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New to PvP. Any Advice?

skurfskurf Member Posts: 1,071 Arc User
edited September 2012 in PvP Gameplay
So I've been playing this game since around March of this year, and finally started to PvP. I tried it before in my D'kora with mostly blue XI gear (and the XII STF Borg weapons) and did not fair well at all. Recently though, a bunch of EC fell in my lap and I was able to pick up a Jem'Hadr Bug and some goodies to go along with it. Since then, I've been trying to figure out a good build for her, and this is what I've come with:

Fore Weapons:
3 Purple XII Phased Tetryon Dual-Heavy Cannons [DMGx2], 1 Purple XII Quantum Torp. (the STF version, although I want to upgrade to something other than the Borg proc.)

Aft Weapons:
3 Purple XII Phased Tetryon Turrets [DMGx2]

Sets:
2 Piece Borg (Console + Engines) / 2 Piece XII Honor Gaurd (Shield + Deflector)

Consoles:
Tac: 3 Purple + 1 Blue XII Tetryon Consoles, 1 Blue XII Zero Point Console
Sci: 1 Purple XII Field Generator
Eng: 3 Purple XII Neutronium + Borg Console

Tac Abilities:
Tactical Team x2, Cannon Rapid Fire 1 & 2, High Yield Torpedo 2 & 3, Attack Pattern Omega 3

Sci Abilities:
Polarize Hull, Sci Team 2

Eng Abilities:
Emergency Power to Weapons 1, Eng. Team 1, Reverse Shield Polarity 1

Active Space Doffs:
3 Purple Shield Distribution Doffs + ??? (I don't really know which other Doffs I should set to active)

I haven't played a whole lot of matches yet, but it seems most Escort users go for all energy weapons and skip the torpedos. My idea is that with the fast shield stripping of the Tetryon weapons, combined with the 25% torpedo bonus of the 2 piece Honor Guard would give a larger spike damage. It also doesn't hurt when their shields get disabled by the phaser proc. right before the torpedos hit.

I'm curious as to whether y'all consider this a good setup. Since I haven't really seen other PvP'ers using it I'm thinking there's probably something wrong. Also, which additional active Doffs should I be using with this setup?

Another problem I am having is that I can't seem to choose between Hazard Emitters and Polarize Hull. I started with Hazard Emitters but I kept getting tractored, so I switched to Polarize Hull, and now it seems I keep getting stuck in Warp Plasma. Would Hazard Emitters clear the effects ejected warp plasma to where I would not be stuck? Is there some way around this dilema, to where I can have my cake and eat it too?
Post edited by skurf on
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Comments

  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited August 2012
    Look into getting weapons with Acc for PvPing. It makes all the difference. Very rare Mk XII [Acc]x2 [CrtH] or [Acc]x3, whichever is available. I think.

    I would personally get rid of Sci and Eng team, because they share a cooldown with tac team, and having 4 'team' abilities results in a very inefficient setup, with none of those abilities being used to their full extent. Tac Team, by far, is more important. Replace them with Hazard Emitters 2 (which will clear the Warp Plasma debuff, and other 'hazards' as well) and Emergency Power to Shields 2, and keep an eye on the conflicting cooldown with Emergency Power to Weapons. . .timing is important with such things. Keep the polarize hull ability, because good PvPers know that a tractored escort is a dead escort, given enough time.

    For your remaining two space doff slots, I strongly suggest either getting the Energy Weapon Officer doffs that reduce cooldown on cannon abilities, or get Conn Officers that reduce cooldown on Evasive Maneuvers. Even a Jem'Hadar bug needs to escape now and then, or chase down cruisers attempting to flee.

    Lastly, you probably only need 1 torpedo attack, HY3, for your alpha-strike runs. Put an Attack Pattern Delta or second Attack Pattern Omega (Omega 1) into wherever the HY2 is.

