The last time I tried to use the bio-neural, it would fly around shooting at stuff for a few minutes before hitting the target. Did I imagine that or is it something that actually happens?
ps--I can confirm cynders post above, Breen cluster is 40 sec cd with 15 sec shared cd. I use one front and rear on my Fed cruiser. I didnt know it was torp bonus though, I will have to swap on a MACO set and see what I get from them.
It happens. Very useful when facing carriers, lots of probes or huge amounts of HY torpedoes.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
yeah, I've found that useful as a last line of defense against pets, boarding parties or HYTorps. The Bioneural does have shields and can take heals though, so if you can spare the buff, you can keep the torpedo alive with TSS, Haz Emitters and other heals. If I'm in a carrier and I drop one, I sometimes direct a flight of fighters to escort it in.
doesnt that behavior preclude it being used as an opportunistic torpedo? you cant shoot when the shield is down and expect it to fly in and hit, what exactly is it good for?
these builds have a very good survivability and damage, but i would know:
which is torpedo is better ?
Photon or Quantum ?
I don't Like chronitons, in pvp i use them in aft slot replacing the kinetic cutting beam, but i don't care them for damage.
I don't Like Hargh Pen, Breen Clusters and Bio-Neurals cause i can't use THY or TS with them.
I don't like plasma and tricobalt cause they are slow and destructible torpedoes.
I really hate transferics cause they deals ridicolous damage.
It seems you're already dismissing the suggestions made because you "don't like them" and narrowed your choice to either photon or quantum.
By now all the advantages and disadvantages of the other torpedoes have been explained.
All that is left is for you to purchase a good quantum torpedo and support consoles OR purchase a good photon torpedo and supporting consoles and TRY them to see which one eventually suits your style best.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
mmm, i think i have to give you other details about my playing style:
i LOVE using Torpedo High Yield !
Photon or Quantum ?
I don't Like Hargh Pen, Breen Clusters and Bio-Neurals cause i can't use THY or TS with them.
I don't like plasma and tricobalt cause they are slow and destructible torpedoes.
I really hate transferics cause they deals ridicolous damage.
If you use any plasma torpedo but the Romulan one, you could use TS on it and it doesn't make the torpedoes slow or destructible, and you get extra chances for the burn proc. You do less damage to a single target vs high yield but only if all the high yield torpedoes hit. Torpedo spread never misses. The only problem is that it can draw too much attention from NPC's in STF's. However, in PVP and romulan/omega rep. missions it doesn't matter.
It seems you're already dismissing the suggestions made because you "don't like them" and narrowed your choice to either photon or quantum.
By now all the advantages and disadvantages of the other torpedoes have been explained.
All that is left is for you to purchase a good quantum torpedo and support consoles OR purchase a good photon torpedo and supporting consoles and TRY them to see which one eventually suits your style best.
yeah, but i'd rather not to buy a torpedo launcher that i don't like.
also, you should be able to tell me which one works best with that builds.
yeah, but i'd rather not to buy a torpedo launcher that i don't like.
also, you should be able to tell me which one works best with that builds.
Theorycrafting will only take you so far. You will need to actually try the item(s) in question to make the final decision for yourself, and more often than not something that you think will work for you on paper doesn't end up doing so in reality.
Bottom line: You've been given the guidance you requested. Now man up and take the ones you think will work for a test drive.
I don't Like Hargh Pen, Breen Clusters and Bio-Neurals cause i can't use THY or TS with them.
In my B'rel torpedo boat, I am the opposite. I love these torpedoes BECAUSE they do not work with THY or TS. That way, my Quantum is the only torpedo to benefit from it and is consistent.
But, you're not running a torpedo boat, so I guess that's a moot point.
I find the Quantums to be the superior torpedo compared to a Photon.
Breen cluster is a ~40 second CD with at 15 second copy CD (running 2 is good lol)
Bios are not affected by the proj doffs, but (unless cryptic changed it recently) they DO work with the Cluster. (I'll have to check on this one) as for the consoles, I'll have to check also as i only ever used a transphasic build on my Blockade runner retrofit. (PvE)
The Proj Doff torpedo CD reduction does work for Breen Clusters. I was playing extensively last night with the Transphasic Build. However, the Breen Cluster damage benefits from the mine damage consoles, not transphasic torp ones. I revised my earlier, big post about it. Mine cooldown related DOFFs do nothing to shorten the CD of Breen Clusters.
This weapon is a weird hybrid. Great weapon, but maximizing its use and impact can be tricky.
One compromise I did for having quick firing, regular torpedoes alternating fire, and each reducing the CD. Each fire took a bit of time off the Breen Cluster to bring it earlier into the fight. I'm sure this isn't the most effective use, but merely testing things out.
