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Best ship for quick nukers?(fast missiles.)

aftulusaftulus Member Posts: 668 Arc User
I'm trying to make a ship that uses nukari, ferengi, and 23century quick missiles with ceaselss momentum. What is the most powerful ship for this.

I'm assuming I want so spam entwined tactial matricies. There are several abilities to make it launch high yeild which if I can get full uptime of gets full nukes from lukari. Entwined tactial matrices will not use the entire time up with spam so I"m also assuming I need other torp spam abilities to fill the time.

I think I need command for this minimum. Unfortunately I started this on a ferengi in a dkora. The idea was to not need -5 sec on torps and combine with -5 on mines in the rear. What is the most powerful variant of this combo? NOt necesarily the mines. But if it works then what is the best ship/combo for it.

The dkora does have that nice missile spam ability though. But none of them have command slots for concentrate firepower.

https://sto.fandom.com/wiki/Enterprising_Ingenuity#Console_-_Universal_-_Reinforced_Weapon_Assembly_.2822c..29
https://sto.fandom.com/wiki/Terran_Task_Force_Munitions#Disruptor_Variant (at least for console. or 3 peice ability.)
https://sto.fandom.com/wiki/Ferengi_Marauder
https://sto.fandom.com/wiki/Kentari_Mass-Produced_Missile_Launcher
https://sto.fandom.com/wiki/Task_Force_Ordnances (At least for console.)


Is there another ability besides secondary torpedo launcher that fires free high yeilds?

Post edited by baddmoonrizin on

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    davefenestratordavefenestrator Member Posts: 10,512 Arc User
    edited May 2021
    Don't forget the Terran reputation console to reduce the global cooldown.

    If you decide you don't need command seating, the Kor / Malem / Defiant and legendary tacships have the 6-torpedo console for an extra burst of fun: https://sto.fandom.com/wiki/Malem_Light_Warbird

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    szerontzurszerontzur Member Posts: 2,723 Arc User
    The Legendary T'liss has a trait to give you THY on APOmega/decloaking.

    For Torp Spread, it would probably go against the theme, but crafted photons can help with proccing spreads.. although it is random.

    For a purely missile theme, there's the Bio-neural Warhead from the T3 Raptor which really gives the vibe of a nuclear cruise missile; Spacial Charge Launcher launches a series of missiles at a fixed location every couple seconds; the Entangled Quantum Bombardment console from the Temporal Warships has a very missile barrage-like appearance and does quite good AoE radiation damage/explosions. Lastly, it's exclusive to the faction pilot ships, but the Microprojectile Barrage Launcher launches a Macross "Itano Missile Circus" style barrage.

    Tzen-Tarr would probably be the best platform - considering it also comes with some missile-like gimmicks and comes with a command seat. Ships like the Silik, Sech/Engle, Kelvin Destroyers, etc. would probably work nicely as well.
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    aftulusaftulus Member Posts: 668 Arc User
    Is it possible for that 3 missile combo to get the bio neural warhead down to a constant fire time like them. I assume I would ahve to dump the mine concept for -5 seconds torps.
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    lianthelialianthelia Member Posts: 7,825 Arc User
    szerontzur wrote: »
    The Legendary T'liss has a trait to give you THY on APOmega/decloaking.

    For Torp Spread, it would probably go against the theme, but crafted photons can help with proccing spreads.. although it is random.

    For a purely missile theme, there's the Bio-neural Warhead from the T3 Raptor which really gives the vibe of a nuclear cruise missile; Spacial Charge Launcher launches a series of missiles at a fixed location every couple seconds; the Entangled Quantum Bombardment console from the Temporal Warships has a very missile barrage-like appearance and does quite good AoE radiation damage/explosions. Lastly, it's exclusive to the faction pilot ships, but the Microprojectile Barrage Launcher launches a Macross "Itano Missile Circus" style barrage.

    Tzen-Tarr would probably be the best platform - considering it also comes with some missile-like gimmicks and comes with a command seat. Ships like the Silik, Sech/Engle, Kelvin Destroyers, etc. would probably work nicely as well.

    Tzen-tar is probably one of the best missile ships you could get...it has a nice trait and console...has 2 hangar bays...has 10% to kinetic and energy weapons trait. Like you said has a lt Cmdr Command slot...it has a bonus console slot from the miracle worker specialization.

