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Thoughts on a true Torpedo Boat...

scarabpoetscarabpoet Member Posts: 1 Arc User
edited November 2013 in Federation Discussion
Hey guys, I am sitting here, thinking about ship builds that are out of the ordinary. With the new wide-angle quantum torp launcher, the potential for a true Torpedo Boat build becomes an interesting reality...

With all of that in mind, let's get the discussion started. I would like to see what thoughts you have abt the need for, what type of ship would make the best, and how you would maximize the potential of, a Torpedo Boat build.

Oh, and please don't cheat, yes, the Amitage Heavy Escort-Carrier was advertised as a torp boat, but be creative, let's look at some other ship builds that are available!
Post edited by scarabpoet on

Comments

  • pottsey5gpottsey5g Member Posts: 4,238 Arc User
    edited August 2012
    Torpedo boats have been a reality for ages, I have posted many a setup over the year. All I fly are torpedo boats with zero energy weapons. The D?kora, Galor, Sov refit & Excelsior all make great torpedo boats. Even ran the Tac oddy as one for a while but it?s not as good as the other 4 options. Orb sci ship also makes a pretty deadly torp boat due to the way Sensor Analysis works.
  • scarabpoetscarabpoet Member Posts: 1 Arc User
    edited August 2012
    Cool, but what if we were able to make a Capital-style Flagship, that was able to fit torpedo turrets? Yes, the Armitage-class has the torp PD console, but what about a torpedo turret that had a 360-degree firing arc? :eek: Would this type of weapon change how torp boats were used? Should the Devs look at this type of weapon as a new addition to STO?

    And just because I am full of questions: What race would you choose to build the best dedicated-torpedo boat?
  • pottsey5gpottsey5g Member Posts: 4,238 Arc User
    edited August 2012
    A 360 arc wouldn?t really change how torpedo boats are used but it would make them more efficient. From a lore point of view I have no idea which race is most likely to make a torpdeo boat.
  • aethon3050aethon3050 Member Posts: 599 Arc User
    edited August 2012
    Side-arc torpedo launchers are the stuff of dreams, IMHO; not sure if 360-degree launchers would feel right, though...
  • scarabpoetscarabpoet Member Posts: 1 Arc User
    edited August 2012
    What about a Universal Console? Call it the Side-Launch Torpedo Salvo Console. Fires a broadside photon torpedo salvo at a single target. Maybe 15 torps? Not affected by any of the boost skills, like high yield or torp spread.

    Seems to me that this kind of a console would make for a wicked DPS boost to any STF fleet. What do you guys think?
  • bridgernbridgern Member Posts: 709 Arc User
    edited August 2012
    I don't think a full torpedo boat could ever work, torpedos does no damage to shields.
    Bridger.png
  • stomacstomac Member Posts: 22 Arc User
    edited August 2012
    bridgern wrote: »
    I don't think a full torpedo boat could ever work, torpedos does no damage to shields.

    I would agree with you on that
    ribbon.php?24u2r2z355v3p3g5o344b44434s56434i4
  • scarabpoetscarabpoet Member Posts: 1 Arc User
    edited August 2012
    bridgern wrote: »
    I don't think a full torpedo boat could ever work, torpedos does no damage to shields.

    But that is where playstyle comes into play. Do you wait for your team-mates to take down the shields first? or do you load energy weps so that you can assist? Or do you load up transphasics and ignore some of the shields? What do you guys think?

    Also, what about a new torp type that takes down shields? Tachyon based dmg?:cool:
  • shookyangshookyang Member Posts: 1,122
    edited August 2012
    bridgern wrote: »
    I don't think a full torpedo boat could ever work, torpedos does no damage to shields.
    I disagree.

    On my Klingon, I fly a torpedo boat. Of course, it's the B'rel Retrofit, but it's still a torpedo boat.

    It can do enough damage to take out shields and hit the hull of many unprepared ships.

    Granted, that's because they don't know I'm coming.

    Honestly, I think the B'rel is the best bet at succeeding as a torp boat over anything else.

    However, Cygone had mad an excellent guide on how to make a Fed torp boat, which I've adapted a bit for my B'rel. But, it's possible.

    http://sto-forum.perfectworld.com/showthread.php?t=265786&highlight=cygone
  • shookyangshookyang Member Posts: 1,122
    edited August 2012
    scarabpoet wrote: »
    But that is where playstyle comes into play. Do you wait for your team-mates to take down the shields first? or do you load energy weps so that you can assist? Or do you load up transphasics and ignore some of the shields? What do you guys think?

