I think the way I'm going to play it is because of the reactive deflection. It proccs really often as I could see last night in game.
So in my SCI ship I think I'm going to equip the plasma launcher in the front of my ship and the cutting beam will be a replacement of the rear torpedo launcher. This will increase the kinetic damage in front of the ship a lot.
So all in all the 3 / 3 slots are going to be like this:
Additionally to that Im going to use a beam overload to burst through the shields, so that the cutting beam and the plasma launcher in front are doing the rest.
@ previous poster: it has 5 stacks and each stack is firing in 1 second interval until the launcher is empty. then it takes some seconds to recharge it one by one torpedo.
There are a lot of consoles out for fleet marks that are giving you a shield procc and a hull proc, I think they are going to be the first choice of a lot of people then.
If it's true it fires every second, I can only imagine a torpedo boat firing off torpedo after torpedo like an all cannon escort. The horror....
That said, I look forward to trying that with my B'rel Retrofit torpedo boat.
Torpedo boats already fire every second so these torpedoes are pretty poor for torp boats. Using the torp will lower damage as it will stop the higher damage torpedo?s from fireing.
I spent last night trying to get it to work on my plasma torp boat and all it did was lower damage Pretty disappointing for a high end set item.
Torpedo boats already fire every second so these torpedoes are pretty poor for torp boats. Using the torp will lower damage as it will stop the higher damage torpedo?s from fireing.
I spent last night trying to get it to work on my plasma torp boat and all it did was lower damage Pretty disappointing for a high end set item.
My B'rel has quantums, bio-neural warhead, breen cluster, and hargh'peng. I don't fire every second....unless I flip around and fire the chroniton and plasma torps on the aft.
However, if it's currently TRIBBLE up firing cycles, perhaps I will replace the plasma torp on the after with the Romulan torp.
My B'rel has quantums, bio-neural warhead, breen cluster, and hargh'peng. I don't fire every second....unless I flip around and fire the chroniton and plasma torps on the aft.
However, if it's currently TRIBBLE up firing cycles, perhaps I will replace the plasma torp on the after with the Romulan torp.
It is messing up firing cycles. That's one of the reasons I started the thread.
im getting ready to tier up to T4 omega. does anyone know what the requirements are to purchase the torp? Id like to know so i have the stuff b4 i tier up so i can get it right away
*Me*Why don't you just step away from the weapons console. You and I both know that you couldn't hit that cube, even if it was right in front of us. *Junior Tactical Officer* But sir the cube IS right in front of us. *Me* EXACTLY! Its right in front of us and you still missed it! Just step away from the console.
As redricky said, if you want to optimize your torps - it's going to be a case of avoiding autofire. This was the case even before the Omega Torp. Even with 3 Green PWO-T's, if you had 4 torps - that 4th one would be unlikely to fire. If you tried to squeeze in a Tric, Cluster, Harp - it might never fire - regardless of where you slotted it. With better PWO-T's, you could find that even the 3rd wasn't firing on occasion - it just isn't efficient with autofire.
It would be nifty if the Left->Right thing offered precedence, so that it checked - but I'm not sure that's anything they're going to look at any time soon - since it can be resolved with a keybind and is not something completely broken.
It's kind of like how mapping fire torps to spacebar doesn't work as well as mapping fire phasers does - that's very annoying too, but again - there's a fix for it so it's not likely high up on their list of things to look at...
As redricky said, if you want to optimize your torps - it's going to be a case of avoiding autofire. This was the case even before the Omega Torp. Even with 3 Green PWO-T's, if you had 4 torps - that 4th one would be unlikely to fire. If you tried to squeeze in a Tric, Cluster, Harp - it might never fire - regardless of where you slotted it. With better PWO-T's, you could find that even the 3rd wasn't firing on occasion - it just isn't efficient with autofire.
It would be nifty if the Left->Right thing offered precedence, so that it checked - but I'm not sure that's anything they're going to look at any time soon - since it can be resolved with a keybind and is not something completely broken.
It's kind of like how mapping fire torps to spacebar doesn't work as well as mapping fire phasers does - that's very annoying too, but again - there's a fix for it so it's not likely high up on their list of things to look at...
That isn't true at all. I've flown my B'rel torpedo boat for several months. All of my fore and aft torpedoes fire, with autofire, and am usually cloaked again in less than 6 seconds.
