IF you are new to pvp and would like to make a pvp ship but don't have all the reps done, all the best space traits done, half a million fleet credits ready to be spent, or million and millions of ec I got a great ship for you
Caprica 6's Tranny Boat
WHAT COST TO YOU?
you will need the following: tac captain level 50, 1 skill retrain token, 1 escort with 5 tactical consoles,
(doesn't matter what escort, just try and make sure it has 5 tactical consoles, but it might be a good idea to grab the new patrol escort refit: Tempest Class if your fed and grab up the fleet version when you can afford it as that ship will work great as a tranny AND still have boff room for more fun stuff to sub in on the fly mid pvp match)
you will need around 4-5 million ec (just to buy 5 +30% transphaic compressors tactical consoles)
and the rest is simply running some story missions and some system patrols
as always, having a great shield helps a lot, elite fleet shields (resA, resB), mako, honor guard, heck- really anything that has a good high end, with 5% bleedthru, 10% damage reduction or so will work just fine- just try and avoid going into pvp with a cheap drop shield mark 10 or any of that nonsense
SO WHAT IS A TRANNY BOAT?
tranny boat is a ship that uses projectiles as its primary form of attack, there are no energy weapons of any kind on the ship, allowing you to pass weapon power over to other subsystems such as shields, engines, and auxiliary
SO WHY ARE THEY ANY GOOD?
tranny boats have transphasic torpedoes that fire 1 shot every other second or so that are around 5000-6000 damage base with 40% shield bleedthru, and with the new space trait from the omega rep, kinetic sheering, it allows of that 40% that went thru to become a form of dot, or damage over time, MIX in with that the breen cluster torpedo that fire a torpedo at your target then and if it hits, deploys a field of transphasic mines around your target, these mines if they hit can do upwards to 100k to 200k damage and is in a small 1-2k range around the target, also to add your forward arc and rear arc of your escort is loaded with both so in simple terms, your just as lethal from the rear arc as you are from the forward arc, with the above you can out right kill just about anyone in the game with a good crit, not to mention its one of the few ships that if all the targets are close together, could kill all 5 opposing team members at the same time (I have done this before with a tranny boat, it wont happen often, but there should be a special acolyte or title you get if you kill 5 peeps in pvp at the same time LOL)
SO WHY DONT I SEE MORE OF THESE TRANNY BOATS IN PVP?
simple really, the ship has its flaws, due to the firing and speed of torpedo "travel time to target" you can often have moments where your target is next to dead and only 4k away from the front of your ship but due to you both chasing away at the same speed the torpedoes may take a few crucial seconds to hit the target, in many cases those few seconds is all they need to get healing from their team to repair the hull or one of their hull heals come off cooldown to save them.
another flaw is the breen cluster torpedo itself, with its long cooldown and glitchy fire at times, in an era of pvp where many ships now have gravity well, tykens rifts, and fire at will, (a boff power that fires at all targets near by including targetable torpedos) It can be tough to land a breen cluster on anyone MOST PVPERS will agree, there are faster, more efficient ways of netting kills in pvp without a doubt, but sadly most of those ways require gobs of ec, fleet credits, uni consoles, rep completed, and most importantly a lot of experience already in pvp (most of the pro pvper will tell you that they could go grab a junk mirror ship escort and get 15 kills in a pvp match, I want to point out that if you already have a mirror ship or an even better escort and still are not seeing these 15 kills a match, then I want to remind you that it does take time to get to that skill level)
CAN YOU TEST RIDE IT BEFORE YOU BUY IT?
YES, that's the beauty of a tranny boat, they are CHEAP, simply running a mission a couple times over will net you the weapons, defector, and engine you need, grab off the exchange some 4-5 cheap blue +26-28% transpanic compressors, a quick retrain for your tactical boff torp high yield and spread and BANG away you go! you can dive right into pvp and see a lower version of what you could do with a tranny boat and the best part is- you still will be able to have the chance to kill anyone and you will still get kills:), I WOULD LIKE TO POINT OUT THO, that as with all pvp builds in the game, for a build to be truly competitive you will need the right doffs, boffs, ship, rep, traits, consoles, etc and the tranny boat is no different, BUT its costs are far cheaper then most
OK, I WANT TO TRY ONE OUT, WHERE DO I START?
