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Tricobalts... So this is how it's gonna be?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I'm somewhat new to using tricobalts, but I've done so for a few days on my main on Holodeck, and I'm reasonably certain what we're seeing in Tribble now is Cryptic's new vision for Tricobalts... and I have to say, I'm not happy.

Now, again, I'm inexperienced with Trics, so correct me if I'm wrong, but on Holodeck right now Trics don't use THY, and they don't do friendly fire (or even damage you when they explode).

On Tribble, they are using THY, which creates a Heavy Tricobalt Device, and they do cause friendly fire (at least to yourself, haven't noticed if I'm hurting allies) within a 1km radius. Considering the fact that Tricobalts are absolutely useless if not fired at or under around point blank range (they get shot down if fired from any farther out) this change has effectively made Tricobalts useless.

On a stationary target, firing from beyond 1km to avoid blowing yourself up means there's something in the neighborhood of a 5 second flight time on the Tric. That's on a stationary target. If the target is moving away , or even perpendicular to you, it will likely never land. In PVP, this will mean that you will NEVER land a tricobalt hit. Even in PVE, my trics have been getting shot down.

And the "rift" thing that is supposed to happen when the Heavy Tric hits only seems to happen about 1/4 of the time, from what I have seen. And I can't even tell if it's doing any damage, or what the heck it's doing.

I do hope they fix this. IMHO, Tricobalts will be 100% useless if this is the way they are going to be. I'll be going back to Quantums. The way they are now, you have 2 options. 1) Fire from point blank as usual, doing good damage, but having about a 75% chance of blowing yourself up in the process, or 2) Fire from 1km out to avoid the splash damage, but have about a 1/8 hit rate. Considering it takes a full minute for the Trics to charge, that means you'll likely never land a tric hit again.
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    So has no one else noticed the new Tricobalt changes? I don't remember reading anything in the release notes about Trics, but lo and behold, the changes are in there. I can't imagine I'm the only one that's discovered this, and yet a search for Tricobalts on this forum yielded no results. Am I crazy, or have these changes totally and completely nerfed Tricobalts beyond any kind of usefulness?

    If they're working with THY, theoretically they might be working with Torp Spread too, which might be marginally more useful now, since they might not be able to shoot down all of the Trics you fire. But that's just another single shot power that's useless now. THY < TS, and CRF < CSV. I have to say I'm really disapointed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I have yet to find a tricobalt device, so testing it is a little problematic.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    havn't tried them on tribble yet sorry. Doesn't surprise me thats there is an issue with them, but hopefully it will be looked into.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I got my MK x one in a lucky drop. I highly urge others to try to get one, there's a couple green ones on the exchange for 200k right now. Need more people to chime in on this.

    It'd be nice to hear from a Dev if this is the intended functionality of the new Trics too... If it is... Well, all I can say is no one will ever use Trics again, unless they're playing the roll of kamikazi suicide bomber.

    I can understand maybe nerfing the Tricobalts, as they're pretty much in a race with Dual Beam Arrays (with Beam Overload 3) for the highest damage weapon in the game, but to take the highest damage weapon in the game and nerf it to the point where it has absolutely no use seems a little on the drastic side to me.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    toisich wrote: »
    I got my MK x one in a lucky drop. I highly urge others to try to get one, there's a couple green ones on the exchange for 200k right now. Need more people to chime in on this.

    It'd be nice to hear from a Dev if this is the intended functionality of the new Trics too... If it is... Well, all I can say is no one will ever use Trics again, unless they're playing the roll of kamikazi suicide bomber.

    I can understand maybe nerfing the Tricobalts, as they're pretty much in a race with Dual Beam Arrays (with Beam Overload 3) for the highest damage weapon in the game, but to take the highest damage weapon in the game and nerf it to the point where it has absolutely no use seems a little on the drastic side to me.

    Well a fully decked out cruiser with all the right gear and shooting of EpS and polarize hull could easily survive a point blank tricobalt explosion. Mount em on your rear and get rid of the peskly escort flying on your tail pipe. I mean 12k shields, and 50k plus hull it'll hurt but you will survive.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Yeah can't say I'm excited about these changes, Tricobalts need to be fired at nearly point blank range to land, it takes timing and skill to score a good hit. These changes basically render them useless.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Well a fully decked out cruiser with all the right gear and shooting of EpS and polarize hull could easily survive a point blank tricobalt explosion. Mount em on your rear and get rid of the peskly escort flying on your tail pipe. I mean 12k shields, and 50k plus hull it'll hurt but you will survive.



    Yes, but from what I've seen, mostly Escorts use Tricobalts, as they're a precision weapon, not something that most Sci or Cruisers can make much use of.

    Your point is taken, but in reverse. Now if I'm a Escort saddled up on the tail of a Cruiser, I'm probably going to do more damage to myself than to the Cruiser if I use a Tric within 1km to ensure a hit.

