I'm sorry but I do not understand how or who is looking at the weapon balance. There is a clear lack of understanding of the reality of the game when changes like these happen.
Let me absolutely clear on something: It is obvious that whoever that person is only seems to have federation escorts in mind when reaching a 'this is balanced' decision.
Why I say this: The tricobalt torpedo and mine changes only benefit that specific ship. No other. It is only functional in that ship type.
Think about it. Cruisers of any faction dont benefit from it. Neither do carriers. Nor science ships. Only birds of prey, raptors and federation escorts have the speed to close in and drop those mines.
But.. the kdf ships that cloak rely on one time passes and re-cloak after a very brief time. They dont have the hull or tanking ability to stay in a fight in the same way the fed escorts have (hell they can tank tac cubes in elite). Reducing timers and damage by half makes the mines lose the ability to make up for the dps the ships lose from not having as many chances to do multiple passes. For the federation escorts however, its a huge boon. Now they can drop very high damage mines every single pass.
...and this is on top of ridiculously high cannon damage.
Before this change the mines were a knockout punch for a fed escort and for the KDF. Now they are the fed escort's repeating uppercut while the KDF is left wanting.
...which seems to be the standard operating procedure for this game since launch anyway. :rolleyes:
Here's a more intelligent way of fixing the tricobalt mines: INCREASE THEIR TIMERS.
Same old damage, 2 minutes to re-use. If a ship loads 2 mines they will be limited to 1 per minute drop anyway.
...KDF and FED escort types both have the same benefit and limitations in this scenario.
Damn that was easy wasn't it? Or was the whole purpose of this alleged 'balance attempt' nothing more than another 'lets boost fed escorts' effort?
Tricobalt Torpedoes: Leave their timers at 30 seconds and make them not have shared cooldowns with other tric torps/mines. In short, treat them like any regular torpedo.
The catch? Reduce the regular tric torp damage to be equivalent to a quantum torp high yield 1. Its not that big of a damage but its in-line with it being a destructible torpedo. Give it a big boost in damage when using high yields (what it did under high yield just last week) and have spreads still fire ONE torpedo -but- make it guarantee an AOE rift blast (that makes it 'spread damage').
While you're reading this (IF):
Lobi items should all come in account bound crates. Having my lobi stuck in one character and unable to use it and give the item to the character that needs it is unacceptable. Account bound lobi or account bound item crates (bind on acquire once crate open). Is it REALLY that hard to do?
Reman/Romulan 2-piece bonus for heavy plasma torpedo defense bonus was broken 2 patches ago. The heavy torpedoes are being shot down as fast as the non-set bonus ones.
Omega launcher kicks in timer after firing high yield rather than allowing the next torpedo charge to be fired. This is just silly. Why not make it do bonus damage based on the charges it has left and empty the launcher upon a high yield shot?
Aka :
5 charges= fires the huge plasma ball the borg unimatrix shoots. +30% damage.
4 charges= Not as big plasma ball. +20% damage.
3 charges= Fires the currently used high yield animation torpedo. +10% damage
1 & 2 charges= fires the currently used 'regular torpedo' animation. +5% damage.
Finally, the hyper-plasma torpedo is bugged as of 2 patches ago. The launcher does not start to fire until the ship is fully decloaked AND the wings are folded down. No other torpedo does this. Before that patch the hyper plasma would fire like other torpedoes..it did not wait for the decloak/wings down animation of birds of prey. Curious note: this delay does not happen on raptors (no wings to fold). So im guessing its related to that animation.
qft
also, after YEARS, fix that decloaking bug (where every dialogue window and looting stuff decloaks you)
Will Bio-nerals be restored as well? They still operate on a 60 timer, and are a C-store device. This over-broad nerf has rendered the money I spent on the KDF shipt to unlock them worthless.
If you are restoring the TDD then Bios should be as well.:mad:
Just noticed, after the patch, Quantum Mines now have more damage per volley and are actually more powerful than Tricos.
I am pretty sure, that this was not intended by the Devs, or?
