Captain
Join Date: Jun 2012
Posts: 1,241
# 121
02-17-2013, 07:15 PM
Quote:
Originally Posted by phoenicius View Post
what you talking about, i fly a fed escorts and i want the tricobalts back the way they were, and i'm not the only one.

What I'm saying is ONLY fed escorts benefit from this change. You can drop dispersal 3 tricobalt matching the timer of the mine which matches the timer of every other torpedo and energy weapon setup.

translation: massive dps boost to speedy ships that fight and tank. Aka, fed escorts not the cloak capable KDF that do not.


But in any case, these devs will never admit their federation-bias so its a moot point. The mines will remain as they are and KDF takes one more in the rear end.


Its getting crowded back there...
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
Lt. Commander
Join Date: Aug 2012
Posts: 185
# 122
02-18-2013, 02:04 AM
I suppose I ought to thank Cryptic. After a couple of, post nerf, very disappointing STFs, I have ditched my tric build and gone for an all cannon and turret build instead. Amazingly, I am killing borg faster than ever before! Though I must say I miss the challenge of the fast attack run, timing 4 mines and a high yield torp just as the shields go down. It was so rewarding when you got it just right!
"He tasks me. He tasks me, and I shall have him. For every doff box bought, I'll chase him round the Moons of Nibia and round the Antares Maelstrom and round Perdition's flames. For every single doff box opened, I stab at thee from hell's heart. For every single doff contributed, I spit my last breath at thee..." Khan Playing STO
Career Officer
Join Date: Oct 2012
Posts: 242
# 123 It's a lie
02-18-2013, 02:48 AM
Cryptic claims DPS is the same. This is not true because e.g. dispersal pattern beta's cooldown is not reduced and still 30 seconds.

http://sto-forum.perfectworld.com/sh...d.php?t=550321
Updated Tricobalt Mines & Triciobalt Torpedoes:

Reduced the cooldown of both of these weapon types from 60sec to 30sec.
Their damage has been halved as a result of this cooldown reduction, keeping their Damage-per-Second constant.
The shared Cooldown on multiple Tricobalt Mines has been reduced from 30sec to 15sec.
The shared Cooldown on multiple Tricobalt Torpedoes has been reduced from 30sec to 15sec.
The global Cooldown for all Tricobalt devices has been reduced from 15sec to 5sec.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,494
# 124
02-18-2013, 04:53 AM
Quote:
Originally Posted by cmdrskyfaller View Post
What I'm saying is ONLY fed escorts benefit from this change. You can drop dispersal 3 tricobalt matching the timer of the mine which matches the timer of every other torpedo and energy weapon setup.

translation: massive dps boost to speedy ships that fight and tank. Aka, fed escorts not the cloak capable KDF that do not.


But in any case, these devs will never admit their federation-bias so its a moot point. The mines will remain as they are and KDF takes one more in the rear end.


Its getting crowded back there...
No, technically if you were only using one tricobalt mine launcher and one attack pattern then you would actually have the same DPS. As per my original post (Post #1 in this thread), it's when you have more than one tricobalt mine launcher does your DPS drop. Mainly because you global cooldown is half of the cooldown for a dispersal pattern.
Ensign
Join Date: Jul 2012
Posts: 21
# 125
02-18-2013, 05:26 AM
This nerf is the worst thing Ive yet experienced in the game.
Before that, I had a FUN build which in short could be described as Chell Grett + 2 x XII purple trico mines, GW I, TSIII, AP beta I, and DP beta III. What I did was pop a GW on a bunch of enemies, do evasive manouvers flying through that, drop mines with DPBIII, and add TSIII + APbeta to spread the debuff. The results were quite amusing to watch. It was able to wipe out an entire incoming wave in systems of Tau Dewa, was able to wipe out 3 chellgretts at a time, it blew up cubes in red alerts in one DPBIII mine drop, and even an entire group of intact ships in mirror invasion with crit (no crit just left them seriously severed). I had lots of fun with this vessel, even though Im an engie and I lack skills that tacs have to make a proper bomber build. It certainly wasnt OP, because the mines are very fragile. This build was useless against Tholians, who BFATW all the time, worked half-good against Terrans, who also BFATW and have annoying Tbeam repulsors. Not to mention that if the teammate blows up a ship in GW the resulting warp core breach just wipes the mines out. But when it worked, it was amazing.
After the update, I wasnt even able to take out one chellgrett with 4 mines. What a ripoff. It was an exotic build, which was fun to use before the update. Now you took my fun away. For me, the ship is useless now.
And let me remind you, that I havent stopped playing this game yet mainly because its fun. The less fun I have, the less I want to play it. Which also means that Im less eager to become a "gold account".

Last edited by eclipsor; 02-18-2013 at 05:29 AM.
Ensign
Join Date: Nov 2012
Posts: 1
# 126
02-18-2013, 02:38 PM
-_-
i cannot get the criptic policy focused on make me frustrated
i enjoyed playing with tricos and TDD, but now... almost my entire spec AND expensive consoles-TDD-launchers i bought have no sense.
good work cript, keep this way
meanwhile i'll look for more correct games
Lieutenant
Join Date: Jul 2012
Posts: 54
# 127
02-19-2013, 02:55 AM
i too purchased the complete Temporal Set for my destroyer & science vessel. Now i feel ripped off. I recently bought the Jem Dreadnought & Heavy destroyer, very nice ships but, im sure someone will come along & say that something about them is OP'ed & you will nerf it too huh? When you do, you will lose a paying costumer. Im at the point of going away from this game over your stupid decision making. No point in buying this expensive ships & gear only to have it nerfed a few days later. Whats the point in making these unique ships & equipment thats obviously BETTER than any common stuff you get from any random mission. YOU ARE A THIEF in my book. INDIAN GIVER.
Ensign
Join Date: Jul 2012
Posts: 14
# 128
02-19-2013, 05:42 AM
Well, seeing the Temporal Disruption Device power restored is needed, but, could they maybe let it keep the new 30second cooldown on its High-Yield/Spread? (previously 1 minute)

This gave me a reason to start using High-Yield II again.

Last edited by xionstryke; 02-19-2013 at 05:50 AM.
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,196
# 129
02-19-2013, 08:18 AM
Quote:
Originally Posted by xionstryke View Post
Well, seeing the Temporal Disruption Device power restored is needed, but, could they maybe let it keep the new 30second cooldown on its High-Yield/Spread? (previously 1 minute)

This gave me a reason to start using High-Yield II again.
Last time I checked, the Temporal Disruption Device had a 20 second cooldown, not 1 minute. As a result, 30-second cooldown change would nerf the device further.
Lieutenant
Join Date: Aug 2012
Posts: 97
# 130
02-19-2013, 09:12 AM
Quote:
Originally Posted by shar487a View Post
Last time I checked, the Temporal Disruption Device had a 20 second cooldown, not 1 minute. As a result, 30-second cooldown change would nerf the device further.
The TDD does have a normal 20 second cooldown, but prior to the 2/14 patch, its cooldown increased to 60 seconds after using BOff abilities like Torpedo Spread or HY. Now the cooldown only increases to 30 seconds. I don't think the cooldown should increase at all, but 30 seconds is a lot better than 60.
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