 2 crf and 2 csv (1 and 3) and use best depending on circumstance, one or many target in cone of fire. I always have close to or highest dps with my retrofit so whichever works best for you, bof power is key and appropriate console. And don't forget torp work best on hull not much help on shield or very limited unless you have those transphasic torp with shield penetration

    Hope that helps
    Jamal : Tactical space specialist. USS Bug Warrior and many others
    E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
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    erockererocker Member Posts: 0 Arc User
    edited July 2012
    I haven't measured actual DPS or anything but I find that having all dual tetryon cannons woks best for an all cannon build. They eat sheilds like crazy and deal plenty of damage after shields are drained. Once in a while I switch it up and use three AP DHC's with torps. It seems to me like the 4 tetryone DC's deal a bit more damage overall, but I could be wrong on that.
    [SIGPIC][/SIGPIC]
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    innuwarriorinnuwarrior Member Posts: 305 Arc User
    edited July 2012
    I just wondered which cannon/beam type is the most useful, Plasma, Polaron, Tachyon, Disruptor or good old Phasers and if there is an especially good torpedo type to use.

    On my tactical toon I favor Antiproton get lots of crit so highest dps for me. For my engineering toon I use phaser. With quad, 3 dhc and turrets and rapid fire, those subsystem shutdown happen a lot more often than with beam, useful in fleet event and help compensate the slightly less dps orientation of my engineer powers. But I'm still thinking about going Antiproton on him too.
    Jamal : Tactical space specialist. USS Bug Warrior and many others
    E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
    Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
    Ka -tet Tier 5 fleet fully completed Starbase and fleet property
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    ds79ds79 Member Posts: 9 Arc User
    edited July 2012
    On my Defiant Retrofit I'm using 3DHC + 1QT and 2 turrets + Mine Launcher. DHCs + turrets make colossal damage and the Torpedo launcher + BOF skills can easily finish the job. And I noticed that mines are also working very nicely for me.
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    dknight0001dknight0001 Member Posts: 1,542
    edited July 2012
    Quantum Torpedoes are probably going to be your best bet here.

    DC or DHC don't really matter too much as the DPS is the same. DC is more for Procs (Tetryon, Polaron, Phaser) DHC is good for raw power (Anti Proton, Disruptor). The real difference between DC and DHC is a DHC will crit harder as it's doing it's damage in fewer shots than the DC.

    Plasma is a good cheap weapon, except for endgame PVP.

    In an escort I see little value in mounting anything but Turrets in the back.

    As for BOFFs infinite variation is out there and all are effective, and individual skill choices will decide the difference.

    3 DHCs, 1 Torp Forward with 2 Rear Turrets.

    TT1 > CRF1 > APO1 > CRF3
    TT1 > THY2

    EPtS1 > RSP
    PH1 > HE2

    This focuses heavily on chaining single target damage, TT1 + CRF is available nearly all the time.

    Post if you don't know what the Acronyms mean, but look through the skills and the letters will match up. Also CRF3 requires a Tac Officer to train. If you can't find somebody to help you out.

    TT1 > CRF1 > CRF2 > APO2/3

    APO3 can be found on Tac BOFFs fairly cheap.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
    When I insult you I won't be discreet about it, I will be precise and to the point stupid.
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    srgtburglarsrgtburglar Member Posts: 138 Arc User
    edited July 2012
    I switched mine up from 4 AP DHCs fore to 3 and a quantum
    Im running 3x turrets on aft

    I keep the extra DHC in my inventory for easy switching
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    jkstocbrjkstocbr Member Posts: 0 Arc User
    edited July 2012
    I'm currently using ...

    Fore:
    2x Phaser Dual Heavy Cannons
    1x Quantum Torpedo Launcher
    1x Phaser Quad Cannons

    Aft:
    3x Phaser Turrets

    Using them with:
    Torpedo Spread I
    Torpedo High Yield II
    Cannon Rapid Fire II
    Cannon Rapid Fire II
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    mimey2mimey2 Member Posts: 0 Arc User
    edited July 2012
    I just wondered which cannon/beam type is the most useful, Plasma, Polaron, Tachyon, Disruptor or good old Phasers and if there is an especially good torpedo type to use.

