test content
What is the Arc Client?
Install Arc

Tricobalts are still rubbish...

So we now have the full set from the new Feature Episode but I have to say I am very disappointed in the torpedo type used for the set. Ever since the ridiculous rework of Tricobalts a few years ago they have been complete and utter rubbish, and sadly this torpedo is no different.
I mean the 30 second reload just kills it dead and makes it inferior to every other targetable and even some non-targetable torpedoes out there. Omega, Nausicaan, Gravimetric Photon, Enhanced Bio-Molecular, Plasma, all vastly superior because they are capable of dealing comparable amount of damage but yet are not hamstrung by absurd reload times.

Either Tricobalts need to be buffed back up to the epic burst-damage weapons they used to be, or the reload time needs to be heavily reduced.
"If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q

Comments

  • pottsey5gpottsey5g Member Posts: 4,164 Arc User
    They are rubbish as the devs broke them a few months after the rework and don't seem to be bothered about fixing them. The reload doesn't bother me, what bothers me is hitting for zero damage despite hitting the targets, doing more damage to me then the enemy, broken cooldowns, broken shared cooldowns, Tricobalts Mines stop Tricobalts torpdeos from firing and the torpdeos stop the mines. They don't work correctly with torpedo powers like con firepower.

    What worse then all the bugs is I do worse damage with 1 high yield Tricobalts shot then I do with 1 high yield shot from my other torpedo's, if that wasn't bad enough you can get 5+ high yield shot with normal torpedos compared for every 1 Tricobalts high yield.

    There is zero reason to use Tricobalts.
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    pottsey5g wrote: »
    There is zero reason to use Tricobalts.

    Yup.

  • alexraptorralexraptorr Member Posts: 1,192 Arc User
    Its not a matter about what to use instead, its a matter of Tricobalts being broken/flawed and in dire need of actually being fixed.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
  • pweistheworstpweistheworst Member Posts: 986 Arc User
    I'd love to see all Tricobalt torps and mines travel to their target MUCH faster.

    I'd like the ship that launched the tricobalt torpedo/mine to be IMMUNE from its splash/AOE damage.

    I'd like to have the devs try something radical with tricobalts ... and make them "indestructible" but have limited range. In other words, you can't shoot down tricobalt torps and mines ... but you can run from them if you're willing to disengage from combat to prevent a super-powerful hit to your ship.

    Keep the slow rate of fire. If the devs did the things I listed above then some of us would be more willing to play tricobalt builds even if it means lower dps due to the slower rate of fire.

    The problem now is that not only are tricobalts plagued by slow rate of fire but they also don't always hit their target (because the target is destroyed before the slow tricobalt reaches it, or because it gets shot down before it reaches the target), and it's too easy to blow up your own ship with your own tricobalt torpedo or mine if it explodes too close to you.

    Devs, if you're reading this, the paragraph above explains why players hate using tricobalts. Please, the tricobalt torpedoes and mines have potential to be awesome and add more variety to the game ... but they're horrible at the moment.
    In the immortal words of Captain Sisko: "It may not be what you believe, but that doesn't make it wrong."

    Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
  • pottsey5gpottsey5g Member Posts: 4,164 Arc User
    I'd love to see all Tricobalt torps and mines travel to their target MUCH faster.

    I'd like the ship that launched the tricobalt torpedo/mine to be IMMUNE from its splash/AOE damage.

    I'd like to have the devs try something radical with tricobalts ... and make them "indestructible" but have limited range. In other words, you can't shoot down tricobalt torps and mines ... but you can run from them if you're willing to disengage from combat to prevent a super-powerful hit to your ship.

    Keep the slow rate of fire. If the devs did the things I listed above then some of us would be more willing to play tricobalt builds even if it means lower dps due to the slower rate of fire.

    The problem now is that not only are tricobalts plagued by slow rate of fire but they also don't always hit their target (because the target is destroyed before the slow tricobalt reaches it, or because it gets shot down before it reaches the target), and it's too easy to blow up your own ship with your own tricobalt torpedo or mine if it explodes too close to you.

    Devs, if you're reading this, the paragraph above explains why players hate using tricobalts. Please, the tricobalt torpedoes and mines have potential to be awesome and add more variety to the game ... but they're horrible at the moment.
    The problems is not just the lower DPS it’s also the low Spike damage. Even if all the tricobalt bugs got fixed there wouldn’t be a reason to use them as they do less spike damage and less DPS then other torpedoes.

    There are enough ways in game now to stop tricobalts being blown up and there are two ways to make them fly faster which stack. So that area doesn’t bother me. My tricobalts have a double speed boost, resistance boost, hitpoint boost. Pretty sure the defence boost only works on plasma so they do not get shot down often. Although they still often hit for zero damage to the NPC and then blow me up.
  • pweistheworstpweistheworst Member Posts: 986 Arc User
    pottsey5g wrote: »
    Although they still often hit for zero damage to the NPC and then blow me up.

    Been there. Done that. I wish tricobalts got a serious fix.
    In the immortal words of Captain Sisko: "It may not be what you believe, but that doesn't make it wrong."

    Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
  • alexraptorralexraptorr Member Posts: 1,192 Arc User
    Tricobalts literally need to have their damage output "doubled". Because when they were nerfed their damage was literally reduced by half.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Tricobalts literally need to have their damage output "doubled". Because when they were nerfed their damage was literally reduced by half.

    Do this, and I'll literally 1-shot a gateway or Tac Cube.... Make it so!
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited June 2018
    Tricobalts literally need to have their damage output "doubled". Because when they were nerfed their damage was literally reduced by half.

    This gets my vote.

    Way back when they halved the damage and reduced the re-use time on tricobolts because people were taking out gates and what have you before the transformers were down, and because people were using the mines to kill other people quickly in pvp.

    Well years later and we are still taking down gates and what have you before the transformers are down, and people are still taking out other people too quickly in pvp.

    The only thing the tricobalt change accomplished was removing the niche that they had. They were meant to be the go to for very high spike, at the cost of super long re-use time. But since the change they have just been
    'meh' at everything.

    Lets just give them back the role that they originally had.

    ..Also lets fix the bug with targetable torpedos not firing but still going on cool down, because that has been allowed to persist for far far too long.
Sign In or Register to comment.