In my B'rel torpedo boat, I am the opposite. I love these torpedoes BECAUSE they do not work with THY or TS. That way, my Quantum is the only torpedo to benefit from it and is consistent.
But, you're not running a torpedo boat, so I guess that's a moot point.
I find the Quantums to be the superior torpedo compared to a Photon.
Completely agree. My B'Rel Torpedo Boat changed its loadout quite frequently. But I counted on always having at a bare minimum at least 1 copy of Breen Cluster, Hargh'Peng, and for certain days, Bio-Neural Warheads. The regular torpedo I use would depend on what I wanted to do. Usually Quantums. Sometimes I did Chronitons to try to slowdown and harass some of the really problematic, fast Escorts. Or, to slow down someone so they can get finished off by my teammates.
Im very new to the forums, but I need some help about a very good weapon loadout for each of my characters.
All the weapons can be "bought" by the following actions/currency:
-Mission Rewards
-Dylithium Store
-Exchange
For the Federation I'm planning to do a plasma loadout in my future assault cruiser.
high damage and ROF! also covarient defense shields.
I have my tactical stations buffing energy weapons and plasma torpedoes.
My engineering stations are for EPS systems and armor (Neutronium, Ablative Armor, and parametallic alloy)
My science stations are focused on energy draining the enemy (tal shiar lock box reward) and improving shields.
For the Klingons im planning on doing a disruptor cannon and plasma torpedo layout for the highest tier free bird of prey.
High attack. Enough defense to recloak.
probably same console configuration
For the Romulans Im planning on doing plasma cannons and plasma torpedos for the highest tier free ship.
(same idea too)
High attack and Defense.
probably same console configuration
I need help on the best weapons of the above categories that are not too expensive but are able to do the job right.
I'm talking at maximum for federation 1,000,000 EC and 10,000 Dylithium and any Mission reward that I can get.
For the Klingons and Romulans I can only do energy credits (1,000,000 EC MAX) and mission rewards.
From a straight-up damage output perspective, the most powerful non-ship-specific torpedo I've used in this patch is an Omega Plasma Torpedo with High Yield3, occasionally delivering 160k critical hits vs exposed hulls. Unfortunately you need a build capable of delivering the torpedo at close range (e.g., fast attack escort) or disabling the target's engines. Even without HYT3, the Omega Launcher can shoot 2 torps/sec until its 6-round magazine goes empty.
Lets put it this way. the Z-store variety of the T'varo Light Warbird has a cloak that allows you to fire torps while cloaked.
So i want to turn the thing into as hard core of a torpedo boat as I can.
can someone here tell me a precise build for it that will optimize the speed I could dump torpedos out? Any empty slots, I will PROBABLY fill in with tetryon cannons... for higher shield DPS when i'm not cloaked.
It doesn't really need to stand on its own. the idea would be for it to support in PVE(once and a while PVP) and hit hard when shields go down.
need a build(lay it out really clear ELI5 type thing) so I know what I'm working towards at launch of LoR
I got you buddy. I run an effective klingon torpedo boat. This what I got with non special equipment, other than the ship. This is very effective. Change out a plasma torpedo for they Romulan hyper torpedo, same recharge time, for more effectievness, ect.:
Klingon- Engineer Officer (your skills should be stealth, hull healing, torpedo damage, hull resist, no shields no beams)
1) Use a ship with enhanced battle cloak. Turn it on leave it on. You pop out of cloak quickly to fire automatically, this is the only time you can fire your torpedoes. it is the only time you can be targeted, and attack while you are cloaked will be registered as misses.
Ship: B'rel Bird of Prey Retrofit (C-store)
This has a enhanced battle cloak, allowing you to fire torpedoes and mines while cloaked. If you lose your cloak, you can re-cloak during battle. You have no shields, and can heal your hull while cloaked. Get use to not seeing your shields. Stay away from ships about to die.
4 weapons front- auto fire Quantiumx2, plasma x2
2 weapons rear- Quantiumx2
Engineer consoles- Hull healing you don't use shields, and you don't tank.
Science consoles- particle generators (exotic damage) increase the plasma burn and eject warp plasma damage. yes, you can use this while cloaked after sneaking up on some one. They drop hazard emitters, thats why you got plama torps, continue the burn.
Tactical consoles- Quantium projectile weapon damage. More damage against the hull with shields than photons, even more when its down. Trust me, shields will drop.
BoFF- Your focus should be abilities you use while cloaked. Hull healing from engineer and hazard emitters, self damage buff for alpha torpedo strike, torpedo high yield, Eject warp plasma. You don't want to fight de-cloaked. Escape as fast a possible, heal, then come around.