    Even though it's a promo ship you can find them cheap on the exchange when they temporarily list them on the lobi store
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    lopequillopequil Member Posts: 1,226 Arc User
    edited May 2021
    aftulus wrote: »
    I'm trying to make a ship that uses nukari, ferengi, and 23century quick missiles with ceaselss momentum. What is the most powerful ship for this.

    You're dealing with torpedos that have 180 degree arcs. Ship choice is pretty much immaterial unless your goal is to have as much torpedo spam as possible. If that's the case then look at a pilot ship with the micro-missile console and the trait whose name escapes me for the moment (the one that fires a missile out of the front arc every few seconds). But always remember that clicky consoles have long cooldowns; it may look good for a few seconds, but only for a few seconds. Personally I prefer to go for more consistency in my dakka.
    aftulus wrote: »
    I'm assuming I want so spam entwined tactial matricies. There are several abilities to make it launch high yeild which if I can get full uptime of gets full nukes from lukari. Entwined tactial matrices will not use the entire time up with spam so I"m also assuming I need other torp spam abilities to fill the time.
    ETM doesn't grant High Yield; it gives Spread when using Fire at Will and vice-versa. If you want more High Yield attacks you should look at the (expensive) Torpedo Barrage trait from the Sheshar.
    aftulus wrote: »

    I think I need command for this minimum. Unfortunately I started this on a ferengi in a dkora. The idea was to not need -5 sec on torps and combine with -5 on mines in the rear. What is the most powerful variant of this combo? NOt necesarily the mines. But if it works then what is the best ship/combo for it.
    There's only one command BOFF ability that affects HY. The way I understand it people mainly use the command spec for the expose/exploit mechanic as far as torpedos are concerned.
    aftulus wrote: »
    The dkora does have that nice missile spam ability though. But none of them have command slots for concentrate firepower.
    It does spam a lot, but has a long cooldown. I wouldn't choose a ship just for that.
    aftulus wrote: »
    Grants something like HY but only for the 22c. torpedo. Also has a 2 minute cooldown.
    aftulus wrote: »
    I've found the console is especially useful when using the rapid-fire torpedos. For regular torpedos shared cooldown is not that big an issue. As for the set ability, see below.
    aftulus wrote: »
    2 minute (I think) cooldown, just for that spam ability. Use Spread on a better ship instead.
    aftulus wrote: »
    There are few things that buff radiation damage, but on the other hand we still can't equip the Ferengi torpedo in a rear slot so it has its uses.
    aftulus wrote: »
    Is there another ability besides secondary torpedo launcher that fires free high yeilds?
    That ability doesn't grant HY torpedos and frankly I'm not convinced that it works reliably anyway, especially with rapid-fire torpedos of any type.

    If your goal is torpedo spam then the ETM trait is a good start. Use one or two torpedo DOFFs to reduce cooldown (you won't need more than that) and the Terran rep console. With two DOFFs and rapid-fires you will reach a point where the shared cooldown is the limiting factor. You will probably want to use one front and one aft, and start broadsiding enemies; I have found that with two torpedo DOFFs and autofire enabled having two rapid-fire torpedos up front is pointless as only one will ever fire because the recharge is so fast. If you are spamming rapid-fire torpedos out of both ends... look at the Reverberation trait from the Amarie. It's expensive but works really, really well with that kind of setup.

    If you want to have as much HY uptime as possible, consider using the Sheshar trait and the Delphic 3-set (free HY after using HY, plus two free HYs every ten shots with the beam bank). The Delphic torpedo has the added benefit of firing six shot salvos when you use HY3 rather than the usual three. With the right setup you will think you are constantly spitting out HY shots.

    One last thing, using autofire with torpedos that fire targetable projectiles when using HY (e.g. Kentari) has been bugged since forever: you will often find that no torpedo is fired and the weapon goes into cooldown. Romulan hyper plasma is the only exception.
    Post edited by lopequil on
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    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited May 2021
    Most high end players use the Tzenkethi Dread for kinetic Projektile builds atm.

    Here is a guide for BIS items

    https://www.google.de/amp/s/amp.reddit.com/r/stobuilds/comments/m8q29x/rangerrenzes_general_guide_to_kinetics_volume_2/

    It’s a bit of a painful read but has all the info needed.

    If done right Kinetic Projektile builds are probably the strongest way to go for most elite maps atm.