The whole Trico change should have been thought more thru.... Just because some pvp escort guys whining to the Dev`s, a whole system which is working well since 3 years is thrown overboard overnight....
I agree that the Temporal Disruption Device needs to be restored IMMEDIATELY -- I paid good money for that set I expect it to give me an "edge" over the regular options.
I'm not worried about the regular Trico nerf, as I will simply adapt to the new play-style... however nerfing the TDD that bad needs to be undone. Quickly too. As I said I paid for the device... It should have premium performance.
If you don't fix it, well I will adapt as I said... however I will be considerably less likely to pay into the system going forward. If I pay for a premium device or weapon I expect it to retain it's "value" without suffering such a severe and unwarranted nerf.
so because u "payed good money" you expect an "edge" pay to win at its best. people like you and companies like PW are what is ruining mmos and competitive pvp
The damage output of the Lobi Store Temporal Torpedo was not intended to be modified in this change, and will be restored.
It may be subject to balance changes in the future, but was not intended to be changed alongside Tricobalt damage output.
As for the Tricobalt changes themselves, we're monitoring the performance of these weapons under the new changes and they are likely to be subject to additional tweaks. The massive spike damage that was possible using them on their previous cooldown rotation was causing an imbalance in damage-over-time expectations that could not easily be accommodated when balancing space combat.
How about the Bio Neural Warhead? The BNW was already balanced due to not receiving any ability boosts from torpedo spread and high yield, but now the damage is cut in half...
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
so because u "payed good money" you expect an "edge" pay to win at its best. people like you and companies like PW are what is ruining mmos and competitive pvp
There's no need to attack him... he paid money for an item with X-stats, not X-1. He only wants what he paid for, not a "bait and switch" alternative. Why would you pay good money for a sports car, only to be given a horse-drawn wooden wagon?
That was already established. The question was 'Since the TDD was nerfed unintentionally, will the BNW also be restored?"
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
That was already established. The question was 'Since the TDD was nerfed unintentionally, will the BNW also be restored?"
I would hope that all C-store and Lobi-store items negatively impacted by the above change be restored to normal damage levels, especially since none of these received the shorter cooldown times of tricobalt devices to maintain current DPS levels.
The damage output of the Lobi Store Temporal Torpedo was not intended to be modified in this change, and will be restored.
It may be subject to balance changes in the future, but was not intended to be changed alongside Tricobalt damage output.
As for the Tricobalt changes themselves, we're monitoring the performance of these weapons under the new changes and they are likely to be subject to additional tweaks. The massive spike damage that was possible using them on their previous cooldown rotation was causing an imbalance in damage-over-time expectations that could not easily be accommodated when balancing space combat.
Letting your fleet mates do your math again, Bort? Was it inentional to nerf Bio-Neural torpedos but not have any sort of cooldown reduction as well? :mad: Your team really needs to do it's homework before it's even allowed to put stuff on Tribble!
Read the first page not the rest but here's my 2 pence:
Tricobalt mines were useful as they were, they did great spike damage with the downside being you had to get close to whatever was shooting you (in ESTF most of those things could oneshot you) and they had a 30s deployment rate which wasn't spammable. I'll admit they were usable on escorts to boost damage to obscene levels with DHCs front but on the flip side science ships and cruisers had a useful non beam weapon to do some good damage without high weapon power and they could usually survive being that close to enemies.
As for the TDD, I found it was utter rubbish before the patch anyway, most of the time it never got to the target before my mobius had murdered it. As for the high yield torp, yes it was nice but with the long cooldown it activated on the torpedo it just wasn't worth it.
To me all these drawbacks which are making weapons less useful (and science/engineering skills to some degree) in PvE are because of the PvP community. I would like to know from Cryptic if it is possible to separate PvE and PvP skills in some way?
For example having a modifier that will increase tricobalt mines in PvE and adding seperate damages for PvE and PvP in the listing.
