Star Trek Online

Star Trek Online

Dwldjon Nov 6, 2019 @ 7:58pm
whats the best torpedo type?
looking to make a 4/4 torpedo boat for funsies
Originally posted by VoodooMike:
Heavy Hitters
------------------

Neutronic Torpedo - 3km AOE on contact, drains energy levels and adds radiation damage to all caught in the blast.

Gravimetric Photon Torpedo - 33% chance to create a small Gravity Well on hit.. 100% chance to do so on special torpedo firing modes (making torpedo spread especially nasty).

Particle Emission Plasma Torpedo - leaves a small plasma cloud that does shield-penetrating damage to anyone who crosses into it as well as snaring them.


Wide-Angle Torpedoes (180 degree arc instead of 90):
------------------------------------------------------------------------

Prolonged Engagement Photon Torpedo - the more it fires, the faster it fires.

Wide-Angled Voth Torpedo - 40% shield penetration, weak snare proc

Wide-Angled Advanced Inhibiting Chroniton - long name, guaranteed snare proc on each hit.


Cooldown Reducers
---------------------------

Romulan Hyper-Plasma Torpedo - Fires three destructible torpedoes per cycle, each one has a chance of triggering the torpedo recharge doffs which will reduce the remaining cooldown on all your torpedo launchers. Often used for this reason alone if you have few forward weapon slots.

Kentari Mass-Produced Missile - Very weak but very low refire rate, allowing it to trigger your CD reduction doffs. Has 180 degree arc.

Ferengi Missiles - Like a worse version of the Kentari missile that costs lobi. Has 180 degree arc but can't be rear-mounted.


Just for consideration
----------------------------

Dark Matter Quantum Torpedo - on its own not wonderful, but if you are willing to mount the 3pc set (which, sadly, involves a DBB too) then your ship will auto-fire a dark matter torpedo at any ship that falls below 50% hull in your weapons range, which will amount to a lot of free torpedoes (and they proc traits). The downside is dark matter torpedoes are slow and non-destructible... so if you're killing things quickly they may never reach their targets in time to do damage, and there's no way to boost their speed or to have them re-target.



< >
Showing 1-11 of 11 comments
Jaq Nov 6, 2019 @ 9:30pm 
It's been a long, long time since I paid attention to the meta, but I'd assume you still want a variety of torpedoes on different timers to compensate for the shared cooldown issue, not a single "best" torpedo. I'm way too out of date to make reliable recommendations, but the Romulan Reputation torpedo used to be the best option for triggering Projectile Officer cooldown reductions, and that was a big part of the torp boat strategy for getting the big damage/long cooldown torpedoes in the other slots out more frequently. So maybe start planning your build along those lines until someone more knowledgeable replies.
Dwldjon Nov 6, 2019 @ 9:32pm 
i have a kelvin timeline torpedo laying around i also took interest to transphasic torpedoes as they can bypass shields
Mr. Fibble Nov 7, 2019 @ 2:59am 
Dyson rep torp and the phased quantum (think its from sunrise mission) are also both decent options.

I've a t'laru carrier wich is a 4/2 for weapons and up front I have those two and the romulan rep hyperplasma. Generally park at a good distance, drop a nice big grav well and let loose so using the kentari missles as the 4th since most stuff dies to the spread that hit the cluster of ships.
The Arkady Nov 7, 2019 @ 3:24am 
I don't run torpedo boat myself, but the builds I'm aware of generally use a mix of the best unique torpedos. The Gravimetric Photon Torpedo and the Quantum Phase one from Sunrise seem to be staples, and I think the new one from the Discovery reputation is also quite popular.
Dwldjon Nov 7, 2019 @ 3:35am 
Originally posted by Mr. Fibble:
Dyson rep torp and the phased quantum (think its from sunrise mission) are also both decent options.