That may not be the case with the Omega and Romulan plasma torps, considering who it screws with the timing. But, with my current setup, everything fires as it is supposed to.
That isn't true at all. I've flown my B'rel torpedo boat for several months. All of my fore and aft torpedoes fire, with autofire, and am usually cloaked again in less than 6 seconds.
That may not be the case with the Omega and Romulan plasma torps, considering who it screws with the timing. But, with my current setup, everything fires as it is supposed to.
Looking at a single volley of torps after decloaking is not the same as sustained firing using PWO-T's... We've been discussing it in several threads over in the PvP forums.
3x Green PWO and 4 regular Plasma Torps
More often than not, that 4th Plasma Torp will not fire. It may fire on the first volley, but after that - the PWO's will keep it from firing - unless the PWO's miss, and then you'll get it on a random volley here and there.
Go with better than Green, and even the 3rd may not fire.
3x Green PWO, 3 regular Plasma, and a Tric - the Tric may or may not fire on that first volley - it's very unlikely that it will fire after that if it did not on the first.
It's a reason that I went 2x (something), and then either the Harp or Breen + the Tric. I'd get the 1s Plasma's one after the other without the Tric firing unless I bound it.
With the 8s on a Plasma, the .5s (round to 1s) activation - and 3 Green PWOs - you have the following.
1 Plasma #1 (8s rec, dropped by 3s to 5s)
2 Plasma #2 (8s rec, dropped by 3s to 5s - the 4s on P#1 is dropped to 1s)
3 Plasma #3 (8s rec, dropped by 3s to 5s - P#1 is ready to fire again, P#2 is down to 1s)
4 Plasma #1 fires again...
5 Plasma #2 fires again...
6 Plasma #3 fires again...
Plasma #4 only fires if a PWO doesn't trigger. If you have something else there, it's unlikely to fire because P#1 is firing again.
If you had 3x Blue, you're dropping 4s. #3's unlikely to fire and forget about #4.
Dropping to 2x starts providing random results. 3x 20% works pretty smooth. 2x 20% - not so much.
My fleet mate made a B'rel Transphasic torpedo boat, and realized that he was never getting to his 3rd, let alone 4th, Transphasic torpedo.
He put int a different 3rd and 4th torpedo and was getting them all to fire.
I will need to confirm with him what he did to get it working.
Rapid Trans? Depending on what PWO-T's he had...could definitely see that. I tended to run 3x Rapid+Cluster front, Rapid+Cluster+Mine (or 2x Rapid+Mine) rear - with no PWO-Ts.
PWO-Ts are one of the few DOFFs where lower quality can actually work better than higher quality...meh. Cause when you get into some of the longer recharge torps, you're also running into the triggered CDs that PWO-T's do not affect. You can find yourself firing the first one again before the second, because you've reduced the recharge below the triggered CD...meh.
Now that, would be something that I really wish they would address. Same thing goes with mines - you get hit with that 12s triggered CD that the PWO-M's do not affect...meh.
So if you've been drinking (/ahem or otherwise*) and are trying to maximize the rate that drop Trics - you've got to keep in mind that 12s triggered CD on them...
*I had a moment where I wanted be a minedropper - it didn't work out well, lol.
3x Green PWO and 4 regular Plasma Torps
More often than not, that 4th Plasma Torp will not fire. It may fire on the first volley, but after that - the PWO's will keep it from firing - unless the PWO's miss, and then you'll get it on a random volley here and there.
Go with better than Green, and even the 3rd may not fire.
3x Green PWO, 3 regular Plasma, and a Tric - the Tric may or may not fire on that first volley - it's very unlikely that it will fire after that if it did not on the first.
It's a reason that I went 2x (something), and then either the Harp or Breen + the Tric. I'd get the 1s Plasma's one after the other without the Tric firing unless I bound it.
With the 8s on a Plasma, the .5s (round to 1s) activation - and 3 Green PWOs - you have the following.
1 Plasma #1 (8s rec, dropped by 3s to 5s)
2 Plasma #2 (8s rec, dropped by 3s to 5s - the 4s on P#1 is dropped to 1s)
3 Plasma #3 (8s rec, dropped by 3s to 5s - P#1 is ready to fire again, P#2 is down to 1s)
4 Plasma #1 fires again...
5 Plasma #2 fires again...
6 Plasma #3 fires again...
Plasma #4 only fires if a PWO doesn't trigger. If you have something else there, it's unlikely to fire because P#1 is firing again.
