I often see people using Plasma Torpedoes, and they seem to be using a specific skill. I can't seem to find it though. Basically, they launch out around 5 torpedoes or so at one at a time in a straight line. I'm not talking about Torpedo Spread.
- As the Torpedoes are launched, they are slow to reach their targets
- There are around 5 of time launched one after the other.
- They go in a straight line, one after another.
best torpedo in the game. TS3 with the hyper is amazing. two plasmas per target. if you happen to kill a target before impact they reroute to another. TS3 + BFAW on a carrier and pets = wall of plasma on the carrier
I often see people using Plasma Torpedoes, and they seem to be using a specific skill. I can't seem to find it though. Basically, they launch out around 5 torpedoes or so at one at a time in a straight line. I'm not talking about Torpedo Spread.
- As the Torpedoes are launched, they are slow to reach their targets
- There are around 5 of time launched one after the other.
- They go in a straight line, one after another.
Hyper plasma torpedo launcher. The reason you see more than 3 projectiles (the hyper plasma torpedo launches 3) is because the same weapon has a proc in which it can reset the cooldown of the weapon, so it fires again another 3 without any delay.
Hyper plasma torpedo launcher. The reason you see more than 3 projectiles (the hyper plasma torpedo launches 3) is because the same weapon has a proc in which it can reset the cooldown of the weapon, so it fires again another 3 without any delay.
I verified, but that proc wasn't there, unless I missed something.
best torpedo in the game. TS3 with the hyper is amazing. two plasmas per target. if you happen to kill a target before impact they reroute to another. TS3 + BFAW on a carrier and pets = wall of plasma on the carrier
But a very, very circumstantial weapon that's already been surpassed.
Whether you fire the Rom Hyper-Plasma in normal fire, HYT, or even TS, you have one very nagging issue... the projectiles are targetable and can be destroyed. If there are any NPCs out there which have any use of AOE abilities such as Tykien's Rift, Grav Well, BFAW, etc., then all those plasma torps simply disappear.
The weapon shines in "sieges" where NPCs do not do any AOE abilities.
But in HYT or TS fire, the Photon family of Torpedoes have surpassed Plasma Torpedoes in general.
In HYT fire, the Enhanced Bio-Molecular Torp is everything a HYT Plasma is and more. It's blast is AOE (a very large AOE I may add... try it, you may be surprised by how far targets get hit by the radius). It's damage is very high, I've easily gone into 90k to just over 100k on crits. Don't forget, this is a large AOE. AND best of all, it's non-targetable. I've had a number of friends complain about how effective the Enh.BM Torp is in this similar tactical use as Plasmas, and have NONE of the Plasma drawbacks (targetable projectile). This torp his HARD in HYT with an AOE blast with no splash damage to the user, non targetable. Very big deal, IMO.
Oh, and the Enh.BM Torp also can land a dot of its own as Radiation damage.
In TS fire, a Dyson Gravimetric Torp is superior, esp. in conjunction with Gravity Well. The damage is okay from the torpedoes themselves, but when the TS hits a bunched up group of NPCs due to Gravity Well, the torps can pop "rifts" that can be so devastating. The rifts ignore shields completely and go straight to the hull. Smaller ships blow up in the blob of ships & rifts. Those explosions damage other ships in the rift, causing even more destruction with the chain reaction. And anything left in this mess has to suffer all those explosions as well as the rift damage... from ALL the localized rifts in that bunch. This technique is so good that Science Vessels rely on this as their bread & butter in clearing out large number of enemies with their very minimal TAC station, console, and weapon layouts. It's so good that all a science ship needs to do is pop Grav Well then fire TS2 or TS3 with the Grav Torp, and watch the ships blow up without even firing an energy weapon.
Next, the Photon family (specifically Enh.BM Torp and Dyson Grav Torp) has surpassed all Plasma Torps because of boosts.
- Counter-Command Multi-Energy Relay boosts Photon damage strength as well as Radiation damage from the various weapons found in the 8472 rep.
- Protonic Arsenal, which includes the Dyson Gravimetric Torpedo, with the Set Bonus can bring in some very hefty Photon-specifc damage boosts as well as heavy crit increases.
--- Set 2 bonus is +22.9% Photon projectile weapon damage
--- Set 3 bonus is a massive +10% crit chance with Photon Projectiles.
