Starfleet Veteran
Join Date: Jun 2012
Posts: 1,330
# 31
02-14-2013, 10:18 AM
Quote:
Originally Posted by borticuscryptic View Post
The damage output of the Lobi Store Temporal Torpedo was not intended to be modified in this change, and will be restored.

It may be subject to balance changes in the future, but was not intended to be changed alongside Tricobalt damage output.

As for the Tricobalt changes themselves, we're monitoring the performance of these weapons under the new changes and they are likely to be subject to additional tweaks. The massive spike damage that was possible using them on their previous cooldown rotation was causing an imbalance in damage-over-time expectations that could not easily be accommodated when balancing space combat.
Thank you. It's good to hear that the Temporal Disruption Device will be restored.

As for the tricobalts, forgive my forwardness, but if it's a recognised issue that if one goes critical then they all go critical, why wouldn't the recognised issue be fixed before making any other changes? That seems to be a common sense thing to me.
Lieutenant
Join Date: Jan 2013
Posts: 72
# 32
02-14-2013, 10:26 AM
isnt that like fixing headache with guilliotine?

instead of fixnign the proble you just nerf the item soo much that noone uses it.

gibe the tricobalt -20% crit rate modifier and done. no mroe crits.
Career Officer
Join Date: Jun 2012
Posts: 3,391
# 33
02-14-2013, 10:33 AM
Quote:
Originally Posted by darramouss1 View Post
As for the tricobalts, forgive my forwardness, but if it's a recognised issue that if one goes critical then they all go critical, why wouldn't the recognised issue be fixed before making any other changes?

From Bort's previous posts on the matter, the issue of one crit they all crit appears extremely difficult to solve.


Please keep in mind Bort is working on a system that was developed by some devs who are no longer even at the company.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,447
# 34
02-14-2013, 10:37 AM
Quote:
Originally Posted by syberghost View Post
Trics were broke. Seriously, seriously broke. I'm not saying this was the right fix or the right amount of the right fix, but trics were big-time broken.
would that happen to include the fact they they "false-fired", where it never fired but started the cooldown?

Quote:
Originally Posted by borticuscryptic View Post
I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,110
# 35
02-14-2013, 10:50 AM
Quote:
Originally Posted by ussultimatum View Post
From Bort's previous posts on the matter, the issue of one crit they all crit appears extremely difficult to solve.


Please keep in mind Bort is working on a system that was developed by some devs who are no longer even at the company.

If all criticals are linked for the same mine group, then the only possible conclusion is that all of those mines are being checked for critical hits only once, possibly before they hit their target. A new per-projectile critical hit subroutine would have to be written to fix this bug, but this will affect how all projectiles are treated.

I notice that all group-fired projectile weapons have this issue -- Torp Spreads, high yields, and hyperplasmas all crit together.
Rihannsu
Join Date: Jun 2012
Posts: 1,157
# 36
02-14-2013, 10:53 AM
suppose - back to my bio-neural warhead?

what type of mines shall i take now? i used plasma and tric, just bought the fleet version MK XII yesterday :/

Join the premiere Romulan community now!
Captain
Join Date: Jun 2012
Posts: 3,186
# 37
02-14-2013, 10:59 AM
Quote:
Originally Posted by duaths1 View Post
suppose - back to my bio-neural warhead?

what type of mines shall i take now? i used plasma and tric, just bought the fleet version MK XII yesterday :/
So the bio-neutral hasn't been nerfed ? It IS a tric with ai control and a defensive system.
KBF Lord MalaK
Awoken Dead

Contact support @ https://support.perfectworld.com/app/ask
to show your displeasure over the stealth mail attachment nerf
Rihannsu
Join Date: Jun 2012
Posts: 1,157
# 38
02-14-2013, 11:01 AM
Quote:
Originally Posted by lordmalak1 View Post
So the bio-neutral hasn't been nerfed ? It IS a tric with ai control and a defensive system.
that is why i am asking

Join the premiere Romulan community now!
Starfleet Veteran
Join Date: Jul 2012
Posts: 39
# 39 I love the new tricos !!!!
02-14-2013, 11:10 AM
The idea of nerving trico-mines is understandable, some people in pvp combat were complaining about them being op. I agree to one thing, problem is, if one goes crit, all go crit.

However, the guys crying about tricos being op, are the same ones, who can never have enough dps on their jem bugs and complain if they do less than 17K dps. Nerf the rapid fire skill, if you ask me.... would be more fair again.

Back to business, I really love my tricos, its a good way to defend against waves of escorts in pvp. And it also works to blow a Galor in 1v1 pvp or on a solo run in a multi-pvp.
You devs made it now more difficult to defend against tricos, as it was before. Good defense against tricos is fire at will (seriously in pvp you are so busy, you cannot target each mine manually). However, the CD of that skill is longer, than the CD of the tricos itself, so that causes again some imbalance in this game. If you are in the Galor, the first volley of mines you can defend yourself with fire at will, the second volley not....(unless you also run a double aux2bat galor).

FYI, I run a Double Aux2Bat Escort, so the Beta III cooldown of 30 seconds is reduced to 18 seconds on my ship anyway, so I launch more mines than before, which increases the chance to hit some guys in pvp anyway... And actually it does not make a big difference in pvp, if you are hit with 4x 34.000 dmg or 4x 68.000 dmg. Its insta-kill. However, now I can blast more enemy ships, as I can spawn the mines much faster.

DEVS, great job, I love the new mines, please dont change them anymore, it makes my build so much OP now.... Thats what I call value for money !

*irony off now* however it would be just fair to return to the settings as it was before. Tricos are the only chance for Engi or Sci Captains to create some dmg, to have at least a small chance against Tac Captain Escorts in Gorn or SB24. So you should not have changed them. Actually the real problem is, that Cannon escorts have no defense skill against mines, which beam escorts have. Give them some kind of "turret spread fire at will" skill and the problem of tricos in pvp is solved.
Captain
Join Date: Jun 2012
Posts: 1,460
# 40
02-14-2013, 11:14 AM
Tricobalt mines were overpowered anyway.

Tricobalt mines were out-DPSing every other mine type despite the fact that big hits is supposed to equal low DPS.


Here's the math.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 02:14 AM.