    That's about all I've got right now.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited August 2012
    Don't bother with torps on the bug, it's a massive waste of the Tac console advantage (as well as a lot of other things, but that's kind of more involved). Just go straight 4 x DHCs.

    3 x purp Distros are good, you can always go 2 x Conn (the Evasive Maneuvers ones) if you want to be a giant ****
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    vids and guides and stuff

    [9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
  • thishorizonthishorizon Member Posts: 1,158
    edited August 2012
    Don't bother with torps on the bug, it's a massive waste of the Tac console advantage (as well as a lot of other things, but that's kind of more involved). Just go straight 4 x DHCs.

    3 x purp Distros are good, you can always go 2 x Conn (the Evasive Maneuvers ones) if you want to be a giant ****

    this.

    the ship is very defensive. concentrate on offense.

    also, just get acc mod gear, and really practice timing your buffs. builds only take you so far.

    somehow i continue to stay competitive with year old gear because i really focus on timing and the environment itself.

    anywho, welcome to pvp

    have fun kill bad guys
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited August 2012
    any weapon between blue MK X acc2 to purple MX XII acc3 is a good weapon.
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited August 2012
    I still use Mk X green weapons/neutroniums on some of my captains because I have terrible impulse control and like spending my space moolah on trying too many things :(
    [SIGPIC][/SIGPIC]
    vids and guides and stuff

    [9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
  • corsair114corsair114 Member Posts: 276
    edited August 2012
    I still use Mk X green weapons/neutroniums on some of my captains because I have terrible impulse control and like spending my space moolah on trying too many things :(


    Lay off the hookers and booze and you'll be a far, far richer person.

    Or don't and make sure you make it to the clinic 3 times a week.
  • dant158#3249 dant158 Member Posts: 11 Arc User
    edited August 2012
    Practice
    Practice
    Practice
  • mediklesmedikles Member Posts: 28 Arc User
    edited August 2012
    Look into getting weapons with Acc for PvPing. It makes all the difference. Very rare Mk XII [Acc]x2 [CrtH] or [Acc]x3, whichever is available. I think.

    Where do I get such MkXII DHCs?
  • mediklesmedikles Member Posts: 28 Arc User
    edited August 2012
    Replace them with Hazard Emitters 2 (which will clear the Warp Plasma debuff, and other 'hazards' as well)....

    ....Put an Attack Pattern Delta or second Attack Pattern Omega (Omega 1) into wherever the HY2 is.

    That's about all I've got right now.

    Helps Attack Pattern Omega to counter the Warp Plasma debuff as well?
  • crusty8maccrusty8mac Member Posts: 1,381 Arc User
    edited August 2012
    You have 4 Team skills. Two will always be in cool down. Consider changing 2 of those.
    __________________________________
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  • lostusthornlostusthorn Member Posts: 844
    edited August 2012
    medikles wrote: »
    Helps Attack Pattern Omega to counter the Warp Plasma debuff as well?

    With the movement debuff from the warp pee yes, but not with the plasma burns.
  • husanakxhusanakx Member Posts: 1,638 Arc User
    edited August 2012
    The Phased Tets are fine... don't let people convince you that [acc] is the only way to go... if you are a tactical Captain go with [crtH]x2 on them.

    I would consider either going 4 DHC... or if you like the idea of torps go with 2 launchers and use 2-3 Torpedo Doffs. This will keep your torps flying fast... and yes the KHG bonus rocks so imo going 5 Energy Consoles... and using KGH with 2 launchers would be a very solid Build. My Bug is on the fed side so I go all energy... if I had it on the klink side I would go 2 Quantums myself.

    Consider the following... and also keep in mind you can go Say one Photon on Quantum or something like that the KEY is 2 make sure you use a MIN of 2 Torp Doffs for the cool down reductions.

