Has there been any study or tests into the best mods for basic torpedoes? For a while now I have been thinking about trying a different type of torpedo boat without any speed doffs. Instead using x2 Critical Severity projectile doffs and x1 projectile damage doff.
At first I was thinking about using x4 Quantum with 60% Critical Severity or perhaps the Radiant ones as you can buy 50% Critical Severity easily. Then I got thinking what is the best mod for this situation? It looks like the projectile Critical Severity doffs are better than the damage ones. But how do torpedo mods play out with x4 basic torpedoes? Has anyone else flown a torpedo boat like this, if so how did it go?
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For heavy-hitting torpedoes (Quants, or torps that have a heavy component to them when fired via HY), DMGx3[Pen] rules. For your lighter torps (Transphasics) it's a tight race, but DMGx3[Pen] squeaks by.
Note that TriCobalt does not have any working mods at current date of post.
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.
DMGx3[Pen] is clearly good for HY. But what about an Engineer pilot in a cruiser without attack patterns using torpedo spread 3 with Quants? Does DMGx3[Pen] still come out on top? How big a difference is there between DMGx3[Pen] and CrtDx3, [Pen] in that situation? Was also thinking about the 50% Crit severity Radiant torpedo's. Not the advanced one but the rep store ones. Less damage and going be a pain to get the 4th mod I want but could x4 of them mean I can skimp on heal powers?
For background info depending on build my crit chance is around 23% to 30% and Crit severity 120% to 167%.
Been running ISA for 10 hours yesterday and not really getting anywhere working out what’s best for console and doffs. Still got no idea on +CrtD or +DMG doffs for torps? Same problem with consoles. I keep swapping between the 12% all damage from Sustained Radiant, 18.8% all damage from Rule 82 Combat console. Along with 2.2% crit from Zero point, or fit x2 consoles that each gives 12% crit serv. My DPS keeps isn’t consistent enough to work out which fit is best.
Well torp spread Kinetic damage is still terrible being half of other torpedoes. After testing the arc spread damage was high and getting a noticeable amount of extra kemo hits over my Neutronic torpdeo . 4 spread hits against 2 NPC’s turns into 12 Arc hit which turns into 32 Kemo hits under testing. In GGA against a large amount of NPC’s grouped 8 spread hits turned into 50 ARC hits and 100's kemo hits.
Due to the kinetic damage being half of other torpedoes with spread its not a powerful torpedo. But with the kemo change it’s now useable. Still a useless torpedo without kemo as the damage is so low.
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EDIT: Think I need to stop calling the Adv Radiant torp rubbish. Just got 79k dps with it from my ISA test run with the following doffs. x1 Crit chance, x1 DMG, x1 Crit Sev. It was combined with the Neutronic with x2 Con Fire Power.
Forgot a few. There is a bio-molecular photon torp, it is decent with no major flaws, also the two set bonus with the Hydrodynamics Compensator (which every build should have) adds I believe +17.5 Phaser and Disruptor Damage. Harpeng is not really worth it. Antiproton is amazing but you cannot get it anymore.
And that is it, there are a few that I didn't mention that I find to be not worth it or I simply forgot, oh, and cluster torps are up to you.
EDIT: Doesn't work. But what does work is x1 missile launcher and x1 cluster torpedo with x2 Con Fire Power. The missiles reset the clusters torp so you can fire a cluster every 2 to 4 seconds.
But I don't know how that compares to other torpedoes overall. I pretty much rely on Gravimetric Torpedoes, Particle Emission Torpedoes and Neutronics, since they all have great synergy with Gravity Well. And most of my Torpedo-based builds are science vessels.
The big question is more as an Engineer pilot in a cruiser who doesnt use attack patterns which mods to go for on the Quantum's? I think I have it narrowed down to 3 options which is x3 torps with DMGx3[Pen] or 3 torps with CRTDx3[Pen] or 3 torps with Radiant & 50% crit serv.
I know for Tac pilots and attack patterns DMGx3[Pen] is best. But does that apply to cruiser Engineer pilots without attack patterns?
Pen in my opinion. On reddit I think a person looked over torpedo modifiers.
I've run all photon builds pre-Grav torpedo with the Risan Corvette (all basic photon torpedoes), and when the Gravimetric and then the Enhanced Molecular torpedoes came out on the Breen Plesh Brek and the Dyson Science Destroyer respectively (mixed reputation and basic photon torpedoes). When I obtained the EWP I used that (aft) to increase photon damage. I've also run all plasma torpedo boats with and without reputation plasma torpedoes.
I never parsed the builds but observationally they were not as effective as mixed sustained (quick firing)/burst (slow firing burst damage) torpedo boats in terms of how quickly I killed a target. Mono type torpedo boats lead to a long involved dogfight.
Four fore slots with torpedoes with 8 sec recharge rates is doable. It sounds like you might want to run energy weapons also so you might be onto something.