    They're all good so long as you use them well of course. Here is just a quick rundown of their procs:

    Energy weapons:

    Phaser: Knocks out a random system for a few seconds
    Tetryon: Chance to reduce the shield strength on all four facings
    Polaron: Reduce power levels
    Plasma: Can cause extra plasma damage after hit
    Disruptor: Briefly weaken the target's damage resistance
    Anti-proton: Built-in higher critical severity.

    Torpedo weapons:

    Photon: Lower damage, but 6 second reload
    Quantum: Very good damage, 8 second reload
    Transphasic: Decent damage, 10 second reload, a good portion of the damage bypasses shields
    Chroniton: Good damage, 10 second reload, can cause enemies to slow down considerably
    Plasma: Good damage, 8 second reload, causes extra plasma damage after hit.
    Tricobalt: Tremendous damage, 60 second reload, disables and knocks back any target within it's 1 km blast radius.

    Hargh'peng: Unique type, does more damage than a quantum, and has a strong plasma-damage type of effect, can also explode from the target for a secondary AoE attack which can affect other enemies (a giant purple disk you might see once in awhile). It isn't effected by any consoles (except Warhead Yield Chamber), but is buffed by your skills and damage increase buffs. Cannot be used with High Yield or Spread, and has a 15 second cool down.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
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    deadspacex64deadspacex64 Member Posts: 565 Arc User
    edited July 2012
    to add a bit:
    anti-protons work best with accuracy and weapon specialization high, being a tac with apa is just icing. ap's only claim to fame is on crit, so weap spec and accuracy both can increase that chance on any class, tac's apa can make it almost guaranteed.

    dhc's in general it's good to have high weap spec and accuracy just to take advantage of the extra crit severity they give as often as possible. even more relevant with anti-proton dhc's.

    tetryons shield drain effect can be boosted by sci skill flow capacitors, science console flow caps, and some deflectors with +to flow cap skill. if you do use tets, go dc, and look to grab some cheap phased tetryons (includes a phaser proc and uses standard tet tac console) and stick with a low reload torpedo photon, quant or plasma. (see mimey2's post for reload times). tets give you a lot of chances to smack the hull with torpedo goodness. the faster you can launch them the more likely it is you'll do some serious damage.
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    dudeman32569dudeman32569 Member Posts: 32 Arc User
    edited July 2012
    Seems like most people aren't fans of a rear torpedo launcher, but I can't imagine captaining a ship without at least one launcher fore and aft. There are plenty of times, even in an escort, where you'll be facing away from a dead shield facing, and when those times come I'd rather have a High Yield salvo than another turret.
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    mehenmehen Member Posts: 0 Arc User
    edited July 2012
    Seems like most people aren't fans of a rear torpedo launcher, but I can't imagine captaining a ship without at least one launcher fore and aft. There are plenty of times, even in an escort, where you'll be facing away from a dead shield facing, and when those times come I'd rather have a High Yield salvo than another turret.

    That's because those times should be rare, at least in PvE. In PvE, a good escort captain will always keep his fore weapons bearing down on the enemy, so turrets are better in the back than other weaponry. You have AP:Omega, Evasive Maneuvers, and a Deuterium Surplus to utilize to turn around quickly on the enemy. Also, remember to come to a full stop on an enemy and go in reverse; this will give you a decent defense bonus while allowing you to keep sustained fire on their downed shield face.
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    hanoverhanover Member Posts: 0 Arc User
    edited July 2012
    (flying only tactical escort retrofit)

    I used to run three dual heavy cannons up front, but I found I like the occasional massive critical hit I can get with a dual beam bank. Always in combination with a quantum torpedo launcher fore and aft. I usually run two turrets out back, but sometimes I'm in the mood for some quantum mines, so I swap out the turrets for one beam array to make up for the lost damage.
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    doughboy2doughboy2 Member Posts: 15 Arc User
    edited July 2012
    I'm currently using...

