Hello again. Sorry aobut the delay.
The aim of a sci torp build is to bleed a person's hull whilst their shields are still up.
For the torpedo build, the Bridge officer powers you have are already similar to what would work synergistically as both TBR and GW do significant damage to the hull. If you are duelling with an energy weapon using opponent than FBP3 is a great option, however in group team battles as it is a "reactive" skill....you do lose out on an opportunity cost.
The main changes to use a torp build are:
1. Three projectile officers (to reduce cool down time) - but big opportunity cost
2. Equipment - adapted maco deflector (to boost torp damage), rule 69 console
3. Torps as weapons - I would suggest 2x rapid fire transphasic torps and the breen cluster torp at the front. For the rear I would use the 360 antiproton beam array, another breen cluster torp and another rapid fire torp.
4. Transphasic boosting damage consoles
When our fleet spire is upgraded, we will have access to the tactical consoles that boost all torp damage but also crit severity or crit hit chance. I'll be swapping to them. It will then allow you to use the gravimetric torp in the front. It's a heavy hitter and it's innate change to make gravity well thingies makes it useful.
The advantages of a trop build is its sheer fun! Nothing better than squishing an escort with its shields still fully operational. However torp builds lose out on damage overall. Against other humans it's good as player controlled ships have far less hull. However against PVE opponents you may find that you're sitting there for a while. Personally I've found the build very effective. With your crit chance boosted as high as you can you find that you're doing 5 k or damage everytime a torp hits, direct to the hull. However if you're evil like
@Gr_vity you can equip simply lots of hull heals and whether the storm.