ok i have bought one today with precious daily badges. i urge you to not do the same. i have tried it in pve against lowlevels and against highlevel ships, i tried it in pvp against all kinds of klingon ships.
-60s Cooldown
-Destroyable / Destroyable by Aoe (Same as plasma torpedos)
-Low Range <5km (You can fire at 10km, but it wonttravel nearly 2-3km before simply disapearing)
-Tends to "hang" after launch
-No Damage to Shields
60s = 8Photons + 2High Yield
8x Photons ~30.000
2x HY3 ~ 40.000 (Of course shield damage is minimal, but if the first 1-2torpedos punch trough the shields, your other torpedos will still do more damage then a tricobalt)
Dont waste your precious daily badges for this trash. you will regret it. I will mount mine on my Danube.
Got to disagree, it can be a nasty surprise when fired up close onto an unshielded opponent. The bugs aside, it's a good weapon. I also tried it for the sake of a laugh in the Gorn fleet action in Tostig. It could instantly kill 8 shielded Vishap frigates with one shot thanks to it's radius damage.
To put down some pro's:
Area of Effect: it damages all ships close to eachother. Devastating against several ships which lost it's shields. A group of players attacking Borg probes? Fire one in the centre and the probes might just be gone.
Finisher: It is a good finisher move, knocking the last 30-40% of health out of an opponent, ensuring you get the loot.
No high-yield: The torpedo doesn't need high-yield unlike plasma torpedoes. This means you can fire a high-yield salvo or heavy plasma torpedo AND your heavy tricobalt torpedo. Very deadly combo dishing out a quick 50K damage onto an enemy.
Know thy enemy: Save the weapon for enemies who do not use mines, area skills etc. Most NPC's won't stop it with manual fire if you anger them enough first.
Surely the bugs with bouncing and freezing of any heavy torpedo will be fixed. All in all it's a good weapon, but it comes with a little manual. Know when and how to use it, or it will seem to be 'sucky'. It's not like your average 'high yield quantum fire-and-forget' where you can reliably hit others without thinking. It needs some tactics and timing instead but can be devastating when used right. Imagine arming another on the back to fire as going-away present, while also firing a high-yield salvo of quantums or a heavy plasma torpedo. Very deadly.
I tend to fly close to the enemy, I have a decent turn rate and a good aux. I was thinking about keeping a quantum at the front, and then a tricobalt launcher at the back for when I pass the enemy, just to pop it out and surprise them.
Agreed, it needs to be tweaked! First of all that CD is making the weapon pretty much useless even if you can time it right. It does pack a lot of damage on unshielded opponents, but if you even time it a bit off, it's just a useless projectile with an impossibly long cooldown. I've not tried the other epic weapons yet but I sure hope they're better then that "Slowpedo" launcher.
Seems more useful for a Klingon Battlecruiser or Fed Cruiser with all their foward slots if you need to run a fast torp launcher with it, and still have beam/cannon firepower. I'm not giving up a dual beam slot or my main torps for some 60-sec cooldown on my Sci vessel when I only have 3 forward slots though.
Since you're high enough to get Tricobalts though, does that mean you've seen Antiproton weapons? If so, how much more crit damage do they provide? I'm curious to find that out since the exact number isn't listed on STO-intel. Right now it seems more beneficial for me to just roll with Polaron Beams, and just Tyken's Rift II + Polaron beam people's power levels into the ground. Lol. Of course I'm just theorycrafting though.
Comments
To put down some pro's:
Surely the bugs with bouncing and freezing of any heavy torpedo will be fixed. All in all it's a good weapon, but it comes with a little manual. Know when and how to use it, or it will seem to be 'sucky'. It's not like your average 'high yield quantum fire-and-forget' where you can reliably hit others without thinking. It needs some tactics and timing instead but can be devastating when used right. Imagine arming another on the back to fire as going-away present, while also firing a high-yield salvo of quantums or a heavy plasma torpedo. Very deadly.
Since you're high enough to get Tricobalts though, does that mean you've seen Antiproton weapons? If so, how much more crit damage do they provide? I'm curious to find that out since the exact number isn't listed on STO-intel. Right now it seems more beneficial for me to just roll with Polaron Beams, and just Tyken's Rift II + Polaron beam people's power levels into the ground. Lol. Of course I'm just theorycrafting though.