Starfleet Veteran
Join Date: Jun 2012
Posts: 1,559
# 1 Tricobalt nerf is too severe
01-18-2013, 02:20 PM
Hey all.

Am I the only one who thinks that the tricobalt mine nerf is far too savage? Yes, they can do large chunks of damage, but their looooong cooldowns and the ability to shoot them kept them in check.

I have a Tricobalt layer build. In the STFs my parsed results would usually put me in 2nd or 3rd place. (ALWAYS behind an escort with their HUGE DPS output.) Now I'm lucky if I make 4th place. PWE, are you trying to punish people who want to be creative with varied builds? Do you want everyone to load as many cannons as they can and be done with it?

Nerfs like that should never come out of the blue. There should be a dev created list of things that are on the boards for nerf so that the player base can discuss. That way you might be privvy to things that you may not have thought of or may not be aware of.

My tricobalt build? Scrapped. Useless. Junk.
Rihannsu
Join Date: Jun 2012
Posts: 13,134
# 2
01-18-2013, 02:38 PM
One person I talked to earlier said they thought the changes was actually BENEFICIAL to them... Hehe...
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Captain
Join Date: Jun 2012
Posts: 1,395
# 3
01-18-2013, 02:38 PM
Words absolutely fail me on how absurd this is. 10% is ~3k off of 30k. Are you seriously suggesting trics are useless because they're critting for ~50k per mine instead of 55k?

vids and guides and stuff

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Starfleet Veteran
Join Date: Jun 2012
Posts: 1,559
# 4
01-18-2013, 02:48 PM
My ship has 4 tricobalt consoles on it and I use dispersal patterns. This means that it's not a reduction of 3k damage, to me it's a reduction of 3.8k x 4 damage. That's right, a reduction of 15,200 per dispersal pattern with NO chance of one of those occasional big hits. It used to be able to kill a probe on Cure Elite with one pass about 75% of the time. Now with the damage reduction AND variance reduction I can kill a probe on the first pass 0% of the time. Further to that I'm only taking them down to about 80% health.

Too bad for not being able to kill a probe in one hit, you say? Think of it this way. The time it took for me to lay mines, kill a probe and wait for the cooldown was LONGER than the time it takes for an escort to kill a probe. Now, with two passes needed, an escort could kill 2 probes in the time it takes me to kill 1. Combine that with the fact that if a ship blows up my mines get lost. Cannon fire doesn't suffer from that. This game seems to be all about cannons. Soon enough all ships will have cannons. They've already started with the Vesta.

Last edited by darramouss1; 01-18-2013 at 03:01 PM.
Commander
Join Date: Jun 2012
Posts: 318
# 5
01-18-2013, 02:58 PM
I bet an tac cooldown boosted dispersal still pops cubes in one go.
Captain
Join Date: Nov 2012
Posts: 3,465
# 6
01-18-2013, 02:59 PM
Are you really claiming that 135k per bombing run isn't enough damage for one weapon to do?
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,559
# 7
01-18-2013, 03:02 PM
Quote:
Originally Posted by stirling191 View Post
Are you really claiming that 135k per bombing run isn't enough damage for one weapon to do?
With the mine cooldown that's 2250 DPS. Not that high when you think of it in those terms considering it's destroyable.

Oh, for the record standard mk XII cannons do 256 DPS. If you drop their damage by 10% you get a 230.4 DPS. A dual beam bank does 229 DPS and has a wider arc by 45 degrees. Can you imagine how happy cannon users would be if that happened? Now all of a sudden you see that 10% can make a big difference...
Captain
Join Date: Sep 2012
Posts: 2,016
# 8
01-18-2013, 03:03 PM
So exactly why is it bad? Tricobalt bombing run still does a ton of damage.

The damage variation is decreased so now you get average reliable damage instead of small chance higher damage.

Can't feel sorry for people who bet everything on the one-trick pony call Tricobalt Bombing run though.
Captain
Join Date: Jun 2012
Posts: 4,867
# 9
01-18-2013, 03:11 PM
Quote:
Originally Posted by darramouss1 View Post
Nerfs like that should never come out of the blue. There should be a dev created list of things that are on the boards for nerf so that the player base can discuss. That way you might be privvy to things that you may not have thought of or may not be aware of.
Not out of the blue, not in the least. While it wasn't on an official dev thread, people discussed the trico mines and called for a nerf. I wouldn't call that out of the blue.
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Lieutenant
Join Date: Jul 2012
Posts: 97
# 10
01-18-2013, 03:12 PM
Quote:
Originally Posted by darramouss1 View Post
With the mine cooldown that's 2250 DPS. Not that high when you think of it in those terms considering it's destroyable.

Oh, for the record standard mk XII cannons do 256 DPS. If you drop their damage by 10% you get a 230.4 DPS. A dual beam bank does 229 DPS and has a wider arc by 45 degrees. Can you imagine how happy cannon users would be if that happened? Now all of a sudden you see that 10% can make a big difference...
This is a completely false comparison in PvE scenarios. A Tricobalt Mine Dispersal that deals upwards of 100k-150k per launch can usually take out most targets, ending the conflict and allowing you to leave combat. When your cooldown is out of combat, it is effectively ZERO. You can choose how much time it takes you to reach the next combat engagement. The only cooldown time that matters is the amount of time it is unavailable WHILE under Red Alert.

If you're out of combat waiting on a 60sec cooldown, then go grab a beer or something. The game will be here when you return, and it'll be just like you never left.

The only situation where cooldowns matter out of combat, is on PvP maps. And even then, only if you can't Cloak.
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