Ran through Conduit-normal yesterday and scored 3600dps. Today scored 6300dps.
(Havent done an Advanced since forever but used to get 6-7000dps on the old IC-elites before the change)
Unless I'm reading the ACT wrong, this does not strike me as good enough DPS, even for a torpedo boat.
However I have no trouble drawing aggro from the Borg and last few Crystaline-normal events I played I got 3rd place or better without healing other players (NB I swap out the RRTrans for a Bio-Photon and +Photon Exploiter console for those).
My tactics are full speed strafing runs into 0km from target, turn and drop mines and torps on the way out.
What am I doing wrong?
http://skillplanner.stoacademy.com/?build=torpvette_0
Plasma Sci console is -Threat
Tac consoles are +Torp mk13, +Torp mk14, +Mine mk14 and +TransP mk14
Power levels (inc all bonuses) are
Weapons 77, Shields 78, Engines 110, Aux 52
All V.Rare Space Doffs are 3xProjectile Officers, 1xMaint engie (reduce recharge EngTeam), 2xDevLab Sci (Reduce recharge SciTeam)
Boffs include 1xRomulan with Superior Operative, rest are Humans with Leadership
My toon has Starship Energy Weaps, Projectile Weaps, Weaps training, Targetting systems at 9/9, Energy Weap Specialization at 7/10 and Projectile Weap Specilization at 6/9, Shield Emitters and Shield Systems at 9/9, Struct Integrity at 6/9, Armor at 6/9, Hull plating at 7/9
Comments
Focus on a weapon type. Photons, quantums, trans, plasma? Pick one or 2 and buff them with your Tac consoles. Use the correct type of boost too.
Not +mine, not +torp
use +photon, or +plas, +quantum?
Your boff abilities are not optimal,
LT Sci = fine
C Tac = TT1, APB1, TS3, DPB3
L tac = TT1, TS2
LC Eng = fine
e Sci = fine
I would put that proton beam on back and put your breen cluster up front. I run the set too and its power is very low so its slotted on back. If you want that beam up front than change the RR trans as it is the least useful there. You want the grav torp and neutronic to be used for TS only for max damage. With your PWO doffs you can keep grav/neutronic firing all the time so you should only need 2 faster reload torps and 1 burst damage cluster for max effect. This also makes sure you use the strong torps on TS.
Use TS3 and 2 every time you can and if you see a grav well... TS3 everything in it...
Nukra mines are fun with DPB3 as i use this as well but i do not boost them with anything as mine consoles is helping very little. They do a lot on their own with DPB3.
On my Pathfinder I've just gone with photons (grav & enhanced bio) and the particle emission torp. That way I'm not trying to play with too many toys at one time.
All the different cooldown times will get mixed up and it'll make it harder to control what torp you want when.
Initially I had all sorts of torps on my boat but found it better to pick the best ones than try to cover all the bases.
Also AMACO engine + shields gives a nice boost to torps and leaves room for a deflector of your choice. Romulan is quite good for boosting attack patterns and weapons skills.
That can be a difficult ship to run.
First thing, your Nukara Mine damage is not being attributed to you.
Second, I'd consider adding a tac team 1 and remove scatter volley as your energy weapon is secondary.
Third, I'd run two different copies of TS and one copy of HY, if you want to run HY.
Compare the shield bypassing (plasma, radiation, etc) damage of the torpedoes you are using. People raved about TS3 and the Neutronic Torpedo, pre-tweak. I found the torpedo pretty meh and it's shield penetrating damage not good with HY and TS 1. I ran it in an aft position on my torpedo boats. Since the tweak I'm reconsidering it for its drain capacity. My honest advice is that I think you should play with all shield-bypassing damage torpedoes to see which ones you like, if you have not already. There are all kinds of different torpedoes that do all kinds of different things. The (PEP) Particle Emission Plasma torpedo has a nice snare ability and there is DoT (shield-bypassing plasma damage). I'd even suggest trying the Hargh'peng.
Try slotting your EWP aft and your Romulan Torpedo Fore. I am assuming that you are using the EWP to buff your photon damage. If you are going to commit to using the Voth three piece set (buffing photon damage) then consider a build with the Enhanced Bio Molecular Photon-if you have it already. Like the Neutronic it's shield penetrating damage is only so so but you are getting a photon damage buff. Both the Enhanced Bio-Molecular and Neutronic torpedoes are better again bare hulls.
Try running all +Torp tac consoles. Purchase inexpensive generic ones first to see if there is a dramatic change. Just think about how often you are using your mines vs your torpedoes.
If you are wed to Transphasics then consider running Fluid Dynamics for the Borg Adaptive Transphasic to compare the Rapid Reload to the Borg fighter.
Depending on your piloting skill you could consider replacing Aux to Infrast. with Aceton Beam or play with using Aceton Beam 1. You could also consider putting your weapons energy into your Aux and Shields also. With higher Aux perhaps you could remove a heal.
I ran Tractor beam with my Corvette builds since I could not fit a CC power to hold an opponent but I'm guessing you might be moving to quickly.
I'd consider a second Neutronium if you find the ship squishy. Keybind "Fire All Torpedoes" to a button near your reach and tap that of when you are running into problems (some global cool down or positioning issues) firing your torpedoes.