This isn't exactly how PWOs work... they each have a 20% chance to trigger (and yes more than one can trigger). I did the math in another thread awhile back, but it's something like 51% that none of the three trigger (80%^3), 38% that one of them trigger (3*80%*80%*20%) and 11% that 2 or more trigger. If you have all purples (or blues) then there is no difference between 2 and 3 triggering (for 8-sec cooldown torps like plasmas and quantums).
If you are using 8-sec cooldown torps (plasmas and quantums), then your increased fire per 8 seconds goes 1, 2, or 3 per 8 seconds (depending on if you are using 1, 2 or 3 torps ) to roughly 3.5, 5.2, or 7 torps per 8 seconds (this is the long-run expected value, there is some variance). This is why 2 or 3 torps are good for a torpboat, but 4 is bad (because the ROF will always be under 8 per 8 seconds).
This isn't exactly how PWOs work... they each have a 20% chance to trigger (and yes more than one can trigger). I did the math in another thread awhile back, but it's something like 51% that none of the three trigger (80%^3), 38% that one of them trigger (3*80%*80%*20%) and 11% that 2 or more trigger. If you have all purples (or blues) then there is no difference between 2 and 3 triggering (for 8-sec cooldown torps like plasmas and quantums).
I've not noticed more than one triggering. I usually see a single reduction or no reduction - with 2 instead of 3, I've been more likely to see no reduction.
The standard math would be...
1 PWO:
1 of 1, 20%
2 PWO:
1 of 2, 32%
2 of 2, 4%
At least 1, 36%
3 PWO:
1 of 3, 38.4%
2 of 3, 9.6%
3 of 3, 0.8%
At least 1, 48.8%
If it's working that way, then I should have seen at least a few double reductions with three Greens, no?
Perhaps they were there, but just something I didn't notice...hrmmm. I'll have to do more testing on that, because that 48.8% vs. the 36% has always appeared as a chance for the 3s rather than a 3-9s vs 3-6s reduction. Yep, I'll have to do more testing.
I am clearly out of my league in this discussion. Here's what I can tell you.
I have only one torpedo launcher on my Heavy Escort Carrier. I'm exclusively PVE. The build looks like this:
3x DHC Anti-proton, 1 OMEGA torp (formerly a Quantum Torp)
2 Anti-proton Turret rear, Borg Cutting Beam
Assim Module, both point defense systems (phaser and photon)
2x Rare Antiproton Mags, 1 rare ambi-plasma, 1 field generator
Advanced Scorpion Fighters
Before: Prior to the OMEGA, I could handle KASE probes, 1 side easily. With help I could take out the cube and be 50% done the gens on one side.
After: With OMEGA I can handle both sides probe duty easily, and take out a cube on my own. The ease in which it happened surprised me.
My observations are anecdotal, however after 300+ KASE elites I am amazed at the difference. I'll run ACT on the next run and compare that to previous tests today.
Admiral Thrax
Update: I'm going to run this a few more time to be sure. A clear 4-6K jump in my overall dps. While I don't see this being the same for PvP, in PvE this is a significant step up in my damage potential. HY doesn't appear to be 'all that' better than Quantum, but the Torp Spread III is a sight to behold.
I finally got the Omega Plasma Torp last night. Several in Zone Chat who crafted the weapon basically said it was lackluster at best. Since I wanted to complete the Omega Weapon Set, I decided test it out on my Mobius running the full Borg set, Temporal Warfare set, and antiproton DHC's... first in 1-1 vs. a fleet excelsior, then in fleet actions. Here are my observations:
1) Each base plasma torpedo deals around 1200 kinetic damage with 670's plasma fire damage over 10 seconds. However, the omega launcher holds a 5 round magazine, able to fire 1 torp per attack cycle, and recharges 1 torp every 6 seconds
2) My Mobius easily doubled the DPS output of the opponent Excelsior, destroying it in seconds with a 79k critical HYT3 Plasma bolt. I'm not sure if T4 Omega weapon proc activated (100% shield penetration), but the target de-rezzed Tron-style.