Federation: Tactical officer
Honorable, so none of the ships fire while cloaked. no offensive attacks, just passive buffs. You have to de-cloak to attack.
Ship: Tactical Escort Refit- fast turning more slots for damage and alpha strike.
4 weapons front- photonx3. Cannon or dual beam for dropping shields. You will fire torpedoes once every 2 seconds.
2 weapons rear- Turrets or beams to hammer shields as you turn around. Be sure to match front and rear non-torpedo weapons.
Engineering consoles- Bonus power to Aux, for using tachyon beam.
Science consoles- Flow capacitors for more shield draining power.
Tactical- Photon projectile damage.
Boffs- You can only cloak out of battle, so your focus is self buff while cloaked for alpha strike, de-cloake for damage buff torpedo damage, shield dropping, keeping your shield up. You need polarized hull to escape a tractor beam. You have to escape combat to cloak again. after your first torpedo salvo, your committed, and you will drop some major damage from stand off distance.
Tactics- Beam fire at will, point defense system, and automated defense turret will take out any slow moving torpedoes. Stay away from them in pvp. You need something that will constantly hit. The automated defense turret has a 5km range and will shoot one a second, with enough damage to kill a slow moving torpedo every second.
As a klingon, your power levels should be in weapons and Aux. Aux, for better hull healing and exotic damage, weapons for more torpedo damage.
As a fed, your power levels is most in weapons, with a balance in shields and Aux.
This is an easy load out, not expensive, and requires no special equipment. Use this load out while you get specialized gear.
Non-cloaking torpedo boat:
Cant go wrong with the Kumari, the andorian ship from the C-store. Same load out as above. this time you get a quad cannon, so rock cannon turrets on the back. Additional Dual heavy cannon on the front.
What makes this special is the wing cannons, the abilities let you drop shields quickly so when your photons hit, its dead in 1 pass.
With the Dyson Protonic Arsenal set giving bonus to Photon damage, crits, and crit severity... plus the new Enhanced Biometric photon torpedo, well, that green flashy torpedo is the best right now.
It's why you see so many bright green flashes in group PVE content lately.
Quantums do the most damage if your target's shields are down however you have to get them down first...
Transphasic on the other hand does not have this problem and can do excellent dps by bypassing shields. Combine this with the cluster torp and you have yourself sustained dps with spike dps.
Quantums used to be THE defining, clear cut standard for regular use on bare hulls. They hit very hard, aren't destructible like Tricobalts and Plasmas, and have reasonable reload times.
That's not true anymore with S9.
The 8472 rep Enhanced Bio-Molecular Photon Torp is more than that. It has decent reload time (longer than standard Photons but still good enough), hits like a semi-truck, esp. in HYT. It lands a hazard that causes damage like Plasmas. In HYT, unlike Tricobalts, Plasmas, Breen Clusters, it is indestructible and when it hits, looks like it hits as hard as a single, massive, Plasma torpedo. It is AOE, lands a hazard, hard hitting, and again... not destructible.
Also, Photons in general, since S8 and even more with S9, got means of significant boosts. Quantums don't.
For such duties on bare hull, the Enh.BM Photon is the new standard but you need T2 8472 Rep to access it, unlike Quantums, which you can quickly grab from all over the place.
The Dyson Torp is still a rule-bending, effective torp, as it's been discussed all over the boards and in-game. The damage when the rifts appear is deadly, and TS2/3 with Grav Well and Dyson Torp, you can wipe out entire waves of NPCs by simply pressing GW+TAC BUFFs+TS2 or TS3+Fire Grav Torp. You don't even need to fire your energy weapons as you see a wave of NPCs die with their shields untouched by you.
With the Dyson Protonic Arsenal set giving bonus to Photon damage, crits, and crit severity... plus the new Enhanced Biometric photon torpedo, well, that green flashy torpedo is the best right now.
It's why you see so many bright green flashes in group PVE content lately.
Correct!
Throw on the Dyson weapons set for the massive Crit Bonuses, Photon Projectile bonuses, throw on the Enhanced BM Photon, some Photon Projectile Spire Consoles, etc... these things are potent as hell. Again, unlike Plasmas and Tricobalts, they hit nearly as hard but are not destructible.
I've been playing long enough to recognize that every 6 months, the value of the current generation of torpedoes is different. Whether it's a new doff strategy or gear, or nerf and updates, one thing is clear:
Torpedoes are situational only. 'Best' becomes a function of how you use them based on your target.
The use of a torp is always contingent on your targets shields being down. Torps are NOT practical as a shield-dropping build. I'll touch on selfish torpedo builds shortly.
