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Fix those Tricobalt mines

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  • kronosathkronosath Member Posts: 0 Arc User
    edited October 2012
    Then whatever we say and complaint has no meaning. It makes me sad also because it means that the game has a deadline, if not redesigned.

    By they way some of the money that they get from lockboxes can go to a new design. :D

    Make the devs happy, by making their job easier, making as happy as well by offering more balance.
    Fed Sci: Tethys U.S.S. Chronos Aionios, U.S.S. Denomon Gnosis {Fleet: HSF}
    KDF Eng: Boreas I.K.S. Demonon Nemesis {Fleet: HoS}
    Rom Sci: Crius I.R.W. Noctem Aeternus {Fleet: LoS}
    Fed Tac: Kronos U.S.S. Xibalba, I.S.S. Theogonia{Fleet: HSF}
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    How do you balance against Ingenuity of the playerbase?
    Leonard Nimoy, Spock.....:(

    R.I.P
  • matteo716maikaimatteo716maikai Member Posts: 823
    edited October 2012
    kronosath wrote: »
    Then whatever we say and complaint has no meaning. It makes me sad
    .

    THATS THE SPIRIT! this is pretty much how 99% of the pvp player base feels, and its usually proven true each time.

    take a look at the latest, the siphion drone "fix" doesnt actually fix the issue (like it was warned it wouldnt)

    and it'll probably stay that way.

    or the new awesome op things we can "earn" from the personal rep system doing pve.

    ...

    i seriously think they hate us.
  • kronosathkronosath Member Posts: 0 Arc User
    edited October 2012
    We are addicts, they do not hate us.

    :eek:

    bitemepwe what do you mean about player ingenuity? Exploit the imbalances?

    Software development 101.
    They are 3 main cycles in every software creation. Design-Implement-Test.
    Testing and quality control became huge in the latter years as more complex software is required. Testing reveals not only development mistakes, but design mistakes as well. If you do not do testing and quality control, then you offer imbalances to be exploited, crashes, bugs, etc.
    Fed Sci: Tethys U.S.S. Chronos Aionios, U.S.S. Denomon Gnosis {Fleet: HSF}
    KDF Eng: Boreas I.K.S. Demonon Nemesis {Fleet: HoS}
    Rom Sci: Crius I.R.W. Noctem Aeternus {Fleet: LoS}
    Fed Tac: Kronos U.S.S. Xibalba, I.S.S. Theogonia{Fleet: HSF}
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    pottsey5g wrote: »
    There is no point arguing about your setup doing more than me as I do not disagree with that. You are an Escort against a healing Cruiser. Compare me to other cruisers or healing cruisers and I can kill targets those cruisers fail to. The point off my setup is to have 25power in weapons, loads in Aux heal people while still dealing decent damage to all the hull targets and groups in STF's. Surly 1500 to 2000dps against hull is not bad for a healer?

    I am a bit surprised about your testing as I did extensive testing and found I did 2.2k per shot with torpedoes on shields and 5k against hull. Cluster is 15k ish on shields and 32k ish on hull. Due to half the weapons having AoE I tend to come decent in the DPS chart in group PvP and PvE for a crusier. Doing 32k per weapon shot to a group is always nice.

    Once thing I am confused about is DPS as you keep saying it sucks which it does 1v1 but in group PvP and PvE it keeps coming out much better then you say for a cruiser.

    You didn't hit 1500 DPS however. You hit 734.

    Because my healer can pump more dps than you can in Live Pvp (where resistances are much higher and stronger, as you quickly found out yesterday). My healer also can effectively Force Multiply any friendly Escorts fire, due to the ability to deny enemies Defense Scores, either via lolaron procs, Chron mines/CTMs or Warp Plasma.

    I've been able to burn down Bops, Scorts (on my level of play no less) with my Eng Cruisers 7 beam over capped weapon power broadsides. I also know quite certainly that he would have either just as much if not more healing than you would have at the end of a given pvp match, while also needing to heal far less, due to a much higher sustained pressure, and crowd control elements. This is due to several factors 1 I carry a stack of aux batteries to amp up my heals when necessary, 2 between my maco proc and EPS power transfer my aux power is over 100, easily when I'm Cranking. At that same moment my shields are at full 125, power and my weapons are Overcapped. (which means that my Beams hardly have any reduced out put what so ever)

    There's a reason why we pvpers set our ships up the way we do. Because PvP forces you to get the most out of a given ship chassis in all departments. Click my cruiser thread and start reading. You'll find it most helpful. It's in my sig for easy to find location.

