Career Officer
Join Date: Jun 2012
Posts: 35
# 61
02-14-2013, 01:55 PM
Quote:
Originally Posted by borticuscryptic View Post
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.

Tricobalts have always been a high risk / high reward weapon. They were risky in the sense that it might get shot down before reaching the target, it's massive damage could get ruined by a sliver of shield popping up at the last second, or it could simply blow up in your face. However if it hits... triumph! You get a sweet 5 digit damage number floating in space right where your hapless target used to be.

With today's changes that high risk / high reward dynamic has been greatly muted. Not to mention the actual reduction in DPS when BOFF powers are considered. When rebalancing these I propose giving tricobalts a wider AOE damage region and some shield penetration, perhaps half what transphasics have. After all, trics push ships around with the sheer force of their explosions. It makes send that would cause some damage.

Whatever changes are made, please just restore the high risk / high reward dynamic that for 3 years has made tricobalts so much fun to use.
Rihannsu
Join Date: Jun 2012
Posts: 1,176
# 62
02-14-2013, 02:01 PM
Quote:
Originally Posted by cmdrskyfaller View Post
I'm sorry but I do not understand how or who is looking at the weapon balance. There is a clear lack of understanding of the reality of the game when changes like these happen.

Let me absolutely clear on something: It is obvious that whoever that person is only seems to have federation escorts in mind when reaching a 'this is balanced' decision.

Why I say this: The tricobalt torpedo and mine changes only benefit that specific ship. No other. It is only functional in that ship type.

Think about it. Cruisers of any faction dont benefit from it. Neither do carriers. Nor science ships. Only birds of prey, raptors and federation escorts have the speed to close in and drop those mines.

But.. the kdf ships that cloak rely on one time passes and re-cloak after a very brief time. They dont have the hull or tanking ability to stay in a fight in the same way the fed escorts have (hell they can tank tac cubes in elite). Reducing timers and damage by half makes the mines lose the ability to make up for the dps the ships lose from not having as many chances to do multiple passes. For the federation escorts however, its a huge boon. Now they can drop very high damage mines every single pass.

...and this is on top of ridiculously high cannon damage.

Before this change the mines were a knockout punch for a fed escort and for the KDF. Now they are the fed escort's repeating uppercut while the KDF is left wanting.

...which seems to be the standard operating procedure for this game since launch anyway.


Here's a more intelligent way of fixing the tricobalt mines: INCREASE THEIR TIMERS.

Same old damage, 2 minutes to re-use. If a ship loads 2 mines they will be limited to 1 per minute drop anyway.

...KDF and FED escort types both have the same benefit and limitations in this scenario.

Damn that was easy wasn't it? Or was the whole purpose of this alleged 'balance attempt' nothing more than another 'lets boost fed escorts' effort?

Tricobalt Torpedoes: Leave their timers at 30 seconds and make them not have shared cooldowns with other tric torps/mines. In short, treat them like any regular torpedo.
The catch? Reduce the regular tric torp damage to be equivalent to a quantum torp high yield 1. Its not that big of a damage but its in-line with it being a destructible torpedo. Give it a big boost in damage when using high yields (what it did under high yield just last week) and have spreads still fire ONE torpedo -but- make it guarantee an AOE rift blast (that makes it 'spread damage').

While you're reading this (IF):

Lobi items should all come in account bound crates. Having my lobi stuck in one character and unable to use it and give the item to the character that needs it is unacceptable. Account bound lobi or account bound item crates (bind on acquire once crate open). Is it REALLY that hard to do?

Reman/Romulan 2-piece bonus for heavy plasma torpedo defense bonus was broken 2 patches ago. The heavy torpedoes are being shot down as fast as the non-set bonus ones.