--- Think about that... this is on top of the Set 2 & 3 bonus that grants generic 3% crit chance and 10% crit severity.
Also, you do not need to waste DOFF space to make these 2 weapons effective. The only way to achieve the streams of Rom Hyper-Plasma Torps is stacking 3 Very Rare Projectile Weapon Officer DOFFs. Because anything less is not a reliable stream of torps. But to properly employ Dyson and Enh.BM Torps, you do not need any DOFFs at all to make them effective.
Lastly, the only weakness found in these 2 Photon variants is that the Dyson Grav Torp in HYT is a targetable projectile. That's it. You can take the Dyson Grav Torp and the Enh.BM Torp anywhere in the game and they can be effective. Not so with the Rom Hyper-Plasmas or Plasma Torps in general.
I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
There is one thing to consider that plasmas have over the photon family. Correct me if I'm wrong but plasma torps will seek new targets if the target is destroyed while photons will not.
There is one thing to consider that plasmas have over the photon family. Correct me if I'm wrong but plasma torps will seek new targets if the target is destroyed while photons will not.
Correct, but I don't know about you, but I dislike seeing all my attacks disappear without a trace or effect the moment anything, PVP or PVE, does any sort of AOE ability within the same universe as you.
Not too many things more disappointing than seeing literally a screen full of Plasma Torpedoes vanish because a Grav Well or BFAW was used in some corner of the fight.
Photons do not have that vulnerability. You do not have to swap them out because there's an opponent that completely neutralizes your attacks. Or if you're too lazy for that, not have to see the disappointment of your beautiful stream of Plasma torps vaporize into useless nothingness due to enemy counters. Or you do not have to hold your attacks back for fear of those counters and waiting for that chance. Plasma Torps shine against opponents that have poor counters, no AOE ability whatsoever. But Photons can be used effectively anywhere against anyone, in any instance, in any battlezone.
Without fail.
Plasmas are too circumstatial. Hell, you never see them in PVP because they're slow and destructible. If you do, everyone will be laughing at the guy who brought them.
Photons on the other hand are never circumstantial.
Well, dude, high yielded plasmas need to be easily destructible, if not they will be completely op. Thats the only -con. they have. And that was one of the good things about hyper plasmas, you can literally have 6 of those basically at the same time and of course maybe 2 or 3 will be destroyed sometimes, but the other 3 are enough to make a big of a mess . If everytime you launch a high yield plasma torpedo, it will hit no matter wat, everybody in pvp will be use em, i agree. Thats the reason players with this weapons use tractor beam and closer distances to fire em. Of course, releasing them at 10 km range is stupid. You need to know how and when to use em, thats the hard part of mastering high plasmas. And the ability of high yielded plasma to pursue another enemy if the main is destroyed, is awesome.
One side effect of the torpedo launcher firing in salvos of three projectiles is that a target only needs to be in the 90 degree forward arc for the launch to be triggered; the other torpedoes in the salvo will continue firing even if the target(s) have moved into another arc. Another beneficial side effect is that the destructible projectiles will usually select new targets if their original target is destroyed. This means that a torpedo spread fired against an enemy group containing fighters, destructible projectiles or weakened enemy ships can result in a larger than normal salvo striking a single target if the weaker ones are destroyed while torpedoes are in transit, or even striking another target entirely. With overlapping blasts a torpedo spread can also cause significant damage to grouped enemies held by Tractor Beams or a Gravity Well.
This is why I run the Romulan torp in the aft slot on my T'varo, spin fire aft then resuming attack as normal with the projectile doffs slotted. So....
Fore: 1 ENH- bio, 1 Grav photon, 2 Romulan DHCs
Aft: 1 Exp Rom Beam array, 1 Rom Hyper Plasma, 1 rom turret or cutting beam
Works fine for me in ISE and KASE , and I can always slot a Grav well/Tykens in the LTC Universal as I see fit, all in all a fun build for me atm. I like know there is always a torpedo on its way to something.
Okay so we have all of these to attack with. So your all saying that:
Romulan Hyper-Plasma Torpedo Launcher
Is best one out of the bunch here?
Bio-Molecular Warhead Launcher vs Disrupting Photon Torpedo Launcher is not as good as the Romulan Hyper-Plasma Torpedo Launcher or even the standard Plasma Torpedo Launcher. Lets not forget the Rpid Reload Transphasic Torpedo Launcher too.