    The thing that gets me is no other weapon in the game does damage to you, as well as your target... so why do this to trics? Why not make it so that the path of beams, and cannons are tracked, so if a friendly wanders into your arc of fire you do friendly fire? No? Then please leave trics alone too then.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    toisich wrote: »
    Yes, but from what I've seen, mostly Escorts use Tricobalts, as they're a precision weapon, not something that most Sci or Cruisers can make much use of.

    Your point is taken, but in reverse. Now if I'm a Escort saddled up on the tail of a Cruiser, I'm probably going to do more damage to myself than to the Cruiser if I use a Tric within 1km to ensure a hit.

    The thing that gets me is no other weapon in the game does damage to you, as well as your target... so why do this to trics? Why not make it so that the path of beams, and cannons are tracked, so if a friendly wanders into your arc of fire you do friendly fire? No? Then please leave trics alone too then.

    Well yea you have a pont. I fly a cruiser with one mounted on the rear... it doens't land much. But yea an escort using one at close range is likely to hurt the cruiser and kill themselves. Not a good trade off I agree.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Never used Tricobalts because the skills to use them is hardly worth the price of how ineffective they are and this has merely amplified that. I suspect this is part of Cryptic's concept to make AOE attacks cause friendly fire.

    I.E They said they wanted Torp spread to damage allies so Tricobalt get the same treatment... for some reason

    Cant say I find that very sensible. They removed AOE ground friendly fire from the Plasma Fire and are selectively applying it to space.

    Are they going to make photonic shockwave AOE friendly fire ?, Cannon Scatter Volley, Fire At Will ?
    I find it an amazingly awful double standard to apply this concept to SOME.

    Personnally, I always though Tricobalts should simply be Plasma Torps with a different proc. These exotic launchers are less about damage and more about the proc, just like the weapons.
    Apparantly Cryptic feel the proc on Tricobalts is... AOE suicide ?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I've thought of a compromise. I think it's fair for both tric users, and tric haters.

    Alright, so as it sits, the tric can hurt you in 2 ways if you're the one firing it. Either it can be shot close to you, which happens quite often with cannon rapidfire and beam fire at will being spammed all over the cosmos, or it can hurt you if you are within 1km of the detonation.

    My compromise is to make the tric a shaped charge weapon. It can still damage you if they blow it up right after you fire it, but if it hits the enemy's hull, have most of the damage applied directly to the enemy, with a bare minimum (if any) damage applied to the shooter.

    That way, you still run the risk of hurting yourself using this weapon (which seems to be what they're aiming for, even though I don't agree with it) but if your weapon hits, then you're in the clear.

    I've gotta say that I don't like this situation one bit. It's already got a full minute cooldown, how much more of a nerf does it need?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Dont thing that will work that well since the combination of Fire At Will, Torp Spread, Scatter Volley and general AOE effects are more than capable of knocking a tricobalt down. Folks with the Pre-Order Defence battery and the upcoming Akira Point Defence Console will effectively render them even more worthless.

    Might be more reasonable to simply remove the ability to shoot down Plasma and Tricobalts when the countermeasures against them are going to royally TRIBBLE them as a viable weapon system. The Friendly Fire effect can still apply but your at least guranteed to hit the target just like the other torps.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Either that, or keep it the way they have it now, but give it a regular torpedo cooldown (10 sec or so). I'd be willing to fire them from beyond 1km if I could fire more than 1 per minute. Not many would get through, but the odds would go up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    J-Sheridan wrote:
    Dont thing that will work that well since the combination of Fire At Will, Torp Spread, Scatter Volley and general AOE effects are more than capable of knocking a tricobalt down. Folks with the Pre-Order Defence battery and the upcoming Akira Point Defence Console will effectively render them even more worthless.

    Might be more reasonable to simply remove the ability to shoot down Plasma and Tricobalts when the countermeasures against them are going to royally TRIBBLE them as a viable weapon system. The Friendly Fire effect can still apply but your at least guranteed to hit the target just like the other torps.

    That's another good solution, removing the ability to shoot them down. Keep the friendly fire in, but remove the ability to shoot them down, so they can be fired from range and still be effective. They can still be avoided by hitting evasive maneuvers or some other speed boost and moving beyond 10km, which is entirely doable since it takes about 5 seconds for it to hit a stationary target when fired from 1km.

    I think I like that suggestion.

    Even if they do that, I still think the cooldown should be lowered, maybe 30 seconds if not 10, like all the rest.

    EDIT: now that I think about it, 10 seconds if it can't be shot down would probably be overpowered. 30-45 seconds seems fair to me.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    J-Sheridan wrote:
    Folks with the Pre-Order Defence battery and the upcoming Akira Point Defence Console will effectively render them even more worthless.

    This!

    I have said Pre-Order Defence Battery, and it renders me almost immune against Tricobalts and High Yield Plasma torpedoes.

    The only chance your going to have to take down someone packing one of those is to fire within 1 km, otherwise it will in all likelyhood get shot down.

    Ironic, they claim they want to make the Tricobalt more useful, instead its nerfed into oblivion.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Well, on the bright side for you Alexraptor, you can probably swap out that defense battery for something else if the Tricobalts remain the way they are right now, cause no one will use them.

