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Did some one call for a true Tric Nerf?

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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2013
    You guys messed up the Temporal Disruption Device. It now has half damage but still same 19 second cooldown. Its damage is now 3,255.2 kinetic which is half of what it is on holodeck right now. The cooldown for it is still 19 seconds!!! Either double the damage or else cut the cooldown in half! This needs to be fixed before it goes to holodeck!

    P.S. WHy does it have a 30 second cooldown after firing off a torp spread... That doesn't even make sense.

    ya, checked the tribble lobi store and a photon torp deals more damage then the temporal torp. this is the dumbest change yet, halving the damage on this stuff, it wasn't a problem.
  • maicake716maicake716 Member Posts: 0 Arc User
    edited February 2013
    You guys messed up the Temporal Disruption Device. It now has half damage but still same 19 second cooldown. Its damage is now 3,255.2 kinetic which is half of what it is on holodeck right now. The cooldown for it is still 19 seconds!!! Either double the damage or else cut the cooldown in half! This needs to be fixed before it goes to holodeck!

    P.S. WHy does it have a 30 second cooldown after firing off a torp spread... That doesn't even make sense.

    i thought the time torp was a "tricobalt" in every sense except name.



    i bet this will go live reguardless.
    mancom wrote: »
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2013
    Have folks posted about that in the actual thread? Anybody dropped a PM to our sometime resident friendly dev in case he didn't see this?
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited February 2013
    I posted in it but it's probably been overlooked because the other hundred posts in there are about fleet mark remove from IOR. Can someone send this to Bort? I think there are a few things that explain the issue with the temporal torp.
    1: its cooldown isn't cut in half, but damage is.
    2: its cooldown after using a torp ability is 30 seconds for no visible reason. Why wouldn't it just be 19 seconds like the regular cooldown? I hope when they cut the cooldown in half they have it uniform and not 30 seconds still.

    9 second cooldown for everything would be best.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2013
    no, the cuting in half of the damage is unacceptable. these mighty target able torps deal photon and quantum torp damage now, without HY. with, they still arent going to out damage a HY quantum salvo, or even a HY plasma! it doesn't mater how often they fire, their damage is less then non target able torps every time! in a history of sloppy changes, this is by far the sloppiest. they already weren't better at dealing huge damage then a normal HY quantum salvo, now they are a joke, and deal less damage in every way
  • mozohamozoha Member Posts: 82 Arc User
    edited February 2013
    It is odd that the original tricobalt mine nerf was discussed and a small step was taken to decrease the mega damage and then they come out with this huge sweeping change that will demand a player change his build/style. Furthermore this change is a huge surprise to the player base. I agree with a poster above and cryptic does not want their content steamrolled by a tric bomber. Looks like dual heavy canons for everyone, way to diversify game play Cryptic. Boo!
  • broken1981broken1981 Member Posts: 0 Arc User
    edited February 2013
    lol love how they "nerf" stuff that turns into a super buff. so we can expect huge tric spam with tones of disables.


    to the pve tards, you morons got a buff not a nerf............
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2013
    The time torp has ALWAYS had a 60s cool down if you used a HY or Spread pattern on it... as it should be. If they have reduced it to 30s be glad.

    The halving of the dmg of course sounds messed up.
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  • thepopeofbeersthepopeofbeers Member Posts: 118 Arc User
    edited February 2013
    maicake716 wrote: »
    i thought the time torp was a "tricobalt" in every sense except name.



    i bet this will go live reguardless.

    4 for you, you bet correctly!


    Anyway, the Temporal Disruption Device was a tricobalt until a couple months ago when it was changed to chroniton. Unfortunately, its cooldown after using BOff abilities stayed at 60 seconds, just as if it were still a tricobalt. Its normal cooldown is only 20 seconds.

    Now that its damaged has been (unintentionally?) halved and its cooldown after using BOff abilities halved to 30 seconds, just like tricobalts again, I'm pretty sure these strange lingering remnants of tricobalt-ness are very probably a bug.
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  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited February 2013
    And it goes live tomorrow.. Happy Patch day!

    http://sto-forum.perfectworld.com/showthread.php?t=550321
    You think that your beta test was bad?
    Think about this:
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  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited February 2013
    And already we have some of the fleets in discussion for how to proceed to learn how these things will impact PvP, so that they can counter and/or abuse them.