as will all good pvp builds, you will have to do a bit of grinding with some time, STEP 1: purple Projectile doff that "20% chance to improve torpedo recharge time by 5 seconds" you will need 3 of them, if you can not afford them off the exchange, or cannot buy them from the dil doff store, or even the omega rep, I suggest if you have a week or 2 to causally grind, head over to the KHAZAN CLUSTER, there you will see a random mission that pops up in the zone that's called "Khazan cluster colonization efforts part 1-7" IF you complete all there will be a final repeatable that's called "support" that one will have a random success of awarding a purple projectile doff, nowadays, with heading out to the war zones for a couple hours you can load up on millions of ec worth of vendor junk, so perhaps it would be faster to just simply by the doffs off the exchange, BUT I did want to add a way for those that are broke a way to get the doffs for free with a little bit of time
STEP 2: the Breen story line, do the mission "cold call" for the defector, "cold case" for the engine, "out in the cold" 2 times (YES 2 times do the mission out in the cold) for the 2 breen transphesic cluster torpedo, and finally "cold comfort" 5 times (yes 5 times do the mission cold comfort) for the 5 rapid reload transphesic torpdeos
ALL of these missions can be found with walkthrus online if your having trouble on were they are, how to do them, etc
STEP 3: the ship, again, escort- we want a ship with 5 tac consoles, 4 will work but then you are passing on 30% damage, whats that work out to be? about 250 or so more damage abouts, that does not sound like a lot but remember when you have an alpha going and the cluster hits you want that big pay day damage, torps and mines are the weapons that benefit the most from a 5th tactical console as their damage increases so much with each additional console- really anyone can slot a rapid fire or cluster torp and see some damage, but if you push that damage to the max the ship then become viable as a primary source of dps
STEP 4: retrain skills, this can be very costly for new players, but there are some things that I can advice for you to avoid and put points into:
max out skills like- starship attack patterns, weapon training, ship energy (if you want to swap to another ship with energy loadout), projectiles, ship maneuvers and targeting, ship hull repair, structural integerty, ship shield emmiters, and ship shield systems
skills that should have 6 in like: power insulators, inertial dampners, ship sensors, warp core effiency , and warp core potential
skills that are dependent on what your going to be doing with all the ships for that character to fly, skills that will have possibly 6 or more in like: elector plasma systems, impulse thrusters, flow capacitors, grav gens, particle gens, steath (cloaker), countermeasure systems, ship batteries, and subspace decompiler
skills that should really have no more then 3 in like: threat control, all the power performances, hull plating and armor skills
finally to add, there is the energy and projectile specializations skills, please note, that with 3 points in either skill will net you the 1% addition crit chance and the bulk of the yield, going to 9 in this skill only adds the other 1%, that is a lot of skill points for just 1%, if you got the spare points go for it, if you would like to be a bit more well rounded, at most just put 3 in if any at all
talk to any pvper they will tell you the skill build is tough to do, especially if you have multiple ships doing different things on the same character, EXAMPLE, you could have a cookie cutter energy escort skill plan on your character for his escort, but if you max out 2 skills particle gens and batteries, you could now also pick up a nice sci ship for that tac character and have a beastly feedback pulse build on the side, just off 2 skills- NOW you have 2 different pvp experiences off just one character:)
STEP 5: the build, this is the simple part, the 3 projectile doffs, weapons, deflector/engine, the damage consoles X5,
-Tactical station other whatever: squeeze in another tactical team somewhere along with another high yield, preferably 2 or better
-Engineering and Sci: you know the rest, put some heals in there hull and shield, going classic escort is nothing wrong with, if you got the sci skills for it and you got access to a lot of sci boff slots put that feedback in, put that grav well in, that scrambles, the viral, whatever you think helps, or go to town with team heals (NEVER a bad idea cause you will be running high aux just like a healer or sci captain so your heals will be just as nice as theirs)
your other doffs will matter on what boff powers you pick, do some looking around on the forums, their is a mountain of great advice on what are good doff choices
as of the rest of your consoles on the ship sci and eng, I would love to point you to some of the great escape universal consoles that are on the exchange, neutroniums for additional resists, and not to forget that any critH or critD consoles that you can put on her will pay off, if you got lobi grabbing up the feringi uni console for 10% additional torp and mine damage is a huge bonus for a tranny build:)
STEP 6: weapons- put the 1 breen cluster forward far left (first to fire) and 3 rapid fire transpheics forward