Same for skills, would it be possible, for example, to allow a multiplier to some of these shield drain skills for PvE so they might be worth considering against just rolling escort and blitzing through a shield.
As for the TDD, I found it was utter rubbish before the patch anyway, most of the time it never got to the target before my mobius had murdered it. As for the high yield torp, yes it was nice but with the long cooldown it activated on the torpedo it just wasn't worth it.
...<SNIP>...
Strange... I found the TDD quite nasty given its 20 second cooldown, 6.2k base kinetic damage, and chroniton slow-effect. Just for giggles, I decided to use the temporal warfare set on a fleet advanced escort so that I could run a chroniton DBB backed by BO1 and 5 antiproton mag regulators. With High-Yield-3 TDD, I was able to consistently 1-shot my fleet mate's Vesta unless he used he used the damage-immunity console or TBR at the right time. If he survived the HYT3 TDD, he had only a sliver of hull left and was promptly finished off. Being able to 1-shot an enemy ship every 30 seconds doesn't sound too bad
EDIT: I forgot to mention that I was running 3 AP-DOFF's for 35-sec CD AP-Omegas and 2 PWO's.
so because u "payed good money" you expect an "edge" pay to win at its best. people like you and companies like PW are what is ruining mmos and competitive pvp
Firstly, if you and I go to a car dealership and I'm prepared to pay more money than you, should I not get a little more bang for my buck? Secondly, you need to realise that the dealership we're going in to gives the person who's not spending money the opportunity to obtain those items for free by spending time in game to either a) farm dil, convert to zen and buy keys, or b) save EC and buy keys.
This proves that it's not pay to win. Sure, paying may speed certain aspects of the game up, but by no means does it make you win. Your argument is now null and void. Go away.
Read the first page not the rest but here's my 2 pence:
Tricobalt mines were useful as they were, they did great spike damage with the downside being you had to get close to whatever was shooting you (in ESTF most of those things could oneshot you) and they had a 30s deployment rate which wasn't spammable. I'll admit they were usable on escorts to boost damage to obscene levels with DHCs front but on the flip side science ships and cruisers had a useful non beam weapon to do some good damage without high weapon power and they could usually survive being that close to enemies.
As for the TDD, I found it was utter rubbish before the patch anyway, most of the time it never got to the target before my mobius had murdered it. As for the high yield torp, yes it was nice but with the long cooldown it activated on the torpedo it just wasn't worth it.
To me all these drawbacks which are making weapons less useful (and science/engineering skills to some degree) in PvE are because of the PvP community. I would like to know from Cryptic if it is possible to separate PvE and PvP skills in some way?
For example having a modifier that will increase tricobalt mines in PvE and adding seperate damages for PvE and PvP in the listing.
Same for skills, would it be possible, for example, to allow a multiplier to some of these shield drain skills for PvE so they might be worth considering against just rolling escort and blitzing through a shield.
Yes, the mobius is one nasty ship and often you can kill something before the TDD reaches it but that doesn't mean it's useless. Before approaching three negh'vars on elite cure I target the negh'var furthest from me and fire a high yield TDD at it. I then fire on the closest. By the time it reaches its target the first negh'var may be dead, but the temporal disruption effect will have slowed down the remaining two by 100%.
If two cubes are killed in quick succession and the raptors are closely followed by the negh'vars then the high yield TDD will slow all of them as it passes. Great for buying time!!
I only really have the TDD equipped to get the set power however I have it equipped on the rear of my ship and that way it makes a great weapon if you need to high-tail it out of battle, fire it backwards at your opponent and slow them down so you can make your escape
The whole premise for the tricobalt nerf is flawed.
The purpose of the tricobalt torpedo is massive damage with a long cool down, not DPS. We now see a MK III photon torpedo actually doing higher damage than a tric.
But the part that really makes me angry is what has been done to the bio-neural warhead. I paid real money for a ship to get that weapon. REAL MONEY! It has now been nerfed so hard that it is useless.