    Your damage per second like I said could Double, and it's still not where it should be. that is the problem. And for your damage to be as "high" as it is, your Defense score suffers tremendously because you have to spend so much time at low throttle to aim your torps. You also, have consumed your lt cmdr, with a Tac Slot, which sacrifices way too many heal slots to be viable for things that you actually require Resistances for, for very little gain (torp spread 3 ain't all that much better than 2 is, and it's certainly not the Bloody Murder the Disco Ball (FAW) is with Acc, CrtH2 beams, to pve/pet targets.

    Here's something you'll find interesting. My eng does 3502.24 dps in pve. 7 beams, over capped, a chron mine, and eject warp plas. (kerrat borg). Notice how close that number is to my tac? :P It's Sustained damage, where as the tacs damage is purely Front Loaded. That's the difference. (and again I could have done better, if I weren't in my healer ship, etc) I'll have some pvp numbers for you shortly.

    PvP against another Eng Cruiser I scored 1300 DPS. That's against someone with max hull and shield resistances. (what you had when I was shooting you) -and- a high defense score that was comparable to what I had in my Escort. (he was in a vorcha refit with alot of engine power) I could and do score much better than that in Team PvP since my ship is a force multiplier. The reason I didn't score more was because my lovely opponent had a hazard emitters, and a much faster ship. Much harder to Snare with. again in a team though my damage is much more stout and the effects it has on enemy targets is Easily capitalized upon by friendly scorts.
  • reichwald12reichwald12 Member Posts: 95 Arc User
    edited October 2012
    Ghosty, I've been reading all your useful posts for a while now. Would you be opposed to giving me feedback on some builds I've been experimenting with?

    Thanks
  • dassemstodassemsto Member Posts: 792 Arc User
    edited October 2012
    kronosath wrote: »
    Then whatever we say and complaint has no meaning. It makes me sad also because it means that the game has a deadline, if not redesigned.

    welcome to the club! we've been looking forward to STO v2.0 for more than a year already! :D
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    Ghosty, I've been reading all your useful posts for a while now. Would you be opposed to giving me feedback on some builds I've been experimenting with?

    Thanks

    No problem, just post em in my cruiser thread and I'll get to ya when I can :)
  • reichwald12reichwald12 Member Posts: 95 Arc User
    edited October 2012
    Posted :-)

    They're both support builds. But they have decent offensive capability as well. (I think)
  • pottsey5gpottsey5g Member Posts: 4,239 Arc User
    edited October 2012
    You didn't hit 1500 DPS however. You hit 734.
    I was not talking about PvP, I was talking about PvE where I do not have a 20%+ miss chance which boosts dps a fair bit and double that on hull or with AoE DPS. Which I thought was decent for a healing build. I believe how 7 beams over capped can do way more DPS than me. Although there are a few targets my build can kill that the 7 beam build cannot. It?s not always as simple as pure DPS.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    The Escorts should be killing those targets with ease. Our job is to provide crowd control and sustained damage in STFs, especially.

    There is also Burst damage to consider to, but again that really should be the mainstay of the Escorts.

    Even if you backed down to just 1 torp, and 7 arrays you'd notice a huge increase in your output, with 0 beam bridge officer skills helping you out.

    And like I said in pve my cruiser pumps 3500 dps on average. That's a TRIBBLE ton more than doubling your own. DPS is how you win pve pure and simple as well. Plus I can more easily stop Heavy Torps, by puttting FAW2 on, which is -much- better at stopping heavy plas torps than you can with a spread.

    A pvp setup will always be the best setup in STO overall for all content as long as pve and pvp use the exact same game mechanics. That's why our setups are so far and away superior. Damage resistances> bonus bags of hp and shield points after all. Without damage resistances we'd burn down ships easy and fast across the board because we maximised our outputs across the board. Which is also why we have so very high defenses, to negate the damage we can throw out.
  • matteo716maikaimatteo716maikai Member Posts: 823
    edited October 2012
    pottsey5g wrote: »
    I was not talking about PvP, I was talking about PvE where I do not have a 20%+ miss chance which boosts dps a fair bit and double that on hull or with AoE DPS. Which I thought was decent for a healing build. I believe how 7 beams over capped can do way more DPS than me. Although there are a few targets my build can kill that the 7 beam build cannot. It?s not always as simple as pure DPS.