If you're leveling, anything will work fine. Quantums continue to be the torp of choice.
[BORG] If you're grinding, anything will work fine. Quantums continue to be the torp of choice.
[BORG] If you're sieging (structures), Romulan PLasma is by FAR the better option for DPS.
Romulan PLasma re-targets. Nuff said about that.
[VOTH] Fast torpedoes only. They have torpedo defenses; slow destructible torpedoes rarely hit.
[UNDINE] If you're grinding, anything will work fine. The new Bio-Molecular Photon continue to be the torp of choice as it gets enhanced with other elements in the set. Best of all - you can get the basic (non-enhanced) model free.
[PVP] I won't even attempt to answer this. I've seen everything used effectively. It's all about personal skill.
---
[PVE] Selfish Torpedo Builds.
Yes, they can be done.
No, they don't do more DPS than energy builds.
Yes, they require a very skilled player (piloting, ship, boffs, doffs utilization, chaining etc). Most players do NOT fall into this category.
If there were not timers on certain aspects of optionals, torpedo build would be all the rage. At one time, they were devastating in PVE.
But changes to game mechanics have nerfed the classic torpedo build. Tricobalt's do less damage more often. So no 1-hit destruction of cubes and gates.
Game mechanics changes have made energy weapons significantly better. And faster.
Game mechanics changes have made energy weapons significantly better. And faster.
And that's the shame.
In actual Star Trek, torpedoes were the preferred weapons of destroying the enemy. The only thing limiting them was reloading and a finite supply of them. They never used torpedoes to "disable" someone. That was left to stuff like Phasers, having a more refined, accurate, delicate touch. Torps were just raw devastation, regardless of the state of the target.
There was a point in DS9 when the Defiant was on the way to Earth to help prevent a coup. The USS Lakota, an Excelsior-class refit, was in the way on the behalf of the coup attempt. But both vessels being Starfleet, they were hesitant to do serious combat that could result in the destruction of the other. The captain of the Lakota was ordered by the coup leader to use her Quantums on the Defiant, which she outright refused since that would destroy it.
All througout Trek, torpedoes were the heaviest wrecking balls in combat. From regular Photons since the TMP movies, the Romulan Red Ball of TOS Death, to the gleefully thrown salvoes of Photon / Quantum torpedoes in TNG onwards.
Yet in STO, they're "situational weapons."
A revamp between Energy & Projectile weapons needs to occur, but that's for another thread.
Quantums used to be THE defining, clear cut standard for regular use on bare hulls. They hit very hard, aren't destructible like Tricobalts and Plasmas, and have reasonable reload times.
That's not true anymore with S9.
The 8472 rep Enhanced Bio-Molecular Photon Torp is more than that. It has decent reload time (longer than standard Photons but still good enough), hits like a semi-truck, esp. in HYT. It lands a hazard that causes damage like Plasmas. In HYT, unlike Tricobalts, Plasmas, Breen Clusters, it is indestructible and when it hits, looks like it hits as hard as a single, massive, Plasma torpedo. It is AOE, lands a hazard, hard hitting, and again... not destructible.
Also, Photons in general, since S8 and even more with S9, got means of significant boosts. Quantums don't.
For such duties on bare hull, the Enh.BM Photon is the new standard but you need T2 8472 Rep to access it, unlike Quantums, which you can quickly grab from all over the place.
The Dyson Torp is still a rule-bending, effective torp, as it's been discussed all over the boards and in-game. The damage when the rifts appear is deadly, and TS2/3 with Grav Well and Dyson Torp, you can wipe out entire waves of NPCs by simply pressing GW+TAC BUFFs+TS2 or TS3+Fire Grav Torp. You don't even need to fire your energy weapons as you see a wave of NPCs die with their shields untouched by you.
Correct!
Throw on the Dyson weapons set for the massive Crit Bonuses, Photon Projectile bonuses, throw on the Enhanced BM Photon, some Photon Projectile Spire Consoles, etc... these things are potent as hell. Again, unlike Plasmas and Tricobalts, they hit nearly as hard but are not destructible.
Absolutely spot on. Grav and Bio photons with..
+22.9% Photon Projectile Weapon Damage from Arsenal Synergy
+17.5 Starship Projectile Weapons Training from Counter-Command Deflector Array Mk XII
+25% Bonus to Torpedo Damage from any 2 Adapted Maco pieces
+30 Starship Projectile Weapon Damage from the Battle Module 3000
+40% DoT for kinetic mines and torps with Omega Kinetic Shearing
Heck, even throw in the Photon torpedo point defense system for s**ts and giggles
...energy weapons are just gravy.
