So, I always thought tricobalt torpedoes were cool. But, I never can find any! None on the exchange, and i can't find them through vendors, so where do i get them?
you have to requisition them once you do a couple RA daily missions. if you go to K7 station, right outside the shipyard (in the hallway leading to it) are some consoles, you can see them there.
Unfortunately, they're inferior to normal torps with a high yield.
Pro:
Can do about 3 torpedoes worth of damage, without using high yield, so with only trico tubes, you could omit the HY skill.
...That's it. That's the entire "pro" list.
Cons:
Slow torpedo that can be shot down.
60 second cooldown per torpedo tube.
Inferior overall DPS, even with big hits.
Damage for one Tricobalt torpedo: 17,000 on a random firing, 60 second cooldown
Damage for one Quantum high-yield II: @5000 x3
Assuming all hull shots:
Trico gives 283 DPS, at one shot per minute. (17k/60 seconds)
Quantum gives 500 DPS, at one salve every 30 seconds. (15k/30 sec, rough numbers here, it can do more)
That is NOT counting that a Quantum will cool down before the 30 seconds, and can fire single torpedos in between. It is ALSO not counting that the tricobalt is NOT a guaranteed hit, as it can be shot down, bringing the DPS to an impressive zero damage per second, for an entire minute. And also, not taking into account High Yield III skills on normal torpedos.
Basically, you can fire anything but a tribobalt relatively rapidly, and only plasma HY torps can be shot down. If you miss with a Quantum, you get another in 8 seconds. If you miss with a Trico, you get another in 60 seconds.
So yeah, basically, Tricobalt weaponry is just as well thought-out as Cryptics decision to impose a skill cap on a skill system DESIGNED to be capless.
Unfortunately, they're inferior to normal torps with a high yield.
Pro:
Can do about 3 torpedoes worth of damage, without using high yield, so with only trico tubes, you could omit the HY skill.
...That's it. That's the entire "pro" list.
Cons:
Slow torpedo that can be shot down.
60 second cooldown per torpedo tube.
Inferior overall DPS, even with big hits.
Damage for one Tricobalt torpedo: 17,000 on a random firing, 60 second cooldown
Damage for one Quantum high-yield II: @5000 x3
Assuming all hull shots:
Trico gives 283 DPS, at one shot per minute. (17k/60 seconds)
Quantum gives 500 DPS, at one salve every 30 seconds. (15k/30 sec, rough numbers here, it can do more)
That is NOT counting that a Quantum will cool down before the 30 seconds, and can fire single torpedos in between. It is ALSO not counting that the tricobalt is NOT a guaranteed hit, as it can be shot down, bringing the DPS to an impressive zero damage per second, for an entire minute. And also, not taking into account High Yield III skills on normal torpedos.
Basically, you can fire anything but a tribobalt relatively rapidly, and only plasma HY torps can be shot down. If you miss with a Quantum, you get another in 8 seconds. If you miss with a Trico, you get another in 60 seconds.
So yeah, basically, Tricobalt weaponry is just as well thought-out as Cryptics decision to impose a skill cap on a skill system DESIGNED to be capless.
What this person said....I'll add that the mines are the same thing.
I prefer to load a quantum launcher and a tricobalt launcher facing forward, I jam the enemies sensors, fire beams to get the shields down a bit, fire a quantum salvo.....then when I'm really close I shoot off the tricobalt. You can also load it in a rear slot and just fly over and TRIBBLE it out at your foe, either way though, it'll mess someone up.
Unfortunately, they're inferior to normal torps with a high yield.
Pro:
Can do about 3 torpedoes worth of damage, without using high yield, so with only trico tubes, you could omit the HY skill.
...That's it. That's the entire "pro" list.
Cons:
Slow torpedo that can be shot down.
60 second cooldown per torpedo tube.
Inferior overall DPS, even with big hits.
Damage for one Tricobalt torpedo: 17,000 on a random firing, 60 second cooldown
Damage for one Quantum high-yield II: @5000 x3
Assuming all hull shots:
Trico gives 283 DPS, at one shot per minute. (17k/60 seconds)
Quantum gives 500 DPS, at one salve every 30 seconds. (15k/30 sec, rough numbers here, it can do more)
That is NOT counting that a Quantum will cool down before the 30 seconds, and can fire single torpedos in between. It is ALSO not counting that the tricobalt is NOT a guaranteed hit, as it can be shot down, bringing the DPS to an impressive zero damage per second, for an entire minute. And also, not taking into account High Yield III skills on normal torpedos.
Basically, you can fire anything but a tribobalt relatively rapidly, and only plasma HY torps can be shot down. If you miss with a Quantum, you get another in 8 seconds. If you miss with a Trico, you get another in 60 seconds.
So yeah, basically, Tricobalt weaponry is just as well thought-out as Cryptics decision to impose a skill cap on a skill system DESIGNED to be capless.
Have to agree with this assessment, but they do explode in a pretty shade of blue. I was sorta dissapointed when I got mine, which was yesterday. Also, when you get trico mines, you only fire one at a time. Kinda of a bummer.
You can only buy them with Marks (Honor/Exploration/Valor from the RA3+ Daily Missions) because they are bind on pickup.
And yes, while they're inferior to HY torpedoes, they're excellent on Non Escort ships which can't slot those really good Tac Officer powers or need other Tac Powers (I'm highly considering Slotting Tac Team II, Tact Team 1 ; Tac Team 1 on my Sovereign as I need Crew to make good use of Miracle worker, and cant afford to have more than half of my crew in sickbay).
Comments
Pro:
Can do about 3 torpedoes worth of damage, without using high yield, so with only trico tubes, you could omit the HY skill.
...That's it. That's the entire "pro" list.
Cons:
Slow torpedo that can be shot down.
60 second cooldown per torpedo tube.
Inferior overall DPS, even with big hits.
Damage for one Tricobalt torpedo: 17,000 on a random firing, 60 second cooldown
Damage for one Quantum high-yield II: @5000 x3
Assuming all hull shots:
Trico gives 283 DPS, at one shot per minute. (17k/60 seconds)
Quantum gives 500 DPS, at one salve every 30 seconds. (15k/30 sec, rough numbers here, it can do more)
That is NOT counting that a Quantum will cool down before the 30 seconds, and can fire single torpedos in between. It is ALSO not counting that the tricobalt is NOT a guaranteed hit, as it can be shot down, bringing the DPS to an impressive zero damage per second, for an entire minute. And also, not taking into account High Yield III skills on normal torpedos.
Basically, you can fire anything but a tribobalt relatively rapidly, and only plasma HY torps can be shot down. If you miss with a Quantum, you get another in 8 seconds. If you miss with a Trico, you get another in 60 seconds.
So yeah, basically, Tricobalt weaponry is just as well thought-out as Cryptics decision to impose a skill cap on a skill system DESIGNED to be capless.
What this person said....I'll add that the mines are the same thing.
Have to agree with this assessment, but they do explode in a pretty shade of blue. I was sorta dissapointed when I got mine, which was yesterday. Also, when you get trico mines, you only fire one at a time. Kinda of a bummer.
And yes, while they're inferior to HY torpedoes, they're excellent on Non Escort ships which can't slot those really good Tac Officer powers or need other Tac Powers (I'm highly considering Slotting Tac Team II, Tact Team 1 ; Tac Team 1 on my Sovereign as I need Crew to make good use of Miracle worker, and cant afford to have more than half of my crew in sickbay).
Thanks,
DeRavi