    Tac Team 1 - HY 2 (or Spread 2) - HY 3 (or Spread 3) - Rapid Fire 3 (better then omega 3 + lower)
    Tac Team 1 - Rapid Fire 1 - Omega 1

    Emergency Power to Shields 1
    Emergency Power to Shields 1 - RSP 1

    Hazards 1 - Transfer Shield S 2

    2 DHC - 1 Quantum - 1 Photon
    3 Turrets

    5 Tet Dmg units

    ALT BUILD FOR Tactical Captain
    Tac Team 1 - HY 2 (or Spread 2) - HY 3 (or Spread 3) - Rapid Fire 3 (better then omega 3 + lower)
    Tac Team 1 - Rapid Fire 1 - Omega 1

    Emergency Power to Shields 1

    Tractor 1 - Hazards 2
    Tractor 1 - Transfer Shield 2

    I label this one tac... cause get as much CrtH on your weapons as you can... and with alpha up and a tractor you don't need no stinking acc. If you run this build consider using one EPS unit so you can switch to an aux setting to get the most out of Hazards 2 and TSS 2... cause you will be down the RSP oh nos button.
  • skurfskurf Member Posts: 1,071 Arc User
    edited August 2012
    Thanks for the tips everyone...especially about the 4 team abilities and their shared cooldown...definitely going to change some stuff around there.

    However, I don't think I'm going to be changing to all energy weapons any time soon because I'm using Tetryon based weapons so 1 more DHC is not as beneficial as if I were using anti-proton or disruptors. I'm not sure how many of you have tried Quantums with high yield 3 + double Honor Gaurd torpedo bonus, but it really is quite damaging. I could pew-pew their hull all day with my tetryons or send 1 high yield volley at them and take their hull down 50-100%.

    I am curious about the Zero Point console vs. another Tetryon console. On the one hand, I'm firing my Tetryons constantly so it would obviously help to have more damage there, and on the other hand, the spike damage of the torpedoes on bare hull is amazing, and any increase to that I feel can not be underestimated. Also, I've heard there are diminishing returns when using multiple consoles of the same type, so how much would a 5th Tetryon console actually increase damage compared to how much a single Zero Point Console would increase it?
  • skurfskurf Member Posts: 1,071 Arc User
    edited August 2012
    husanakx wrote: »
    The Phased Tets are fine... don't let people convince you that [acc] is the only way to go... if you are a tactical Captain go with [crtH]x2 on them.

    I would consider either going 4 DHC... or if you like the idea of torps go with 2 launchers and use 2-3 Torpedo Doffs. This will keep your torps flying fast... and yes the KHG bonus rocks so imo going 5 Energy Consoles... and using KGH with 2 launchers would be a very solid Build. My Bug is on the fed side so I go all energy... if I had it on the klink side I would go 2 Quantums myself.

    Consider the following... and also keep in mind you can go Say one Photon on Quantum or something like that the KEY is 2 make sure you use a MIN of 2 Torp Doffs for the cool down reductions.

    Tac Team 1 - HY 2 (or Spread 2) - HY 3 (or Spread 3) - Rapid Fire 3 (better then omega 3 + lower)
    Tac Team 1 - Rapid Fire 1 - Omega 1

    Emergency Power to Shields 1
    Emergency Power to Shields 1 - RSP 1

    Hazards 1 - Transfer Shield S 2

    2 DHC - 1 Quantum - 1 Photon
    3 Turrets

    5 Tet Dmg units

    ALT BUILD FOR Tactical Captain
    Tac Team 1 - HY 2 (or Spread 2) - HY 3 (or Spread 3) - Rapid Fire 3 (better then omega 3 + lower)
    Tac Team 1 - Rapid Fire 1 - Omega 1

    Emergency Power to Shields 1

    Tractor 1 - Hazards 2
    Tractor 1 - Transfer Shield 2

    I label this one tac... cause get as much CrtH on your weapons as you can... and with alpha up and a tractor you don't need no stinking acc. If you run this build consider using one EPS unit so you can switch to an aux setting to get the most out of Hazards 2 and TSS 2... cause you will be down the RSP oh nos button.

