the newly nerfed tricobalt torpedo is anemic and VERY disappointing. i do not like how it's been decided a tricobalt should go from THE most powerful in game to one of the weakest in game . that truly sucks. the "old" tricobalt did an average damage of near 20,000 and way more if it got a critical hit. now it seems to hit for an average of 2,000 a whopping mere 10% of what it used to hit for ! It is on par with chroniton and transphasic which no one really uses. how do you make a torp that was once so powerful to weaker than a photon ? i do not care if i can use high yield with a tricobalt if it only hits for such little kinetic damage. change it back !
I saw my ship killed a number of times earlier in the week due to players whipping out the Tri-cobalt which WILL damage friendly ships. This real drustrating whan fighting the assimilated carrier in The Cure ..
Your dead when it dies.. No loot.. awww to bad.. you just spent how much time for no gain?
Tri cobalts are still nasty but I am happy to see them not be neary as nasty..
Tri- Cobalts will cause friendly fire kills.. Glad to see them nerfed.
Hmm Tricobalt doing only 10% that can't be right as it has been stated that they have only reduced damage 'by' 20%, so the should be 80% the power they used too.
Also you can use Torpedo Spread and Torpedo High Yield with them now, tested them out and the Spread is nice as it launches 3 normal Tricobalts with a bit less damage per torp, and the High Yield packs a nice punch however as one of my fleet mates found out don't shoot a High Yield Tricobalt at point plank range as it will blow back in your face and kill little Sci ships but leave my Cruiser intact(well mostly)
So I like the new Tricobalts and some of my Fleet mates love them, especially using High yield to create a subspace rift
i did know about the subspace rift and that is another reason i am opposed to the nerfing of the tricobalt. the rift does NOT exist on holodeck, only on the newly nerfed tribble server tricobalts. anything that does splash damage to yourself or allies is just wrong as space battles, as with any battle, are fluid not static and you cannot control where team mates will be when you feel like firing a torpedo. i had tried torpedo spread with them and they are anemic.
if they got rid of the new tricobalt the friendly fire would go away. bring back the old one.
A bit less damage huh? I used a standard tricobalt device shot ( no buffs) and it only crit for 2k damage. thats probably a 90% decrease in standard strength. I can HY3 it for a crit of 30k but that wastes my only HY on my ship and i dont waste HY on a destructible torp. The old one was fine. Huge risk = huge success if used correctly. The new torp says it does 14k damage without buffs or skills but I have yet to see that torpedo fire out of my launcher.
Simple fix: just take away the friendly fire and bring back the original damage. I dont need HY or spread to use the tricobalt effectively.
Comments
I saw my ship killed a number of times earlier in the week due to players whipping out the Tri-cobalt which WILL damage friendly ships. This real drustrating whan fighting the assimilated carrier in The Cure ..
Your dead when it dies.. No loot.. awww to bad.. you just spent how much time for no gain?
Tri cobalts are still nasty but I am happy to see them not be neary as nasty..
Tri- Cobalts will cause friendly fire kills.. Glad to see them nerfed.
How big is the AoE FF effect? 1-2km 3-4km?
Also you can use Torpedo Spread and Torpedo High Yield with them now, tested them out and the Spread is nice as it launches 3 normal Tricobalts with a bit less damage per torp, and the High Yield packs a nice punch however as one of my fleet mates found out don't shoot a High Yield Tricobalt at point plank range as it will blow back in your face and kill little Sci ships but leave my Cruiser intact(well mostly)
So I like the new Tricobalts and some of my Fleet mates love them, especially using High yield to create a subspace rift
A bit less damage huh? I used a standard tricobalt device shot ( no buffs) and it only crit for 2k damage. thats probably a 90% decrease in standard strength. I can HY3 it for a crit of 30k but that wastes my only HY on my ship and i dont waste HY on a destructible torp. The old one was fine. Huge risk = huge success if used correctly. The new torp says it does 14k damage without buffs or skills but I have yet to see that torpedo fire out of my launcher.
Simple fix: just take away the friendly fire and bring back the original damage. I dont need HY or spread to use the tricobalt effectively.