    You're saying there's things you can kill that a 7 beam can't?.... Are we talking pve here? And last time I checked pve was only a matter of who killed what fastest which means simple pure dps.
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited October 2012
    I had a meager 4 percent Kinetic Resistance on my ship. oh and also, Tranny torps? they're bugged I could take my shields off and you'd do the same damage to my nekked hull as you would my shielded one, over all. I spent a full afternoon with 2 friends testing that.

    Hmm.....Is this the normal Transphasic Torps or does this also include the Rapid Fire Transphasics?

    What about the Transphasic Mines?

    I don't mean to derail the thread with an off topic question, but that perked my curosity a little bit.

    Also, something I find funny, is that people only mention Dispersal Pattern Beta 3 and Tricobalt torps.

    Dispersal Pattern Beta 2 and 1 also provide the same One Crits, all Crits. Just on an obviously smaller Scale. So you don't necessarely need to "Waste" a Cmd slot on it.. it just helps to do so. :P How ever, I will admit, nothing is more entertaining then nearly poping Half a Team in an Arena with DPB3 + Tric Mines. :cool

    Edit: And No, I don't use backstep. I don't even have the damn ship(s) :'(
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • falloutx23falloutx23 Member Posts: 456
    edited October 2012
    So since the majority of ppl here in the forums seems to think these mines are fine, I decided to TRIBBLE around with them last night to see ppls reactions. To counter ppls argument I used as little skill as possible. I simply spammed dispersal pattern and put both my launchers on autofire and just let them launch every 30 secs despite where I was, if I had any tac buffs up, if I was sitting in a Grav well or plasma, etc. i did not change my spec at all and have ZERO points in projectiles. it only took two matches of insta-popping ppl before the heavy aoe team we were fighting started ******** about a "premade" team using tric's. I was the only person running tric's with absolutely no thought as to how or when I launched them and no points spec'd into them. Now imagine 4-5 ppl spec'd for them and actually using them effectively.

    Bad part of my experiment last night was that I think it may have caused tick0 to drop team right in the middle of the first match when they saw the first person get vaporized through shields. If your reading this, sorry bout that tick. Jam0 started yelling at me to take them off as well. It only took two matches to get the reaction I expected from the other team and to prove once again that it takes very little skill to just spam these and get lucky. Had there escorts not been running csv and their support ships running plasma and Grav, it would have been even worse. I took them off after that match to go back to a normal energy build.

    Btw, wtf kind of argument is it that tric's are ok for pug to use, but not for premades?
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    falloutx23 wrote: »
    So since the majority of ppl here in the forums seems to think these mines are fine, I decided to TRIBBLE around with them last night to see ppls reactions. To counter ppls argument I used as little skill as possible. I simply spammed dispersal pattern and put both my launchers on autofire and just let them launch every 30 secs despite where I was, if I had any tac buffs up, if I was sitting in a Grav well or plasma, etc. i did not change my spec at all and have ZERO points in projectiles. it only took two matches of insta-popping ppl before the heavy aoe team we were fighting started ******** about a "premade" team using tric's. I was the only person running tric's with absolutely no thought as to how or when I launched them and no points spec'd into them. Now imagine 4-5 ppl spec'd for them and actually using them effectively.

    Bad part of my experiment last night was that I think it may have caused tick0 to drop team right in the middle of the first match when they saw the first person get vaporized through shields. If your reading this, sorry bout that tick. Jam0 started yelling at me to take them off as well. It only took two matches to get the reaction I expected from the other team and to prove once again that it takes very little skill to just spam these and get lucky. Had there escorts not been running csv and their support ships running plasma and Grav, it would have been even worse. I took them off after that match to go back to a normal energy build.

    Btw, wtf kind of argument is it that tric's are ok for pug to use, but not for premades?