For this, I am canceling my 3 month recurring sub as financial punishment for this total idiocy. When the Cryptic team comes to its senses and starts showing some reason I will reactivity it. No money will be spent on this game.
Player and forumite formerly known as FEELTHETHUNDER
I do think the latest changes to tricobalt devices has been too server for torpedoes, but not the mines.
Seeing as how the mines could be used to destroy a target in one strike does indeed mean they were overpowered. It is true that some measure of thought would have to be put into such an attack generally, but as far as game-play balance is concerned, it is grossly unreasonable and incomparable to other weapons.
Triocobalt torpedoes were (and still are, like the mines) powerful, but since they could not be used in one-kill strikes like the mines, I think that their damage reduction has been too great. I didn?t think that they were over-powered, but perhaps some people felt that they were.
I thought they were a very effective weapon if used at opportune moments against one?s opponents, but their effectiveness now in terms of damage seem pitiful. The weapon is not useless by any means, but just doesn?t feel all that viable. I was content with their high-damage and long cool-down, and certainly do not like the changes just made to them. As I have already stated, I am unaware of them being able to be used in one-hit kill-shots like the mines could be, so I do feel that the changes were indeed too severe.
However, this is just my opinion, so feel free to disagree with it, but please be mature and respectful to myself, and all other posters on the forum.
<snip> Strange... I found the TDD quite nasty given its 20 second cooldown, 6.2k base kinetic damage, and chroniton slow-effect. <snip>
6.2k is alright but when you compare it to a photon torp that fires 3 times during that 20s and each one is about 5k the TDD just doesn't really cut the mustard, especially as it rarely reaches the target before the target is dead.
Yes, the mobius is one nasty ship and often you can kill something before the TDD reaches it but that doesn't mean it's useless. Before approaching three negh'vars on elite cure I target the negh'var furthest from me and fire a high yield TDD at it. I then fire on the closest. By the time it reaches its target the first negh'var may be dead, but the temporal disruption effect will have slowed down the remaining two by 100%.
If two cubes are killed in quick succession and the raptors are closely followed by the negh'vars then the high yield TDD will slow all of them as it passes. Great for buying time!!
I can see how it would be useful under some circumstances but negh'vars just don't last long enough when I do cure. I tend to do CSE with 2 friends and we all roll escorts. We pop the cubes one by one as just 1 of us can handle the BoPs and later raptors. Which leaves 5 people beating on 3 poor negh'vars. They don't last long enough for a slow torp to hit them. We tend to clear CSE with 7-8 minutes left on the clock. Think our record was 9 mins left.
I guess it's probably more use PvP than PvE but then again I don't PvP much.
6.2k is alright but when you compare it to a photon torp that fires 3 times during that 20s and each one is about 5k the TDD just doesn't really cut the mustard, especially as it rarely reaches the target before the target is dead.
...<SNIP>...
Purple Photon Torpedo Mk XII's only have base 3081 kinetic damage -- half that of an non-nerfed Temporal Disruption Device's base 6200 (both torps have much higher modified damage in space). The whole point of hitting with a high damage destructable projectile is the 1-shot kill, which is something the photon torpedo just cannot do against a PVP spec'd T5 fleet ship. If you've ever died to a ESTF 1-shot invisi-torp, then you know how difficult it is to heal through damage of that magnitude when you have no time to do so. Of course, hitting with a HYT3 TDD requires some careful build planning, but if you have the skill to pull it off, then you get to enjoy watching opponents shake their heads in sheer disbelief.
EDIT: It's outside-the-box tactics like this which probably lead to the tricobalt nerf to start with.
i'm still trying to see what was so overpowered about tricobalt mines? they were only good against borg in STF, thats it, and thats mostly against big stationary or slow moving targets, i'm sorry was it too overpowered to have a weapon that made sure you didn't have to sit there for 1-2minutes blasting some structure without barely touching the keyboard?
also i can't help but find it amusing those who think just because their weapon is from the lobi store, it should be OP.