    They already weren't used by very many people, cause they take a lot more skill to use since you pretty much only have 1 shot with them, as most fights are decided before they recharge. Now you'll only see somoene using them as a goof. Using tricobalts will be right up there with bringing a shuttle to PVP, or a borg DSE.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Now the feedback Damage done to yourself and friendlies within the blast radius only happens when using THY with the Tric correct?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    rooster75 wrote:
    Now the feedback Damage done to yourself and friendlies within the blast radius only happens when using THY with the Tric correct?

    I'm pretty sure it happens with regular, or high yield, but I'll go test that right now. I'll see if I can test Torp Spread as well.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    toisich wrote: »
    I'm pretty sure it happens with regular, or high yield, but I'll go test that right now.

    Thank you.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    You sustain damage with regular, or high yield. More from high yield, since regular ones do less damage now.

    It also works with Torp Spread now, not that that matters much since it can still be easily shot down.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    toisich wrote: »
    You sustain damage with regular, or high yield. More from high yield, since regular ones do less damage now.

    It also works with Torp Spread now, not that that matters much since it can still be easily shot down.

    My only question is this...

    Is there any good use for Trics now?

    What a let down.

    Anyhoo, thanks for checking Toisich.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Good use for Trics... Well, if you want to PVP, but don't want to be good at it.

    If you are playing fed, and loyal to the klinks, or vice versa, they'd be a good choice.

    If you enjoy the fireworks display of your ship blowing up cause your weapons do more damage to you than your target, might be the weapon for you.

    Or if skeet shooting is something that you enjoy IRL, you might get a kick out of firing them from beyond 1km.

    That's about it, really.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Arena PvP could be totally sabotaged now.

    Just send a fleetmate to the other faction and let him que up for the sole purpose of griefing your opponents.

    Could easily be done in Klink vs. Fed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Along with lower cooldowns, if they won't make them so they are not targetable, simply increasing their speed to that of a regular torpedo would help a little. Still nowhere near as good as being able to fire them from point blank, but it would give them less time in space, so less chance of being shot down.

    But even that probably isn't enough. In a 5v5 PVP furball, you're almost guaranteed that someone on the other team is firing cannon scatter volley, torp spread, or fire at will at any given moment. That combined with the defense battery and the new akira point defense = no love for the Tric.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    toisich wrote: »
    Yes, but from what I've seen, mostly Escorts use Tricobalts, as they're a precision weapon, not something that most Sci or Cruisers can make much use of.

    Your point is taken, but in reverse. Now if I'm a Escort saddled up on the tail of a Cruiser, I'm probably going to do more damage to myself than to the Cruiser if I use a Tric within 1km to ensure a hit.

    The thing that gets me is no other weapon in the game does damage to you, as well as your target... so why do this to trics? Why not make it so that the path of beams, and cannons are tracked, so if a friendly wanders into your arc of fire you do friendly fire? No? Then please leave trics alone too then.

    Yeah, on the ground you can't even burn in your own plasme grenade fire anymore :D Makes ABSOLUTELY no sense, but I am TOTALLY happy they changed it lol.

    So why get blasted in your own Tricobalt explosion, if you can walk into a Plasma Fire that just so happened to be started by you, and you don't get burned? :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    ^^

    I know, right? The only way I can get on board with this is if they add friendly fire for all weapons. And I mean all. If a friendly gets between you and your target and your beam array goes off, he should be damaged.

    And I highly doubt they are going to do that, so I can't support this.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Im wondering, have these Tric changes been tested in PvP or just solely in PvE?

    I ask this because I'm wondering if friendly fire might work differently in PvP?

    You know, kind of like how you can be damaged from an exploding opponent ship in PvE but not in PvP. Destroying your own team in Arena just seems too obviously counterproductive. I already have ramming speed if I want to kill myself and my opponent and don't need a Tric to do that job for me.

    Ive got a toon on Tribble if anyone would care to test quickly. That is, if they haven't already.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I'm pretty sure you can be damaged by an exploding opponent in PVP. Last time I looked at a combat log parser I had quite a bit of damage from that, as I fly an escort and am generally close to the enemy when they go kablooie.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    toisich wrote: »
    I'm pretty sure you can be damaged by an exploding opponent in PVP. Last time I looked at a combat log parser I had quite a bit of damage from that, as I fly an escort and am generally close to the enemy when they go kablooie.

    Thanks for bringing us the new changes.

    *Goes to grab pitchfork and lantern*
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    The devs propsed these changes on the forums. And the vary same arguments are in that thread. Tricobalts will get a lot more testing when Character Copying is opened up at the end of the three week testing period.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    fuzun wrote: »
    The devs propsed these changes on the forums. And the vary same arguments are in that thread. Tricobalts will get a lot more testing when Character Copying is opened up at the end of the three week testing period.

    That is, if it doesn't hit holodeck before character copying is opened up on Tribble.

    It could very well be on Redshirt right now with the Thunderchild ready to go on the 13th.
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