Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Question on Tri-Cobalt torps
09-15-2011, 06:36 PM
I just crafted myself a MK X tri cobalt torpedo, i'm wondering is this a bug or is this the way it made to be, i was fighting with a Cube earlier on and i fired the tri cobalt when it hit the cube, its like as if nothing happened.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
09-15-2011, 07:04 PM
If there is even a sliver of shield most torpedoes don't really do anything, if they've been recently stunned then they have an immunity for a short time and of course, there is always the possibility that it was a miss.
Lt. Commander
Join Date: Dec 2007
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# 3
09-15-2011, 07:19 PM
Quote:
Originally Posted by SteveHale View Post
If there is even a sliver of shield most torpedoes don't really do anything, .
This. I find that tri-cobalt are worse than other torps in this regard as they seem to do almost no damage to shields therefore not really doing any hull damage
Lt. Commander
Join Date: Dec 2007
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# 4
09-16-2011, 12:51 AM
Back when I was using tricobalts, I was using a specific sequence to ensure it'd land on the hull. I'd bust through shields with my beams, lock the target in place with a tractor beam, swing around 180 degrees (my tricobalt was in the back, can't afford to put it in the front when sci ships only have 3 frontal weapon slots), and shot off my tricobalt. Just before it lands, I'd use Charged Particle Burst to eliminate any sliver of shields that might've regenerated while the tricobalt was on its way.

Using this method I was able to land a large majority of my tricobalt shots. Obviously the tactic relies on two science abilities so it may be an issue for you if you're flying an escort, but it works brilliantly on a science ship.
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Join Date: Dec 2007
Posts: 120
# 5
09-16-2011, 05:42 AM
Yep, as with all torpedoes timing is important. It's harder on slower torpedoes. A lot of sci powers do instant damage to shields, which helps make it more manageable. Beam weapons do instant damage as well, so if you don't use autofire you can time a shot to clean up any remaining shields just before the torpedo hits.

It might also have been that the cube destroyed the torpedo just before it hit.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
09-16-2011, 07:14 AM
Quote:
Originally Posted by tritium4ever View Post
Back when I was using tricobalts, I was using a specific sequence to ensure it'd land on the hull. I'd bust through shields with my beams, lock the target in place with a tractor beam, swing around 180 degrees (my tricobalt was in the back, can't afford to put it in the front when sci ships only have 3 frontal weapon slots), and shot off my tricobalt. Just before it lands, I'd use Charged Particle Burst to eliminate any sliver of shields that might've regenerated while the tricobalt was on its way.

Using this method I was able to land a large majority of my tricobalt shots. Obviously the tactic relies on two science abilities so it may be an issue for you if you're flying an escort, but it works brilliantly on a science ship.
Thanks for the tip guys, i'll try that in game later with my sci R.Admiral
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
09-16-2011, 09:04 AM
The only thing tricobalt torps are good for is short range shots against bare hull. They are slow, they can be shot down and if shields are up they do practically nothing. I've been experimenting with a rear tric and haven't been all that satisfied. Sometimes I'll get a lucky hit but otherwise they are pretty harmless.

All in all I still think the 'peng is the best torpedo bang-for-the-buck. They're fast, do respectable damage and the radiation is a nice bonus even if they don't penetrate the shields.
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Posts: 120
# 8
09-17-2011, 06:08 PM
I use tricobalts on my rear loadout. I tend to fly in at low speed with my forward weapons to rip the enemies' sheilds to shreds. I often then try to use evasive to turn on a dime and lob the torpedo at point blank range so as to reduce the time between launch and impact. Often, the shields have been desimated at that point, and the torpedo has it's intended effect.

This strategy is quite useful in PvP if the timeing is done perfectly. The trick is to not fire the tricobalt unless you know for sure you will land a hit. WIth crusiers, I have a turret, beam array and one other torpedo (Transphasic rapid fire, Photon, or Quantum) in addition to the tricobalt so that I am still fireing a weapon. It is best to place the faster cool down torpedo to the right of the tricobalt as they share the same cool down counter. With escorts and science ships, I still have the tricobalt, but I forego an extra torpedo.
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