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Hybrid torp boat question

weirdtrekie30weirdtrekie30 Member Posts: 103 Arc User
edited June 2013 in Federation Discussion
Hi all,

I'm currently considering a hybrid torp boat build, with my new fleet akira (Sweet!) + yellowstone runabouts.

At the moment, I'm running pretty much as a standard escort set up, but I've just got my Adapted MACO set, for the +25 torpedo bonus.

Now, considering the recent changes in game (Particularly EptS) - all out energy escorts don't rule the roost anymore.

So I want to try a hybrid torpedo ship. Probably 2x fleet quantums up front, perhaps breen cluster aft, KCB and maybe mines.

My biggest question is, do I go for 2x DBB fore or 2x DHC fore? Now we have the KCB, it makes having DBB fore more viable. (Replacing a turret for forward firepower)

Now, see my plan was to put DBB fore, have beam overload 3, take out a shield facing then spam torps like mad. . (3x purple torps doffs)

Was just wondering if anyone had any thoughts on hybrid torpedo builds on whether it's better to go for DBB fore or DHC fore?

Any thoughts would be gratefully received!
Admiral Tuwud - High Commissioner, UFP Peace Corps Sigma Red
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Post edited by weirdtrekie30 on

Comments

  • raly95raly95 Member Posts: 11 Arc User
    edited June 2013
    I've been working on something similar with my TAC in a Defiant.

    I went with Quad Cannons, 1 Dual Cannon, 2 Turrets, the KCB and either x2 Photon or x2 Quantum torps in the front.

    My whole idea was guns to keep pressure on shields, and high refire rate on torps to keep as many in the air as possible to maximize chances of exploiting a shield facing dropping.

    I considered the DBB, but felt I got more synergy with BOFF abilities (cannon abilities) between forward cannons and turrets than I would by including a beam and spending a BOFF slot that enhances just one weapon system.

    I usually went with CSV2, CRF1, TS3, HYT2 and APO3

    I wanted to try maybe phased tetryon DCs and turrets to support shield takedowns, or maybe even the new Nukara Rep tetryon weapons; but its hard to give up the quad cannons.

    I also slotted x3 PWO Doffs to keep the refire rate on torps high. Consoles I go back and forth, but settled on x2 phaser and x2 photon or quantum, but with the adapted set you have, it would add some flexibility there
  • erhardgrunderhardgrund Member Posts: 167 Arc User
    edited June 2013
    I tried a similar project with my fleet armitage on my sci
    had 2 Photons in front one in the back, the remaining weapon slots wer filed with beams.
    It was all about circeling and targeting subsystems shields III and II and torp high yield I and II.
    It had 4 photon detonation consoles as the beams were just for trigering the subsystem targeting.
    On my sci i have flow capacitors and sensors on max level + i added 1 flow capacitor console
    and i had a tachyon beam plus the omega set.
    it was a drain built without much emphasis on energy damage. Its whole purpose was to strip shields and exploit the gap with torpedos.
    worked pretty well against the unprepared but it didnt work that well against other sci ships.
    but i striped the shields of my targets quite succesfully and with enough torpedos in the air and 3 projectile doffs it was a stready stream of torpedos.
    You can run low on weaposnenergy because the drain does not rely on weaponspower.
    Its a torpedo boad realy. Add in a graviton pulse generator and advanced danubes with their chronitons and tractorbeams and youll make yourself noticed.

    It works but its rather specialized. But its basicly a disrupting Escort then. ITs quite suited for support as long as you are moving fast and keep an escape route open.
    Skill points in projectile weapons training also helps. Asimilated module and Zero point energy conduit and youll do some nasty krits if , and thats a big IF you succed to drop the shields.
    Your main targets should be Escort though, they dont have the hull to withstand a big barrage, cruisers are often very resilent and have multiple EptS so your window of opportunity is very small. Sci ships will fall once or twice and then theyll just debuff you into oblivion, well because they are better at that disabling game you know.
    However most will think your a normal DHC escort till they have to realize its a different ball game.

    The main weakness is it is not that hard to counter it.


    If you want to have a semi standart Escort torpedo boat you might look into getting a steamrunner. DHC rapid fire III plus disable engines III (mount a beam weapon) plus torpedo high yield III can be very mean, especialy against other escort wich most of the time dont have to run very high engine power. Their defence is lowerd, you brake their shields with RFIII and let the torpedos do the rest. Its mean. But get some backup or at least polarize hull, you will loose atO with that build so tractors are your worst enemy.
    put in some relays(or whatever boosts your energy type) as well, youll need them for the dhc. Tetryon is nice but imho overrated. I like the disabling proc of phasers alot and i use tetryon glider from the omega set.
    Same aplies here, draining and slowing abilities work well for torpedo boats .
    Cruisers ftw!
  • weirdtrekie30weirdtrekie30 Member Posts: 103 Arc User
    edited June 2013
    I tried a similar project with my fleet armitage on my sci
    had 2 Photons in front one in the back, the remaining weapon slots wer filed with beams.
    It was all about circeling and targeting subsystems shields III and II and torp high yield I and II.
    It had 4 photon detonation consoles as the beams were just for trigering the subsystem targeting.
    On my sci i have flow capacitors and sensors on max level + i added 1 flow capacitor console
    and i had a tachyon beam plus the omega set.
    it was a drain built without much emphasis on energy damage. Its whole purpose was to strip shields and exploit the gap with torpedos.
    worked pretty well against the unprepared but it didnt work that well against other sci ships.
    but i striped the shields of my targets quite succesfully and with enough torpedos in the air and 3 projectile doffs it was a stready stream of torpedos.
    You can run low on weaposnenergy because the drain does not rely on weaponspower.
    Its a torpedo boad realy. Add in a graviton pulse generator and advanced danubes with their chronitons and tractorbeams and youll make yourself noticed.