aft, put 1 breen cluster aft far left (first to fire) and 2 rapid fire transpheics aft
select all weapons to auto fire starting with the breen (this way the computer knows to fire the breen first and then run down the order left to right in firing)
go to your options, settings, make sure you do not target projecties, small ships, etc, we want to beable to hit tab and target ANOTHER PLAYER, that way you don't get miss fires onto silly targets, (let torp spread be your spam clear)
STEP 7: go play, as with all new builds give it its shake down time, 1 to 2 matches will never teach you all of what the ship is capable of, myself, I always do about 10 or so matches with a new build (or even a boff tweeK) often sleeping on it after the 10th before changing the build or scraping it BUT it is up to you to decide if you like the playstyle and role in pvp,
playstyle is simple, 1: do not be afraid to engage your enemies at long range, you do the same damage at 9k away as at .1k away, so be artillery in the pvp match 2: you are just as lethal forward as you are aft, dog fighting? instead of trying to turn the nose onto the escort, swing the aft out and let him have it 3: stay alive, the longer you can keep pumping sick amounts of hull damage into the other team, the better the odds you will win with your team, so don't run into 3onYOU odds and watch for what your team is doing, HELP THEM- see the lead scort trying to kill another guy, LEAVE YOUR TARGET and go help him, you will find that what you bring to the fight with the tranny boat is the kill:)
hope this helps, love this ship, love seeing variants of it in pvp, and if anyone want to understand how torps work in pvp, a great ship to teach you
well i am saving fc for fleet tac consoles but which should i get ? i have about 11-15 crth and 80-90 crtd without the tac consoles, should i go for 4 crth consoles or 2 crth and 2 crtd ones ? as for universal consoles i have the assimilated console, the zero point energy conduit and the Bioneural Infusion Circuits from the elachi lobi set that adds 15 crtd and the tachyokinetic converter. unfortunately i don't have the lobi for the ferengi console but i hope i will save in the future lobi for one
I am primarily an Eng healer or an "Evil Sci" in PvP but your post got my Tac juices flowing. There are two Tac alts of mine just sitting there collecting dust...I think I'll try it on one of them. I have most of what you listed for the build and the money to buy the consoles. I might try messing around with it a bit as far as engine/deflector/shield goes. I think the spire tac consoles would help it a lot, too. But that goes away from a "bargain basement" build. It sounds like a fun build, though
The +30% damage from the Tac consoles is a boost to strength. So with a base damage of 978 for a Transphasic torp, you're looking at +293.4 damage before taking into account any bonus boosts to the damage. That would come from things like APO, APA, T4 Offensive Nukara, etc. So yeah, with the three of those in play you'd be looking at around ~530 or so more damage from having the additional console...before looking at Crits, Resistance (Buffed/Debuffed)...and so forth. By the time you take into account the likely resists in place, it's not really going to be that much. If you can get the target debuffed, land what some call a bug with a chain crit from a Cluster though, yes it can add to the obliteration factor and the WTF comments in zone...lol.
The 40% penetration is actually better than 40% with the way it works. Normal bleed is going to be 10% with non-resilient and 5% with resilient shields. With the Tranny and it's 40% penetration bonus, you're looking at 46% instead of 10% vs. non-resilient and 43% instead of 5% vs. resilient shields.
Mixing TS/HY/running multiple TS/HY...while you can stack TS/HY (HY/TS) allowing you to unload that quick 1-2 punch of both, it requires not firing for a period of ~15s to do so. You drop out TS/HY (a 30s buff used when a torp is fired), wait the 15s triggered CD, drop out HY/TS...and you'll have ~12-15s where your next two torpedoes (two separate torp launchers) will use the HY/TS or TS/HY combination. From that point on, you're looking at being able to use one or the other every ~15s as long as you continue to fire. This also means that if you're running 3x copies of a Torp ability, you're holding one in reserve in the hopes of being able to use it while it's not eating the 15s triggered CD. It can be handy, kind of along the lines of how some folks with 2x CRF will still carry a CSV.
Slot order doesn't always mean firing order. Meh, it's something I literally almost complain about every day for 15-30 minutes when I log on with Willard. It's always a case of trying to fix his torp firing order...and...Cryptic really needs to fix that. You can have your torps slotted from left to right, fully expecting that they will fire in that order...and...sometimes they will. Sometimes you have to open up the Weapon window and reclick them in that left to right order. Sometimes you have to reslot the weapons. Sometimes you end up with something that just doesn't make sense in the least, but at least it is working for that particular game session - you'll deal with it again at the next session...meh.