Then these two launchers more than one (roughly 3 at a time)
Some of these torpedo's can't use high yield setting but they can use torpedo spread seems to increase them. On the Escort or ships with faster launchers and release more faster.
I do find the plasma go too slow, just like the HY dyson grav torps. In my defiant if using either I fly faster than them and that is just not good. If i want to hit that opening where shields are down... plasma or grav torps dont even come close. If i want to put many many damaging dots on the target the plamsa is great, and more useful for torp boats that cant strip shields.
If you can take a shield facing down... plasma is not needed or useful... if you cant, plasma/trans works wonders.
My sci ships use the plasma/trans torps, while my escorts use the photons. Neither is better, but both work well.
Well, dude, high yielded plasmas need to be easily destructible, if not they will be completely op. Thats the only -con. they have. And that was one of the good things about hyper plasmas, you can literally have 6 of those basically at the same time and of course maybe 2 or 3 will be destroyed sometimes, but the other 3 are enough to make a big of a mess . If everytime you launch a high yield plasma torpedo, it will hit no matter wat, everybody in pvp will be use em, i agree. Thats the reason players with this weapons use tractor beam and closer distances to fire em. Of course, releasing them at 10 km range is stupid. You need to know how and when to use em, thats the hard part of mastering high plasmas. And the ability of high yielded plasma to pursue another enemy if the main is destroyed, is awesome.
With any AOE effects on Torpedoes, you have to deal with splash damage that harms the firer if used in close proximity. That's bad, esp. Plasmas since they like to land that nasty DOT on you also.
But as I mentioned in my earlier reply, the Enhanced BM Torp does the EXACT same style of HYT Plasmas but do not cause splash damage to the user. And it has a large radius of effect. This is highly, highly ideal for fast moving torp bombers.
Hargh'pengs don't have friendly splash damage, but they're not boosted either by TS or HYT.
There is no guarantee for destructible projectiles in PVP, even with short ranged launches. The sheer scale of AOE ability usage such as CSV, TS, and most esp. BFAW spam neuters them. The sheer usage of Gravity Well even in the same remote universe of a fight neuters them. GW, outside the science heals, is easily the most used science skill in the game. And a GW with decent Graviton Generators Skill boosting it has a very large area of effect. Maybe not strong enough to pull every ship in the vicinity roaring to its center, but it will adversely affect all opposing destructible projectiles. Then there's carrier units that can clear out trash like destructible projectiles, most esp. when set on "Intercept" command. The automatic and surefire targeting of Plasma projectiles are completely negated by their vulnerability inflight.
And with Photons or other non-targetable torps, you don't need to deal with that BS.
With any AOE effects on Torpedoes, you have to deal with splash damage that harms the firer if used in close proximity. That's bad, esp. Plasmas since they like to land that nasty DOT on you also.
But as I mentioned in my earlier reply, the Enhanced BM Torp does the EXACT same style of HYT Plasmas but do not cause splash damage to the user. And it has a large radius of effect. This is highly, highly ideal for fast moving torp bombers.
Hargh'pengs don't have friendly splash damage, but they're not boosted either by TS or HYT.
There is no guarantee for destructible projectiles in PVP, even with short ranged launches. The sheer scale of AOE ability usage such as CSV, TS, and most esp. BFAW spam neuters them. The sheer usage of Gravity Well even in the same remote universe of a fight neuters them. GW, outside the science heals, is easily the most used science skill in the game. And a GW with decent Graviton Generators Skill boosting it has a very large area of effect. Maybe not strong enough to pull every ship in the vicinity roaring to its center, but it will adversely affect all opposing destructible projectiles. Then there's carrier units that can clear out trash like destructible projectiles, most esp. when set on "Intercept" command. The automatic and surefire targeting of Plasma projectiles are completely negated by their vulnerability inflight.
And with Photons or other non-targetable torps, you don't need to deal with that BS.
Dude, you just need to keep a distance of 2 km at any times when you use high yielded plasmas. Thats all. And as i said, its all about knowing how to pilot your ship and how to use em. I dont have any problems with splash damage, because i always keep a distance between 2 and 6 kms from my targets. This game is not always pew pew , sometimes you need to "think" and do things using your brain, not just pushing the fire button. High yielded plasmas are the most useless of the game and at the same time the most powerful ones. Thats the trick.
