Is the Omega Torpedo worth a hoot or just another throw away item? I do tons of STF, mainly CSN and am concidering trying the Omegas. Will they work OK in the STF's or should I just bypass them. Using Fleet Quantum XII's now.
Couldn't ever find the right niche for it desite trying on escorts, cruisers, and science all. Damage is only okay, burn damage is inferior to the Rom torp if you're trying to cook something, it can't use projectile doffs, and it seems to 'jam' sometimes when set to autofire. Maybe there's a niche where it shines, but I've never found it to be much use in general purpose play, just an expensive placeholder.
Is the Omega Torpedo worth a hoot or just another throw away item?
My vote is: Pointless trash.
The omega launcher could have been a neat gadget but isn't, for the sole reason that you spend a full cycle to reload one micro-torpedo while the hyper plasma launcher loads three.
The hyper plasma torpedo launcher inflicts tremendous amounts of damage, both over time and per shot.
The only advantages the Omega launcher has over hyper plasma are
1.) torpedoes move fast and can't be shot down. If this is what you really need, just mount a regular plasma torpedo.
2.) the "heavy" version of the torpedo can cause targets to disintegrate on death which means no splash damage. Can save you if you're right on top of something when it's exploding.
I use it as an alternate weapon to off-set the 3 DBBs on my battlecruiser. I dont auto-fire and rarely use it while moving, I use it when I'm already facing my target and want to boost damage a little without using my weapon energy. The thing I like about it is the fast refire with no weapon drain. The romulan torp launches x3 projectiles when you pull the trigger, and then there's a cooldown, while this one is just 1270 hp every second, tap, tap, tap, tap, from now to infinity. The projectiles are pretty quick and never get shot down. They dont change target either, but it doesnt feel like a penalty when you can fire another in one second. Another thing, kind of a sideways benefit, is that ship does not have any torp upgrades, but I do not like the heavy upgrade from high-yield, so I dont miss them. I dont use any plasma upgrades either, but it still seems to do pretty reliable damage. If you have torp skills or support pieces, you might want to use something else.
omega torp is only worth it in ships that do not equip a torpedo boff ability.
Thing only does decent damage in autofire. A good combo for ferengi rockets.
but for boff abilities? sucks. Even a regular mk12 plasma does more damage in HY.
Spread ....it does hit ALL targets in front of you but really.. for that low damage its just a joke.
get the hyper plasma instead. insanely good torpedo.
this...on autofire it does impressive damage: when parsed the Plasma torpedo turns up as 14% of all outgoing dmg
while the DHC turn up as 12% with scatter volley and 6% on normal fire.
so comparing the 6% of the DHC to the 14% of the omega torp it rocks...but once you bring in BOFF powers it falls behind.
So on a ship that has not the boff layout to support a torpedo power or the slot for a projectile doff...this torpedo is awesome.
once you slot torp spread or high yield, you have a dps loss. (the high yield version though has impressive burst damage, but too slow to really matter in my opinion)
also compared to other torpedos (mainly advanced fleet quantum with spread 3) the omega one just lacks the punch. Example: scatter volley combined with a followup quantum spread takes out a group of cruisers in gorn minefield or fleet defence in a single attack run...try the same with the omega torp and you will need to make 2-3 attack runs...by that time you will never get more than 2 enemys infront to make the scatter volley or spread count.
As a supporting torpedo it's got some use (mine covers the aft arc of my plasma-dot based Kumari torpedo setup). But it just lacks the kick to be useful as a primary weapon.
Just like to add that the omega is affected by pwo doff, the magazine reloads quicker, normally the 5 torp magazine reloads 1 torp every 6s, however doff reduce the reload by x's depending on which rarity u use, i run a torp and mine boat, i find it complements the rommie torp well as it can fire between the reload time of the rommie torp
one, the omega torp is NOT affected by PWO doffs...2 it tends to jam ALOT when out of ammo *on auto-fire* (why they haven't fixed this yet i have no clue.) 3. its part in the 3 - pc bonus isn't really useful at all. more often than not im running the Hyper torp along with 3 plasma DHC, 2 plasma turrets and the KCB. People say Plasma DoT sucks....IMO its a life saver against something that can keep its shields up constantly (Elite Donatra and Elite Queen)
I was doing a few 1-1 PVP matches against fleet mates on my Mobius. Our fights typically lasted 10+ minutes until I swapped in the Omega Torpedo laucher. After that, my ship made very quick work of each target with high yield torp-3 usually killing them outright or leaving them at < 20% hull. The latter required tractor beam locks and firing the high yield Omega torp through an open shield.
I find that the cutting beam isn't really worth the power drain it takes so I put the Omega torp on the back of all DHC escorts sometimes to get the 2 piece omega set bonus.
Its nice when dogfighting, you can evade around while waiting for ablities to get off cooldown for another burst, and this thing is rapidly firing putting dots on the target and sometimes gets them to waste hazzard emitters.
I also use it up front sometimes on an all plasma torp torpedo B'rel setup with 2 regular plasma torps and the romulan.
I finally got the hyper-plasma torps today and installed them. While I'm not seeing a big difference in damage figures between the hyper-plasma and the quantum torpedos XII, I am seeing a larger number of torpedos. It seems there is a 5 second or less cool down which is a good thing. It's like a near steady stream of torpedos. If nothing else, they really keep the plasma fires burning.
