Convert the zen price into real money, subtract the bit you would have saved with the discount and laugh about the pittance it really was. 

Nice!
Banged out all the ground Normal ones with a few of you the other night, my newer toon hadn't run them yet and it's hard to get a queue together for that one. Will have to run him through the space normals this weekend, but that's an easy one for PUG groups, unless other people here want in on it.
He needs most of the ground Elite ones as well, may set up a couple runs and knock them out if I see a few of you on and you want to give it a go...
Argh. I've waited over a year for a costume sale and guess what happens the day after I finally gave in an bought the Section 31 uniform that I've been eyeing on for a long, long time? That's right. Cryptic announces a 20% discount on all costumes.
I'm going to apologize upfront about the next few things I'm going to say, because with a few simple and cheap changes, that ship you have can easily do 2-3 times the amount of damage:
1) Too many torpedoes. I understand you're trying to build a transphasic torpedo boat, but that's not the way to do it. Not when you're only firing only one torpedo (or a spread) every few seconds. If you like to improve your ship as a torpedo build, have a look at my old transphasic torpedo build. Its a little dated (there are a couple of improvements that can be made).
2) If you want to stick with a torpedo boat, I hope you have two very rare Projectile Weapon Officers. A torpedo boat without them does very little damage. You can get them for free by spending 2-3 weeks repeating the Support B'Tran Colonization chain of duty officer assignments.
3) Move the Kinetic Cutting Beam to an aft weapon slot. It has a 360 degree firing arc, meaning it can shoot at anything in range even from an aft slot. Save that forward slot for a more potent weapon.
4) Make better use of the 3 tactical console slots by slotting tactical consoles
that boost weapon damage. For example, Transphasic Compressors.
5) Consider using more beam arrays or dual beam arrays to better punch through ship shields. This will cause your transphasics to cause more damage. PS: By itself, Tachyon Beam is really bad at stripping shields.
I'll post an update on my vessel soon, with changes per your suggestions. I have a few Romulan plasma dual beams - through New Romulus reputation - that I could use, or I'll spend the dilithium for additional antiproton dual beams or single beam arrays, especially since I already have one single antiproton beam on the ship.
I'll post an update on my vessel soon, with changes per your suggestions. I have a few Romulan plasma dual beams - through New Romulus reputation - that I could use, or I'll spend the dilithium for additional antiproton dual beams or single beam arrays, especially since I already have one single antiproton beam on the ship.
While I've dabbled in torpedo boats in the past, I've given up them as they are really hard to build well. The Hydra Chel Grett I linked could do 5k dps in an STF with a huge caveat: It needs a warm up period of 20-30 seconds before it could achieve said dps. That was fine pre-Legacy of Romulus. These days, a group of above average ship can dish out 7k dps immediately (and my circle of players typically do 10-20k dps instantly), by which time all the targets have already been destroyed. Thus since LoR, I've given up on torpedo boats.
If you're just using one torpedo, its simple. Pick either a photon or a quantum torpedo since they have the fastest rate of fire and are the most damaging torpedos in a general setting. My opinion is that this is the option you should stick to as a science vessel already have the least number of weapon slots and torpedos have been consistently shown to decrease a ship's overall damage output.
If you want to use more than one torpedo, then you need to know everything there is to know about torpedo cooldown timers, especially the "GCD" or Global Cooldown timer. A lot have been written on this topic by other players so I'm not going to try and type it all out by memory and get something wrong. Instead, I'll refer you to this post. That should teach all you need to know about how, why and when you should slot more than one torpedo.
Or switch to all beams and just give up on torpedoes. They're just not that good/useful.
I put together a torpedo boat on one of my alt just for the fun of it. I used the fleet Defiant, because I have always imagined a torpepo boat as small and maneuverable, like the PT boats in WWII.
First thing I did was add two traits to my main, Hot Pursuit which enhances mine attacking their target Then added Intimidating Strikes which is an aid to torpedos.
I gave the ship 3 purple Projectile Weasons Officer DOffs with the reduce torpedo recharge, and two purple Technicians to reduce BOff ability recharge.
Fore
Phaser Quad Cannons
Breen Transphasic Cluster Torpedo
2 x Rapid Reload Transphasic Torp
Aft
Hargh'pend torpedo
Breen Transphasic Cluster Torpedo
Rapid Reload Transphasic Torp
I used the Breen deflector and engines for the set power buff and a fleet Shield and Warp core.
Consoles include Rule 62 Multipurpose Combat Console (lobi),
Spacial Charge Launcher, Assimilated Module (borg), zerp point energy conduit and 5x Transphasic Compressor.
It isn't the biggest damage dealer in a group but it holds its own in the STFs I have tried with it.
It isn't the biggest damage dealer in a group but it holds its own in the STFs I have tried with it.
Yeah, kinda don't get the point, really. If you try really, really hard, it might almost be as good as a half-assed beam boat. Why not just put effort into the beam boat and really have something worth using?
I just played a very fun ground PvP (probably because I was on a winning team and was taking down opponents myself) but I feel my Fed sci captain still needs a strong shield. Right now she has a Nukara Tier I (?) shield. I also want my captain to be formidable on ground missions. I'm also trying out different ground weapons to see what I like best.
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