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-   -   I'd like the devs to de-nerf tricobalts (http://sto-forum.perfectworld.com/showthread.php?t=557731)

bertiewooster 02-18-2013 10:36 AM

I'd like the devs to de-nerf tricobalts
 
There's been a lot of muttering in isolated posts about this, so I thought I'd collect what I've been reading (and been feeling myself) in one comprehensive post for all too see. After the last update tricobalt weapons are kinda lame. Sure, the cooldown is 30 seconds but their damage doesn't it make them worth using anymore. I used (and I imagine many others did) tricobalts for when I really needed to bash something's skull in--so the 60 second cooldown was fine because I used them very selectively. Now they're not really worth equipping because I can still only deploy 3 mines max or 1 torpedo which can't even finish off a group of frigates. Bio-neural warheads are kinda useless too, I use to be able to take down Plesh Brek frigates (I haven't checked the numbers but they seem to be the weakest frigates in the game) in one shot with them, now it barely penetrates the shields.


TL;DR: the latest update killed the art of tric-bombing. Even giving us back 25% damage would be great, and returning the cooldown to 60 seconds would be wonderful. Tricobalts are not about DPS, they're about dealing the final blow to an enemy you've worn down some already. Heck, I can't even take out borg probes with tric mines anymore.

P.S.
I don't want to come off as a malcontent, because I really do love this game and respect the devs' ability. I just feel that the update to trics, while well intended, was miscalculated and is messing up player's builds/strategies.

elandarksky 02-18-2013 10:41 AM

Personally i'm happy with the change, tric bombing " strategies" (using the word VERY loosely) was overpowered,

Being able to destroy cubes with one dispersal of mines is overpowered, regardless of the 1 minute cooldown.

Plus im overjoyed that we've pretty much seen the end of pvp tric bombers.

Each to the own i guess ^^

bertiewooster 02-18-2013 10:41 AM

Oops, bad choice of title. Thanks bran for fixing it.

picardtheiii 02-18-2013 10:44 AM

The problem is tricks were effective and they need to water down the effective strategies to drive you to lockbox toys and such.

bertiewooster 02-18-2013 10:46 AM

True, in PVP it was too much, which is why I was proposing not to fully restore damage. It's hard to manage the tone of what you say online, so don't take my previous post as being really crabby/ticked off/mad at everything because they took away my precious tricobalts. If they don't do anything I wouldn't be too bent out of shape, but at the same time I feel like a 50% damage cut is a bit much. They need to at least fix the cooldown on bio-neural warheads, though.

cmdrskyfaller 02-18-2013 11:13 AM

The tric 'bombing' was a strategy using a very difficult to position and deploy weapon. Only ships that did not bother to equip aoe attacks or repulsors died to them. The mines move at 1/6th impulse and trigger only @ 1km range.

Seriously how can anyone whine they died to such weapons? You can even OUTRUN them.


The REAL problem is the design of Kerrat where everyone spawns in one place. STUPID design by any stretch of the imagination.

PVE the tricobalts were not a threat to anything but mindless, non-shooting ships. You drop a mine cluster in an actively firing npc and its every-10-seconds AOE attack would shoot down all the mines guaranteed.

The only real reason the tricobalts were changed was so they could benefit the federation escorts. Now they can dump high damage mines in timers matching their guns and torpedoes. KDF ships are screwed of that ability since their only high speed & mobile ships use cloak...and dumping mines and using cloak does not go well unless it is a spike damage mine...which the trics no longer are.

Go fed dev bias! Ruining the game one patch at a time.

Season 9 might be a Federation civil war. No one else will be flying anything but fed escorts by then.

picardtheiii 02-18-2013 11:18 AM

Quote:

Originally Posted by cmdrskyfaller (Post 8154361)


The REAL problem is the design of Kerrat where everyone spawns in one place. STUPID design by any stretch of the imagination.

yes that design defies the imagination.

rather than any meaningful changes tho we get this... lol

wolfpacknz 02-18-2013 02:15 PM

/signed...

I'll sign anything against nerfing...

bertiewooster 02-18-2013 03:46 PM

After having played with it some, I take back some of what I said. Tric mines are working OK. The real problem is the fact that the bio-neural warhead had its damaged halved but not its cooldown.

monkeybone13 02-18-2013 04:32 PM

No. Don't denerf it.

Example of why: A couple weeks ago I was in cure space normal STF. I was at the middle cube taking out ships heading toward the Kang and another on the team was at the left cube. After destroying the ships and just as I looked toward the left cube, BOOOOM, the cube was destroyed. Not a single nanite under the cube was touched. I asked the player how he did it and he said "my mines lol".

I'm guessing now what type of mines he used to 1 shot the cube without destroying the nanintes under it first.

So no. Don't denerf it. That STF is suppose to be completed a certain way and doing something like that is just not right.


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