    Also, what about a new torp type that takes down shields? Tachyon based dmg?:cool:
    My philosophy is to go all the way.

    On my Fed, I use all cannons. On my Klingon, I use all torpedoes. Both can handle themselves well.

    While the B'rel is more of a support/clean-up ship, I have been able to take out some folks one on one.
  • razellisrazellis Member Posts: 176 Arc User
    edited August 2012
    I'd advise against this as a general rule. Having more than two torps per side with modern Doff's is kind of wasteful. That said I'd go sci ship or escort.

    For a sci ship I'd pick the Intrepid. If I was going to ignore energy weapons all together it would probably be three transphasics in front and two in the back with a Hargh'peng, shields would never come down anyway so I might as well spam things that bypass them. There might be one or two Torpedo Doffs in this build just to get a more constant stream of fire but I'd probably focus on buffing Sci powers. The sensor analysis would help with transphasics low base damage it turns well and the ablative generators wouldn't mess with a torpedo boat at all.

    If I was going escort it would be the Armitage (that's not lazy it's just the best choice). I'd embrace Attack Patterns and T: Spreads with Delta fliers for shields stripping and I'd probably use 4 photon torpedoes up front with no torpedo Doffs.

    Without looking at builds if I seriously wanted a torpedo boat I'd avoid your "no energy weapons" rule.

    I'm thinking the Intrepid-R with a high turn rate, sensor analysis and subsystem targeting would be a good choice, 2-3 torpedo Doffs and two quantum torpedoes on the front and back of the ship(the 180 Deg on the front for better AOE maximization). Stick a dual beam bank on the front of the ship and a beam array in the back. 75 shield power and 75 Aux power for sci abilities and heavy damage resistances. Use Sci powers for shield stripping and immobilization with Tac Boffs offering TT1 and T:spread.
  • mehenmehen Member Posts: 0 Arc User
    edited August 2012
    Even if you don't want to use energy weaponry for damage, even a torp boat should roll with turrets in the back for a proc. Tetryon is useful if you invest in flow capacitors and have glider, while disruptors make your torpedoes deal more damage to the hull.
  • pottsey5gpottsey5g Member Posts: 4,238 Arc User
    edited August 2012
    bridgern wrote: »
    I don't think a full torpedo boat could ever work, torpedos does no damage to shields.
    A top end torpdeo boat can still do over 1000 damage to shields per hit and torp boats do work as they are all I fly.
  • pottsey5gpottsey5g Member Posts: 4,238 Arc User
    edited August 2012
    mehen wrote: »
    Even if you don't want to use energy weaponry for damage, even a torp boat should roll with turrets in the back for a proc. Tetryon is useful if you invest in flow capacitors and have glider, while disruptors make your torpedoes deal more damage to the hull.
    I found Tetryon and disruptors to be a waste. The DPS will be so low as to be meaningless and the procs so rare as to be unhelpful. I do not understand the post in that link that says "2/3s of the time for Tetryon and disruptors proc. When I tested I kill about 3 or 4 ships before getting 1 single proc.
  • richandrewsrichandrews Member Posts: 0 Arc User
    edited August 2012
    scarabpoet wrote: »
    Hey guys, I am sitting here, thinking about ship builds that are out of the ordinary. With the new wide-angle quantum torp launcher, the potential for a true Torpedo Boat build becomes an interesting reality...

    With all of that in mind, let's get the discussion started. I would like to see what thoughts you have abt the need for, what type of ship would make the best, and how you would maximize the potential of, a Torpedo Boat build.

    Oh, and please don't cheat, yes, the Amitage Heavy Escort-Carrier was advertised as a torp boat, but be creative, let's look at some other ship builds that are available!

    I run my heavy escourt carrier with 2 front photons, 1 rear photon and the photon PDS.
    The damage spikes worked really well yet i still had 2 DHC and 2 turrets to keep up good energy damage dps.
    I wouldnt add any more torps to this build as the cooldowns would kill my dps.
  • shookyangshookyang Member Posts: 1,122
    edited August 2012
    I run my heavy escourt carrier with 2 front photons, 1 rear photon and the photon PDS.
    The damage spikes worked really well yet i still had 2 DHC and 2 turrets to keep up good energy damage dps.
    I wouldnt add any more torps to this build as the cooldowns would kill my dps.
    Torp boats are not about DPS. They are about massive burst damage. If you have the right weapons on the fore, you can unleash enough damage in one burst that has the potential to take out a ship in one volley.
  • jgp1975jgp1975 Member Posts: 1 Arc User
    edited August 2012
    Side firing Torps will never happen. A 360 Torp Mission Pod..... maybe. Two option that might work.