    Now try it without Dispersal Patterns (which is known to be bugged) and see what sort of reaction you garner.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • pottsey5gpottsey5g Member Posts: 4,239 Arc User
    edited October 2012
    You're saying there's things you can kill that a 7 beam can't?.... Are we talking pve here? And last time I checked pve was only a matter of who killed what fastest which means simple pure dps.
    In PvP I keep coming across people that can tank the cruiser beam boat due to strong shield tanks but die with shields up to the torp boat and high bleedthough. Likewise sometimes it?s the other way around and the beam boat kills what the torpedo boat cannot. Not tested the beam boat in PvE STF's yet although it worked well in SB24.
  • kapla1755kapla1755 Member Posts: 1,249
    edited October 2012
    If it's a bug - something glitched on my side - tied into the account - that would actually be pretty damn nifty. Changing that option only changes if they show when launched or when they've targeted somebody and started moving toward them...

    ...I had assumed that was the way it was for everybody. I've flown Torp/Mine Escorts where I've got front and rear Breen Clusters as well as DPB'ing a Trans launcher. Folks might pop the cluster before it expands - but folks flew right into that mine spam as if they were flying blind all the time.

    edit: Heck, I've seen folks doing the same thing I have to do in Gorn - slowboat, wait for them to appear, and frag them then...

    Forgot to post screens I took last night showing various mines being visible at 22km I'll post screens of my settings also. :)
    [SIGPIC][/SIGPIC]
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    kronosath wrote: »

    bitemepwe what do you mean about player ingenuity? Exploit the imbalances?



    INGENUITY.
    In this case someone took the Tric mines, long thought useless in combat before the changes, and with EWP, AMS and other legitimate game abilities and made them useful in combat.
    INGENUITY
    Leonard Nimoy, Spock.....:(

    R.I.P
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited October 2012
    kapla1755 wrote: »
    Forgot to post screens I took last night showing various mines being visible at 22km I'll post screens of my settings also. :)

    That's kind of twisted and has me ticked off... even earlier this morning, I'm flying along - watching another guy fly off to the side. There's no enemy ships. Then a moment later - the mines appear and start tracking him.

    It's weird that drones/fighters show without issue - but mines...meh. Somebody launches them, they're visible until they activate, and then they disappear. They do not reappear again until they've targeted somebody and begin to move toward them...

    Friendly mines - no issue - friendly DPB spam out the wahzoo will show on the screen. Enemy mines though - only as I described above.

    On the HUD tab:

    Region - Space
    Everything is set to On.
    Reticle is Outline.
    Standard Audio.
    Hide Tooltips.
    Astrometric are all on.
    Then everything down to my name/health is set to Always. Only the Always is checked, none of the other boxes are checked - just Always for everything down to the "Yourself" section. Those are set at Never.

    edit: I never bothered to click a friendly mine before - not sure why I didn't - but yeah, they're showing MES. So just a simple case that your Sensors are high enough to see through the MES, eh?
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited October 2012
    falloutx23 wrote: »
    So since the majority of ppl here in the forums seems to think these mines are fine, I decided to TRIBBLE around with them last night to see ppls reactions. To counter ppls argument I used as little skill as possible. I simply spammed dispersal pattern and put both my launchers on autofire and just let them launch every 30 secs despite where I was, if I had any tac buffs up, if I was sitting in a Grav well or plasma, etc. i did not change my spec at all and have ZERO points in projectiles. it only took two matches of insta-popping ppl before the heavy aoe team we were fighting started ******** about a "premade" team using tric's. I was the only person running tric's with absolutely no thought as to how or when I launched them and no points spec'd into them. Now imagine 4-5 ppl spec'd for them and actually using them effectively.

    Bad part of my experiment last night was that I think it may have caused tick0 to drop team right in the middle of the first match when they saw the first person get vaporized through shields. If your reading this, sorry bout that tick. Jam0 started yelling at me to take them off as well. It only took two matches to get the reaction I expected from the other team and to prove once again that it takes very little skill to just spam these and get lucky. Had there escorts not been running csv and their support ships running plasma and Grav, it would have been even worse. I took them off after that match to go back to a normal energy build.

    Btw, wtf kind of argument is it that tric's are ok for pug to use, but not for premades?
    bitemepwe wrote: »
    Now try it without Dispersal Patterns (which is known to be bugged) and see what sort of reaction you garner.