About other "rare" torps, i agree most of em are more useful if you are going to combine em with GW, but the hyper plasma is the best torp in the game because it has a lot of procs and advantajes as well from the romulan/reman set. Like, for example, chance of reset the cooldown, and increased speed and defense using the set (you wanted the torps to be more difficult to destroy?? there you go.). They are good, because they infilict high DoT damage as well. But of course if you are going to combine GW with torps, high plasmas are not maybe the best choice. I agree. Unless you shot em at 3-5 km away. And as you said, since they have splash damage, if you throw 6 high yielded hyper plasmas on a bunch of enemies within a GW, the results can be epic as well.
I run a torp boat with the Romulan HP, the Omega Plasma and the Dyson Grav Torp, coupled with a the RR Trans, the Anti Borg one (new Romulan mission nreward?) and a couple of Undine Rep BM Torps and ... well ... Let's just say the end result is ... Ka-Fricken-Boom!
In my defiant if using either I fly faster than them and that is just not good. If i want to hit that opening where shields are down... plasma or grav torps dont even come close. If i want to put many many damaging dots on the target the plamsa is great, and more useful for torp boats that cant strip shields.
If you can take a shield facing down... plasma is not needed or useful... if you cant, plasma/trans works wonders.
My sci ships use the plasma/trans torps, while my escorts use the photons. Neither is better, but both work well.
Lol, its the opposite..
Agains shields, a high yield plasma is completely useless. Against a target that has no shields, the hyper plasmas and high yielded plasmas are the BEST torps of the game. Dude you can almost kill 1 target if 1 single high yielded plasma hits him with no shields. I saw that thousands of times and that is what i love of em.
And thats the reason i always try to get rid of my targets shields using tachyon beam, target shields or any other ability (tyken's rift is awesome for that purpose). After that i launch my hyper plasmas and my target goes kaboom.
And the only thing regular plasmas have better than photons against shielded targets is, that they can trigger a DoT , but thats all. In general terms, all regular torps are the same, and the only exception are transphasics with that 40% extra shield penetration. Photons are exactly the same as quantums, chronitons or regular plasmas in terms of shield penetration.
There is one thing to consider that plasmas have over the photon family. Correct me if I'm wrong but plasma torps will seek new targets if the target is destroyed while photons will not.
the high yeild grav and tricobalts will retarget. an for the member who says that targetable torps are worthless... remember, if they trigger an AOE then you can shoot again.. they are on cooldown. and if they are shooting at a torpedo.. they are not shooting at YOU. the hyper will stay on my builds right next to the grav torpedo
In HYT fire, the Enhanced Bio-Molecular Torp is everything a HYT Plasma is and more. It's blast is AOE (a very large AOE I may add... try it, you may be surprised by how far targets get hit by the radius). It's damage is very high, I've easily gone into 90k to just over 100k on crits. Don't forget, this is a large AOE. AND best of all, it's non-targetable. I've had a number of friends complain about how effective the Enh.BM Torp is in this similar tactical use as Plasmas, and have NONE of the Plasma drawbacks (targetable projectile). This torp his HARD in HYT with an AOE blast with no splash damage to the user, non targetable. Very big deal, IMO.
Oh, and the Enh.BM Torp also can land a dot of its own as Radiation damage.
In TS fire, a Dyson Gravimetric Torp is superior, esp. in conjunction with Gravity Well. The damage is okay from the torpedoes themselves, but when the TS hits a bunched up group of NPCs due to Gravity Well, the torps can pop "rifts" that can be so devastating. The rifts ignore shields completely and go straight to the hull. Smaller ships blow up in the blob of ships & rifts. Those explosions damage other ships in the rift, causing even more destruction with the chain reaction. And anything left in this mess has to suffer all those explosions as well as the rift damage... from ALL the localized rifts in that bunch. This technique is so good that Science Vessels rely on this as their bread & butter in clearing out large number of enemies with their very minimal TAC station, console, and weapon layouts. It's so good that all a science ship needs to do is pop Grav Well then fire TS2 or TS3 with the Grav Torp, and watch the ships blow up without even firing an energy weapon.
Awww man.... That means for my science Rom toon I need to work on Omega, New Romulus and Dyson (or Undine) rep systems to get the gear I want.
the high yeild grav and tricobalts will retarget. an for the member who says that targetable torps are worthless... remember, if they trigger an AOE then you can shoot again.. they are on cooldown. and if they are shooting at a torpedo.. they are not shooting at YOU. the hyper will stay on my builds right next to the grav torpedo
Various AOE abilities say otherwise.