    Fore:
    2x Tetryon Dual Heavy Cannons XII
    1x Quantum Torpedo Launcher XII
    1x Tetryon Dual beam XII

    Aft:
    3x Tetryon Turrets XII


    I have the Dual beam with one beam overload...for the travel time. Fire to impact on Cannon and Beam are slower...can beam overload and distroy week targets. I have tried all configurations on the back...Turrets are the only way to go on an Escort. If you are using correctly your back should not see enough action to use Torpedos...if you are then you are not using our Cannons.

    Just added the Subspace Jumper...Great for getting an added forward faceing to target/targets. Dropped HUll platting to make the space...since i am Shield heavy seems to have no impact on keeping alive.

    4X tetron pulse XII (Rare); Shield Emmitter XI, Field generator XII (both rare); Assimilated, subspace jumper, photon torpedo point defense. Maco XII shield with Borg.
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    thoroonthoroon Member Posts: 409 Arc User
    edited July 2012
    It's actually funny how the OP just asked for advice to his new "Captain" ship, and the thread changed to an STF PVE/PVP advice (bragging) thread :D

    Might i suggest not wasting your time getting the optimal weaponsetup while leveling, you have to consider such things soon enough.
    [SIGPIC][/SIGPIC]
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    willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited July 2012
    I think i am going with mixed cannons. I am gong to play my favourite mission"Past imperfect a few times to get the Shied array, Impulse and dual heavy Hybrid cannons and combine them with the tetryon cannon that comes as reward in the Romulan mission. Since i am using different types of turrets and cannons "Prefire chamber" would be the console to use right?

    is ist really not usefull to combine the firing speed of 2 DC with the impact power of 2 DHC?
    THey have the same DPS
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    mimey2mimey2 Member Posts: 0 Arc User
    edited July 2012
    I think i am going with mixed cannons. I am gong to play my favourite mission"Past imperfect a few times to get the Shied array, Impulse and dual heavy Hybrid cannons and combine them with the tetryon cannon that comes as reward in the Romulan mission. Since i am using different types of turrets and cannons "Prefire chamber" would be the console to use right?

    is ist really not usefull to combine the firing speed of 2 DC with the impact power of 2 DHC?
    THey have the same DPS

    Almost everyone in the game would recommend you DON'T use 'rainbow' weaponry, aka where you two different weapon energy types.

    Anyways, DHC are better used with antiproton and disruptor weapons, because when they hit, you want them to hit hard. DC are better used with any other energy type, since you want a greater chance to hit them with a proc.

    Using a mix of DC and DHC will cause the same damage total, but it is best to stick to a more 'uniform' weapons line-up, and only one energy weapon type.

    As for the prefire chamber, if you use the energy-specific boosting one, it will boost the damage from ALL that weapon, like all tetryon or all antiproton, etc.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
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    ussultimatumussultimatum Member Posts: 0 Arc User
    edited July 2012
    Seems like most people aren't fans of a rear torpedo launcher, but I can't imagine captaining a ship without at least one launcher fore and aft. There are plenty of times, even in an escort, where you'll be facing away from a dead shield facing, and when those times come I'd rather have a High Yield salvo than another turret.


    So what you are saying is that for the rare times (and it should be rare) that an enemy is actually behind an escort and also happens to have that exact shield facing down completely (which I'm not sure how that happened since you are not facing the target in the first place) - that this is why you carry a rear torp.

    On top of that, you are saving your High Yield for this moment?


    I guarantee you that a single Turret over time will provide a greater contribution that any rear torpedo will in the odd chance the stars will all align to make what you describe above possible.




    Unless you are running multiple torp launchers (at least 2) and you also have at least 2 purple projectile weapons DOFFs and you are mostly firing on structures, and you have your torpedos on autofire - a forward torpedo's contribution vs. a 4th DHC is debatable much less a rear torp.