Tricobalt is so far off-the-scale ... I was looking at these numbers on the STO wikia page, and all of them are in the 2000-3000 range except tri which is 12000... Yeah it had a long cooldown but it was just too much difference. I did a crit for 60k the other day, sure it was the only time it happened in a month of playing, but it happened. It's just off-the-scale. Nothing should be more than 2x or 3x as powerful. You cant balance a game like that.
Interestingly I had aready switched to Quantums for some testing, and am getting kills much faster and more reliably. I will probably put the tricobalts on the Klingon battle cruiser since it will just stay back and hand out damage cards where it can.
Tricobalt is so far off-the-scale ... I was looking at these numbers on the STO wikia page, and all of them are in the 2000-3000 range except tri which is 12000... Yeah it had a long cooldown but it was just too much difference. I did a crit for 60k the other day, sure it was the only time it happened in a month of playing, but it happened. It's just off-the-scale. Nothing should be more than 2x or 3x as powerful. You cant balance a game like that.
Interestingly I had aready switched to Quantums for some testing, and am getting kills much faster and more reliably. I will probably put the tricobalts on the Klingon battle cruiser since it will just stay back and hand out damage cards where it can.
no it actually makes sense having such high damage, you can fire a quantum every 8 secs, every 3 if you have projectile doffs, in terms of DPS, quantums and photons(also plasma more recently) are still king, the only thing tricobalts had going for them, was the high ammount of damage spike, thats it, and cryptic took that away, the only thing that made tricobalts worth anything.
The Temporal Disruption Device nerfed? Hell.... having it was a nerf, aor a gimp. Leaving it the bank, replacing with an accuracy 3 photon has taken the gimp out of my Temporal Destroyer.
Well... I guess I will not reconsider its removal anytime soon!
i'm still trying to see what was so overpowered about tricobalt mines? they were only good against borg in STF, thats it, and thats mostly against big stationary or slow moving targets, i'm sorry was it too overpowered to have a weapon that made sure you didn't have to sit there for 1-2minutes blasting some structure without barely touching the keyboard?
also i can't help but find it amusing those who think just because their weapon is from the lobi store, it should be OP.
Well, killing a cube with just a mine-load and a torpedo wasn't OP enough?
Or one shooting players in pvp? After the last "nerf" I tried them out and one-shoted three escorts in pvp with one mine-load. And those weren't bad players.
Since I dont play pvp often, I do not care much about pvp-issues, but after playing them, I concurre that they are more than a bit OP. Had one player with me in Infected, and he damaged the cube with one projectile dealing 243k damage.
You are angered because you get one-shoted in a STF? I can imagine the frustration after being one-shoted by another player, who isnt even better than you or has better equipment than you. In fact, Tric-mining is the easiest way to play.
I love that the tricobalt recharge time has been reduced. but the damage reduction is hard to get used to, my purple mk12 mines with spread 3, used to own my friends op-oddy, before he took me out. now i have to try and find away to lay them again before i die, and it gives him healing time. id rarther have the wait and win!
Purple Photon Torpedo Mk XII's only have base 3081 kinetic damage -- half that of an non-nerfed Temporal Disruption Device's base 6200 (both torps have much higher modified damage in space). The whole point of hitting with a high damage destructable projectile is the 1-shot kill, which is something the photon torpedo just cannot do against a PVP spec'd T5 fleet ship. If you've ever died to a ESTF 1-shot invisi-torp, then you know how difficult it is to heal through damage of that magnitude when you have no time to do so. Of course, hitting with a HYT3 TDD requires some careful build planning, but if you have the skill to pull it off, then you get to enjoy watching opponents shake their heads in sheer disbelief.
EDIT: It's outside-the-box tactics like this which probably lead to the tricobalt nerf to start with.
Sorry the 5k damage was what I was seeing off my photons in actual damage, not base. My mistake, but still at 3000 damage and a reload of 6s it will out DPS the TDD on it's own. The high yield version does pack more wallop but with the CD increase to was it 1min(?) or something to me only makes it useful in very rare $4!t hitting fan PvE situations.