    Ah, I was typing my post up as you posted. I have never actually tried running 2 torpedoes before. How do the cooldowns work? Can you explain the difference in cooldowns between a single Quantum Torpedo Launcher vs. 2 Quantum Torpedo Launchers vs. 1 Quantum + 1 Photon Torpedo launcher? Also, I'm not sure what you mean by "Tractor 1 - Hazards 2" and "Tractor 1 - Transfer Shield 2."
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited August 2012
    skurf wrote: »
    Ah, I was typing my post up as you posted. I have never actually tried running 2 torpedoes before. How do the cooldowns work? Can you explain the difference in cooldowns between a single Quantum Torpedo Launcher vs. 2 Quantum Torpedo Launchers vs. 1 Quantum + 1 Photon Torpedo launcher? Also, I'm not sure what you mean by "Tractor 1 - Hazards 2" and "Tractor 1 - Transfer Shield 2."

    Tractor 1 = Tractor Beam 1 (Ensign level power)

    Hazards 2 = Hazard Emitters 2 (Lieutenant level power)

    Transfer Shield 2 = Transfer Shield Strength 2 (Lieutenant level power).

    He's suggesting what to fill your Ensign and Lieutenant Science slots with.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited August 2012
    skurf wrote: »
    Thanks for the tips everyone...especially about the 4 team abilities and their shared cooldown...definitely going to change some stuff around there.

    However, I don't think I'm going to be changing to all energy weapons any time soon because I'm using Tetryon based weapons so 1 more DHC is not as beneficial as if I were using anti-proton or disruptors. I'm not sure how many of you have tried Quantums with high yield 3 + double Honor Gaurd torpedo bonus, but it really is quite damaging. I could pew-pew their hull all day with my tetryons or send 1 high yield volley at them and take their hull down 50-100%.

    I am curious about the Zero Point console vs. another Tetryon console. On the one hand, I'm firing my Tetryons constantly so it would obviously help to have more damage there, and on the other hand, the spike damage of the torpedoes on bare hull is amazing, and any increase to that I feel can not be underestimated. Also, I've heard there are diminishing returns when using multiple consoles of the same type, so how much would a 5th Tetryon console actually increase damage compared to how much a single Zero Point Console would increase it?

    Apparently, the whole 'diminishing returns' with tac consoles is inaccurate. Each console will derive a percentage of the base, so each console will improve the selected energy damage by the same amount. Engineering consoles, however, presumably have the diminishing returns. Think I've heard this from 2-3 different people.

    Also, you're right, I think people underestimate the potential for Quantum Torpedoes. I think most people don't like using them on fast-hitting escorts because they take a little extra time to reach the target, so they might have shields back up over the exposed shield facing by the time the torps reach.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited August 2012
    Torpedoes are fine imho. I prefer double photons myself, but double plasma work great as well. I just wish the KHS would be available for feds, and MACO for klingons. I could always use some more torpedo dmg.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • husanakxhusanakx Member Posts: 1,638 Arc User
    edited August 2012
    skurf wrote: »
    Ah, I was typing my post up as you posted. I have never actually tried running 2 torpedoes before. How do the cooldowns work? Can you explain the difference in cooldowns between a single Quantum Torpedo Launcher vs. 2 Quantum Torpedo Launchers vs. 1 Quantum + 1 Photon Torpedo launcher? Also, I'm not sure what you mean by "Tractor 1 - Hazards 2" and "Tractor 1 - Transfer Shield 2."

    As someone pointed out I was suggesting you consider trying 2 sci in your universal slots... with a dual tractor beam load out to kill peoples defense values... this will give you a much higher crit rate.

    people like acc in pvp to avoid misses... if you hold you reduce defense numbers which accomplishes the same thing... and allows weapons like crthx2 to shine.

    Torpedo tubes have a 1 sec global... meaning one fires then 1 sec the next can fire....
    Torp Doffs reduce the cool downs if there are any on all tubes... so having muliple doffs and multiple launchers allows you to keep your torps firing very rapidly.