    He did...:rolleyes:
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • kapla1755kapla1755 Member Posts: 1,249
    edited October 2012
    That's kind of twisted and has me ticked off... even earlier this morning, I'm flying along - watching another guy fly off to the side. There's no enemy ships. Then a moment later - the mines appear and start tracking him.

    It's weird that drones/fighters show without issue - but mines...meh. Somebody launches them, they're visible until they activate, and then they disappear. They do not reappear again until they've targeted somebody and begin to move toward them...

    Friendly mines - no issue - friendly DPB spam out the wahzoo will show on the screen. Enemy mines though - only as I described above.

    On the HUD tab:

    Region - Space
    Everything is set to On.
    Reticle is Outline.
    Standard Audio.
    Hide Tooltips.
    Astrometric are all on.
    Then everything down to my name/health is set to Always. Only the Always is checked, none of the other boxes are checked - just Always for everything down to the "Yourself" section. Those are set at Never.

    edit: I never bothered to click a friendly mine before - not sure why I didn't - but yeah, they're showing MES. So just a simple case that your Sensors are high enough to see through the MES, eh?

    Mmm nope think I was on my tac at the time and I never put points into sensors on even my sci builds.
    But I'll be ingame in about 4hrs from now grab any mine type u have and pm me @kapla1755 will see if I can see mines u drop and snap some screens for comparision.
    [SIGPIC][/SIGPIC]
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited October 2012
    Yeah, it's not MES - because enemy mines show MES when launched and when tracking.
  • kronosathkronosath Member Posts: 0 Arc User
    edited October 2012
    bitemepwe for me it is not ingenuity for a weapon to do what it is supposed to do. Mines as a weapon should and must cause fear. Otherwise as I said they must not be called mines, by definition only.

    As for people complaining yes, changes always are not welcomed. My tac toon uses transphasic (I tried trics for 1 game but instead of focusing on using my cannons I tried to find the perfect time to deploy them and that frustrate me) and only just to feel a gap, my cannons are more than able to do damage and yes I was destroyed by trics, without complaining, I accept it because I understand the purpose of mines. I use trics in my science ship, torpedo and mine before this post started, because I do not have the mobility of the escort, the damage capacity of my escort and in the beggining just for the after effect.

    When I tested them with autofire, they were not affective, maybe I was not that lucky. For me the cooldown is 45sec, not 30 sec.

    There is a lot of material to read on mines and the power they have as a weapon (damage, morality effect) in real life that will blow your mind away. We are arguing about a subject in game that it does not do as any harm just destroy a graphic ship. Is there a scoreboard that I do not know. Something of a prize that you win if you are not destroyed by one? Or it is just pure selfishness that something messes with our perfect world in the game? But still remains a game and some times you win sometimes you loose, by mines, leeches, superior opponents/builds. Personally I would not loose my sleep over it. I will discuss it here, read opinions, argue and pass my time in order to clear my head from problems that really matter.

    My apologies for my "crescendo" and if I offended anyone indirectly. :D:D:D
    Fed Sci: Tethys U.S.S. Chronos Aionios, U.S.S. Denomon Gnosis {Fleet: HSF}
    KDF Eng: Boreas I.K.S. Demonon Nemesis {Fleet: HoS}
    Rom Sci: Crius I.R.W. Noctem Aeternus {Fleet: LoS}
    Fed Tac: Kronos U.S.S. Xibalba, I.S.S. Theogonia{Fleet: HSF}
  • skurfskurf Member Posts: 1,071 Arc User
    edited October 2012
    falloutx23 wrote: »
    So since the majority of ppl here in the forums seems to think these mines are fine, I decided to TRIBBLE around with them last night to see ppls reactions. To counter ppls argument I used as little skill as possible. I simply spammed dispersal pattern and put both my launchers on autofire and just let them launch every 30 secs despite where I was, if I had any tac buffs up, if I was sitting in a Grav well or plasma, etc. i did not change my spec at all and have ZERO points in projectiles. it only took two matches of insta-popping ppl before the heavy aoe team we were fighting started ******** about a "premade" team using tric's. I was the only person running tric's with absolutely no thought as to how or when I launched them and no points spec'd into them. Now imagine 4-5 ppl spec'd for them and actually using them effectively.