    First would be a Torp Mission Pod that has the new 180 degree Quantum Torp (1 fore, 1 aft). You now have 360 degree coverage, and with Torp Skill abilities some rather high damage potential. The Akira, the Nebula, and the Recon/Science Deep Space classes have this type of Mission Pod. The Science ships tend to use them for advanced sensors rather then multiple Torp tubes like the Akira class.

    The other option is based on a non canon Star Trek ship (U.S.S. Achilles (NCC-22376)) which used dorsal mounted micro Torp launchers. The intro for the game it was in shows how over powered it was, but experimental super ship tend to be just that. This is the only example of a non fore/aft firing Torp tube. This ship was specifically designed to combat the Borg threat with massive fire power. A different hull design, though some simularity can be seen.

    http://www.youtube.com/watch?v=l-ICRW5-ygA - time index 2:15 to 2:30 for the ventral torps

    http://memory-beta.wikia.com/wiki/Achilles_class - non-canon info from Memory Beta

    I do ignore the KDF ships. Klingons use any weapon they can find use in, and quite often use obsolete weapons. Klingons in some other games used rockets/missiles as well as Torps. Torps are not really supposed to change trajectory very much, but due to how STO made Torps slow they tend to chase targets they are ment to hit. Missiles are lower damage, but have far more turn rate. They also would be fired in large salvos to overwhelm a ships energy weapons. Sort of a cheap win tactic if you had enough ammo to last.

    STO is designed with the limits on weapons in mind. Torps/Cannons fire in forward arcs for Tactical strafe runs. Beams/Turrets for overall coverage, and broadside attacks. Firing arcs and positioning are part of the stratedgy that STO tries to have in the Space part of game play. I honestly like the current limits. Some weapons should not have large fire arcs. Also all Torp weapon boats should be very easy to kill from the port/starboard. Everything has a weakness.
  • mehenmehen Member Posts: 0 Arc User
    edited August 2012
    pottsey5g wrote: »
    I found Tetryon and disruptors to be a waste. The DPS will be so low as to be meaningless and the procs so rare as to be unhelpful. I do not understand the post in that link that says "2/3s of the time for Tetryon and disruptors proc. When I tested I kill about 3 or 4 ships before getting 1 single proc.

    I can see the tetryon proc to be lackluster with a few builds, but I'd think disruptors would be perfect for a torpedo boat, especially one using transphasics. It's a direct reduction in their defensive ability, which means your torps are going to be hitting them for ~10% bonus. With the rapid rate of fire for turrets, I'd think the disruptor proc would hit quite often.
  • insanerandomnesinsanerandomnes Member Posts: 228 Arc User
    edited August 2012
    The larger eight slot starships make a rediculous kind of torp boat. I've experimented heavily witht he type, even running my B'Rel retro with nothing but photons. Some things to know: the Doff's that reduce trop recharge time? Indespensable. Theres a reason the very rare types go for more than 5 mil each. Having more than three types of a standard torp, IE. photon/quatum is kind of pointless with the doffs. Using four photons on my B'Rel, I never used the fourth, the other three would just keep going, and the cooldowns wouldn't allow the fourth too fire. With doffs, you can get away with two of them actually, three with quantums. That means either get some longer cooldown torps, or use lesser of them, and add some energy weapons.

    In my opinion, science vessels make the best use of torps. You can't overload them, so they can fire at the fastest rates possible, and they use zero weapons firepower, meaning you can crank up the engines/shields/aux powers, makes the thing seem like an escort with tons of shields, and rediculously annoying science powers.

    Finally, most players will tell you, Quantums will get you the most bang for your buck. This is very true, but keep in mind, it's just like any other weapon. Use all the same type, unless the cooldowns are limiting you, and you really want it to be all torps. If the ship has a console, make sure to use types like it, like on the armitage, I use nothing but dual photons front, and duals back, and nothing but. I know you said don't suggest the armitage, but when you see a trio of them doing a trop spread III/torp defense console in an STF on the maximum amount of targets, and your game crashes because of the sheer amount of missiles flying in the air, you realize just how much firepower those ships have too give.

    DON'T use transfasics. They can work, but not nearly as well as other types. And be carefull with tricobalts, you can kill yourself with those as quickly as you can your enemy. And they are very easy to outrun.