I find the Quantums to be the superior torpedo compared to a Photon.
That is not the case anymore. I used to fly 100% Quantum boats at 10k to 12k DPS but swapping to Photon boosted my DPS to 16k to 18k dps. The new photon torp fires faster, hits for more damage, does more DPS, has high crit chance and higher crit damage and is just superior to Quantum in pretty much every way. The new Enhanced bio Phonto is by far the best torp by a long shot.
Something i noticed lately is that usage of Tricobalt torpedoes has increased.
Did something change in the mechanics to make them viable again?
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
Hi. I wouldn't say there is a "best" kind of torpedo launcher. They all have advantages and disadvantages. E.g tricobalts do good damage but are slow and can be destroyed in flight. I recommend you use a wide variety. My ship, the USS Zelandia is equipped with 4 kinds of torpedo, tricobalt, quantum, transphasic and bio-molecular.
In theory, there's no best, but if you haven't actually tried the new Enhanced Biomolecular (the rep version, not just the ones you get while leveling up Undine rep), especially with the Dyson Protonic Arsenal set (which gives huge bonuses to critical on Photon-type torpedos), then you should try that. It goes beyond theorycraft... you have to see it work.
It's either plain broken or OP as designed. The HY version of the Enhanced Biomolecular is great, and the Spread version is even better. It's just an OP torpedo, and clearly the best right now. Fast to load, lots of crit, lots of damage, untargetable HY torps, and overpowering spreads (especially for TS3).
Even without the Dyson Protonic Arsenal bonuses, the Enhanced Biomolecular is still the best torpedo, especially if you're using Phasers or Disruptors.
Once they nerf it (because it is so OP), then there might be a discussion about what is best. The Dyson Gravimetric is up there amongst the best for many of the same reasons as the Enhanced Biomolecular.
I'm pretty sure that a Gravimetric spread does more damage when you add in the extra exotic damage vs the radiation damage, although I havent confirmed it.
The 2pc bonus with the Enh Bio probably buffs energy weapon damage enough to make it better on mixed ships.
I still use Gravimetric for a few other reasons. For one thing it will decloak a target if the gravwell procs near/on them, which makes it good for throwing at romulans who are running off to cloak--not only does it revel, but now their jump and cloak are both on cooldown. I also like it best for Fleet Alert and NWs, since the waves of spawn amplify the effect of the grav procs.
I'm pretty sure that a Gravimetric spread does more damage when you add in the extra exotic damage vs the radiation damage, although I havent confirmed it.
The 2pc bonus with the Enh Bio probably buffs energy weapon damage enough to make it better on mixed ships.
I still use Gravimetric for a few other reasons. For one thing it will decloak a target if the gravwell procs near/on them, which makes it good for throwing at romulans who are running off to cloak--not only does it revel, but now their jump and cloak are both on cooldown. I also like it best for Fleet Alert and NWs, since the waves of spawn amplify the effect of the grav procs.
I did some tests and it depends on the NPC group. When the ships are close together so the Gravimetric blast overlaps more then 1 ship grav torps come on tops on DPS. When the ships are further apart but close enough for torp spread to hit Enh Bio came out on tops.
Comments
It happens. Very useful when facing carriers, lots of probes or huge amounts of HY torpedoes.
Or that episode of the office when Jim impersonates Dwight and asks him "Which bear is best?"
But Jim had a decisive answer for that. Black bear.
i LOVE using Torpedo High Yield !
with the charal, my BOffs Layout is this:
PVP:
Cmd Tac: THY1 - CRF1 - APO1 - APO3
Lt. Cmd Tac: TT1 - THY2 - CRF2
Lt. Eng: EPS1 - RSP1
Lt. Sci: HE1 - ES2
Ens. Eng: EPE1 / Ens. Sci: Jam Sensors
2 Projectile Weapons Officers
3 Conn Officers (Tac Team)
PVE:
Cmd Tac: TS1 - CSV1 - THY3 - CRF3
Lt. Tac: TT1 - THY2 - CRF2
Lt. Eng: EPS1 - RSP1
Lt. Sci: HE1 - ES2
Ens Eng: EPE1
2 - Projectile Weapons Officers
3 - Conn Officers
these builds have a very good survivability and damage, but i would know:
which is torpedo is better ?
Photon or Quantum ?
I don't Like chronitons, in pvp i use them in aft slot replacing the kinetic cutting beam, but i don't care them for damage.
I don't Like Hargh Pen, Breen Clusters and Bio-Neurals cause i can't use THY or TS with them.
I don't like plasma and tricobalt cause they are slow and destructible torpedoes.
