Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Tri-Cobalt - AVOID !!!!!!
02-12-2010, 11:07 AM
DO NOT BUY THIS CRAP.

1min cooldown + 10-15s recycle. 70-75s between shots. damage is a joke. it is slower then a high yield plasma, destroyable AND has limited range. <5km
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-12-2010, 11:11 AM
Quote:
Originally Posted by Zish View Post
DO NOT BUY THIS CRAP.

1min cooldown + 10-15s recycle. 70-75s between shots. damage is a joke. it is slower then a high yield plasma, destroyable AND has limited range. <5km
sounds like you want it to adjust to YOUR tactics, instead of adjusting your tactics to it.

try dropping it as you fly by.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-12-2010, 11:22 AM
Works like a charm for me....

Drop enemy shield, fly close, drop tricobalt and skeedadle...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-12-2010, 11:43 AM
a high yield quantum or photon does more damage. this launcher isnt worth the disadvantages. plain and simple
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-12-2010, 12:47 PM
Oh how I wish I'd seen this before I got mine... I was really looking forward to these considering they're Admiral only. Why oh why do you insist on using the same pathetic idea as you do for plasma torpedoes? Being able to shoot it down is one thing, a one minute cooldown is another but when they fail completely after you fire and they get stuck at some random point between you and your target it is truly ridiculous!

Pick one of these options, not both. I don't care about the high damage, reduce it to be higher than quantum but not 12k, make it like normal torpedoes with perhaps double the cooldown. I realise they're supposed to be rarely used for the sheer destructive power but I'd take almost anything over the frustration I feel when not only does it bug out but a ship explosion near it takes it out. It's the same reason I rejected plasma torpedoes but at least those you don't have to wait so long before it fails again.

The way they are currently with that massive cooldown makes them nice to look at when they work but from a damage perspective they're quite pointless unless you're very careful with firing them. Then again, if you do that you're effectively crippling your damage output. Please look hard at these and change them to something more appropriate.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-12-2010, 12:53 PM
these are incredibly pointless.. HY2/3 Photons / Quantums do more damage per plop. if this was used in a device slot, i would give it a high five. but the disatvantages outweight the high damage by far. but then agian. exactly what i expected from cryptic after all their failures up to this point.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-12-2010, 01:14 PM
I forgot to mention in the positive aspects - high AoE damage but that's still a long way from making it worth using long term. The visual and sound effect are spot on.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-12-2010, 01:53 PM
It does 15-20k damage for me. Unfortunatly I do not have room for it on my escort because I think quantums or photons are more of use to me, but if I had a Cruiser I think i would use it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-12-2010, 02:00 PM
Like every skill and piece of gear in game...there's a trade-off...

Template combat stagnancy is the worst fate of an MMO ... So I'd rather have quirky gear that requires specific approaches to be effective than uber-all-for-ones...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-12-2010, 02:03 PM
The difference with the tricobalt is it has a few km aoe damage radius and doesn't hit just one ship. If you fire it into the middle of a fleet, it will damage almost all of them. (those in the centralized cluster). That's where it's benefit is over other torpedoes I would guess.
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