    Some people use an interesting tactic, which is missile stacking. If the enemy is outrunning your torps (or your mines), just wait a bit, then use a tractor beam. The trops can all slam into them at once, and cause massive volley damage. I normally speed up an escort, launch a large amount of torp spread missiles, and them bypass my enemy, using the aft torps to deal even more damage. Makes sure all torps hits at once. It's called missile stakcing, and it takes some practice, so get used to it a bit.

    Last suggestion: torps don't do well on larger slower ships, as you may know. The targeting arc can and WILL get too be too much.

    Besides that, go nuts. I'm using chronitons on my science character. My friends were laughing until they found out they couldn't hardly move worth beans. Gravity well III + Tractor Beam II + Chroniton torp spread II = one stuck BoP.

    Edit: I forgot to mention damage vs. shields. If your RoF is getting fast, it really doesn't matter. Some torp boats I've seen deal around 16k DPS, sustained. Even with a 50% bleed through, your dealing more than enough to take shields out.
    I AM THE HARBINGER OF HOPE!
    I AM THE SWORD OF THE RIGHTOUS!


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  • scarabpoetscarabpoet Member Posts: 1 Arc User
    edited August 2012
    shookyang wrote: »
    Torp boats are not about DPS. They are about massive burst damage. If you have the right weapons on the fore, you can unleash enough damage in one burst that has the potential to take out a ship in one volley.

    Exactly.:cool:
  • pottsey5gpottsey5g Member Posts: 4,238 Arc User
    edited August 2012
    scarabpoet wrote: »
    Exactly.:cool:
    I really do not agree that is how torpedo boats have to be. I build mine around DPS and wearing the enemy down.
  • shookyangshookyang Member Posts: 1,122
    edited August 2012
    pottsey5g wrote: »
    I really do not agree that is how torpedo boats have to be. I build mine around DPS and wearing the enemy down.
    The firing rate on torpedoes is so slow, your DPS is going to be ridiculously low.

    Against PvE, that may be okay. But in PvP, that gives your opponent enough time to heal their shields or hull.
  • pottsey5gpottsey5g Member Posts: 4,238 Arc User
    edited August 2012
    shookyang wrote: »
    The firing rate on torpedoes is so slow, your DPS is going to be ridiculously low.

    Against PvE, that may be okay. But in PvP, that gives your opponent enough time to heal their shields or hull.
    That?s why I use doffs my fire rate is 2seconds. I have no problems in PvP or PvE and my DPS is not low it is always near top or top in PvP matchs. (from a crusier point of view)
  • purvee1purvee1 Member Posts: 360 Arc User
    edited August 2012
    bridgern wrote: »
    I don't think a full torpedo boat could ever work, torpedos does no damage to shields.

    Oh they do.

    I run a tac on a science vessel. I've loaded it up with 6x Plasma torpedo's. They fire at almost optimal Rate, and the target is always on fire.
    Then For giggles I throw in fire on my mark.

    The Plasma fire bypasses the shields, so its not a worry for me. Throw in some amusing Science powers (at the moment Gravity well III and Charged particle burst. Although I'm thinking of replacing that with Tachyon beam III) and you get a very good combo.

    For Multiple enemies a Gravity well, followed by Torpedo spread and as I go through the clump I fire of the Theta radiation console, that tends to work rather nicely.
    For single targets Tac officer ability powers + the plasma damage cause enough trouble.
  • scarabpoetscarabpoet Member Posts: 1 Arc User
    edited August 2012
    purvee1 wrote: »
    Oh they do.

    I run a tac on a science vessel. I've loaded it up with 6x Plasma torpedo's. They fire at almost optimal Rate, and the target is always on fire.
    Then For giggles I throw in fire on my mark.

    The Plasma fire bypasses the shields, so its not a worry for me. Throw in some amusing Science powers (at the moment Gravity well III and Charged particle burst. Although I'm thinking of replacing that with Tachyon beam III) and you get a very good combo.

    For Multiple enemies a Gravity well, followed by Torpedo spread and as I go through the clump I fire of the Theta radiation console, that tends to work rather nicely.
    For single targets Tac officer ability powers + the plasma damage cause enough trouble.

    I gotta try this out. On paper it sounds great, but I think that I would have to play with it some.
  • scarabpoetscarabpoet Member Posts: 1 Arc User
    edited August 2012
    what about a ship that had all wep slots filled with torps, but with a Phaser PD console for defensive purposes? Just a thought. The Fed Escort carrier also has the Torpedo PD System, is it really better as a defensive wep, or can you turn it into an offensive wep?