    Quantums have 8 second cool downs
    Photons have 6 second and do slighly less dmg... they also travel a bit slower...

    One of each can be an interesting combo... I mention it mainly because you said you didn't have one good quant yet... and phtotons are cheaper ec wise... one of each isn't a bad option... put tet dmg units in all 5 tac slots anyway... so mix and match torps if you want.
  • piwright42piwright42 Member Posts: 0 Arc User
    edited August 2012
    Add "Sad Panda Cubs" to your chat list.

    Just like that too. Spaces and all.

    Sad Panda Cubs
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    They taste the same.
  • brickyardbrickyard Member Posts: 81 Arc User
    edited August 2012
    Confirm the +25% torp bonus from 2 piece KHG-set is working? Cuzz I was thinking this ability wasn't working (as it should be). I forgot where I red this, probably in a kerrat zonechat.
    P2W is Pay to Play for me, what else? Duh! :D
  • edited August 2012
    This content has been removed.
  • thisslerthissler Member Posts: 2,055 Arc User
    edited August 2012
    sophlogimo wrote: »
    If you absolutely want a torpedo, you might consider putting it in one of your aft weapon slots, thus freeing the space for another DHC at the cost of merely one turret.

    And of course, you don't need a torpedo damage console, really. I'd be among those who would suggest using 5 tetryon pulse generators.


    Sophie, I bet half of the people on these forums want to put a torpedo in your aft weapon slot. And the other half want to sell tickets.
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited August 2012
    skurf wrote: »
    Thanks for the tips everyone...especially about the 4 team abilities and their shared cooldown...definitely going to change some stuff around there.

    However, I don't think I'm going to be changing to all energy weapons any time soon because I'm using Tetryon based weapons so 1 more DHC is not as beneficial as if I were using anti-proton or disruptors. I'm not sure how many of you have tried Quantums with high yield 3 + double Honor Gaurd torpedo bonus, but it really is quite damaging. I could pew-pew their hull all day with my tetryons or send 1 high yield volley at them and take their hull down 50-100%.

    I'm not sure what you mean about the disruptors/antiprotons thing?

    I would recommend try changing to all DHCs and seeing the difference before committing. Tac-buffed torps can work okay (though I'd much prefer something like AP:O in that Lt. Com. slot) and on other ships they'd perhaps be an option, but with the bug you have to realize that four DHCs on the thing turn it into a complete nightmare. They always do the same damage to hull or to shields, and even without anything turned on buff-wise that damage is ridiculously high.
    [SIGPIC][/SIGPIC]
    vids and guides and stuff

    [9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited August 2012
    brickyard wrote: »
    Confirm the +25% torp bonus from 2 piece KHG-set is working? Cuzz I was thinking this ability wasn't working (as it should be). I forgot where I red this, probably in a kerrat zonechat.

    Can't say if it's properly crunching numbers-wise but the passive buff is definitely there ("Tactical Readiness" or whatever it's called).
    [SIGPIC][/SIGPIC]
    vids and guides and stuff

    [9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
  • husanakxhusanakx Member Posts: 1,638 Arc User
    edited August 2012
    brickyard wrote: »
    Confirm the +25% torp bonus from 2 piece KHG-set is working? Cuzz I was thinking this ability wasn't working (as it should be). I forgot where I red this, probably in a kerrat zonechat.

    KHG 2 piece works fine... gives a massive boost to torp dps.
  • husanakxhusanakx Member Posts: 1,638 Arc User
    edited August 2012
    sophlogimo wrote: »
    If you absolutely want a torpedo, you might consider putting it in one of your aft weapon slots, thus freeing the space for another DHC at the cost of merely one turret.

    And of course, you don't need a torpedo damage console, really. I'd be among those who would suggest using 5 tetryon pulse generators.