I don't PvP so I can't comment on it's use in that fashion. In PvE the TDD is just not worth it as I said, I run with 2 good friends and we all have very high damage, most things die before the TDD or high yield version reaches the target which makes it a waste of what could be a photon torp, transphasic cluster etc. which would consistently do more damage to targets.
I had I nice build I liked. This decision to change the tricobalt completely ruined my build and fun. I think I stop playing a couple of weeks till I am calmed down again.
Well, killing a cube with just a mine-load and a torpedo wasn't OP enough?
Or one shooting players in pvp? After the last "nerf" I tried them out and one-shoted three escorts in pvp with one mine-load. And those weren't bad players.
Since I dont play pvp often, I do not care much about pvp-issues, but after playing them, I concurre that they are more than a bit OP. Had one player with me in Infected, and he damaged the cube with one projectile dealing 243k damage.
You are angered because you get one-shoted in a STF? I can imagine the frustration after being one-shoted by another player, who isnt even better than you or has better equipment than you. In fact, Tric-mining is the easiest way to play.
you would only one shot regular cubes, not tac ones and thats only if you had several damage buffs active plus getting a crit
also any escort player that gets oneshotted in pvp by tricobalt mines is in fact bad and where did i say i was angry about being one-shotted in a STF, i didn't even talk about that.
and tricobalts are NOT the easiest way of playing, especially since you have to hug the gateway/tac cube/whatever and risk getting a heavy torp/regular torp to your face, maybe killing you.
and to finish, you will only get something as high as 243k damage if you have literally every possible tac damage buff, with debuffs on your target plus a critical, means you have one shot of MAYBE doing that every 5 minutes.
so yeah, cryptic has officially made tricobalts utterly useless.
Comments
qft
also, after YEARS, fix that decloaking bug (where every dialogue window and looting stuff decloaks you)
Will Bio-nerals be restored as well? They still operate on a 60 timer, and are a C-store device. This over-broad nerf has rendered the money I spent on the KDF shipt to unlock them worthless.
If you are restoring the TDD then Bios should be as well.:mad:
I am pretty sure, that this was not intended by the Devs, or?
The whole Trico change should have been thought more thru.... Just because some pvp escort guys whining to the Dev`s, a whole system which is working well since 3 years is thrown overboard overnight....
I WANT MY ORIGINAL TRICOS BACK ! :mad:
so because u "payed good money" you expect an "edge" pay to win at its best. people like you and companies like PW are what is ruining mmos and competitive pvp
How about the Bio Neural Warhead? The BNW was already balanced due to not receiving any ability boosts from torpedo spread and high yield, but now the damage is cut in half...
There's no need to attack him... he paid money for an item with X-stats, not X-1. He only wants what he paid for, not a "bait and switch" alternative. Why would you pay good money for a sports car, only to be given a horse-drawn wooden wagon?
That was already established. The question was 'Since the TDD was nerfed unintentionally, will the BNW also be restored?"
Haven't you heard? That's a feature, not a bug. WAI.
I would hope that all C-store and Lobi-store items negatively impacted by the above change be restored to normal damage levels, especially since none of these received the shorter cooldown times of tricobalt devices to maintain current DPS levels.
Letting your fleet mates do your math again, Bort? Was it inentional to nerf Bio-Neural torpedos but not have any sort of cooldown reduction as well? :mad: Your team really needs to do it's homework before it's even allowed to put stuff on Tribble!
Tricobalt mines were useful as they were, they did great spike damage with the downside being you had to get close to whatever was shooting you (in ESTF most of those things could oneshot you) and they had a 30s deployment rate which wasn't spammable. I'll admit they were usable on escorts to boost damage to obscene levels with DHCs front but on the flip side science ships and cruisers had a useful non beam weapon to do some good damage without high weapon power and they could usually survive being that close to enemies.
As for the TDD, I found it was utter rubbish before the patch anyway, most of the time it never got to the target before my mobius had murdered it. As for the high yield torp, yes it was nice but with the long cooldown it activated on the torpedo it just wasn't worth it.