    Even torpedoes used with HYT or TS can have their contribution negated by things like enemies dying before the payload arrives or the NPC target having so much hull that spike damage is just shrugged off or the target is a player that is actively re-balancing their shields + using tac team.
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    lavinjolplavinjolp Member Posts: 10 Arc User
    edited July 2012
    Try using 2DHC 1DBB & 1 TORP front and 3 turrets back...

    I use all Anti Proton and quantum torp

    2xTT1, Beam Overload 2, cannon rapid fire 3, THY1, Torp.Spread 2

    EMtS1, RSP2, Hazard Emitters, Transfer Shield Strength...

    For consoles 4 Antiproton Mag Regulator(or 3 APMR and 1 Zero Point Quantum Chamber) , Field Generator,
    Cloak (instead of this U can use 2nd armor console u are using: for eg. 2nd Electroceramic Hull Plating )
    EPS Flow Regulator, Borg device and Electroceramic Hull Plating(for stf)
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    willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited July 2012
    I am ging with bit of rainbow for now because i took the cheapest Mk VIII and Prefire chambers. But i am going to play Past Imperfect for a few hours and then i will use Hybrid DHC Mk VIII. Or is using hybrid already considered mixing weapons?

    Which console is better for Hybrids? Plasma or disruptor?

    And i see a lot of Rainbow Escorts. Many use two types (that is okay i think) but some even up to five (with turrets) and they destroy a Negh`Var in seconds .
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    beezle23beezle23 Member Posts: 0 Arc User
    edited July 2012
    I am ging with bit of rainbow for now because i took the cheapest Mk VIII and Prefire chambers. But i am going to play Past Imperfect for a few hours and then i will use Hybrid DHC Mk VIII. Or is using hybrid already considered mixing weapons?

    Which console is better for Hybrids? Plasma or disruptor?

    And i see a lot of Rainbow Escorts. Many use two types (that is okay i think) but some even up to five (with turrets) and they destroy a Negh`Var in seconds .

    Look at the description.

    The Plasma-Disruptor is really a disruptor type with a plasma proc tacked on.

    A plasma will boost it some, but you're only boosting the DOT proc, so get disruptor consoles.

    And they mix just fine with standard disruptors, they're what my Gorn runs on his SciBop (P-D Hybrid DHCx4, Disruptor turrets in back)
    __________________________________________________
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    dknight0001dknight0001 Member Posts: 1,542
    edited July 2012
    I am ging with bit of rainbow for now because i took the cheapest Mk VIII and Prefire chambers. But i am going to play Past Imperfect for a few hours and then i will use Hybrid DHC Mk VIII. Or is using hybrid already considered mixing weapons?

    Which console is better for Hybrids? Plasma or disruptor?

    And i see a lot of Rainbow Escorts. Many use two types (that is okay i think) but some even up to five (with turrets) and they destroy a Negh`Var in seconds .

    Why are you farming mk VIII weapons? Get to the mid 40's and it will give you mk XI
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
    When I insult you I won't be discreet about it, I will be precise and to the point stupid.
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    jkstocbrjkstocbr Member Posts: 0 Arc User
    edited July 2012
    Which console is better for Hybrids? Plasma or disruptor

    You will limit yourself if your going to mix energy types becuase you spread yourself too thin;
    • Warhead Yield Chamber - Torpedo weapon damage
    • Directed Energy Distribution Manifold - Beam weapon damage
    • Prefire Chamber - Cannon weapon damage

    Better to pick one common energy type, which lets you say combine Canons and beams iof the same type. These also give a greater % bonus;
    • Phaser Relay - Phaser Damage
    • Disruptor Induction Coil - Disruptor Damage
    • Plasma Infuser - Plasma Damage
    • Tetryon Pulse Generator - Tetryon Damage
    • Polaron Phase Modulator- Polaron Damage
    • Antiproton Mag Regulator - Antiproton Damage

    http://www.stowiki.org/Tactical_Consoles
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    willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited July 2012
    I am not Farming just bit of cheap upgrading because i had mk V and VI cannons (DC not DHC) and i always keep my weapons and shieds at the highest possible level for my rank. Takes time but is freecomes free because i use mission rewards.