With the change to OKS (Omega Kinetic Shearing) to remove the stack limit, it improved things somewhat. But it is something to keep in mind - when using TS or HY Salvo (as the case is with Trans Torps), each torp is doing less damage than a normal torp...but the number of torps results in increased overall damage. So with the change to the stacking, you don't have to worry about overwriting a decent Shearing DoT with a crappy SDoT. As another note on the OKS, mind you, for folks thinking about running it from a boat with EBC (B'rel or T'varo)...when the SDoT triggers, it causes you to blip as if you just launched an attack. You could have dropped mines 30km ago...somebody runs into them...you blip. It triggers combat/red alert. So even for somebody in a non-cloaking vessel, just something to be aware of with being put into combat when you might not have been expecting it.
With the Breen Cluster, as mentioned - you're looking at pretty bad odds of getting it anywhere near the intended target - even dropped at near zero range, there's the potential for so much random spam to obliterate it the moment it appears on your screen. You can try to add your own counterspam, so to speak - I call it dropping out chaff. If you drop out say a TS of Trics, a DPB of mines, stuff like that - with at least the FAW spam from a single target, there's the chance that the FAW targets those and increases the probability of the Cluster reaching the target. Even then, though, that's when you're likely to see somebody AtD, AtS, HE, PH, BFI if they're paying attention and gambling on whether the Cluster is a chain crit or not. It's one of those oh well or lol moments in zone...
Meh, then the gf came home and I totally forgot anything else I was going to say...
Lol, I said meh that the gf came home? Heh, better hope she doesn't read this...lol.
the trick with the 2 part breen deflector engine is that it adds 30% more transphasic damage, so that's the mines and the torps, and the 30% runs out to be around 500 or so more damage, the trick with running other defector engine combos is you really gotta remember you may very well be giving up the ability to 1 shot a recluse with a lucky breen cluster crit hit by skipping out on that last 30%
happy hunting:)
I had thought of that, but I was thinking of either using the MACO/Honor Guard shield or a Fleet RES B (or RES A, depending on the weapons against you in the match) shield with a Plasmonic Leach. Since you don't need weapon power with the build, you can pump all of your power into shields and aux. That could add a tremendous amount of survivability. That is getting away from the cheap cost of the build, unfortunately, but it could definitely help...
The KDF / adapted maco set bonus is terrible. You get far more dmg out of the breen 2 piece.
The way the KDF set calculates the bonus is a % off base. Its a good boost on a build that has no torpedo dmg consoles. The more consoles you run the more that set blows. Where as the breen 2 piece is just a direct + to phasic and acts like its own dmg console... meaning even with 3-5 torpedo consoles on a ship you get the same boost out of the set.
the 2 pcs maco khg are great, but they only buff up the torp damage, not the cluster sadly but yes if a person wanted to have the full set bonus from the Klingon honor guard set or the adapted maco it is a excellent sub:)
as of for photons, man so there I am getting everything together to test out a fleet escort carrier with its photon torpedo point defense console, well on my way to getting the dyson photon (with set for more photon damage, critd and h) and burning my way up the rep to get access to the new undine photons, (the ones with the slow dot plus radiation), a pile of other stuff to I wont waste every ones time typing it all out, but so I put the ship together just to get a baseline and took her into about 11 pvps, without the rep weapons, just basic photons and a photon mine launcher,
it just didn't have the kick, my damage on most targets with the sheering was not even breaking 100, the torps themselves I want to say were around 7k-8kish, cant remember but with natural shield resists and having only 10% really gets thru it was rough, now the torp point defense was ok, but it just fires a volley at up to like 10 targets random around you (so it can target a pet instead of the player) and does it thing, a lot like the baseline torps,:(
I still plan on completing her on the side, but I do have 4 other pvp builds in progress and after the poor showing in the test 5v5 matches I have pushed that build to the back burner,
I still am very curious to see with all the slows from all the undine photons going off and the spread dyson rift torps opening rifts everywhere all this in a field of undine photon mines as far as the eye can see and me in the middle hitting off the photon torp defense if all of that light from the explosions will DESTROY MY COMPUTER SCREEN
:P
LOL I wouldny go photons only, you will still need some energy weapons. I tend to run 2 photons and a harg with 2 destabilised tet cannons fore and 2 DT's and the proton beam aft (avenger).
its not a torp boat but its prety nice anyway.
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Wasn't suggesting it couldn't do damage - just that some folks overvalue what they're getting from having a 5th Tac Console compared to what they could get from another console.
The KDF / adapted maco set bonus is terrible. You get far more dmg out of the breen 2 piece.