To me all these drawbacks which are making weapons less useful (and science/engineering skills to some degree) in PvE are because of the PvP community. I would like to know from Cryptic if it is possible to separate PvE and PvP skills in some way?
For example having a modifier that will increase tricobalt mines in PvE and adding seperate damages for PvE and PvP in the listing.
Same for skills, would it be possible, for example, to allow a multiplier to some of these shield drain skills for PvE so they might be worth considering against just rolling escort and blitzing through a shield.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
Strange... I found the TDD quite nasty given its 20 second cooldown, 6.2k base kinetic damage, and chroniton slow-effect. Just for giggles, I decided to use the temporal warfare set on a fleet advanced escort so that I could run a chroniton DBB backed by BO1 and 5 antiproton mag regulators. With High-Yield-3 TDD, I was able to consistently 1-shot my fleet mate's Vesta unless he used he used the damage-immunity console or TBR at the right time. If he survived the HYT3 TDD, he had only a sliver of hull left and was promptly finished off. Being able to 1-shot an enemy ship every 30 seconds doesn't sound too bad
EDIT: I forgot to mention that I was running 3 AP-DOFF's for 35-sec CD AP-Omegas and 2 PWO's.
Firstly, if you and I go to a car dealership and I'm prepared to pay more money than you, should I not get a little more bang for my buck? Secondly, you need to realise that the dealership we're going in to gives the person who's not spending money the opportunity to obtain those items for free by spending time in game to either a) farm dil, convert to zen and buy keys, or b) save EC and buy keys.
This proves that it's not pay to win. Sure, paying may speed certain aspects of the game up, but by no means does it make you win. Your argument is now null and void. Go away.
Yes, the mobius is one nasty ship and often you can kill something before the TDD reaches it but that doesn't mean it's useless. Before approaching three negh'vars on elite cure I target the negh'var furthest from me and fire a high yield TDD at it. I then fire on the closest. By the time it reaches its target the first negh'var may be dead, but the temporal disruption effect will have slowed down the remaining two by 100%.
If two cubes are killed in quick succession and the raptors are closely followed by the negh'vars then the high yield TDD will slow all of them as it passes. Great for buying time!!
The purpose of the tricobalt torpedo is massive damage with a long cool down, not DPS. We now see a MK III photon torpedo actually doing higher damage than a tric.
But the part that really makes me angry is what has been done to the bio-neural warhead. I paid real money for a ship to get that weapon. REAL MONEY! It has now been nerfed so hard that it is useless.
For this, I am canceling my 3 month recurring sub as financial punishment for this total idiocy. When the Cryptic team comes to its senses and starts showing some reason I will reactivity it. No money will be spent on this game.
Player and forumite formerly known as FEELTHETHUNDER
Expatriot Might Characters in EXILE
Seeing as how the mines could be used to destroy a target in one strike does indeed mean they were overpowered. It is true that some measure of thought would have to be put into such an attack generally, but as far as game-play balance is concerned, it is grossly unreasonable and incomparable to other weapons.
Triocobalt torpedoes were (and still are, like the mines) powerful, but since they could not be used in one-kill strikes like the mines, I think that their damage reduction has been too great. I didn?t think that they were over-powered, but perhaps some people felt that they were.
I thought they were a very effective weapon if used at opportune moments against one?s opponents, but their effectiveness now in terms of damage seem pitiful. The weapon is not useless by any means, but just doesn?t feel all that viable. I was content with their high-damage and long cool-down, and certainly do not like the changes just made to them. As I have already stated, I am unaware of them being able to be used in one-hit kill-shots like the mines could be, so I do feel that the changes were indeed too severe.
However, this is just my opinion, so feel free to disagree with it, but please be mature and respectful to myself, and all other posters on the forum.
6.2k is alright but when you compare it to a photon torp that fires 3 times during that 20s and each one is about 5k the TDD just doesn't really cut the mustard, especially as it rarely reaches the target before the target is dead.
