Tricobalt Mines : Upcoming Changes
View Single Post
Cryptic Studios Team
Join Date: Jun 2012
Tricobalt Mines : Upcoming Changes
12-20-2012, 12:52 PM
We've been watching and listening to the large amount of feedback that's come from the PvP community, and elsewhere, in regards to the astonishing amount of damage Tricobalt Mines have become capable of dealing since the Mine Revamp, and the recent Mine Console bug fix. For the most part, we held off on making any further changes to their functionality until more feedback and hands-on testing occurred, due to the fact that these weapons remain susceptible to counter, and come with a very steep cost of opportunity to be used effectively:
- They can be shot down (even accidentally).
- They can be outran.
- They have very lengthy cooldowns.
- Their damage is significantly reduced by shields, and an unshielded hit is statistically unlikely.
- Utilizing a Dispersal Pattern requires up to a Commander-rank Boff Slot.
- Getting the most out of them requires sacrificing Console and/or Doff slots to a dedicated build.
Despite these drawbacks, the amount of feedback we receive on a daily basis has kept the issue on our radar, and under tight scrutiny. After a recent series of internal tests, we've decided that a few changes are warranted, and will soon be carried out:
The following changes will appear in a future patch to Tribble (probably in early January):
- The damage dealt by Tricobalt Mine Explosions have been reduced by 10% across-the-board.
- The damage variance of Tricobalt Mine Explosions have been reduced from 20% to 5% (this will lead to more predictable damage ? fewer highs, fewer lows)
- The stealth value on Tricobalt Mines has been reduced by approximately 25% (this should allow them to be seen from about 1k further than previous).
We're also still in the process of considering some, or possibly all, of the following changes:
- Scaling the damage down on Dispersal Pattern versions of Tricobalts, so that each individual mine does less damage with the more mines you launch. The total damage of the Dispersal Pattern would be significantly reduced if we took this option, but would still far exceed that of what a single Tricobalt Mine would deal. It would look something like the following:
*** Tricobalt Mines created by Rank 1 of Dispersal Pattern Alpha and Beta reduced to 75% of the damage of a standard Tricobalt Mine (x2 mines = 150% of basic mine)
*** Tricobalt Mines created by Rank 2 of Dispersal Pattern Alpha and Beta reduced to 60% of the damage of a standard Tricobalt Mine (x3 mines = 180% of basic mine)
*** Tricobalt Mines created by Rank 3 of Dispersal Pattern Alpha and Beta reduced to 50% of the damage of a standard Tricobalt Mine (x4 mines = 200% of basic mine)
- Granting a Point Defense system to Battleship and Dreadnought NPCs that would deal a tiny amount of damage per pulse (<50 dmg, does not ignore shields, no procs), but pulses very frequently and favors the nearest target.
*** This would be a soft-counter to Mine Spam One-Shots, but would have the side effect of making them nearly immune to High Yield torpedoes. (We also have the option of forcing it to target -only- mines, if necessary.)
We're particularly interested in hearing feedback on these last two options, as we're still deliberating whether or not they are a necessity, or even a good idea.
After more testing and feedback, we may decide that the overall damage dealt by Tricobalts needs to be reduced even further at some point in the future. If it comes to that, we will also re-evaluate the cooldowns associated with these weapons to ensure that their overall combat viability remains strong.
Cryptic - Systems Design
Originally Posted by