The way the KDF set calculates the bonus is a % off base. Its a good boost on a build that has no torpedo dmg consoles. The more consoles you run the more that set blows. Where as the breen 2 piece is just a direct + to phasic and acts like its own dmg console... meaning even with 3-5 torpedo consoles on a ship you get the same boost out of the set.
Just switching out the 2pc (thus no Tac Console bonuses, just comparing 2pc (and well, skills)) and looking at a Rapid Trans...(no bonus boosts either).
Neither: 3092
2pc Breen: 3409.8
2pc KHG: 3336.4
Both are strength boosts off the base. It's just that the 2pc KHG is 25% (all torps) while the 2pc Breen is 32.5% (Trans projectiles).
Basically, the 2pc Breen's giving +2.5% better than a VR Mk XII Trans Console while the 2pc KHG's giving +5% better than a VR Mk XII Warhead Console. For a Trans boat (torps/mines/clusters), the 2pc Breen's going to be better - not just because of the mines/clusters, but for the torps themselves.
Which probably ties into my feelings that folks overvalue a 5th Tac Console in this case, when you're getting a 5th from the 2pc...it's like looking at a 6th when running 5x Tac. While you could run "5" with 4x and use that other for something boosting CrtH/CrtD or whatever.
Cause well, if we look at all the numbers beameddown was running...
*Guessing he's got 6 SAP.
**Is that right? Tooltip lists a +30% bonus boost. When I checked my three Tacs, they're getting 20-22% (basically near the 21% with a little up and down). That's um...curious. That's around the Tac Fleet 1 value instead of the Tac Fleet 2 value. Tac Fleet 1's +22% bonus. Anybody else can check their Tac Fleets to see if it's bugged like that? Might be of concern to you - you're doing less damage than expected.
And with that, hrmm - I lost my train of thought...meh. Going to smoke...too many 'effin' bugs.
I have two torp boats that use the Adapted MACO 2 set... both are Sci so I run high aux and have good healing and support abilities.
One is a Hanom full plasma and a Fed DSSV full Trans with a breen cluster in the frt and the back; only exception to this full type is a Grav photon up frt for a chance of a well proc to hold targets in place... mind you I've never taken them into PvP beyond pre-mades with fleet mates but they preform well in STFs.
I've been tempted to make a Tac one just got too many other builds on the go
Guys, honest question: Is this a viable build in PvP? Or just for lul'z? I've done two attempts at a tranny build in my fleet T'varo and found it to be underwhelming. Besides the random lucky kill from the Breen cluster or the random lucky assist, not really else much going on but hull tickling.
Damage numbers on the board were good in the end but I felt like I hardly contributed.
The only thing I didn't have was the Breen 2 pc. Is that the difference between getting kills and not? Or has the kinetic shearing changed things enough to make this a beast of a build?
Actually had a question (probably a stupid one but hey i try)
Would this build be any viable on a say fleet excelsior class? I have a fleet escort (not a tac captain mind you but pfft to you i'm awesome! :P) but I was thinking perhaps in my excelsior with the extra hull I could hold out using it longer?
Yes, I'm that Askray@Batbayer in game. Yes, I still play. No, I don't care. Former Community Moderator, Former SSR DJ, Now Full time father to two kids, Husband, Retail Worker. Tiktok: @Askray Facebook: Askray113
Actually had a question (probably a stupid one but hey i try)
Would this build be any viable on a say fleet excelsior class? I have a fleet escort (not a tac captain mind you but pfft to you i'm awesome! :P) but I was thinking perhaps in my excelsior with the extra hull I could hold out using it longer?
The answer is yes and no.
The advantage of the t'varo/brel is being able to fire in cloak... which also has dmg benifits. +15% all dmg while you fire under cloak. If you are decloaked in the tvaro that goes up to 25% for 10+s depending on the boffs you are running. (as much as 24s if you have a reman captain with a reman vet boff in the mix). Also keep in mind the tvaro when piloted right is one of the hardest ships to kill in the game. I run the lowbie rom consoles from the Dhlean as well. Singularity inverter I think its called... when someone declaoks me I pop that and it gives me +30% all dmg resist on my hull and +30% dmg reduction on the shield as well. It also charges your singularity bar up as you take dmg. It means if I need to I pop that and its like activating EPTS 3 + adding an extra neut armour. When under fire you end up with 5 bars of singularity in seconds. You can then use something like warp shadow to recloak with zero risk if you need to.