I can see how it would be useful under some circumstances but negh'vars just don't last long enough when I do cure. I tend to do CSE with 2 friends and we all roll escorts. We pop the cubes one by one as just 1 of us can handle the BoPs and later raptors. Which leaves 5 people beating on 3 poor negh'vars. They don't last long enough for a slow torp to hit them. We tend to clear CSE with 7-8 minutes left on the clock. Think our record was 9 mins left.
I guess it's probably more use PvP than PvE but then again I don't PvP much.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
Purple Photon Torpedo Mk XII's only have base 3081 kinetic damage -- half that of an non-nerfed Temporal Disruption Device's base 6200 (both torps have much higher modified damage in space). The whole point of hitting with a high damage destructable projectile is the 1-shot kill, which is something the photon torpedo just cannot do against a PVP spec'd T5 fleet ship. If you've ever died to a ESTF 1-shot invisi-torp, then you know how difficult it is to heal through damage of that magnitude when you have no time to do so. Of course, hitting with a HYT3 TDD requires some careful build planning, but if you have the skill to pull it off, then you get to enjoy watching opponents shake their heads in sheer disbelief.
EDIT: It's outside-the-box tactics like this which probably lead to the tricobalt nerf to start with.
also i can't help but find it amusing those who think just because their weapon is from the lobi store, it should be OP.
Interestingly I had aready switched to Quantums for some testing, and am getting kills much faster and more reliably. I will probably put the tricobalts on the Klingon battle cruiser since it will just stay back and hand out damage cards where it can.
no it actually makes sense having such high damage, you can fire a quantum every 8 secs, every 3 if you have projectile doffs, in terms of DPS, quantums and photons(also plasma more recently) are still king, the only thing tricobalts had going for them, was the high ammount of damage spike, thats it, and cryptic took that away, the only thing that made tricobalts worth anything.
Well... I guess I will not reconsider its removal anytime soon!
Member since December 2009
Well, killing a cube with just a mine-load and a torpedo wasn't OP enough?
Or one shooting players in pvp? After the last "nerf" I tried them out and one-shoted three escorts in pvp with one mine-load. And those weren't bad players.
Since I dont play pvp often, I do not care much about pvp-issues, but after playing them, I concurre that they are more than a bit OP. Had one player with me in Infected, and he damaged the cube with one projectile dealing 243k damage.
You are angered because you get one-shoted in a STF? I can imagine the frustration after being one-shoted by another player, who isnt even better than you or has better equipment than you. In fact, Tric-mining is the easiest way to play.
Sorry the 5k damage was what I was seeing off my photons in actual damage, not base. My mistake, but still at 3000 damage and a reload of 6s it will out DPS the TDD on it's own. The high yield version does pack more wallop but with the CD increase to was it 1min(?) or something to me only makes it useful in very rare $4!t hitting fan PvE situations.
I don't PvP so I can't comment on it's use in that fashion. In PvE the TDD is just not worth it as I said, I run with 2 good friends and we all have very high damage, most things die before the TDD or high yield version reaches the target which makes it a waste of what could be a photon torp, transphasic cluster etc. which would consistently do more damage to targets.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
I am angry at cryptic right now.
:mad::mad::mad:
And OP-Ody? Ody isnt OP, see them dying all the time. Its the player that determines the usefulness of a ship
you would only one shot regular cubes, not tac ones and thats only if you had several damage buffs active plus getting a crit
also any escort player that gets oneshotted in pvp by tricobalt mines is in fact bad and where did i say i was angry about being one-shotted in a STF, i didn't even talk about that.
and tricobalts are NOT the easiest way of playing, especially since you have to hug the gateway/tac cube/whatever and risk getting a heavy torp/regular torp to your face, maybe killing you.
and to finish, you will only get something as high as 243k damage if you have literally every possible tac damage buff, with debuffs on your target plus a critical, means you have one shot of MAYBE doing that every 5 minutes.
so yeah, cryptic has officially made tricobalts utterly useless.