BFAW, CSV, and the worst, Tykien's Rift and most especially Gravity Well. Gravity Well, in particular if it has a lot of Graviton Generators, has a very, very large area that kills any opposing destructible projectiles. And both TR & GW can last for a long, long time. Then there's TBR.
For that duration, I can ignore your plasmas torpedoes entirely and shoot at you while your most precious weapons system is rendered useless.
Of course, this is PVP.
But in PVE, there are certain NPC types that like to use AOE abilities, presenting the player the same problem. Some places Plasmas are godly. Some places, equipping a Common quality Photon Torpedo Mk I would be better than any Plasma Torp variant.
Comments
Hyper plasma torpedo launcher. The reason you see more than 3 projectiles (the hyper plasma torpedo launches 3) is because the same weapon has a proc in which it can reset the cooldown of the weapon, so it fires again another 3 without any delay.
I verified, but that proc wasn't there, unless I missed something.
It will show on the tooltip of the torpedoes if you have the doffs slotted.
edit: http://sto.gamepedia.com/Specialization:_Projectile_Weapons_Officer
Fleet Admiral Space Orphidian Possiblities Wizard
But a very, very circumstantial weapon that's already been surpassed.
Whether you fire the Rom Hyper-Plasma in normal fire, HYT, or even TS, you have one very nagging issue... the projectiles are targetable and can be destroyed. If there are any NPCs out there which have any use of AOE abilities such as Tykien's Rift, Grav Well, BFAW, etc., then all those plasma torps simply disappear.
The weapon shines in "sieges" where NPCs do not do any AOE abilities.
But in HYT or TS fire, the Photon family of Torpedoes have surpassed Plasma Torpedoes in general.
In HYT fire, the Enhanced Bio-Molecular Torp is everything a HYT Plasma is and more. It's blast is AOE (a very large AOE I may add... try it, you may be surprised by how far targets get hit by the radius). It's damage is very high, I've easily gone into 90k to just over 100k on crits. Don't forget, this is a large AOE. AND best of all, it's non-targetable. I've had a number of friends complain about how effective the Enh.BM Torp is in this similar tactical use as Plasmas, and have NONE of the Plasma drawbacks (targetable projectile). This torp his HARD in HYT with an AOE blast with no splash damage to the user, non targetable. Very big deal, IMO.
Oh, and the Enh.BM Torp also can land a dot of its own as Radiation damage.
In TS fire, a Dyson Gravimetric Torp is superior, esp. in conjunction with Gravity Well. The damage is okay from the torpedoes themselves, but when the TS hits a bunched up group of NPCs due to Gravity Well, the torps can pop "rifts" that can be so devastating. The rifts ignore shields completely and go straight to the hull. Smaller ships blow up in the blob of ships & rifts. Those explosions damage other ships in the rift, causing even more destruction with the chain reaction. And anything left in this mess has to suffer all those explosions as well as the rift damage... from ALL the localized rifts in that bunch. This technique is so good that Science Vessels rely on this as their bread & butter in clearing out large number of enemies with their very minimal TAC station, console, and weapon layouts. It's so good that all a science ship needs to do is pop Grav Well then fire TS2 or TS3 with the Grav Torp, and watch the ships blow up without even firing an energy weapon.
Next, the Photon family (specifically Enh.BM Torp and Dyson Grav Torp) has surpassed all Plasma Torps because of boosts.
- Counter-Command Multi-Energy Relay boosts Photon damage strength as well as Radiation damage from the various weapons found in the 8472 rep.
- Protonic Arsenal, which includes the Dyson Gravimetric Torpedo, with the Set Bonus can bring in some very hefty Photon-specifc damage boosts as well as heavy crit increases.
--- Set 2 bonus is +22.9% Photon projectile weapon damage
--- Set 3 bonus is a massive +10% crit chance with Photon Projectiles.
--- Think about that... this is on top of the Set 2 & 3 bonus that grants generic 3% crit chance and 10% crit severity.
Also, you do not need to waste DOFF space to make these 2 weapons effective. The only way to achieve the streams of Rom Hyper-Plasma Torps is stacking 3 Very Rare Projectile Weapon Officer DOFFs. Because anything less is not a reliable stream of torps. But to properly employ Dyson and Enh.BM Torps, you do not need any DOFFs at all to make them effective.