3) When used with TorpedoSpread3, the Omega Torp launcher seems to generate a LOT more projectiles than my quantum launcher. With Gravity well, I can usually pull a BoP group in SB24 or Klingon Scout Force and destroy them with 1 volley. Against Vorcha's and Neighvars, it usually takes 2 or 3 volleys. I didn't have any problems consistently placing 1st and 2nd in all fleet action matches.
4) The High Yield Omega Plasma Torp travels VERY slow... as in original Tricobalt Torpedo slow. A escort moving away at standard impulse speeds can easily outrun one with 50 impulse engine energy preset. The only way this projectile has a chance of hitting is by launching it extremely close (thereby you eating some splash damage), or by disabling the target with Gravity Wells, Tractor Beams, Viral Matrix, Target Subsystem Engines, etc... Given the unique nature of this weapon, its high yield projectile should be given a speed boost to make it more effective.
Tests are ongoing, but I think the weapon has enough benefits to offset its quirks.
Rapid Trans? Depending on what PWO-T's he had...could definitely see that. I tended to run 3x Rapid+Cluster front, Rapid+Cluster+Mine (or 2x Rapid+Mine) rear - with no PWO-Ts.
Yes, rapid reload transphasics.
So, what he did, was he staggered his torpedoes. So, it went something like:
Rapid Reload, Plasma, Rapid Reload, Hargh'Peng.
Depending on the Romulan torp, I may either put it on the aft and replace the regular plasma torp, or I will replace the cluster and move the cluster to the aft.
1) Each base plasma torpedo deals around 1200 kinetic damage with 670's plasma fire damage over 10 seconds. However, the omega launcher holds a 5 round magazine, able to fire 1 torp per attack cycle, and recharges 1 torp every 6 seconds
I'm seeing plasma burns twice that, easily 125+ per second for 10 secs per torpedo. Add in a wing of the plasma torp wielding Scorpions and burns get very hilarious, very fast. With one wing, one torpedo and no other plasma procs I've managed to stack upwards of 12 on a single target at a given time.
I'm seeing plasma burns twice that, easily 125+ per second for 10 secs per torpedo. Add in a wing of the plasma torp wielding Scorpions and burns get very hilarious, very fast. With one wing, one torpedo and no other plasma procs I've managed to stack upwards of 12 on a single target at a given time.
These are just the base stats as written on the weapon's pop-up window. If you mouse over its weapon tray icon while in space, you will usually see a significant numbers boost.
I did get a de-rez effect on an ISE cube kill shot, but unfortunately the hull-break-up animation always happens afterwards.
lol honestly, no, but to be fair, im also using 2 -threat consoles so im rarely taking damage. the whole team has to be dead before I start getting hit.
*edit
just for ref, this was from a recent ISE run:
[Combat (Self)] Your Plasma Energy Bolt deals 47541 (32184) Kinetic Damage to Tactical Cube.
How can you get this combat log info?
I'd PM people to keep the integrity of this thread if the forums allowed PM'ing. Thanks and sorry.
I got mine this evening. and I love this thing. i swore i would never use plasma but thanks to this weapon im back to using my aquarius compared to one of my larger escorts or cruisers. I do think that the HY torp needs a lil speed boost but other than that. its perfect in my opinion
*Me*Why don't you just step away from the weapons console. You and I both know that you couldn't hit that cube, even if it was right in front of us. *Junior Tactical Officer* But sir the cube IS right in front of us. *Me* EXACTLY! Its right in front of us and you still missed it! Just step away from the console.
I'd PM people to keep the integrity of this thread if the forums allowed PM'ing. Thanks and sorry.
I just copied and pasted from the combat tab. I blv its on everyones chat UI by default. its a pain to filter through but if you turn off everything but combat self on the log, you can scroll through there and see what kinda damage you're doing and taking. There's no coloration difference in them so you have to semi read it.
Have to say, I'm finding the desire to use it more like a mine than a torp. You BO and drop their shields - fire the THY Omega... and well, not only will their shields have regen'd by the time it gets there - it's likely that it will be their greatgreatgreatgrandchildren that get hit...lol.
The plink plink regular fire is fine. TS is kind of nifty. But THY, yeah - makes me want to slap it on the rear of the boat and call it a mine - though, that kind's of insulting to mines. Mines move faster...
