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Starfleet Veteran
Join Date: Jun 2012
Posts: 1,494
The new changes to tricobalt mines are the worst nerf I've seen in ages. One could argue that a 50% reduction in damage and a 50% in cooldown makes it fair. For those that use multiple tricobalt mines and dispersal patterns, the nerf in damage output is huge owing to the fact that the dispersal pattern cooldowns are unaffected. To be precise, the nerf results in a 37.5% reduction to your damage when using two launchers and Dispersal Pattern Beta III (DPB III).

Don't believe my 37.5% claim? OK. Let's assume that a tricobalt mine's old damage amount was 1,000 per mine and assuming that every mine hits, here are some examples using DPB III over a 60 second period. (I'm using 1,000 as it's an easy number to use.)

OLD SYSTEM WITH TWO MINE LAUNCHERS AND DPB III

Sample time = 60 secs
Mine launchers = 2
Mine damage = 1,000
Mine cooldown = 60 secs
Mine global cooldown = 30 secs
DPB III cooldown = 30 secs

Second 1 - Activate DPB III and first launcher. 4,000 damage output. First launcher cooldown = 60 secs, second launcher and DPB III = 30 secs.

Seconds 1-30 - Cooldowns ticking away.

Second 31 - Activate DPB III and second launcher. 4,000 damage output. Second launcher cooldown = 60 secs, first launcher and DPB III = 30 secs.

Seconds 31-60 Cooldowns ticking away, sample time ends.

TOTAL DAMAGE = 8,000



NEW SYSTEM WITH TWO MINE LAUNCHERS AND DPB III

Sample time = 60 secs
Mine launchers = 2
Mine damage = 500
Mine cooldown = 30 secs
Mine global cooldown = 15 secs
DPB III cooldown = 30 secs

Second 1 - Activate DPB III and first launcher. 2,000 damage output. First launcher and DPB III cooldown = 30 secs, second launcher = 15 secs.

Seconds 1-15 - Cooldowns ticking away.

Second 16 - Fire second launcher. 500 damage output. Second launcher cooldown = 30 secs, first launcher and DPB III = 15 secs.

Seconds 16-30 - Cooldowns ticking away.

Second 31 - Activate DPB III and first launcher. 2,000 damage output. First launcher and DPB III cooldown = 30 secs, second launcher = 15 secs.

Seconds 31-45 - Cooldowns ticking away.

Second 46 - Fire second launcher. 500 damage output. Second launcher cooldown = 30 secs, first launcher and DPB III = 15 secs.

Seconds 46-60 Cooldowns ticking away, sample time ends.

TOTAL DAMAGE = 5,000



NEW SYSTEM WITH TWO MINE LAUNCHERS AND DPB III AND DPB II

Sample time = 60 secs
Mine launchers = 2
Mine damage = 500
Mine cooldown = 30 secs
Mine global cooldown = 15 secs
DPB III cooldown = 30 secs

Second 1 - Activate DPB III and first launcher. 2,000 damage output. First launcher and DPB III cooldown = 30 secs, second launcher and DPB II = 15 secs.

Seconds 1-15 - Cooldowns ticking away.

Second 16 - Activate DPB II and fire second launcher. 1,500 damage output. Second launcher and DPB II cooldown = 30 secs, first launcher and DPB III = 15 secs.

Seconds 16-30 - Cooldowns ticking away.

Second 31 - Activate DPB III and first launcher. 2,000 damage output. First launcher and DPB III cooldown = 30 secs, second launcher and DPB II = 15 secs.

Seconds 31-45 - Cooldowns ticking away.

Second 46 - Activate DPB II and fire second launcher. 1,500 damage output. Second launcher and DPB II cooldown = 30 secs, first launcher and DPB III = 15 secs.

Seconds 46-60 Cooldowns ticking away, sample time ends.

TOTAL DAMAGE = 7,000



Using these figures it's clear that if you use two tricobalt mine launchers and DPB III you have just suffered a 37.5% damage reduction, the most incredible nerf I've seen to date. By taking a valuable Lt Cmdr tactical ability and replacing it with DPB II you can reduce your damage loss to 12.5%.

I'm sorry, but this sort of nerf just has not been thought through.

To make matters worse, it appears that on Tribble the Temporal Disruption Device has had its damage output halved but the cooldown remains the same. For an item that I paid 200 lobi for, this is not acceptable. As a premium item they should be at least equal in power to the most powerful non-premium items. Now the Temporal Disruption Device is only half as useful as a tricobalt torpedo. This weakens the Temporal set, a 600 lobi investment. This has NOT been thought through.

Cryptic, these changes render the tricobalt mines and Temporal Disruption Devices useless. This is just as bad as when Emergency Power to Shields and Reverse Shield Polarity started cooldowns on each other. These need to be changed back at once.

Please note that this post adheres to all forum rules. (Yes, it sure does Thank you and I'll make sure to pass this feedback along. -Brandon)

Last edited by pwebranflakes; 02-14-2013 at 08:01 AM.
 

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