    Unlike most DEW builds torpedos & mine builds center around special weapons one mostly gets out of rep systems. The gap is much wider here so we play a game where torp A ends up to be much better than torp B. I suggest to simply concentrate on A and don’t mind B.
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    foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    I would advise caution using HYT with the Kentari missile, as that makes it into a slow destructible torpedo. There are of course ways to buff up your destructible torps, but if you really want HY for the Kentari nukes, you have to think about that for your build choices.

    Now the other thing to note here is that both the lobi torpedoes have a 2s base cooldown. With ceaseless momentum that is down to 1s, which means continuous fire on one torpedo, unless you also get the Terran rep console to bring torpedo cd down to .5s. At that point you will alternate fire between those two continuously unless you have a slower torpedo higher in the firing sequence, which the Kentari torp does do at 2.5s base CD. Of course a bigger torpedo might be even better for that role, maybe the Terran rep photon for the extra damage it does to low hull ships and the 2 piece bonus, maybe the transphasic cluster torpedo, maybe the bioneural warhead, maybe you'd rather fill the rest of slots with energy weapons, there are a lot of options to think about here.

    And in my experience playing around with projectile heavy builds, there actually are tons of ways to build them, so many possible ways to focus on this or that, so you probably want to play around with a lot of those options to find out what you like. Which ship is best can vary greatly, accordingly. You might like a science ship for shield draining power, or an escort with a fairly standard energy weapon build to work alongside the torpedoes, or of course specific ships for their locked consoles. There are just tons of options, and I'd say you really have to look at them and try and figure out what you like best.
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    doctorstegidoctorstegi Member Posts: 1,189 Arc User
    The Tzen-Tar is ok but surely not the best in anyway. If you want to check out kinetic builds check this dude out on youtube https://www.youtube.com/c/AugmentedDictatorGames/videos I think he did a kinetic with almost every ship in the game lol. Plenty of choices. I tell you why I dislike the Tzen-Tar, its maneuverability and its squishy unless you manage to build decent shield defense. But yeah there is so many good ships out. I think the ones with Temporal Cmdr. and Command Lt.Cmdr do the most damage because of recursive shearing and concentrate firepower iii.

    C-Store Inc. is still looking for active members on the fed side. If you don't have a fleet feel free to contact me in game @stegi.
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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    edited May 2021
    The Vorgon ships with the console set have a destructible torps flight speed boost, then add the Swamer Matrix console and Torpedo Pre-Fire Sequence trait that further boosts flight speed and damage boost. That's a triple flight speed boost to the nukes. Perhaps add Holo Decoys trait and you shouldn't lose any nukes as they will arrive very fast to the target. If you mix the nukes with the Rom Hyper Torp with the above combos you get a constant stream of fast moving destructible torps. Sometimes I run the a Nuke, Rom Hyper and 2x Cluster Torpedoes on my destructible torp themed builds.

    As you have mines as well the Swamer Matrix and Vorgon console set boost the mines flight speed as well as the nukes. Just be aware the Vorgon consoles that boost mine and Nuke flight speed only work on Vorgon ships.
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    aftulusaftulus Member Posts: 668 Arc User
    edited May 2021
    Sadly bio-neural is not affected by either ceaseless momentum or technicians. Is there another big missile like it that could be dropped down to 0 cd like it with massive damage with those combined?

    Big damage combined with constant tiny missiles could be fun.

    Vadwaar is effected by technician but not ceaseless. Sadly I can't combine that with technicians with mine reduction. I don't think.
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    pottsey5gpottsey5g Member Posts: 4,177 Arc User
    edited May 2021
    aftulus wrote: »
    Sadly bio-neural is not affected by either ceaseless momentum or technicians. Is there another big missile like it that could be dropped down to 0 cd like it with massive damage with those combined?

    Big damage combined with constant tiny missiles could be fun.
    Temporal Disruption Device is what I would use for this type of build. It hits harder then a Bio-Molecular and can be reduced down to 0.5CD. A prefect HY3 with Temporal Disruption Device has been known to hit for 5million damage.
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    lianthelialianthelia Member Posts: 7,825 Arc User
    edited May 2021
    aftulus wrote: »
    Sadly bio-neural is not affected by either ceaseless momentum or technicians. Is there another big missile like it that could be dropped down to 0 cd like it with massive damage with those combined?

    Big damage combined with constant tiny missiles could be fun.

    Vadwaar is effected by technician but not ceaseless. Sadly I can't combine that with technicians with mine reduction. I don't think.

    No, unfortunately...there are only 4 missile torpedoes and a selection of consoles...some bound to a specific ship and some not, and 2 starship traits
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