I got my hands on a MK XII Tricobolt launcher. I thought, woohoo look out Borg. THen I actually used it. Yes, it does hella damage, but the fire rate is so slow it negates the benefits. And they are almost useless if the enemies shields are still up. They take forever to reload, they are slow enough that even a dimwitted Borg could shoot them down, and they just don't do enough damage to be worth it. Don't use tricobolt torpedoes. You will die between the time you fire the first and you fire the second. And you need to be point blank so they wont get shot down.
I use to use these regularly before I hit VA. I agree with your overall impression of them. However, using them is like playing 'chicken'... you need to get up close and personal while using your energy weapons (cannons/phasers, etc...) to wipe out the shields of the enemy and hit them (front and back) just as your literally on top of them. Packs a wallop and sends the ship reeling from the explosion. It takes a particularly play set but they can be a good emergency exit strategy in certain game play.
If playing a regular enemy contact game in sector space one tric will literally take out an entire ship with one hit (i.e. a Mirror Miranda class ship for instance). Using a Boff power will increase the mayhem.
I don't use them anymore myself but for for lower level players who can heal shields and hull relatively well its a great way of getting rid of the enemy, especially if you only have two weapon slots up front and two in the back! Food for thought.
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
Tricobalt mines are really really good. Why? Because when you drop 3 or 4 of the things you can do 100K damage and take out an enemy (and maybe several of his buddies) instantly. The minute-long reload time is fairly and playably offset by the tremendous power of the attack.
Tricobalt torpedoes are not really really good. In fact they aren't good at all. Why? Because they don't do 100K damage and take out an enemy instantly.
Either a weapon needs to be good at supplying steady damage output that wears a target down, or it needs to be good at delivering substantial precision hits. Tricobalt torpedoes don't do either of these things.
THY3 + Crit on a Tric Torp makes them less suck. But alas, having the two happen at the same time is not really that likely. So I agree with Momaw, just use tric mines. DPB3 + Crit + APA3 + FOMM = good times.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tricobalt torps work great for me on my B'rel with a dedicated tricobalt build. My DPB3 tricobalt mines are the main damage dealers but since I am using all trico consoles I put 2 CrtH x3 tricobalt torps up front so I have something to do in between my mine laying every 30 secs. It hits as hard as a tricobalt mine with HY3, and spread can shoot multiple tricobalt torps at a time, its pretty good. It seems unimpressive if you aren't using it fully buffed up by a tac captain with all tricobalt consoles. It also 1 shots players sometimes if it crits to, great for kerrat in a all torp/mine brel to fire while cloaked.
since I am using all trico consoles I put 2 CrtH x3 tricobalt torps up front so I have something to do in between my mine laying every 30 secs. It hits as hard as a tricobalt mine with HY3,
Okay, but what you have to compare it to is Deployment Beta 2. If a HY3 tricobalt torpedo does as much damage as a mine, then DPB2 does 200% more damage with the same cooldown time and tactical slot. Yes, the torpedo has a better range, but the further away you shoot the slow-moving warhead the more likely that it will be shot down and the less control you have over the disposition of the target when it hits.
It seems unimpressive if you aren't using it fully buffed up by a tac captain with all tricobalt consoles.
Meanwhile I can get good mileage out of other torpedoes as a not-tactical captain with minimal buffs and infrastructure investment. Even for juiced up tacscorts, consider how much damage a quantum launcher can do if you specialize your entire ship into being a quantum torpedo delivery platform.
Okay, but what you have to compare it to is Deployment Beta 2. If a HY3 tricobalt torpedo does as much damage as a mine, then DPB2 does 200% more damage with the same cooldown time and tactical slot. Yes, the torpedo has a better range, but the further away you shoot the slow-moving warhead the more likely that it will be shot down and the less control you have over the disposition of the target when it hits.
Meanwhile I can get good mileage out of other torpedoes as a not-tactical captain with minimal buffs and infrastructure investment. Even for juiced up tacscorts, consider how much damage a quantum launcher can do if you specialize your entire ship into being a quantum torpedo delivery platform.
