Ensign
Join Date: Dec 2012
Posts: 8
# 51
02-14-2013, 11:37 AM
well i understand they mentioned nerfing tric mines and torpedo's but if they were going to do the same to bio neural, they should atleast mention it seperately since its a unique device. AND also balance it properly since it has the same cooldown as before.
Captain
Join Date: Jun 2012
Posts: 1,360
# 52
02-14-2013, 11:41 AM
Quote:
Originally Posted by raiiji View Post
well i understand they mentioned nerfing tric mines and torpedo's but if they were going to do the same to bio neural, they should atleast mention it seperately since its a unique device.
You're assuming they even realized it.



Yeah, yeah, this post has been arbitrarily edited to remove content that we don't like.
Empire Veteran
Join Date: Jun 2012
Posts: 6,757
# 53
02-14-2013, 11:43 AM
Quote:
Originally Posted by raiiji View Post
Um i dunno if anyone has noticed buuuut, Bio-Neural warhead has had its damaged halved and it has a 1 min cooldown... this really sucks for those of use who go it through buying a ship from the c-store..........
Well that does suck. I liked the bionueral warhead. Half damage with a 1 minute CD on a weapon that cant be fired closer than 2km sucks.
Roy Hatch (stryker) soldier, friend, and good man.
1945-2014
RIP
Career Officer
Join Date: Jun 2012
Posts: 696
# 54
02-14-2013, 11:52 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 - you've restored my faith in my purchases.

But please don't be too heavy handed with future balance passes tho, me and my wallet will be watching this closely.
"And at Warp 10, we're going nowhere mighty fast."-Scotty

Last edited by vengefuldjinn; 02-14-2013 at 12:02 PM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,475
# 55
02-14-2013, 11:56 AM
I wouldn't be surprised if we see another patch tomorrow morning, considering the screw up this one has been...
Lieutenant
Join Date: Sep 2012
Posts: 67
# 56
02-14-2013, 12:02 PM
Venge they have already stated that the changed to the TDD were accidental and will be fixed
Captain
Join Date: Jun 2012
Posts: 976
# 57
02-14-2013, 01:10 PM
Quote:
Originally Posted by shar487a View Post
Couldn't they just fix the group-projectile-crit once and for all?

It seems like the STO planning team lacks focus...
It's not the STO dev team's issue. The problem within the bowels of the Cryptic Game engine. It's at a much lower level of the engine than Borticus plays with. The code developers are going to have to make the change. And the change will be affecting their combat engine in a very fundamental way. They could potentially mess up all combat in all games. So the change has to be carefully and right the first time. So no quick fix. And Coder's schedules are always booked solid. That seems to be a universal law.
Captain
Join Date: Jun 2012
Posts: 1,241
# 58
02-14-2013, 01:20 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.
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.
http://media.tumblr.com/160cacdb395f8340dac90864182ebe16/tumblr_inline_mx9yxhItkb1qg9pkt.jpg
Ensign
Join Date: Feb 2013
Posts: 2
# 59
02-14-2013, 01:25 PM
The best solution I can come up with (for the only problem I can see with tricobalts in pvp) is to add a minimum launch distance, instead of nerfing the damage. The Bio-Neural Warhead already has this solution applied. Realisticly you wouldn't be launching a warhead that can do substantial damage to you as well at point blank range.

The whole purpose of the tricobalt was that it was a heavy hit against someone whose shields had been taken down, as was stated several times prior. The reduced cool down time means nothing in the greater scheme of things. The devs basicly stripped the weapon of its intended purpose and made it one of the worst high level items in the game.

To fix the mistake that has been made, either add a minimum launch distance and fix the damage (they move slowly, it shouldn't be a problem) or increase the spreads, take away the "one per enemy ship" limitation, etc. For the mines....Hell, nobody lays tricobalt spreads looking for a critical anyway. Criticals are just icing on the cake. Just remove the critical entirely from it, or reduce the chance and severity.

They aren't very fast, and they aren't hard to take out. All~ tricobalts are destructible. Removing their purpose as the best alpha strike weapons....You should have just removed them entirely if you don't like it. They filled a niche that otherwise only the borg could accomplish. What fun is that?

Last edited by thajester1986; 02-14-2013 at 01:37 PM.
Commander
Join Date: Jun 2012
Posts: 432
# 60
02-14-2013, 01:34 PM
A tiny bit worse then that.

Because the damage is spread over a 30second gap they effectively do less then half the damage they did. In that 30seconds a target can potentially recover all the damage the first strike did and be ready for the second strike with open arms.

Also, I find it odd (but understandably) overlooked that TB weapons have a 1Km blast radius.
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