Omega launcher kicks in timer after firing high yield rather than allowing the next torpedo charge to be fired. This is just silly. Why not make it do bonus damage based on the charges it has left and empty the launcher upon a high yield shot?
Aka :
5 charges= fires the huge plasma ball the borg unimatrix shoots. +30% damage.
4 charges= Not as big plasma ball. +20% damage.
3 charges= Fires the currently used high yield animation torpedo. +10% damage
1 & 2 charges= fires the currently used 'regular torpedo' animation. +5% damage.

Finally, the hyper-plasma torpedo is bugged as of 2 patches ago. The launcher does not start to fire until the ship is fully decloaked AND the wings are folded down. No other torpedo does this. Before that patch the hyper plasma would fire like other torpedoes..it did not wait for the decloak/wings down animation of birds of prey. Curious note: this delay does not happen on raptors (no wings to fold). So im guessing its related to that animation.
qft

also, after YEARS, fix that decloaking bug (where every dialogue window and looting stuff decloaks you)

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Empire Veteran
Join Date: Jun 2012
Posts: 91
# 63
02-14-2013, 02:45 PM
Bort,

Will Bio-nerals be restored as well? They still operate on a 60 timer, and are a C-store device. This over-broad nerf has rendered the money I spent on the KDF shipt to unlock them worthless.

If you are restoring the TDD then Bios should be as well.
Starfleet Veteran
Join Date: Jul 2012
Posts: 39
# 64 Quantum Mines vs Trico
02-14-2013, 03:11 PM
Just noticed, after the patch, Quantum Mines now have more damage per volley and are actually more powerful than Tricos.
I am pretty sure, that this was not intended by the Devs, or?

The whole Trico change should have been thought more thru.... Just because some pvp escort guys whining to the Dev`s, a whole system which is working well since 3 years is thrown overboard overnight....

I WANT MY ORIGINAL TRICOS BACK !
Lt. Commander
Join Date: Aug 2012
Posts: 232
# 65
02-14-2013, 03:21 PM
Quote:
Originally Posted by themarie View Post
I agree that the Temporal Disruption Device needs to be restored IMMEDIATELY -- I paid good money for that set I expect it to give me an "edge" over the regular options.

I'm not worried about the regular Trico nerf, as I will simply adapt to the new play-style... however nerfing the TDD that bad needs to be undone. Quickly too. As I said I paid for the device... It should have premium performance.

If you don't fix it, well I will adapt as I said... however I will be considerably less likely to pay into the system going forward. If I pay for a premium device or weapon I expect it to retain it's "value" without suffering such a severe and unwarranted nerf.
so because u "payed good money" you expect an "edge" pay to win at its best. people like you and companies like PW are what is ruining mmos and competitive pvp
Captain
Join Date: Sep 2012
Posts: 2,059
# 66
02-14-2013, 03:21 PM
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.
How about the Bio Neural Warhead? The BNW was already balanced due to not receiving any ability boosts from torpedo spread and high yield, but now the damage is cut in half...
Lieutenant
Join Date: Jun 2012
Posts: 77
# 67
02-14-2013, 03:24 PM
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,201
# 68
02-14-2013, 03:31 PM
Quote:
Originally Posted by beefsupreme79 View Post
so because u "payed good money" you expect an "edge" pay to win at its best. people like you and companies like PW are what is ruining mmos and competitive pvp
There's no need to attack him... he paid money for an item with X-stats, not X-1. He only wants what he paid for, not a "bait and switch" alternative. Why would you pay good money for a sports car, only to be given a horse-drawn wooden wagon?
Captain
Join Date: Sep 2012
Posts: 2,059
# 69
02-14-2013, 03:38 PM
Quote:
Originally Posted by michaelp1989 View Post
That was already established. The question was 'Since the TDD was nerfed unintentionally, will the BNW also be restored?"
Captain
Join Date: Nov 2012
Posts: 3,465
# 70
02-14-2013, 03:42 PM
Quote:
Originally Posted by duaths1 View Post

also, after YEARS, fix that decloaking bug (where every dialogue window and looting stuff decloaks you)
Haven't you heard? That's a feature, not a bug. WAI.
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