Having said that... a few seasons back I flew a healing cruiser that I ran at 125 aux power for the increased healing on Aux to Sif 3 and Hazrds / Tss. In that case though I really wasn't expecting to kill anything myself I was just providing constant hull dmg pressure in the form of torpedo spam. The main issue with that right now is even low weapon power faw likely provides more pressure these days with the current strength of faw and beams. (and the power - power creep its just really easy to keep all your power levels over 100 now even with a tac or sci).
Having said all that... it might be fun to try and see if you could find away to get a cruiser torpedo boat to work. (heck the transphasic torps are dirt cheap.... cluster is a mission reward. It wouldn't be an expensive experiment)
The advantage of the t'varo/brel is being able to fire in cloak... which also has dmg benifits. +15% all dmg while you fire under cloak. If you are decloaked in the tvaro that goes up to 25% for 10+s depending on the boffs you are running. (as much as 24s if you have a reman captain with a reman vet boff in the mix). Also keep in mind the tvaro when piloted right is one of the hardest ships to kill in the game. I run the lowbie rom consoles from the Dhlean as well. Singularity inverter I think its called... when someone declaoks me I pop that and it gives me +30% all dmg resist on my hull and +30% dmg reduction on the shield as well. It also charges your singularity bar up as you take dmg. It means if I need to I pop that and its like activating EPTS 3 + adding an extra neut armour. When under fire you end up with 5 bars of singularity in seconds. You can then use something like warp shadow to recloak with zero risk if you need to.
Having said that... a few seasons back I flew a healing cruiser that I ran at 125 aux power for the increased healing on Aux to Sif 3 and Hazrds / Tss. In that case though I really wasn't expecting to kill anything myself I was just providing constant hull dmg pressure in the form of torpedo spam. The main issue with that right now is even low weapon power faw likely provides more pressure these days with the current strength of faw and beams. (and the power - power creep its just really easy to keep all your power levels over 100 now even with a tac or sci).
Having said all that... it might be fun to try and see if you could find away to get a cruiser torpedo boat to work. (heck the transphasic torps are dirt cheap.... cluster is a mission reward. It wouldn't be an expensive experiment)
Thanks for the feedback Yeah I might give it a whirl and see how it goes. I actually think I have a few of the rapid torps in my bank (along with a thousand other things it seems) so it wouldn't be a hard test run.
Yes, I'm that Askray@Batbayer in game. Yes, I still play. No, I don't care. Former Community Moderator, Former SSR DJ, Now Full time father to two kids, Husband, Retail Worker. Tiktok: @Askray Facebook: Askray113
I remember the first time we 1v1 and you were so shocked I swapped boffs to utilize PH, HE2 and EPTS, AUX2SIF and tanked your torps while shooting down your cluster.
The torp boats really shine vs the slower ships. I can annoy escorts... but I can ruin healers with mine. That's what I love about my torp boats. When there is that annoying recluse keeping everyone up... nothing distracts him more then a cluster bomb in the fact that knocks them down to 20%. I do often kill them with well timed spreads / clusters... however even when you don't kill those guys forcing them to blow heals on themselves or evasive out of a heal ball is a good way for the team to pull a win.
Comments
I am primarily an Eng healer or an "Evil Sci" in PvP but your post got my Tac juices flowing. There are two Tac alts of mine just sitting there collecting dust...I think I'll try it on one of them. I have most of what you listed for the build and the money to buy the consoles. I might try messing around with it a bit as far as engine/deflector/shield goes. I think the spire tac consoles would help it a lot, too. But that goes away from a "bargain basement" build. It sounds like a fun build, though
Thanks for taking the time to make the post,
Qapla'!
Co-Founder of TOS Veterans and TOS Qan Mang
And id you like photons the dyson and undine sets have some nice photon boosts.
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The +30% damage from the Tac consoles is a boost to strength. So with a base damage of 978 for a Transphasic torp, you're looking at +293.4 damage before taking into account any bonus boosts to the damage. That would come from things like APO, APA, T4 Offensive Nukara, etc. So yeah, with the three of those in play you'd be looking at around ~530 or so more damage from having the additional console...before looking at Crits, Resistance (Buffed/Debuffed)...and so forth. By the time you take into account the likely resists in place, it's not really going to be that much. If you can get the target debuffed, land what some call a bug with a chain crit from a Cluster though, yes it can add to the obliteration factor and the WTF comments in zone...lol.
The 40% penetration is actually better than 40% with the way it works. Normal bleed is going to be 10% with non-resilient and 5% with resilient shields. With the Tranny and it's 40% penetration bonus, you're looking at 46% instead of 10% vs. non-resilient and 43% instead of 5% vs. resilient shields.