I really hate transferics cause they deals ridicolous damage.
By now all the advantages and disadvantages of the other torpedoes have been explained.
All that is left is for you to purchase a good quantum torpedo and support consoles OR purchase a good photon torpedo and supporting consoles and TRY them to see which one eventually suits your style best.
If you use any plasma torpedo but the Romulan one, you could use TS on it and it doesn't make the torpedoes slow or destructible, and you get extra chances for the burn proc. You do less damage to a single target vs high yield but only if all the high yield torpedoes hit. Torpedo spread never misses. The only problem is that it can draw too much attention from NPC's in STF's. However, in PVP and romulan/omega rep. missions it doesn't matter.
yeah, but i'd rather not to buy a torpedo launcher that i don't like.
also, you should be able to tell me which one works best with that builds.
Theorycrafting will only take you so far. You will need to actually try the item(s) in question to make the final decision for yourself, and more often than not something that you think will work for you on paper doesn't end up doing so in reality.
Bottom line: You've been given the guidance you requested. Now man up and take the ones you think will work for a test drive.
But, you're not running a torpedo boat, so I guess that's a moot point.
I find the Quantums to be the superior torpedo compared to a Photon.
The Proj Doff torpedo CD reduction does work for Breen Clusters. I was playing extensively last night with the Transphasic Build. However, the Breen Cluster damage benefits from the mine damage consoles, not transphasic torp ones. I revised my earlier, big post about it. Mine cooldown related DOFFs do nothing to shorten the CD of Breen Clusters.
This weapon is a weird hybrid. Great weapon, but maximizing its use and impact can be tricky.
One compromise I did for having quick firing, regular torpedoes alternating fire, and each reducing the CD. Each fire took a bit of time off the Breen Cluster to bring it earlier into the fight. I'm sure this isn't the most effective use, but merely testing things out.
Completely agree. My B'Rel Torpedo Boat changed its loadout quite frequently. But I counted on always having at a bare minimum at least 1 copy of Breen Cluster, Hargh'Peng, and for certain days, Bio-Neural Warheads. The regular torpedo I use would depend on what I wanted to do. Usually Quantums. Sometimes I did Chronitons to try to slowdown and harass some of the really problematic, fast Escorts. Or, to slow down someone so they can get finished off by my teammates.
you get the set bonus with Assimilated mod and cutting beam
keep it offline till you have a shield face down then it can fire off 5-6 torps on an exposed hull in quick time for burst damage.
All the weapons can be "bought" by the following actions/currency:
-Mission Rewards
-Dylithium Store
-Exchange
For the Federation I'm planning to do a plasma loadout in my future assault cruiser.
high damage and ROF! also covarient defense shields.
I have my tactical stations buffing energy weapons and plasma torpedoes.
My engineering stations are for EPS systems and armor (Neutronium, Ablative Armor, and parametallic alloy)
My science stations are focused on energy draining the enemy (tal shiar lock box reward) and improving shields.
For the Klingons im planning on doing a disruptor cannon and plasma torpedo layout for the highest tier free bird of prey.
High attack. Enough defense to recloak.
probably same console configuration
For the Romulans Im planning on doing plasma cannons and plasma torpedos for the highest tier free ship.
(same idea too)
High attack and Defense.
probably same console configuration
I need help on the best weapons of the above categories that are not too expensive but are able to do the job right.
I'm talking at maximum for federation 1,000,000 EC and 10,000 Dylithium and any Mission reward that I can get.
For the Klingons and Romulans I can only do energy credits (1,000,000 EC MAX) and mission rewards.
Please Help!
I got you buddy. I run an effective klingon torpedo boat. This what I got with non special equipment, other than the ship. This is very effective. Change out a plasma torpedo for they Romulan hyper torpedo, same recharge time, for more effectievness, ect.:
Klingon- Engineer Officer (your skills should be stealth, hull healing, torpedo damage, hull resist, no shields no beams)
1) Use a ship with enhanced battle cloak. Turn it on leave it on. You pop out of cloak quickly to fire automatically, this is the only time you can fire your torpedoes. it is the only time you can be targeted, and attack while you are cloaked will be registered as misses.
Ship: B'rel Bird of Prey Retrofit (C-store)
This has a enhanced battle cloak, allowing you to fire torpedoes and mines while cloaked. If you lose your cloak, you can re-cloak during battle. You have no shields, and can heal your hull while cloaked. Get use to not seeing your shields. Stay away from ships about to die.
4 weapons front- auto fire Quantiumx2, plasma x2
2 weapons rear- Quantiumx2
Engineer consoles- Hull healing you don't use shields, and you don't tank.