THY Omega is actually fast compared to some torpedoes like the THY Temporal Disruption Device (weapon from Lobi Store). If you are using slow torpedoes, then you fire the torpedo before the shields drop or fire the torpedo just before you pass them.
THY Omega is actually fast compared to some torpedoes like the THY Temporal Disruption Device (weapon from Lobi Store). If you are using slow torpedoes, then you fire the torpedo before the shields drop or fire the torpedo just before you pass them.
Even at half impulse in a cruiser, I'm passing it. Trics, THY Trics, THY Plasma (even the Breen Cluster)... all actually appear to move toward the target. To recreate that with the THY Omega - I have to put her in reverse. Okay, no - but I have to drop to quarter impulse or even stop.
What's also bothersome, though likely just a matter of limited observation for comparison is that the THY Plasma seems to hit harder than the THY Omega. The TS Omega is great compared to the TS Plasma... but the THY slow and less.
I'll actually go parse it off the new target dummy in Tau Dewa. It's unlikely that the TS would be better while the THY was worse.
I had been thinking to TS the Hyper and THY the Omega... will have to see how that plays out.
Comments
No, it's a set item and you can only equip one of any set item. Though you should be able to equip one Romulan and one Omega.
That said, I look forward to trying that with my B'rel Retrofit torpedo boat.
So in my SCI ship I think I'm going to equip the plasma launcher in the front of my ship and the cutting beam will be a replacement of the rear torpedo launcher. This will increase the kinetic damage in front of the ship a lot.
So all in all the 3 / 3 slots are going to be like this:
phaser / phaser / omega plasma launcher
phaser / phaser / cutting beam
Additionally to that Im going to use a beam overload to burst through the shields, so that the cutting beam and the plasma launcher in front are doing the rest.
@ previous poster: it has 5 stacks and each stack is firing in 1 second interval until the launcher is empty. then it takes some seconds to recharge it one by one torpedo.
There are a lot of consoles out for fleet marks that are giving you a shield procc and a hull proc, I think they are going to be the first choice of a lot of people then.
I spent last night trying to get it to work on my plasma torp boat and all it did was lower damage Pretty disappointing for a high end set item.
I think the torpedo only works well if you have only one torpedo at that direction. So excellent for sci ships with a medium turn rate.
However, if it's currently TRIBBLE up firing cycles, perhaps I will replace the plasma torp on the after with the Romulan torp.
It is messing up firing cycles. That's one of the reasons I started the thread.
*Junior Tactical Officer* But sir the cube IS right in front of us.
*Me* EXACTLY! Its right in front of us and you still missed it! Just step away from the console.
It would be nifty if the Left->Right thing offered precedence, so that it checked - but I'm not sure that's anything they're going to look at any time soon - since it can be resolved with a keybind and is not something completely broken.
It's kind of like how mapping fire torps to spacebar doesn't work as well as mapping fire phasers does - that's very annoying too, but again - there's a fix for it so it's not likely high up on their list of things to look at...
That may not be the case with the Omega and Romulan plasma torps, considering who it screws with the timing. But, with my current setup, everything fires as it is supposed to.
Looking at a single volley of torps after decloaking is not the same as sustained firing using PWO-T's... We've been discussing it in several threads over in the PvP forums.
3x Green PWO and 4 regular Plasma Torps
More often than not, that 4th Plasma Torp will not fire. It may fire on the first volley, but after that - the PWO's will keep it from firing - unless the PWO's miss, and then you'll get it on a random volley here and there.
Go with better than Green, and even the 3rd may not fire.
3x Green PWO, 3 regular Plasma, and a Tric - the Tric may or may not fire on that first volley - it's very unlikely that it will fire after that if it did not on the first.
It's a reason that I went 2x (something), and then either the Harp or Breen + the Tric. I'd get the 1s Plasma's one after the other without the Tric firing unless I bound it.
With the 8s on a Plasma, the .5s (round to 1s) activation - and 3 Green PWOs - you have the following.