    Thoughts?
  • hyprodimushyprodimus Member Posts: 196 Arc User
    edited August 2012
    I run a Torp Weaver with a modular BOFF setup. This means I get 3 playstyles by swapping one BOFF out.

    There is really only one power setting, max defence :cool:

    Minimum weapons power, just enough engine power for maximum defense rating, and the rest between shields and aux. It maintains ridiculous survivability always being at a full defense setting.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=MinervaTac3_0
    http://www.stoacademy.com/tools/skillplanner/index.php?build=MinervaEng2_0
    http://www.stoacademy.com/tools/skillplanner/index.php?build=MinervaSci2_0

    The Tac variant I use for solo PvPing or 1v1 (High Yield 3...yum:D)
    The Eng vairant I use when I PvP with my fleet.
    The Sci variant I use for Blockade and pet control.

    3 rapid fire transphasic torps, 1 mine, 1 beam array for subsystem targetting, 1 rear torp launcher.

    The transphasics net ~350k damage and ~1mill in an arena.

    2 Purple Torp DOFFs
    2 Shield Distribution Officers
    1 Variable*

    3 piece Borg with Maco shield.

    2 RCS consoles, 1 Neutronium
    2 Field Generators, 1 Borg, 1 Web
    3 Transphasic consoles


    *Tac and Eng variant is a conn officer or another shield distribution officer
    Sci Variant is a gravimetric scientist

    The only good torpedo boats are science ships because they have the turn rate and the BOFF abilities to make a torpedo boat viable.

    In my opinion, theres no advantage to run a torpedo boat in PvE at all since NPCs dont redistribute shields and dont heal, hence dont need spike damage.
  • purvee1purvee1 Member Posts: 360 Arc User
    edited August 2012
    scarabpoet wrote: »
    I gotta try this out. On paper it sounds great, but I think that I would have to play with it some.

    Oh she is. Because you don't need any power to weapons it allows you to run huge amounts in the other three categories. Throw in a Purple Doff and a carefully selected set equipment and Gravity well is amusing as hell.

    That's one of the things I always had trouble with on Science ships. Either my beam weapons are next to useless. Or My Science powers are way below par. Ignoring beams gets you wayheyehey science powers.
  • madviolamadviola Member Posts: 110 Arc User
    edited November 2013
    DON'T use transfasics. They can work, but not nearly as well as other types.

    I respectfully disagree. I've had a torpedo boat with types other than trannies, and although they work, just takes a while, they run into the same problem, your target's shields. I recently switched to trannies, after reading icepiraka's guide to torpedo boats, and I have to say that transphasics are much more effective. All shield systems, regardless of strength, have a 75% resistance to kinetic energy. This means that of all the damage a torpedo deals, three-quarters of that will be thrown away BEFORE any damage is applied to shield itself. The easiest way around this is to use torpedoes that deal damage to a ship's hull, plasma and transphasic. Now, all that being said, you can use any other type of torpedo reletively effectively, but you will have to work at it a little harder than with those types that deal damage straight to the hull. I've gotten good kills with my first torp boat, which loaded a variety of torp types. It comes down to your playing style, just don't count transphasics as mundane. :)

    To the OP, torpedo boats are a bit like an instrument, they are finely tuned. There is a fair amount of theory and planning that goes into designing and flying a torp boat. For instance, do you have enough skill in projectiles, does the ship being used have a good turn radius, and do the mounted consoles/components enhance the survivability or attack capability of your ship. One of the most important things that you can do for a torpedo boat is equip three PWoff Doffs, purple if you can get them. Yes I know they're normally expensive, however, there is one for FREE in one of the Nimbus missons. I think his name is Law. Each of these Doffs give a 20% chance to reduce a torpedo's cooldown time by 5 seconds (for purple)! Also something to think about is that their cooldown time is very short. I don't have the number in front of me, but running three Rapid Fire Transphasic torpedos, which have a cooldown of 8 seconds, I can fire torpedoes as fast or almost as fast as the 1.5 second global cooldown for torps...indefinitely... Now you will have gaps in your firing rythm occasionally, but they're not very long.

    I personally fly a Talvath-class Temporal Destroyer with a Breen Cluster torp and three Rapid Fire trannies in front and two tranny torps and a tranny mine launcher in back while running the Breen set. I've reduced a perfectly healthy Mogai to 3% hull (with full shields mind you) in one torpedo stack. It takes some practice. :) Oh, I almost forgot, make sure you invest heavily in shields and hull. Otherwise you'll be looking for the escape pods a lot more often that you would like. ;)
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