I'm using 1 Purple Projectile weapons doff, Torpedo Spread II, High Yield II and High Yield I.
On my eng-Cruiser, I got Hyper plasma front, and the omega plasma rear on autofire.
However, the omega torpedo has a big weaknesses, the autofire bug already mentioned.
But then it can do the energy bolt, which is a tricobalt like spike damage. If you got high yield(s), its a tricobalt torpedo that can fire every 30 (15) seconds, and shoot weak but rapid fire plasma torpedoes in between.
I have an escort with 2 DHCs front, and autofire Hyper plasma and a manual fire Omega plasma up front.
The Hyper plasma gets spammed with 2 purple projectile officers, while the Omega I fire when using HY and when the propjectile officers don't trigger the Hyper's cooldown reduction.
It is really, really a mean build against STF foes, but in pvp or Fleet mark missions like Starfleet Base defense it would do horrible due to the slow moving projectiles never hitting.
I use 3 DHC 1 quantum torpedo build for that.
When in STF there are a lot of enemies who either have very weak or very strong shields, the kinetic damage and the plasma burn comes in handy.
If a tactical does an Alpha strike with the Omega energy bolt, that beauty an deal over 120.000 damage, and the follow up hyper plasma torpedoes keep the hurt up too.
I use HY3, RF2, SW1, TS1 . When a boss comes up, I hit tactical initiative and let fly with Rapid fire and High yield.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Comments
Thing only does decent damage in autofire. A good combo for ferengi rockets.
but for boff abilities? sucks. Even a regular mk12 plasma does more damage in HY.
Spread ....it does hit ALL targets in front of you but really.. for that low damage its just a joke.
get the hyper plasma instead. insanely good torpedo.
My vote is: Pointless trash.
The omega launcher could have been a neat gadget but isn't, for the sole reason that you spend a full cycle to reload one micro-torpedo while the hyper plasma launcher loads three.
The hyper plasma torpedo launcher inflicts tremendous amounts of damage, both over time and per shot.
The only advantages the Omega launcher has over hyper plasma are
1.) torpedoes move fast and can't be shot down. If this is what you really need, just mount a regular plasma torpedo.
2.) the "heavy" version of the torpedo can cause targets to disintegrate on death which means no splash damage. Can save you if you're right on top of something when it's exploding.
I queued up for the hyper plasma.
Thanks all for the responces!
this...on autofire it does impressive damage: when parsed the Plasma torpedo turns up as 14% of all outgoing dmg
while the DHC turn up as 12% with scatter volley and 6% on normal fire.
so comparing the 6% of the DHC to the 14% of the omega torp it rocks...but once you bring in BOFF powers it falls behind.
So on a ship that has not the boff layout to support a torpedo power or the slot for a projectile doff...this torpedo is awesome.
once you slot torp spread or high yield, you have a dps loss. (the high yield version though has impressive burst damage, but too slow to really matter in my opinion)
also compared to other torpedos (mainly advanced fleet quantum with spread 3) the omega one just lacks the punch. Example: scatter volley combined with a followup quantum spread takes out a group of cruisers in gorn minefield or fleet defence in a single attack run...try the same with the omega torp and you will need to make 2-3 attack runs...by that time you will never get more than 2 enemys infront to make the scatter volley or spread count.
It does.
With the correct setup its a hellish dmg-maker, without its just... nice to have.
Its nice when dogfighting, you can evade around while waiting for ablities to get off cooldown for another burst, and this thing is rapidly firing putting dots on the target and sometimes gets them to waste hazzard emitters.
I also use it up front sometimes on an all plasma torp torpedo B'rel setup with 2 regular plasma torps and the romulan.
I'm using 1 Purple Projectile weapons doff, Torpedo Spread II, High Yield II and High Yield I.
So far I like it.
On my eng-Cruiser, I got Hyper plasma front, and the omega plasma rear on autofire.
However, the omega torpedo has a big weaknesses, the autofire bug already mentioned.
But then it can do the energy bolt, which is a tricobalt like spike damage. If you got high yield(s), its a tricobalt torpedo that can fire every 30 (15) seconds, and shoot weak but rapid fire plasma torpedoes in between.
I have an escort with 2 DHCs front, and autofire Hyper plasma and a manual fire Omega plasma up front.
The Hyper plasma gets spammed with 2 purple projectile officers, while the Omega I fire when using HY and when the propjectile officers don't trigger the Hyper's cooldown reduction.
It is really, really a mean build against STF foes, but in pvp or Fleet mark missions like Starfleet Base defense it would do horrible due to the slow moving projectiles never hitting.
I use 3 DHC 1 quantum torpedo build for that.
When in STF there are a lot of enemies who either have very weak or very strong shields, the kinetic damage and the plasma burn comes in handy.
If a tactical does an Alpha strike with the Omega energy bolt, that beauty an deal over 120.000 damage, and the follow up hyper plasma torpedoes keep the hurt up too.
I use HY3, RF2, SW1, TS1 . When a boss comes up, I hit tactical initiative and let fly with Rapid fire and High yield.
Its when I have to run the hyperplasma torp that I mount the KCB in the rear to get the buff.
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