Just ideas for you to work with. Have fun with it.
My first suggestion would be to go back to basics. Start with a breened out transphasic boat or a dual photon setup with alternating torpedo spreads. This will give you a better idea of how to use torpedos effectively while also showcasing weakness and areas to improve upon.
(Here is my current WIP hybrid photon torp boat, if you want some ideas on how to build one. It does have a few sub-optimal flavor choices to maintain a 'Starfleet' motif; but the gear synergies also work for that, not against it.)
The first problem I see with your build, is that you're not specializing in any damage type.. you're running photons with plasmas with transphasics with quantums with mines that scale with aux power with a proton cannon that.. I presume you're wasting multiple tactical bridge seat slots and weapon power on. (The mixed torpedo builds you may see generally specialize in Exotic Damage with the support of Particle Generators)
Secondly, I see you're running the AMACO set; this is good for specific kinds of torpedo ships, but it has no synergy with transphasics builds or mines in general(Cluster-torps are technically mines, not torpedos).
Third, You're using Transphasics, but not the breen 2-set. This is pretty much a choice you have to make if you want to use Transphasics, they simply don't play nice with other torpedo setups.
Fourth, if you're going to use any part of the Counter-Command set, it should absolutely be the Deflector first and foremost - it directly boosts your torpedo damage.
Fifth, You didn't show your traits. Auxiliary Power Configuration -> Offense can make a noticeable difference on a torpedo ship. It basically makes your Aux power work for all damage sources(energy, projectile, and exotic) like Weapon Power does for energy weapons. You can use EPtAux to spike your projectile damage like energy weapon ships use EPtWeapons to spike theirs. This works particularly well in conjunction with Attack Pattern Omega and an Aux Warp Core/Aux Batteries.
I've experimented with a few tweaks (moving RRTrans to the rear and Breen Cluster to the front, swapping HY2 for TS2 and TS1 for TT1) and seen a DPS increase - though I'm not sure the RRTrans rear is firing due to the RomPlasmaTorp spamming out the back.
The only thing that's really made me think is the suggestion the Nukara web mines arent allocating their damage to me.
So, next step in the testing is to find something I can slap with webmines only and see what gets reported.
It's not cheating.
You can view the combat log in your chat box in real time and see what damage is being done by who to what. Obviously this is hard to read and fight a battle at the same time, so a couple of people have come up with programs that read the logfile and do some calculations on your behalf.
Advanced Combat Tracker is the one I use, though to be honest I wonder if I'm reading it right.
http://www.reddit.com/r/stobuilds/comments/2pf98e/fleet_defiant_kinetic_heavy_fire_support/
This is the foundation for what I use for my torpedo builds. Some would say that it Frankensteinian in its build, but the synergy is there. My advice is to take what works for you out of it, and then work on your piloting. Piloting alone increases your DPS by many orders of magnitude.
FYI, there's nothing wrong w/ using +Torp consoles for a mix of torpedoes when you're using various types of torpedoes.
Depending on what I want to do, I've shifted from TT1 to TT2 for bigger hits/crits.
Don't be afraid to experiment and ask questions.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
You don't really need energy weapon boosting consoles as most of your damage should be coming from torps or exotic damage anyway. Generally you should only be slotting a couple of energy weapons to bring down shield facings, shoot down fighter/torp spam or for sub-system targeting if you fly a sci boat. Push everything else into torp damage.
Also, not sure if it's been mentioned yet, get the Lvl 15 projectile trait (kinetic precision?) as it boosts shield pen I think and also there's a lockbox trait called Intimidating Strikes that makes your torp hit confuse the enemy. I find both of these traits really helpful.
I put a romulan plasma beam build on my Samsar last night and somehow managed to score 900dps in Crystalline Catastrophe and 2000dps in Infected Conduit. I had to go check my keybinds to make sure my fire-all-phasers button was still mapped.
(The Samsar tanked well though.)
The two torpedos that work great together are teh Dyson Rep and the Counter Command rep. Both are photon torpedos, so they fire fast. There is some rep gear you can get to increase Photon damage, I think the Maco set has two pieces. Check the Dyson rep set two, there might be some pieces in there that up photon damage.
Don't forget about DOFF slots. Run Purple "Law" to reduce the torp time even more, put in a purple Gravity Well DOFF, put in a blue or purple deflector dish doff.
The problem is aggro in STFs. You will be getting everything firing your way so you are going to be able to have to survive all those NPCs.
If you have the Intelligence Ships, the Scryer might be a decent option as well.
Then if you add in a grav well that is hitting multiple targets and you've essentially asked half the map to target you, regardless of your teammates spamming BFAW.
Best thing to do is go for a hit and run approach, zoom in, drop your sci tricks and your torps and get the hell out whilst your torp cool-downs reset.
You won't have the constant firepower to go toe-2-toe with all the bad guys you've upset as your torps are on CD and you'll maybe only have a couple of energy weapons with low power settings.
I see this constantly. I think they look at potential damage in (before shield resists) to calculate threat. It's a PITA when you do not have a dedicated tank covering you.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
I find all the aux power you're able to run with torpedo boats generally compensates for all the aggro. Torp boats are siege machines; who wouldn't prioritize that catapult trying to knock down your walls?