Lastly, the only weakness found in these 2 Photon variants is that the Dyson Grav Torp in HYT is a targetable projectile. That's it. You can take the Dyson Grav Torp and the Enh.BM Torp anywhere in the game and they can be effective. Not so with the Rom Hyper-Plasmas or Plasma Torps in general.
You are awesome!
Correct, but I don't know about you, but I dislike seeing all my attacks disappear without a trace or effect the moment anything, PVP or PVE, does any sort of AOE ability within the same universe as you.
Not too many things more disappointing than seeing literally a screen full of Plasma Torpedoes vanish because a Grav Well or BFAW was used in some corner of the fight.
Photons do not have that vulnerability. You do not have to swap them out because there's an opponent that completely neutralizes your attacks. Or if you're too lazy for that, not have to see the disappointment of your beautiful stream of Plasma torps vaporize into useless nothingness due to enemy counters. Or you do not have to hold your attacks back for fear of those counters and waiting for that chance. Plasma Torps shine against opponents that have poor counters, no AOE ability whatsoever. But Photons can be used effectively anywhere against anyone, in any instance, in any battlezone.
Without fail.
Plasmas are too circumstatial. Hell, you never see them in PVP because they're slow and destructible. If you do, everyone will be laughing at the guy who brought them.
Photons on the other hand are never circumstantial.
One side effect of the torpedo launcher firing in salvos of three projectiles is that a target only needs to be in the 90 degree forward arc for the launch to be triggered; the other torpedoes in the salvo will continue firing even if the target(s) have moved into another arc. Another beneficial side effect is that the destructible projectiles will usually select new targets if their original target is destroyed. This means that a torpedo spread fired against an enemy group containing fighters, destructible projectiles or weakened enemy ships can result in a larger than normal salvo striking a single target if the weaker ones are destroyed while torpedoes are in transit, or even striking another target entirely. With overlapping blasts a torpedo spread can also cause significant damage to grouped enemies held by Tractor Beams or a Gravity Well.
This is why I run the Romulan torp in the aft slot on my T'varo, spin fire aft then resuming attack as normal with the projectile doffs slotted. So....
Fore: 1 ENH- bio, 1 Grav photon, 2 Romulan DHCs
Aft: 1 Exp Rom Beam array, 1 Rom Hyper Plasma, 1 rom turret or cutting beam
Works fine for me in ISE and KASE , and I can always slot a Grav well/Tykens in the LTC Universal as I see fit, all in all a fun build for me atm. I like know there is always a torpedo on its way to something.
Romulan Hyper-Plasma Torpedo Launcher
Hargh'peng Torpedo Launcher
Bio-Molecular Warhead Launcher
Disrupting Photon Torpedo Launcher
Gravimetric Photon Torpedo Launcher
Plasma Torpedo Launcher
Okay so we have all of these to attack with. So your all saying that:
Romulan Hyper-Plasma Torpedo Launcher
Is best one out of the bunch here?
Bio-Molecular Warhead Launcher vs Disrupting Photon Torpedo Launcher is not as good as the Romulan Hyper-Plasma Torpedo Launcher or even the standard Plasma Torpedo Launcher. Lets not forget the Rpid Reload Transphasic Torpedo Launcher too.
Then these two launchers more than one (roughly 3 at a time)
Rapid Reload Transphasic Torpedo Launcher
Romulan Hyper-Plasma Torpedo Launcher
Some of these torpedo's can't use high yield setting but they can use torpedo spread seems to increase them. On the Escort or ships with faster launchers and release more faster.
Time will only tell!
I do find the plasma go too slow, just like the HY dyson grav torps. In my defiant if using either I fly faster than them and that is just not good. If i want to hit that opening where shields are down... plasma or grav torps dont even come close. If i want to put many many damaging dots on the target the plamsa is great, and more useful for torp boats that cant strip shields.
If you can take a shield facing down... plasma is not needed or useful... if you cant, plasma/trans works wonders.
My sci ships use the plasma/trans torps, while my escorts use the photons. Neither is better, but both work well.
With any AOE effects on Torpedoes, you have to deal with splash damage that harms the firer if used in close proximity. That's bad, esp. Plasmas since they like to land that nasty DOT on you also.