I've a t'laru carrier wich is a 4/2 for weapons and up front I have those two and the romulan rep hyperplasma. Generally park at a good distance, drop a nice big grav well and let loose so using the kentari missles as the 4th since most stuff dies to the spread that hit the cluster of ships.
im almost at tier 5 dyson rep are the torpedoes the equipment project rep box or store ones?
The author of this thread has indicated that this post answers the original topic.
VoodooMike Nov 7, 2019 @ 3:36am 
Heavy Hitters
------------------

Neutronic Torpedo - 3km AOE on contact, drains energy levels and adds radiation damage to all caught in the blast.

Gravimetric Photon Torpedo - 33% chance to create a small Gravity Well on hit.. 100% chance to do so on special torpedo firing modes (making torpedo spread especially nasty).

Particle Emission Plasma Torpedo - leaves a small plasma cloud that does shield-penetrating damage to anyone who crosses into it as well as snaring them.


Wide-Angle Torpedoes (180 degree arc instead of 90):
------------------------------------------------------------------------

Prolonged Engagement Photon Torpedo - the more it fires, the faster it fires.

Wide-Angled Voth Torpedo - 40% shield penetration, weak snare proc

Wide-Angled Advanced Inhibiting Chroniton - long name, guaranteed snare proc on each hit.


Cooldown Reducers
---------------------------

Romulan Hyper-Plasma Torpedo - Fires three destructible torpedoes per cycle, each one has a chance of triggering the torpedo recharge doffs which will reduce the remaining cooldown on all your torpedo launchers. Often used for this reason alone if you have few forward weapon slots.

Kentari Mass-Produced Missile - Very weak but very low refire rate, allowing it to trigger your CD reduction doffs. Has 180 degree arc.

Ferengi Missiles - Like a worse version of the Kentari missile that costs lobi. Has 180 degree arc but can't be rear-mounted.


Just for consideration
----------------------------

Dark Matter Quantum Torpedo - on its own not wonderful, but if you are willing to mount the 3pc set (which, sadly, involves a DBB too) then your ship will auto-fire a dark matter torpedo at any ship that falls below 50% hull in your weapons range, which will amount to a lot of free torpedoes (and they proc traits). The downside is dark matter torpedoes are slow and non-destructible... so if you're killing things quickly they may never reach their targets in time to do damage, and there's no way to boost their speed or to have them re-target.



Mr. Fibble Nov 7, 2019 @ 3:52am 
The dyson rep torps I mentioned are a project you get at level 2 or 3 of the rep.
Dwldjon Nov 7, 2019 @ 4:13am 
aight, thanks everyone
Chris Solomon Nov 7, 2019 @ 4:36am 
I suggest mounting the akira torp defense console too, i think it is from the t5? akira. belching out a mess of torps in all directions is fun
Last edited by Chris Solomon; Nov 7, 2019 @ 4:37am
<dUmB>Armageddon Nov 8, 2019 @ 12:53pm 
I find Kentari mass produced missile launcher being a fun addition to other torpedoes on autofire. 2 sec recharge is nice and it benefits from torpedo abilities.

Plus it looks different firing missiles. Fun shuttle weapon at least.
VoodooMike Nov 8, 2019 @ 9:20pm 
Originally posted by <dUmB>Armageddon:
I find Kentari mass produced missile launcher being a fun addition to other torpedoes on autofire. 2 sec recharge is nice and it benefits from torpedo abilities.

Plus it looks different firing missiles. Fun shuttle weapon at least.

Having putt-putt missiles (kentari and/or ferengi) on auto-fire is a great way to waste torpedo boff abilities. For the fore weapons you're better off using the hyper-plasma torpedoes as your recharge trigger if one is needed (and they aren't always needed).

Kentari missiles on the rear aren't a bad idea for triggering CD reduction, however. They're also fine on the front if you just enjoy them and aren't worried about maximizing damage.
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Nov 6, 2019 @ 7:58pm
Posts: 11