Mixing TS/HY/running multiple TS/HY...while you can stack TS/HY (HY/TS) allowing you to unload that quick 1-2 punch of both, it requires not firing for a period of ~15s to do so. You drop out TS/HY (a 30s buff used when a torp is fired), wait the 15s triggered CD, drop out HY/TS...and you'll have ~12-15s where your next two torpedoes (two separate torp launchers) will use the HY/TS or TS/HY combination. From that point on, you're looking at being able to use one or the other every ~15s as long as you continue to fire. This also means that if you're running 3x copies of a Torp ability, you're holding one in reserve in the hopes of being able to use it while it's not eating the 15s triggered CD. It can be handy, kind of along the lines of how some folks with 2x CRF will still carry a CSV.
Slot order doesn't always mean firing order. Meh, it's something I literally almost complain about every day for 15-30 minutes when I log on with Willard. It's always a case of trying to fix his torp firing order...and...Cryptic really needs to fix that. You can have your torps slotted from left to right, fully expecting that they will fire in that order...and...sometimes they will. Sometimes you have to open up the Weapon window and reclick them in that left to right order. Sometimes you have to reslot the weapons. Sometimes you end up with something that just doesn't make sense in the least, but at least it is working for that particular game session - you'll deal with it again at the next session...meh.
With the change to OKS (Omega Kinetic Shearing) to remove the stack limit, it improved things somewhat. But it is something to keep in mind - when using TS or HY Salvo (as the case is with Trans Torps), each torp is doing less damage than a normal torp...but the number of torps results in increased overall damage. So with the change to the stacking, you don't have to worry about overwriting a decent Shearing DoT with a crappy SDoT. As another note on the OKS, mind you, for folks thinking about running it from a boat with EBC (B'rel or T'varo)...when the SDoT triggers, it causes you to blip as if you just launched an attack. You could have dropped mines 30km ago...somebody runs into them...you blip. It triggers combat/red alert. So even for somebody in a non-cloaking vessel, just something to be aware of with being put into combat when you might not have been expecting it.
With the Breen Cluster, as mentioned - you're looking at pretty bad odds of getting it anywhere near the intended target - even dropped at near zero range, there's the potential for so much random spam to obliterate it the moment it appears on your screen. You can try to add your own counterspam, so to speak - I call it dropping out chaff. If you drop out say a TS of Trics, a DPB of mines, stuff like that - with at least the FAW spam from a single target, there's the chance that the FAW targets those and increases the probability of the Cluster reaching the target. Even then, though, that's when you're likely to see somebody AtD, AtS, HE, PH, BFI if they're paying attention and gambling on whether the Cluster is a chain crit or not. It's one of those oh well or lol moments in zone...
Meh, then the gf came home and I totally forgot anything else I was going to say...
Lol, I said meh that the gf came home? Heh, better hope she doesn't read this...lol.
I had thought of that, but I was thinking of either using the MACO/Honor Guard shield or a Fleet RES B (or RES A, depending on the weapons against you in the match) shield with a Plasmonic Leach. Since you don't need weapon power with the build, you can pump all of your power into shields and aux. That could add a tremendous amount of survivability. That is getting away from the cheap cost of the build, unfortunately, but it could definitely help...
I'll set it up and see
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The way the KDF set calculates the bonus is a % off base. Its a good boost on a build that has no torpedo dmg consoles. The more consoles you run the more that set blows. Where as the breen 2 piece is just a direct + to phasic and acts like its own dmg console... meaning even with 3-5 torpedo consoles on a ship you get the same boost out of the set.
LOL I wouldny go photons only, you will still need some energy weapons. I tend to run 2 photons and a harg with 2 destabilised tet cannons fore and 2 DT's and the proton beam aft (avenger).
its not a torp boat but its prety nice anyway.
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Wasn't suggesting it couldn't do damage - just that some folks overvalue what they're getting from having a 5th Tac Console compared to what they could get from another console.
Just switching out the 2pc (thus no Tac Console bonuses, just comparing 2pc (and well, skills)) and looking at a Rapid Trans...(no bonus boosts either).
Neither: 3092
2pc Breen: 3409.8
2pc KHG: 3336.4
Both are strength boosts off the base. It's just that the 2pc KHG is 25% (all torps) while the 2pc Breen is 32.5% (Trans projectiles).
Breen: 3409.8 - 3092 = 317.8 / 0.325 = 977.84615384615384615384615384615
KHG: 3336.4 - 3092 = 244.4 / 0.25 = 977.6
That's the 978 base damage of the Rapid Trans.