Science consoles- particle generators (exotic damage) increase the plasma burn and eject warp plasma damage. yes, you can use this while cloaked after sneaking up on some one. They drop hazard emitters, thats why you got plama torps, continue the burn.
Tactical consoles- Quantium projectile weapon damage. More damage against the hull with shields than photons, even more when its down. Trust me, shields will drop.
BoFF- Your focus should be abilities you use while cloaked. Hull healing from engineer and hazard emitters, self damage buff for alpha torpedo strike, torpedo high yield, Eject warp plasma. You don't want to fight de-cloaked. Escape as fast a possible, heal, then come around.
Federation: Tactical officer
Honorable, so none of the ships fire while cloaked. no offensive attacks, just passive buffs. You have to de-cloak to attack.
Ship: Tactical Escort Refit- fast turning more slots for damage and alpha strike.
4 weapons front- photonx3. Cannon or dual beam for dropping shields. You will fire torpedoes once every 2 seconds.
2 weapons rear- Turrets or beams to hammer shields as you turn around. Be sure to match front and rear non-torpedo weapons.
Engineering consoles- Bonus power to Aux, for using tachyon beam.
Science consoles- Flow capacitors for more shield draining power.
Tactical- Photon projectile damage.
Boffs- You can only cloak out of battle, so your focus is self buff while cloaked for alpha strike, de-cloake for damage buff torpedo damage, shield dropping, keeping your shield up. You need polarized hull to escape a tractor beam. You have to escape combat to cloak again. after your first torpedo salvo, your committed, and you will drop some major damage from stand off distance.
Tactics- Beam fire at will, point defense system, and automated defense turret will take out any slow moving torpedoes. Stay away from them in pvp. You need something that will constantly hit. The automated defense turret has a 5km range and will shoot one a second, with enough damage to kill a slow moving torpedo every second.
As a klingon, your power levels should be in weapons and Aux. Aux, for better hull healing and exotic damage, weapons for more torpedo damage.
As a fed, your power levels is most in weapons, with a balance in shields and Aux.
This is an easy load out, not expensive, and requires no special equipment. Use this load out while you get specialized gear.
Non-cloaking torpedo boat:
Cant go wrong with the Kumari, the andorian ship from the C-store. Same load out as above. this time you get a quad cannon, so rock cannon turrets on the back. Additional Dual heavy cannon on the front.
What makes this special is the wing cannons, the abilities let you drop shields quickly so when your photons hit, its dead in 1 pass.
Good luck buddy.
It's why you see so many bright green flashes in group PVE content lately.
IKS Korrasami (Fleet B'rel Bird of Prey Retrofit T5-U)
Quantums used to be THE defining, clear cut standard for regular use on bare hulls. They hit very hard, aren't destructible like Tricobalts and Plasmas, and have reasonable reload times.
That's not true anymore with S9.
The 8472 rep Enhanced Bio-Molecular Photon Torp is more than that. It has decent reload time (longer than standard Photons but still good enough), hits like a semi-truck, esp. in HYT. It lands a hazard that causes damage like Plasmas. In HYT, unlike Tricobalts, Plasmas, Breen Clusters, it is indestructible and when it hits, looks like it hits as hard as a single, massive, Plasma torpedo. It is AOE, lands a hazard, hard hitting, and again... not destructible.
Also, Photons in general, since S8 and even more with S9, got means of significant boosts. Quantums don't.
For such duties on bare hull, the Enh.BM Photon is the new standard but you need T2 8472 Rep to access it, unlike Quantums, which you can quickly grab from all over the place.
The Dyson Torp is still a rule-bending, effective torp, as it's been discussed all over the boards and in-game. The damage when the rifts appear is deadly, and TS2/3 with Grav Well and Dyson Torp, you can wipe out entire waves of NPCs by simply pressing GW+TAC BUFFs+TS2 or TS3+Fire Grav Torp. You don't even need to fire your energy weapons as you see a wave of NPCs die with their shields untouched by you.
Correct!
Throw on the Dyson weapons set for the massive Crit Bonuses, Photon Projectile bonuses, throw on the Enhanced BM Photon, some Photon Projectile Spire Consoles, etc... these things are potent as hell. Again, unlike Plasmas and Tricobalts, they hit nearly as hard but are not destructible.
I've been playing long enough to recognize that every 6 months, the value of the current generation of torpedoes is different. Whether it's a new doff strategy or gear, or nerf and updates, one thing is clear:
Torpedoes are situational only. 'Best' becomes a function of how you use them based on your target.
The use of a torp is always contingent on your targets shields being down. Torps are NOT practical as a shield-dropping build. I'll touch on selfish torpedo builds shortly.