    Be ready and bring plenty of ****, because us pugs are about to become pin cushions for them.
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  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited February 2013
    The tric torp change is utterly baffling... no one wanted nor asked for a change to the torps, they've never been an issue, even in PvE. In fact tric torps have never filled any role because what you could get done with trics you could do even easier with quants (non-destructible), simply due to the nature of the circumstances that prevail when torps are being used.

    Maybe Cryptic could stop trying to be creative and just admit that their original dispersal pattern change was a poor one, and leave the rest well enough alone?
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  • shookyangshookyang Member Posts: 1,122
    edited February 2013
    If the Temporal device is affected, what about the Bio-Neural Warhead?
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited February 2013
    sophlogimo wrote: »
    The PvP community is once again showing its inconsistency.

    Borticus came to OrganizedPvP to ask for exactly that change. We discussed it there, gave him feedback, which, apart from certain people replying with totally unrelated pet ideas of their own, received positive feedback. I think there was also a forum thread about it.

    So why this outrage now, after they started to do something about the problems with trics so many have posted about.


    Ladies and Gentlemen, you cannot both have your cake, and eat it.


    If anything, such threads tell the devs not to do anything about balance by the PvP community's bidding. :rolleyes:


    The damage of roughly 10k that torps will now have is still quite useful, and buffed with the magic tac powers, will still be deadly to the less durable ships.

    We wanted nerfs to mines, not further nerfs to torps. Torps didn't need a nerf, they've been fine. Yes, even though I absolutely hate the self-damage component of the torps, they were fine.
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  • mancommancom Member Posts: 784 Arc User
    edited February 2013
    sophlogimo wrote: »
    If anything, such threads tell the devs not to do anything about balance by the PvP community's bidding. :rolleyes:
    On the contrary. It shows that the devs should listen to the community and start fixing the underlying issues (linked crits, maybe even the general idea of dispersal patterns for trics (which is a comparatively new thing, not a launch feature)) instead of trying to come up with creative and ultimately counterproductive ideas of their own.

    Iirc it was pointed out to Borticus in that opvp chat you mentioned that his idea will not fix the issues stemming from linked crits since even at half their power a full dispersal pattern might be strong enough to display the same problems as before.


    The PVP community has been consistent in their desire to get the root problem of linked crits fixed first and then evaluate what needs to be done - if it is even necessary to do anything further after that.
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  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited February 2013
    sophlogimo wrote: »
    The PvP community is once again showing its inconsistency.

    Borticus came to OrganizedPvP to ask for exactly that change. We discussed it there, gave him feedback, which, apart from certain people replying with totally unrelated pet ideas of their own, received positive feedback. I think there was also a forum thread about it.

    So why this outrage now, after they started to do something about the problems with trics so many have posted about.


    Ladies and Gentlemen, you cannot both have your cake, and eat it.


    If anything, such threads tell the devs not to do anything about balance by the PvP community's bidding. :rolleyes:


    The damage of roughly 10k that torps will now have is still quite useful, and buffed with the magic tac powers, will still be deadly to the less durable ships.

    Yes, changes were discussed. However, change of this magnitude and type was not mentioned at all! You may refer to the previous thread if you wish.

    Furthermore, there was little to no controversy about tricobalt torpedoes, as opposed to mines. Therefore, I would say that we are right to request some sort of explanation for this sudden change to, if not the mines, the torps.

    Given the fact that these changes came out of nowhere, I believe that Cryptic should show a little consistency, not the PvP community.

    In short:
    1. These nerfs have been implemented on very short notice.
    2. They affect tricobalt torps, which there have been very little complaint about.
    3. Tricobalt mines have already been nerfed once previously as a result of feedback. Why this second nerf?
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  • jellico1jellico1 Member Posts: 2,719
    edited February 2013
    In PvE Tric mines are overpowered , cutting the damage is good , Cruisers can now use them as or more effectivily than escorts because cruisers can fly alongside a Tac cube without fear ( I do )

    Most escorts cannot= playing field more level

    I havent saw any problems in PvE with tric torpedos as they are

    When you cannot cloak or between respawns totally change your ships weapons and consoles i may worry about pvp but not until then
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  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited February 2013
    sophlogimo wrote: »
    I remember a chat with Borticus and several long-term OrganizedPvP chat channel members, where he proposed exactly this solution. Obviously, not everybody could possibly be there, but the feedback that he asked for and got was, in its majority, positive in that channel chat. In fact, I don't remember a single negative reply, if we agree that "I have another idea, which is much better!!!"-comments have no place in such dicussions.