1 Plasma #1 (8s rec, dropped by 3s to 5s)
2 Plasma #2 (8s rec, dropped by 3s to 5s - the 4s on P#1 is dropped to 1s)
3 Plasma #3 (8s rec, dropped by 3s to 5s - P#1 is ready to fire again, P#2 is down to 1s)
4 Plasma #1 fires again...
5 Plasma #2 fires again...
6 Plasma #3 fires again...
Plasma #4 only fires if a PWO doesn't trigger. If you have something else there, it's unlikely to fire because P#1 is firing again.
If you had 3x Blue, you're dropping 4s. #3's unlikely to fire and forget about #4.
Dropping to 2x starts providing random results. 3x 20% works pretty smooth. 2x 20% - not so much.
He put int a different 3rd and 4th torpedo and was getting them all to fire.
I will need to confirm with him what he did to get it working.
Rapid Trans? Depending on what PWO-T's he had...could definitely see that. I tended to run 3x Rapid+Cluster front, Rapid+Cluster+Mine (or 2x Rapid+Mine) rear - with no PWO-Ts.
Photon 6s
Quantum/Plasma/Rapid Trans 8s
Chron/Trans 10s
Hargh'peng 15s
Breen 45s
Tric 60s
White 2s
Green 3s
Blue 4s
Purp 5s
PWO-Ts are one of the few DOFFs where lower quality can actually work better than higher quality...meh. Cause when you get into some of the longer recharge torps, you're also running into the triggered CDs that PWO-T's do not affect. You can find yourself firing the first one again before the second, because you've reduced the recharge below the triggered CD...meh.
Now that, would be something that I really wish they would address. Same thing goes with mines - you get hit with that 12s triggered CD that the PWO-M's do not affect...meh.
Photon 15s
Plasma 16s
Chron/Quantum/Trans 20s
Tric 60s
So if you've been drinking (/ahem or otherwise*) and are trying to maximize the rate that drop Trics - you've got to keep in mind that 12s triggered CD on them...
*I had a moment where I wanted be a minedropper - it didn't work out well, lol.
i had a similar effect with cannons. when equipped DHCs and DCs they seemed to ignore the order and fire together.
currently using rapid trans, mk xii trans and cluster with 3 blue doffs. all my torps fire, but i get seconds of idleness. any suggestions?
This isn't exactly how PWOs work... they each have a 20% chance to trigger (and yes more than one can trigger). I did the math in another thread awhile back, but it's something like 51% that none of the three trigger (80%^3), 38% that one of them trigger (3*80%*80%*20%) and 11% that 2 or more trigger. If you have all purples (or blues) then there is no difference between 2 and 3 triggering (for 8-sec cooldown torps like plasmas and quantums).
If you are using 8-sec cooldown torps (plasmas and quantums), then your increased fire per 8 seconds goes 1, 2, or 3 per 8 seconds (depending on if you are using 1, 2 or 3 torps ) to roughly 3.5, 5.2, or 7 torps per 8 seconds (this is the long-run expected value, there is some variance). This is why 2 or 3 torps are good for a torpboat, but 4 is bad (because the ROF will always be under 8 per 8 seconds).
I've not noticed more than one triggering. I usually see a single reduction or no reduction - with 2 instead of 3, I've been more likely to see no reduction.
The standard math would be...
1 PWO:
1 of 1, 20%
2 PWO:
1 of 2, 32%
2 of 2, 4%
At least 1, 36%
3 PWO:
1 of 3, 38.4%
2 of 3, 9.6%
3 of 3, 0.8%
At least 1, 48.8%
If it's working that way, then I should have seen at least a few double reductions with three Greens, no?
Perhaps they were there, but just something I didn't notice...hrmmm. I'll have to do more testing on that, because that 48.8% vs. the 36% has always appeared as a chance for the 3s rather than a 3-9s vs 3-6s reduction. Yep, I'll have to do more testing.
I have only one torpedo launcher on my Heavy Escort Carrier. I'm exclusively PVE. The build looks like this:
3x DHC Anti-proton, 1 OMEGA torp (formerly a Quantum Torp)
2 Anti-proton Turret rear, Borg Cutting Beam
Assim Module, both point defense systems (phaser and photon)
2x Rare Antiproton Mags, 1 rare ambi-plasma, 1 field generator
Advanced Scorpion Fighters
Before: Prior to the OMEGA, I could handle KASE probes, 1 side easily. With help I could take out the cube and be 50% done the gens on one side.