Basically, the 2pc Breen's giving +2.5% better than a VR Mk XII Trans Console while the 2pc KHG's giving +5% better than a VR Mk XII Warhead Console. For a Trans boat (torps/mines/clusters), the 2pc Breen's going to be better - not just because of the mines/clusters, but for the torps themselves.
Which probably ties into my feelings that folks overvalue a 5th Tac Console in this case, when you're getting a 5th from the 2pc...it's like looking at a 6th when running 5x Tac. While you could run "5" with 4x and use that other for something boosting CrtH/CrtD or whatever.
Cause well, if we look at all the numbers beameddown was running...
Strength Boosts
ATVx +31.9%
ATVx +31.9%
ATVx +31.9%
VR Mk XII +30%
VR Mk XII +30%
2pc Breen +32.5%
Rule 62: +11.4%
Bonus Boosts
APO3*: +23.7%
APA3*: +47.7%
TacFleet2**: +15.4%
*Guessing he's got 6 SAP.
**Is that right? Tooltip lists a +30% bonus boost. When I checked my three Tacs, they're getting 20-22% (basically near the 21% with a little up and down). That's um...curious. That's around the Tac Fleet 1 value instead of the Tac Fleet 2 value. Tac Fleet 1's +22% bonus. Anybody else can check their Tac Fleets to see if it's bugged like that? Might be of concern to you - you're doing less damage than expected.
And with that, hrmm - I lost my train of thought...meh. Going to smoke...too many 'effin' bugs.
One is a Hanom full plasma and a Fed DSSV full Trans with a breen cluster in the frt and the back; only exception to this full type is a Grav photon up frt for a chance of a well proc to hold targets in place... mind you I've never taken them into PvP beyond pre-mades with fleet mates but they preform well in STFs.
I've been tempted to make a Tac one just got too many other builds on the go
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Damage numbers on the board were good in the end but I felt like I hardly contributed.
The only thing I didn't have was the Breen 2 pc. Is that the difference between getting kills and not? Or has the kinetic shearing changed things enough to make this a beast of a build?
Would this build be any viable on a say fleet excelsior class? I have a fleet escort (not a tac captain mind you but pfft to you i'm awesome! :P) but I was thinking perhaps in my excelsior with the extra hull I could hold out using it longer?
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The answer is yes and no.
The advantage of the t'varo/brel is being able to fire in cloak... which also has dmg benifits. +15% all dmg while you fire under cloak. If you are decloaked in the tvaro that goes up to 25% for 10+s depending on the boffs you are running. (as much as 24s if you have a reman captain with a reman vet boff in the mix). Also keep in mind the tvaro when piloted right is one of the hardest ships to kill in the game. I run the lowbie rom consoles from the Dhlean as well. Singularity inverter I think its called... when someone declaoks me I pop that and it gives me +30% all dmg resist on my hull and +30% dmg reduction on the shield as well. It also charges your singularity bar up as you take dmg. It means if I need to I pop that and its like activating EPTS 3 + adding an extra neut armour. When under fire you end up with 5 bars of singularity in seconds. You can then use something like warp shadow to recloak with zero risk if you need to.
Having said that... a few seasons back I flew a healing cruiser that I ran at 125 aux power for the increased healing on Aux to Sif 3 and Hazrds / Tss. In that case though I really wasn't expecting to kill anything myself I was just providing constant hull dmg pressure in the form of torpedo spam. The main issue with that right now is even low weapon power faw likely provides more pressure these days with the current strength of faw and beams. (and the power - power creep its just really easy to keep all your power levels over 100 now even with a tac or sci).
Having said all that... it might be fun to try and see if you could find away to get a cruiser torpedo boat to work. (heck the transphasic torps are dirt cheap.... cluster is a mission reward. It wouldn't be an expensive experiment)
Thanks for the feedback Yeah I might give it a whirl and see how it goes. I actually think I have a few of the rapid torps in my bank (along with a thousand other things it seems) so it wouldn't be a hard test run.
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The torp boats really shine vs the slower ships. I can annoy escorts... but I can ruin healers with mine. That's what I love about my torp boats. When there is that annoying recluse keeping everyone up... nothing distracts him more then a cluster bomb in the fact that knocks them down to 20%. I do often kill them with well timed spreads / clusters... however even when you don't kill those guys forcing them to blow heals on themselves or evasive out of a heal ball is a good way for the team to pull a win.