    And once again, like always, I will just say this: Why not just try it out for a week, instead of making a undoubtedly error-prone prognosis of any kind and demand action due to it?

    So why the hell don't they let these fixes linger a bit in Tribble for a bit before passing them off onto Holodeck?
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2013
    if someone suggested that tric torp change on opvp, they are incompetent. the mine change is fine, and addresses the crit issue significantly. at least incoming mines you cant get away from or do anything about wont be a death sentence anymore.

    tric torp changes-positive

    stuns more often. a 1 second stun, or with HY a longer but buggy on/off stun wile your moving

    tric torp change-negative

    HY plasmas deal more damage and can be fired more often


    so, totally fail change. un half the torp damage, and tric torps can be viable, mainstream weapons again. they were already quite obscure, now they are completely irreverent for the purposes of damage dealing.

    in STO, the tricobalt torpedo is a crappy damage dealing weapon. what is this the mirror universe?
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  • marc8219marc8219 Member Posts: 0 Arc User
    edited February 2013
    I think these mines will still actually be useful due to linked crits. You can now drop them twice as fast, which means twice as much opportunity to get crits in, and I doubt many players will be able to survive DPB3 trics that crit even after this nerf.
    Tala -KDF Tac- House of Beautiful Orions
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited February 2013
    It's gonna be time to implement mass spam-control measures if this stuff takes off.

    My Scis will get a nice workout out of it. lol.
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  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited February 2013
    snoge00f wrote: »
    It's gonna be time to implement mass spam-control measures if this stuff takes off.

    My Scis will get a nice workout out of it. lol.

    Grav Well w/ lots of Graviton Gens. Great pull and a huge AoE, maybe huger with the Gravimetric DOff that procs additional Grav Wells.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited February 2013
    Grav Well w/ lots of Graviton Gens. Great pull and a huge AoE, maybe huger with the Gravimetric DOff that procs additional Grav Wells.

    Gonna be fun to try. I was caught in one recently and was surprised at how well it worked. It reminded me of the old days with super-potent GWs being thrown around. ;)
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  • broken1981broken1981 Member Posts: 0 Arc User
    edited February 2013
    snoge00f wrote: »
    We wanted nerfs to mines, not further nerfs to torps. Torps didn't need a nerf, they've been fine. Yes, even though I absolutely hate the self-damage component of the torps, they were fine.

    except the torps got a buff. sure lower damage and all aside. they have a faster up time that has a disable.

    in pvp all you need is 3 secs of a disable and BOOOOMMMMMMMMMM

    really some pvp heroes really need to wise up. not directing thsi part to you snoge, but all the pvp guys as a whole. most of you guys cried with rsp epts and extends issue only to say it was a good idea. one i believe was a very good idea to this day. if you guys are calling for a buff to this stuff (torps mostly) just wait till a group of guys hit ques soon with builds that will make you all ask for a real nerf from cryptic. not this "nerf" buff thing they have been doing.

    im going to jump out of my bug and into a defiant with 2 tric torps and 2 dhc. ill also go solo just to find people on a hit list in c&h as well as arena.
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2013
    sophlogimo wrote: »
    Now that is the right question, even though it is a bit unfortunately worded.

    I think the folks at cryptic are big boys and girls Sophie they can handle a little G rated language.
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  • mancommancom Member Posts: 784 Arc User
    edited February 2013
    broken1981 wrote: »
    except the torps got a buff. sure lower damage and all aside. they have a faster up time that has a disable.
    I kind of agree with the sentiment. Now with a 30s cooldown it is possible to use a single tric torp together with a HY or TS without wasting cooldowns. This opens up the tricobalt for some experiments as a part of "normal" builds .

    On the other hand this change could potentially end the tricobalt as the smallsam oneshot wonder weapon. I don't know enough about tricobalts to make any precise predictions, but I would be sad to see this particular build go the way of the dodo.
    1042856
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