After: With OMEGA I can handle both sides probe duty easily, and take out a cube on my own. The ease in which it happened surprised me.
My observations are anecdotal, however after 300+ KASE elites I am amazed at the difference. I'll run ACT on the next run and compare that to previous tests today.
Admiral Thrax
Update: I'm going to run this a few more time to be sure. A clear 4-6K jump in my overall dps. While I don't see this being the same for PvP, in PvE this is a significant step up in my damage potential. HY doesn't appear to be 'all that' better than Quantum, but the Torp Spread III is a sight to behold.
recent ISE run... just wanted to share.
1) Each base plasma torpedo deals around 1200 kinetic damage with 670's plasma fire damage over 10 seconds. However, the omega launcher holds a 5 round magazine, able to fire 1 torp per attack cycle, and recharges 1 torp every 6 seconds
2) My Mobius easily doubled the DPS output of the opponent Excelsior, destroying it in seconds with a 79k critical HYT3 Plasma bolt. I'm not sure if T4 Omega weapon proc activated (100% shield penetration), but the target de-rezzed Tron-style.
3) When used with TorpedoSpread3, the Omega Torp launcher seems to generate a LOT more projectiles than my quantum launcher. With Gravity well, I can usually pull a BoP group in SB24 or Klingon Scout Force and destroy them with 1 volley. Against Vorcha's and Neighvars, it usually takes 2 or 3 volleys. I didn't have any problems consistently placing 1st and 2nd in all fleet action matches.
4) The High Yield Omega Plasma Torp travels VERY slow... as in original Tricobalt Torpedo slow. A escort moving away at standard impulse speeds can easily outrun one with 50 impulse engine energy preset. The only way this projectile has a chance of hitting is by launching it extremely close (thereby you eating some splash damage), or by disabling the target with Gravity Wells, Tractor Beams, Viral Matrix, Target Subsystem Engines, etc... Given the unique nature of this weapon, its high yield projectile should be given a speed boost to make it more effective.
Tests are ongoing, but I think the weapon has enough benefits to offset its quirks.
Yes, rapid reload transphasics.
So, what he did, was he staggered his torpedoes. So, it went something like:
Rapid Reload, Plasma, Rapid Reload, Hargh'Peng.
Depending on the Romulan torp, I may either put it on the aft and replace the regular plasma torp, or I will replace the cluster and move the cluster to the aft.
I'm seeing plasma burns twice that, easily 125+ per second for 10 secs per torpedo. Add in a wing of the plasma torp wielding Scorpions and burns get very hilarious, very fast. With one wing, one torpedo and no other plasma procs I've managed to stack upwards of 12 on a single target at a given time.
These are just the base stats as written on the weapon's pop-up window. If you mouse over its weapon tray icon while in space, you will usually see a significant numbers boost.
I did get a de-rez effect on an ISE cube kill shot, but unfortunately the hull-break-up animation always happens afterwards.
How can you get this combat log info?
I'd PM people to keep the integrity of this thread if the forums allowed PM'ing. Thanks and sorry.
*Junior Tactical Officer* But sir the cube IS right in front of us.
*Me* EXACTLY! Its right in front of us and you still missed it! Just step away from the console.
I just copied and pasted from the combat tab. I blv its on everyones chat UI by default. its a pain to filter through but if you turn off everything but combat self on the log, you can scroll through there and see what kinda damage you're doing and taking. There's no coloration difference in them so you have to semi read it.
The plink plink regular fire is fine. TS is kind of nifty. But THY, yeah - makes me want to slap it on the rear of the boat and call it a mine - though, that kind's of insulting to mines. Mines move faster...
Even at half impulse in a cruiser, I'm passing it. Trics, THY Trics, THY Plasma (even the Breen Cluster)... all actually appear to move toward the target. To recreate that with the THY Omega - I have to put her in reverse. Okay, no - but I have to drop to quarter impulse or even stop.
What's also bothersome, though likely just a matter of limited observation for comparison is that the THY Plasma seems to hit harder than the THY Omega. The TS Omega is great compared to the TS Plasma... but the THY slow and less.
I'll actually go parse it off the new target dummy in Tau Dewa. It's unlikely that the TS would be better while the THY was worse.
I had been thinking to TS the Hyper and THY the Omega... will have to see how that plays out.