Can you slot 3 torps up front?
Right now with reps you have 3 mines.
Or is the shared cool down make it poor performance? Also will you need high speed for this to work? you need to fly in and around mobs within 3 to 4 km for the mines to activate and chase targets down.
or park and shoot torps and trigger the mine port when ever it's up?
0
Comments
https://www.arcgames.com/en/forums/startrekonline#/discussion/1241632/minelayer-boat-guide/p1
I use mines only so yes a torp and mine ship works perfectly well.
Reason for my reply here is that I read “sci vessel” in the title and the OP. In general kinetic builds can be separated into two different types.
EPG(Exotic)/kinetic:
Those are the ones sci ships are used for. The armaments, let it be torpedoes and/or mines, are a secondary offensive tool here only while the main offensive capacity is done via Exotic EPG driven attacks especially together with the secondary deflector only sci ships have. A respective ship is built around exotics. Example: Imp’s Crossfield Science Vanguard
Kinetic:
Can be realized on all ships with tac focused crafts offering the most benefits here. Such a build approach is more conventional where gear selections are made to directly enhance the weapons, let it be torpedoes and/or mines. Example: First's Tzenkethi Dreadnought Carrier
I’m just highlighting this because there is the danger here to aim for a discrete build type on a suboptimal ship choice. Even though both builds types utilize torpedoes and/or mines, their main gear selections are entirely different and can be expensive when selected wrong.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
“their main gear selections are entirely different and can be expensive when selected wrong.”
Very true and I want to echo that statement. The way I build EPG torps is different and a expensive mistake if you are aiming for a build more like that Crossfield link.
Full kinetic is trickier to do, there's less "cheating" (lol, not sure that's the best word!) with sneaky exotic attacks and you need to rely fully on slow hitting massive damage weapons and timing things perfectly.
Cooldown reduction is a bit part of the trick (one I've not fully worked out yet) and so is getting synergy between multiple points to get the most from every shot. I use various traits to add in extra effects like shield stripping, adding extra shots of various kinds, adding shield penetration etc.
You'll maybe struggle in a fight when competing for kills against beam and cannon spam boats, but when you do land a full spread you can wipe out an entire fleet in one go before the rest of the team can react...that makes it something special .
Oh yea I suppose EPG related stuff would work on the Tzenkethi as well (mine was really just en axample). One only does miss out the secondary deflector then. Especially the deteriorating versions of those can contribute a lot when triggered with the right sci powers.
Nevertheless with its hangars and flexible boff stations an EPG oriented build or a hybrid here would surely be no fail.
The other way around, on sci ships with only 6 gun ports, it is probably just more limiting if one aims for a build which enhances those while other ships offer up to 8 ports for this.
In general there is nothing wrong with doing hybrids. A lot can be adjusted with the playstyle if one is costumed to the respective abilities. Cryptic also aims on multiple occasions to promote such setup as of late which is cool.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
Exotic for me all started with the Assault Cruiser which was my main ship for many years. At first it was just Eject Warp Plasma + related Eject Plasma doffs and the Metreon Gas Canisters. Later on the next Assault Cruiser came out with Metreon Gas Warhead and that ships unlock trait was Vent Metreon Laced Plasma. This turned Eject Warp plasma into AoE explosions. All of which was boosted by Exotic. (and I think there was a 3rd Eject console?)
I was running a plasma mine/plasma torpedo boat at the time as the theme matched all the plasma gas. The next Assault cruiser to come out was the Command Assault Cruiser which meant those torpedoes where firing via Concrete Firepower. So I added Subspatial Warheads trait which meant all those torpedoes are creating exotic anomalies and the Romulan Hyper Plasma creates 3 exotic anomalies per volley. Those anomalies which I would often have 15 out at once all did Physical Damage and chased down targets. So if you fit Resonating Payload Modifcation each torpedo is lowering physical resistance and creating a physical exotic based anomalies.
Before I know it , I was run picking all the Engineer powers that are boosted by Exotic and running an exotic build in a Cruiser without sci powers. (I did briefly try reverse tractor repulses)
I guess I didn’t need to say any of that. But the background explains why when I looked at your two ships I see the First's Tzenkethi Dreadnought Carrier as an amazing exotic ship while the Crossfield I wouldn't touch. THough I guess most people look at it the other way around and the see the Crossfield as the amazing exotic ship.