If you're leveling, anything will work fine. Quantums continue to be the torp of choice.
[BORG] If you're grinding, anything will work fine. Quantums continue to be the torp of choice.
[BORG] If you're sieging (structures), Romulan PLasma is by FAR the better option for DPS.
Romulan PLasma re-targets. Nuff said about that.
[VOTH] Fast torpedoes only. They have torpedo defenses; slow destructible torpedoes rarely hit.
[UNDINE] If you're grinding, anything will work fine. The new Bio-Molecular Photon continue to be the torp of choice as it gets enhanced with other elements in the set. Best of all - you can get the basic (non-enhanced) model free.
[PVP] I won't even attempt to answer this. I've seen everything used effectively. It's all about personal skill.
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[PVE] Selfish Torpedo Builds.
Yes, they can be done.
No, they don't do more DPS than energy builds.
Yes, they require a very skilled player (piloting, ship, boffs, doffs utilization, chaining etc). Most players do NOT fall into this category.
If there were not timers on certain aspects of optionals, torpedo build would be all the rage. At one time, they were devastating in PVE.
But changes to game mechanics have nerfed the classic torpedo build. Tricobalt's do less damage more often. So no 1-hit destruction of cubes and gates.
Game mechanics changes have made energy weapons significantly better. And faster.
And that's the shame.
In actual Star Trek, torpedoes were the preferred weapons of destroying the enemy. The only thing limiting them was reloading and a finite supply of them. They never used torpedoes to "disable" someone. That was left to stuff like Phasers, having a more refined, accurate, delicate touch. Torps were just raw devastation, regardless of the state of the target.
There was a point in DS9 when the Defiant was on the way to Earth to help prevent a coup. The USS Lakota, an Excelsior-class refit, was in the way on the behalf of the coup attempt. But both vessels being Starfleet, they were hesitant to do serious combat that could result in the destruction of the other. The captain of the Lakota was ordered by the coup leader to use her Quantums on the Defiant, which she outright refused since that would destroy it.
All througout Trek, torpedoes were the heaviest wrecking balls in combat. From regular Photons since the TMP movies, the Romulan Red Ball of TOS Death, to the gleefully thrown salvoes of Photon / Quantum torpedoes in TNG onwards.
Yet in STO, they're "situational weapons."
A revamp between Energy & Projectile weapons needs to occur, but that's for another thread.
+22.9% Photon Projectile Weapon Damage from Arsenal Synergy
+17.5 Starship Projectile Weapons Training from Counter-Command Deflector Array Mk XII
+25% Bonus to Torpedo Damage from any 2 Adapted Maco pieces
+30 Starship Projectile Weapon Damage from the Battle Module 3000
+40% DoT for kinetic mines and torps with Omega Kinetic Shearing
Heck, even throw in the Photon torpedo point defense system for s**ts and giggles
...energy weapons are just gravy.
That is not the case anymore. I used to fly 100% Quantum boats at 10k to 12k DPS but swapping to Photon boosted my DPS to 16k to 18k dps. The new photon torp fires faster, hits for more damage, does more DPS, has high crit chance and higher crit damage and is just superior to Quantum in pretty much every way. The new Enhanced bio Phonto is by far the best torp by a long shot.
Did something change in the mechanics to make them viable again?
It's either plain broken or OP as designed. The HY version of the Enhanced Biomolecular is great, and the Spread version is even better. It's just an OP torpedo, and clearly the best right now. Fast to load, lots of crit, lots of damage, untargetable HY torps, and overpowering spreads (especially for TS3).
Even without the Dyson Protonic Arsenal bonuses, the Enhanced Biomolecular is still the best torpedo, especially if you're using Phasers or Disruptors.
Once they nerf it (because it is so OP), then there might be a discussion about what is best. The Dyson Gravimetric is up there amongst the best for many of the same reasons as the Enhanced Biomolecular.
IKS Korrasami (Fleet B'rel Bird of Prey Retrofit T5-U)
The 2pc bonus with the Enh Bio probably buffs energy weapon damage enough to make it better on mixed ships.
I still use Gravimetric for a few other reasons. For one thing it will decloak a target if the gravwell procs near/on them, which makes it good for throwing at romulans who are running off to cloak--not only does it revel, but now their jump and cloak are both on cooldown. I also like it best for Fleet Alert and NWs, since the waves of spawn amplify the effect of the grav procs.
I did some tests and it depends on the NPC group. When the ships are close together so the Gravimetric blast overlaps more then 1 ship grav torps come on tops on DPS. When the ships are further apart but close enough for torp spread to hit Enh Bio came out on tops.