But as I mentioned in my earlier reply, the Enhanced BM Torp does the EXACT same style of HYT Plasmas but do not cause splash damage to the user. And it has a large radius of effect. This is highly, highly ideal for fast moving torp bombers.
Hargh'pengs don't have friendly splash damage, but they're not boosted either by TS or HYT.
There is no guarantee for destructible projectiles in PVP, even with short ranged launches. The sheer scale of AOE ability usage such as CSV, TS, and most esp. BFAW spam neuters them. The sheer usage of Gravity Well even in the same remote universe of a fight neuters them. GW, outside the science heals, is easily the most used science skill in the game. And a GW with decent Graviton Generators Skill boosting it has a very large area of effect. Maybe not strong enough to pull every ship in the vicinity roaring to its center, but it will adversely affect all opposing destructible projectiles. Then there's carrier units that can clear out trash like destructible projectiles, most esp. when set on "Intercept" command. The automatic and surefire targeting of Plasma projectiles are completely negated by their vulnerability inflight.
And with Photons or other non-targetable torps, you don't need to deal with that BS.
Dude, you just need to keep a distance of 2 km at any times when you use high yielded plasmas. Thats all. And as i said, its all about knowing how to pilot your ship and how to use em. I dont have any problems with splash damage, because i always keep a distance between 2 and 6 kms from my targets. This game is not always pew pew , sometimes you need to "think" and do things using your brain, not just pushing the fire button. High yielded plasmas are the most useless of the game and at the same time the most powerful ones. Thats the trick.
About other "rare" torps, i agree most of em are more useful if you are going to combine em with GW, but the hyper plasma is the best torp in the game because it has a lot of procs and advantajes as well from the romulan/reman set. Like, for example, chance of reset the cooldown, and increased speed and defense using the set (you wanted the torps to be more difficult to destroy?? there you go.). They are good, because they infilict high DoT damage as well. But of course if you are going to combine GW with torps, high plasmas are not maybe the best choice. I agree. Unless you shot em at 3-5 km away. And as you said, since they have splash damage, if you throw 6 high yielded hyper plasmas on a bunch of enemies within a GW, the results can be epic as well.
I run a torp boat with the Romulan HP, the Omega Plasma and the Dyson Grav Torp, coupled with a the RR Trans, the Anti Borg one (new Romulan mission nreward?) and a couple of Undine Rep BM Torps and ... well ... Let's just say the end result is ... Ka-Fricken-Boom!
Lol, its the opposite..
Agains shields, a high yield plasma is completely useless. Against a target that has no shields, the hyper plasmas and high yielded plasmas are the BEST torps of the game. Dude you can almost kill 1 target if 1 single high yielded plasma hits him with no shields. I saw that thousands of times and that is what i love of em.
And thats the reason i always try to get rid of my targets shields using tachyon beam, target shields or any other ability (tyken's rift is awesome for that purpose). After that i launch my hyper plasmas and my target goes kaboom.
And the only thing regular plasmas have better than photons against shielded targets is, that they can trigger a DoT , but thats all. In general terms, all regular torps are the same, and the only exception are transphasics with that 40% extra shield penetration. Photons are exactly the same as quantums, chronitons or regular plasmas in terms of shield penetration.
Higher Accuracy % this is very important you don't want to lock on the target and then find out the projectile has missed it.
Time will only tell!
the high yeild grav and tricobalts will retarget. an for the member who says that targetable torps are worthless... remember, if they trigger an AOE then you can shoot again.. they are on cooldown. and if they are shooting at a torpedo.. they are not shooting at YOU. the hyper will stay on my builds right next to the grav torpedo
Awww man.... That means for my science Rom toon I need to work on Omega, New Romulus and Dyson (or Undine) rep systems to get the gear I want.
Various AOE abilities say otherwise.
BFAW, CSV, and the worst, Tykien's Rift and most especially Gravity Well. Gravity Well, in particular if it has a lot of Graviton Generators, has a very, very large area that kills any opposing destructible projectiles. And both TR & GW can last for a long, long time. Then there's TBR.
For that duration, I can ignore your plasmas torpedoes entirely and shoot at you while your most precious weapons system is rendered useless.
Of course, this is PVP.
But in PVE, there are certain NPC types that like to use AOE abilities, presenting the player the same problem. Some places Plasmas are godly. Some places, equipping a Common quality Photon Torpedo Mk I would be better than any Plasma Torp variant.