    Bad part of my experiment last night was that I think it may have caused tick0 to drop team right in the middle of the first match when they saw the first person get vaporized through shields. If your reading this, sorry bout that tick. Jam0 started yelling at me to take them off as well. It only took two matches to get the reaction I expected from the other team and to prove once again that it takes very little skill to just spam these and get lucky. Had there escorts not been running csv and their support ships running plasma and Grav, it would have been even worse. I took them off after that match to go back to a normal energy build.

    Btw, wtf kind of argument is it that tric's are ok for pug to use, but not for premades?

    lol, pugs are complaining about premades using something...that's nothing new. It's hardly something to base balance around. There are 100 different things that a premade could use against pugs to kill them that the pugs would bich about. And rightfully so, premades should fight premades, or at least pugmades, because there is no random pug team that will ever be able to challenge a well thought out premade, no matter what weapons either side is using. The fact that this time it happened to be tricobalts proves nothing.
  • houseofcritzhouseofcritz Member Posts: 185 Arc User
    edited October 2012
    skurf wrote: »
    lol, pugs are complaining about premades using something...that's nothing new. It's hardly something to base balance around. There are 100 different things that a premade could use against pugs to kill them that the pugs would bich about. And rightfully so, premades should fight premades, or at least pugmades, because there is no random pug team that will ever be able to challenge a well thought out premade, no matter what weapons either side is using. The fact that this time it happened to be tricobalts proves nothing.

    I guess next time we will queue up in the premades/pugmade queue.:rolleyes:
    [SIGPIC][/SIGPIC]
    Quote of the week:
    sollvax wrote: »
    a pure cannon build is always less effective than original starfleet specs

    correct build is as it comes out of the factory
  • stevehalestevehale Member Posts: 437
    edited October 2012
    Maybe Tric mines do need work. Add them to the long list of broken, poorly designed, TRIBBLE out there. But drop them to the bottom, in my opinion, because there is a lot worse in need of a lot more attention first.
    __________________________________________
    Foundry: Yet Another Borg Mission
    It's terrible but easy, and these Borg are way cooler than the mess STO and Voyager left us.
    May not actually be "way" cooler or even "slightly" cooler.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    webdeath wrote: »
    He did...:rolleyes:

    I said without DP.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    The Tric mine is too easy to fix.

    Ignores Dispersal Patterns.
    It remains a single shot weapon. Long CD.

    Players can still use the other mines and DP to spam as mine boats all they wish.

    No more 4+ Tric crits clouds.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • theindefatigabletheindefatigable Member Posts: 351 Arc User
    edited October 2012
    I vote very strongly against the nerf. Yes, I'm a tricobalt user (mainly in PvE though), and yes, I've done things in PvE with them that I've specifically avoided talking about on the forums in order to prevent this very discussion from happening; but as both a user and a target (in pvp) of these mines I say keep them the way they are. Before the patch allowing up to 4 to drop, hardly anyone was using these weapons. Now, they are hot...yes...but they are a lot of fun, and there are ways to avoid them in pvp. Players can and will adapt and then fewer people will bring them to pvp and we can all move on. If they nerf this, why not nerf runabouts, warp plasma/theta radiation, the temporal set, escorts in general...

    also remember that tricobalt weapons in general are not that fast and are weak against shielded targets.

    NO NERF PLEASE!!!
    [SIGPIC][/SIGPIC]
    Former/Cryptic Name: Captain_Hans_Langsdorff
    Founding member, Special Service Squadron
    "Fear God and Dread Nought." First Sea Lord, Adm. Jacky Fisher
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited October 2012
    Honestly, I am against removing Tric Mines from Dispersal Patterns, because this made them useful again.

    How ever, perhaps If a Tric mine is dispersal Patterned, it should have it's Crit capability removed. It still makes them devastating weapons, but at least they can't one shot half a team, if not maybe even a whole team if they are too close to each other.

    Also, Tricobalt Mines do splash damage to the deployer of the Mines. You just don't notice it as much since they are always away from the ship and your rarely close to the mines when they go off, unlike Tricobalt Torpedoes, where your usually flying towards an enemy when fireing them.
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
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