    And here i am not sure what to do again. I was convinced that DHC are the best because of the same DPS and because they hit harder. But if instead of 4 DHC MkVIII i go with 4 DC Mk VIII ACC (or Acc+ Dmg) which would give me more DPS and hit more accurately

    So jkstocbr you say hybrids are not as good as i thought. okay then i will go with tetryon . would take polaron but i heard they are not that good
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    ussultimatumussultimatum Member Posts: 0 Arc User
    edited July 2012
    I am not Farming just bit of cheap upgrading because i had mk V and VI cannons (DC not DHC) and i always keep my weapons and shieds at the highest possible level for my rank. Takes time but is freecomes free because i use mission rewards.

    Its not free because you are investing your time to acquire rewards you will be a few hours away from out-levelling by the time you are finished acquiring them.

    You're overthinking your low-level PvE experience. Don't worry about your DPS or what rarity your weapons are.

    Just get 3 to 4 DHCs, anything cheap white grade, from the exchange - stick to one damage type.

    And here i am not sure what to do again. I was convinced that DHC are the best because of the same DPS and because they hit harder. But if instead of 4 DHC MkVIII i go with 4 DC Mk VIII ACC (or Acc+ Dmg) which would give me more DPS and hit more accurately

    Do what I said above.

    Unless you have set your solo PvE missions to Elite it doesn't matter what modifiers your weapons have or even if they are just white/common rarity.

    On a side note, [ACC] is generally not needed for PvE at all - outside of maybe trying to shoot down torpedoes.

    So jkstocbr you say hybrids are not as good as i thought. okay then i will go with tetryon . would take polaron but i heard they are not that good

    Again, you're way over-thinking this.


    Worry about damage types and specific weapons when you get to endgame.
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    dknight0001dknight0001 Member Posts: 1,542
    edited July 2012
    jkstocbr wrote: »
    You will limit yourself if your going to mix energy types becuase you spread yourself too thin;
    • Warhead Yield Chamber - Torpedo weapon damage
    • Directed Energy Distribution Manifold - Beam weapon damage
    • Prefire Chamber - Cannon weapon damage

    Better to pick one common energy type, which lets you say combine Canons and beams iof the same type. These also give a greater % bonus;
    • Phaser Relay - Phaser Damage
    • Disruptor Induction Coil - Disruptor Damage
    • Plasma Infuser - Plasma Damage
    • Tetryon Pulse Generator - Tetryon Damage
    • Polaron Phase Modulator- Polaron Damage
    • Antiproton Mag Regulator - Antiproton Damage

    http://www.stowiki.org/Tactical_Consoles

    Since we're talking about the Plasma Disruptor Hybrids that boost off a Disruptor Console type. Your information is accurate but you missed the point.
    I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001. :confused:
    If I ask you a question it is not an insult but a genuine attempt to understand why.
    When I insult you I won't be discreet about it, I will be precise and to the point stupid.
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    willamsheridanwillamsheridan Member Posts: 1,189 Arc User
    edited August 2012
    ussultimatum you are te first i know to say DPS doesnt matter. and i say it does as does my turn rate, shield and hull strength . it+s not the first time i play STO. Made it to VADM before without thinking too much about it but if you have Mk VI or Mk VII makes a difference and i f i spend hours on Dailys, Fleet Events Or PvE to earn the credits to get weapons from the exchange or if i spent a little time on replaying low level missions to get even stronger weapons. Its important not just to command a ship but to have a good ship. I am not racing to Level 50. i want to enjoy the game and i am going to replay lots of missions again ang again on different levels to try new tactics, new abilities or just because i like them for example the Missions with McCoy, Scotty and the original Enterprise
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