    DO NOT do this... don't worry about the lose of 2 dhc... trust me KHG + the 2 torps will be fine. If you try to spin around to fire torps you will loose more dps then you gain by keeping a DHC... with 2-3 doffs and 2 launchers you will honestly fire 1 per second... don't be TRIBBLE around trying to arc your TRIBBLE end.
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited August 2012
    husanakx wrote: »
    DO NOT do this... don't worry about the lose of 2 dhc... trust me KHG + the 2 torps will be fine. If you try to spin around to fire torps you will loose more dps then you gain by keeping a DHC... with 2-3 doffs and 2 launchers you will honestly fire 1 per second... don't be TRIBBLE around trying to arc your TRIBBLE end.

    This. Definitely this. If you're using the torps for burst damage, there is no point in having it in the rear. By the time you turn around to fire the darn thing, the enemy will likely have Tactical Team or RSP back up, rendering the torpedo useless. The point is to annihilate the shields and then hammer the hull with Quantum Torpedoes on HY3, and the best way to do that is to fire your torpedoes at the same time you're firing your DHCs and/or Beam Overload 2-3 (if you're running a DBB up front for it). I personally just stick with a single Quantum Torp up front and a DBB for the BO attack. Leaves less room for cannon modifiers and Attack Patterns, but it seems to work fairly well :P

    Rear torps are basically for escorts that, for whatever reason, are more geared toward pressure/sustained damage, or they're for cruisers that can't turn (see: most cruisers).
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited August 2012
    I ran a chroniton instead of a turret on some kind of escort that has that dangling Ensign for a while, and it wasn't too bad. Completely pointless running any other kind of torp, though, with torps you either go all the way or don't bother at all.
    [SIGPIC][/SIGPIC]
    vids and guides and stuff

    [9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
  • jamesbond2012jamesbond2012 Member Posts: 48 Arc User
    edited August 2012
    If I may say, a lot of people have protested that antiproton weapons work best against the Borg hulls. Which is why a good number or PVP players have that blood red beam. And I know for a fact that heavy dual cannons are the most powerful type of weapons. So, if your ship is capable, I would equip it with some antiproton weaponry, dual cannons if possible.

    As for the consoles, you'll need some antiproton mag regulators to boost the DPS of the antiproton weapons. It may also be a good idea to pick up some RCS accelerators to increase your turn rate and shield booster console. For torpedo, my favorite is the tricobalt torp with a high yield skill buff to pimp out the progectile. If you train one of your tac officers in a high yield skill and fire a tricobalt torpedo, then you could easily deal a massive amout of damage. It's quite aggitating to players who lose a portion of their shields and have their hull unprotected. makes them go out like a star.
  • mavairomavairo Member Posts: 579
    edited August 2012
    If I may say, a lot of people have protested that antiproton weapons work best against the Borg hulls. Which is why a good number or PVP players have that blood red beam. And I know for a fact that heavy dual cannons are the most powerful type of weapons. So, if your ship is capable, I would equip it with some antiproton weaponry, dual cannons if possible.

    As for the consoles, you'll need some antiproton mag regulators to boost the DPS of the antiproton weapons. It may also be a good idea to pick up some RCS accelerators to increase your turn rate and shield booster console. For torpedo, my favorite is the tricobalt torp with a high yield skill buff to pimp out the progectile. If you train one of your tac officers in a high yield skill and fire a tricobalt torpedo, then you could easily deal a massive amout of damage. It's quite aggitating to players who lose a portion of their shields and have their hull unprotected. makes them go out like a star.

    Ap is actually the secondworst to worst weapon type to use right now in pvp. The loss of ACC mods, cripples your damage output, barring the most extreme circumstances where your targets have 35 percent Defense Score or less. People use AP (that are serious pvpers) because it's a vanity color.

    Tricobalt is also, the bottom of the barrel right now for torpedoes due to a number of factors not the least among them is the minute long cool down. Second factor is just how easily shot down they are, and the third and final damning factor is that, in order to use them effectively you must get ontop of your opponent. But when you do this, you can Vape Yourself and leave the target alive and well.
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