Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
02-12-2010, 03:52 PM
I hit a shields down borg sphere once and caused 20k damage. I hit a shields up borg probe once and it did no damage.

There are a number of things that could/should be modified to make this 'admiral-mk X-rare-two day to get' weapon worth it:
1) not shoot downable
2) fly a lot faster but still shoot downable (I like this cause you can use a grav well to vacuum it up)
3) completely drops shields and no kinetic damage when shield is up
4) shorter reload (1min for something that can easily be absorbed by even the weakest of shields is kinda stupid)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
02-12-2010, 03:55 PM
I love my TriMLD, love love love it. Just cause your particular tactics dont fit well with the thing doesn't mean someone elses wont. Hell I have taken out 2 ships at once with this( in pvp none the less) proper use of this weapon = success hits, and while yes, a hy quant may put out more dps per 65 second cycle, (maybe dont know the CDs on hy, as I dont have the skill anywhere) its about thinking not dps. If done right this thing could pop 3 scorts in a single go round.

Even my flying m8 now switches targets when i let this thing lose as theres no reason to make sure it hits, cause I only fire it when it will.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
02-12-2010, 04:01 PM
Quote:
Originally Posted by JustTray View Post
So don't get it. There's tons of torpedos types and I don't see anyone crying about chroniton or plasma. They just work differently, use which ever one works for you.

Wow.
I think the real issue is, daily quests were added, but only these specific types of new weapons were made available. I'm all for having varying types of weaponry, to each their own, however, why are we forced to use them if we want epic level weaponry? We're working just as hard as the next guy who likes the new weapons, why can't we like our weapons too?

In other words, it would have been nice to have had the basic selection of weaponry across the board to choose from, rather than the option being 'to have, or not have at all".
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
02-12-2010, 04:11 PM
With Torpedo-Skills, Torpedo-Consoles and a scan from a science ship:

Tricobalt-Torpedo hits Borg-Sphere for 64k Damage.
Sphere dies
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
02-12-2010, 05:19 PM
this thing is a disappointment. It's a glorified heavy plasma torp essentially, but with a way longer cooldown. The best bet for torpedos is still the good old fashioned photon torpedo. I haven't tried the tricobalt mines yet though they *might* be worthwhile.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
02-12-2010, 07:29 PM
The biggest issues I have with it are the very lenghty cooldown considering that it can be shot, the fact that it gets stuck randomly in space and that vs NPCs at least, it was being repeatedly shot down when I fired it from <1.5km away.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
02-12-2010, 10:28 PM
Anyone try this against a Klingonball yet?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
02-12-2010, 10:46 PM
Quote:
Originally Posted by Shonto
I placed mine on my science ship. Viral matrix and this make a good combo.
A very Undiscovered Country moment you generated there lol

http://www.youtube.com/watch?v=-KwTW6EzY1c

Fire!

To be, or not to be...

Consequently, this sounds like it will be perfect for a rear slot on an escort. Only running 1 eps so the extra turret slot is right out.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
02-13-2010, 12:47 AM
Ok, I agree the cool down is insane, however...

1: this torp doesnt share cooldowns with other torps merely the weapon fire blip and you can fire quantums within a second of firing this beast.

2: This weapon is awesome for that 1 big battleship at the end of a mission but lousy for say a group of BOPs or fighters.

3: Edit - AOE damage was fixed in this last patch 6 frigates with 1 torp.

4: 12-60k dmg is the true range I have seen.

5: Implementation - Useful for escorts or a skilled science ship no benefit for cruisers. Put your quantums on the forward and the tri-cobalt on the aft. Roll in cannons blazing whip around and let her fly when ya get on top and run like hell. You must be close and the shields must be down and stay down until it hits.


It works and can do way more than high yield quantums as you can expect 4-12k per quantum at 4 torps on HY3. (= 48k so ya don't have to grab the calculator)

Not a first choice in my book now that I know but it definitely has its niche. Give it a try. (hope this helps.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
02-13-2010, 01:38 AM
QQ

its AOE weapon and its fine for AOE
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