Yes like I said it only makes sense to use trico torps with a dedicated tricobalt build, since I am using all trico consoles to get max damage with my dpb3 mines, the only other weapons I will be able to get any decent damage with are the tricobalt torpedos. The way to use them is first to lay your DPB3 trico mines near the target, then turn around fly out to 3k range then turn around again to fire the torp if the target still happens to be alive.
When I am in an STF my dpb3 trico mines usually kill cubes outright, but sometimes if it doesnt crit or 1 mine gets shot down the cube might still be alive, the torp finishes it after.
Also the tricobalt mines can sometimes completley wipe out the transformer with 1 dpb3, if it crits, but if it it still alive with a with a little health left why wait 30 secs to lay more mines if my torp can finish it.
To really get the most out of tricobalt mines it needs a dedicated build with all tricobalt consoles, it does so much damage its worth losing any damage you can get with energy weapons or other torps.
If you are dropping 3 or 4 and only doing 100k damage total you need to stop using tricobalt or make a dedicated build. I am hitting for 100k+ each mine on non crits, well over 200k each on crits, bringing damage close to a million with dpb3. I don't even really need the torps all that much, just adds a little dps to things like gates while waiting for the next mines to finish it and so it doesn't look like i am just sitting around cloaked only laying mines.
Comments
If playing a regular enemy contact game in sector space one tric will literally take out an entire ship with one hit (i.e. a Mirror Miranda class ship for instance). Using a Boff power will increase the mayhem.
I don't use them anymore myself but for for lower level players who can heal shields and hull relatively well its a great way of getting rid of the enemy, especially if you only have two weapon slots up front and two in the back! Food for thought.
Tricobalt torpedoes are not really really good. In fact they aren't good at all. Why? Because they don't do 100K damage and take out an enemy instantly.
Either a weapon needs to be good at supplying steady damage output that wears a target down, or it needs to be good at delivering substantial precision hits. Tricobalt torpedoes don't do either of these things.
tl;dr
I agree, tricobalt torps suck
Okay, but what you have to compare it to is Deployment Beta 2. If a HY3 tricobalt torpedo does as much damage as a mine, then DPB2 does 200% more damage with the same cooldown time and tactical slot. Yes, the torpedo has a better range, but the further away you shoot the slow-moving warhead the more likely that it will be shot down and the less control you have over the disposition of the target when it hits.
Meanwhile I can get good mileage out of other torpedoes as a not-tactical captain with minimal buffs and infrastructure investment. Even for juiced up tacscorts, consider how much damage a quantum launcher can do if you specialize your entire ship into being a quantum torpedo delivery platform.
Yes like I said it only makes sense to use trico torps with a dedicated tricobalt build, since I am using all trico consoles to get max damage with my dpb3 mines, the only other weapons I will be able to get any decent damage with are the tricobalt torpedos. The way to use them is first to lay your DPB3 trico mines near the target, then turn around fly out to 3k range then turn around again to fire the torp if the target still happens to be alive.
When I am in an STF my dpb3 trico mines usually kill cubes outright, but sometimes if it doesnt crit or 1 mine gets shot down the cube might still be alive, the torp finishes it after.
Also the tricobalt mines can sometimes completley wipe out the transformer with 1 dpb3, if it crits, but if it it still alive with a with a little health left why wait 30 secs to lay more mines if my torp can finish it.
To really get the most out of tricobalt mines it needs a dedicated build with all tricobalt consoles, it does so much damage its worth losing any damage you can get with energy weapons or other torps.
If you are dropping 3 or 4 and only doing 100k damage total you need to stop using tricobalt or make a dedicated build. I am hitting for 100k+ each mine on non crits, well over 200k each on crits, bringing damage close to a million with dpb3. I don't even really need the torps all that much, just adds a little dps to things like gates while waiting for the next mines to finish it and so it doesn't look like i am just sitting around cloaked only laying mines.