    It works but its rather specialized. But its basicly a disrupting Escort then. ITs quite suited for support as long as you are moving fast and keep an escape route open.
    Skill points in projectile weapons training also helps. Asimilated module and Zero point energy conduit and youll do some nasty krits if , and thats a big IF you succed to drop the shields.
    Your main targets should be Escort though, they dont have the hull to withstand a big barrage, cruisers are often very resilent and have multiple EptS so your window of opportunity is very small. Sci ships will fall once or twice and then theyll just debuff you into oblivion, well because they are better at that disabling game you know.
    However most will think your a normal DHC escort till they have to realize its a different ball game.

    The main weakness is it is not that hard to counter it.


    If you want to have a semi standart Escort torpedo boat you might look into getting a steamrunner. DHC rapid fire III plus disable engines III (mount a beam weapon) plus torpedo high yield III can be very mean, especialy against other escort wich most of the time dont have to run very high engine power. Their defence is lowerd, you brake their shields with RFIII and let the torpedos do the rest. Its mean. But get some backup or at least polarize hull, you will loose atO with that build so tractors are your worst enemy.
    put in some relays(or whatever boosts your energy type) as well, youll need them for the dhc. Tetryon is nice but imho overrated. I like the disabling proc of phasers alot and i use tetryon glider from the omega set.
    Same aplies here, draining and slowing abilities work well for torpedo boats .

    Access to a fleet base with a tier 5 shipyard and tier 5 science, so I could get both the fleet akira AND the yellowstones cost me a pretty penny, so I think stick to this ship! -

    It's interesting what I'm hearing, which is also what I was half expecting, go for beams. I'm tied to phasers, as I invested heavily in Mk XII purple phaser consoles. Plus the point defense console from the thunderchild is boosted by phaser consoles.

    Question I guess now is, broadsiding single beams or DBB frontal. . .
    Admiral Tuwud - High Commissioner, UFP Peace Corps Sigma Red
    logo%203.jpg?gid=272661&source=asset
  • erhardgrunderhardgrund Member Posts: 167 Arc User
    edited June 2013
    I would go for broadsiding beacause the Target subsystems works on single beams and you will probably do more damage than with a single or two dual beams up front. Your armitage is quite nimble and if you put a torpedo in one of the aft weapon slots you can have your shield breaking + torpedo volley while turning away , should keep those at bay who want to follow you.
    Attack up front with Target Subsystem Shields, let go as many torps as you can, and turn left or right or left away from the enemy and complete the cirle by goint frontal again.
    Let them danubes hold them in place for your next attack run, rinse repeat.
    IT comes in handy that you can spread incomming damage over all your shields.
    And your do better damage from further away.

    Of cause if you can cram in a beam overload into your build a DBB sure is nice.
    nice spike damage. if it krits it can be enough to break a shield facing if you time it right.
    Going brute force with all Beam Overloads instead of stacking subsystem attacks might work as well and doesnt require you to invest skillpoints into flow and sensors as much.
    You just have to keep your weaponssnergy up. It can be done by going DEM and adding the appropriate Doff or by chewing some weaponsbatteries.

    Its a bit dependant on what pets you want to use. If you go for fighters it is nice to support them by aoe attacks or disabling abilities so they can do their work.
    Shield repair drones are usefull as well if you want to fight it out alone. Danubes are disables in their own right as they reduce movement and thereby defence - so your accuracy is better, more hits more crits.

    OR you can even go fast cruiser like fighting style with full beams, faw2x2 and torpspread 3 plus the consoles . Its aa all out direct fire support mission then , beam and torpedo spam like no cruiser could ever hope to do, keeps other carriers neutered as well.
    But its a support role, keep out of focused fire and dont expect to get all the kills.
    It works very well in stfs but against human players it definitly isnt frontline work, its surpressing and spamming - your pretty much a herrasser.
    Cruisers ftw!
  • oneklump1997oneklump1997 Member Posts: 16 Arc User
    edited June 2013
    This is quite different from my Armitage.

    I run two phaser DHC with 2 photon torp launchers up front, with cutting beam and two phaser turrets on the rear.

    BOFF stations are:
    Torp Spread1, Cannon Scatter Volley1, Torp Spread3, Attack Pattern Omega3 (or APB3)

    Tact Team1, Cannon Scatter Volley1

    Tact Team1

    Emerg Power Shileds1, Emerg Power Shields2, Reverse Shield Polarity

    Hazard Emitters1, Transfer Shield Strength2

    I use 2 phaser consoles and 2 photon torp consoles.

    I also use the photon torp point defense system.

    3 purple projectile DOFF's, and 2 others of your choice.

    I don't use beams at all since I started going heavy into torps.
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