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The Practical Use of Tric Mines/Tipler Console

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  • paxottomanpaxottoman Member Posts: 0 Arc User
    edited November 2012
    webdeath wrote: »

    One of those Tricobalt Mines then not only hits, but CRITS..that means the remaining Tricobalt Mines will AUTOMATICALLY CRIT.

    The usual counters still work vs Mines of any Kind:
    Tractor Beam Repulsors
    Beam Target Subsystem: Weapons
    Phaser Proc vs Weapons
    Eject Warp Plasma
    Gravity Well
    Tyken's Rift
    Cannon: Scatter Volley
    Torpedo: Spread
    Beam: Fire At Will
    Deploying your own Mines.
    Deploying Pets
    Photonic Fleet
    Photonic Shockwave
    Scramble Sensors
    Anti-matter Spread
    <Insert other Console that causes AOE effects>


    Right so, they either lose the dispersal pattern on tricobalts or they nerf the damage. One of the two.

    I wouldn't really call it a bandwagon at this point, everyone wants this out of the way. Along with Power Siphons, SN Doffs and other stuff that's just outright messed up.

    I mean like you're telling people to go around educate people. Do you know how many people signed a petition to have PvP fixed in this game?

    Only 30.

    Not only were people too lazy to tell others about it, but truly did not believe in getting together and having a voice on something.

    So really, if you expect people to go around educating people, its really not going to happen. And don't get me wrong, InternationalPvP TS is always open to those that want to learn, but we've found it far and large difficult to teach the unwilling.

    The items you listed work to an extent.

    Here's what we've found out at TRH:
    TBR: We used this. It's simply not enough.

    Gravity Well is too localized - cool down time in junction with mines.

    Tykens isn't a direct counter to the mines but to the mine layer, however he doesn't need power to lay mines.

    Scatter volley - The mines have mask energy signature and are difficult to detect. Your scatter goes to waste if the mines are masked or behind you. You have sacrificed a lot of DPS to find mines, while they haven't.

    Torp Spread - Same thing with scatter, also not a concentrated fire brand. You sacrifice DPS while your opponent doesn't.

    FAW - Fires everywhere and misses about 40% of the time. And doesn't hit things that are masked. Beams going all over the place, no focus fire, you mind as well call it a 1hr+ tric mine fest because you can't focus fire.

    Your own mines are often destroyed by AOE explosion from 1 of the mines, not a big solution but maybe a reduction. 1 Tric takes an entire teams network of mines.

    Pets are often struck with the mines, but they do not solo absorb the hit. Your team mate will often try to avoid the mines, only to notice a set of them about to strike a set of Photonics/Pets, you're dead with the pets.

    Scramble sensors - It is because of your fleet a lot of fleets spec'd out of scramble sensors. The constant bickering of Husanak and others on these forums while invited them to test the SS bug made people spec out of it and overall made it into a frowned ability. Not one Critz member came to test this bug since they reamed and ranted whenever TRH ran scrambles, not one. It's still broken according to a lot of people.

    Anti Matter Spread - Also broken, evasive misfires when opposing team fires off an AMS.

    Web, we've been trying this stuff on a regular basis. We're noticing that even if you were to teach it to a bunch of new people or pugs, they wouldn't be able to use it with ease like the bombers do. Also, what's stopping them from using all that stuff on you? Nothing. Here's the other understanding, due to the extreme damage from the mines, you are sacrificing a lot of heals to deal with the mines. Again, you're fighting/finding mines while your opponent is idle doing things more logistically while you're entrenched for most if not the entirety of the match.

    I don't know why you would advocate the use of tric mines at their high damage rate, whilst Thales and the others from Critz would make it a standing rule not to use them. You don't like them, you know they're ridiculous, there's really no sense of adding fuel to the fire in terms of their lasting life line in PvP use. They're boring bombs dropped on people without effort or coordination, the average player will have no answer to it.

    A versed premade vs another versed one would undermine the other with tric kills in junction with conventional ones simply because of the damage output and/or lack of heals being used to deal with them.

    Either the dispersal goes, or their damage is reduced. That's all we want really.
    Turkish RP Heroes
    [SIGPIC][/SIGPIC]
  • upyournacelles2upyournacelles2 Member Posts: 197 Arc User
    edited November 2012
    paxottoman wrote: »
    I mean like you're telling people to go around educate people. Do you know how many people signed a petition to have PvP fixed in this game?

    Only 30.

    Not exactly a fair number since they shut the thread down, didn't they?
  • upyournacelles2upyournacelles2 Member Posts: 197 Arc User
    edited November 2012
    Wait, I could of swore you ripped a guy from TSI for using scramble sensors saying they knew that it was broken. Can't find the thread, but the guy was flying a carrier and you called him out on using SS
  • upyournacelles2upyournacelles2 Member Posts: 197 Arc User
    edited November 2012
    And the solution really is as simple as dc'ing tric's from DPB until they can fix the crit issues. Leave DPD in place to buff trics since its working the way it should. This way no one can really complain about tric's not having a tac ability that buffs them
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    eisenw0lf wrote: »
    Seperating Trics from Dispersal patterns would make them downright useless. A single tricobalt mine is so easily dealt with players would immediatly stop using mines again and it would be like half a year ago when only some newbies ever equipped mines on their ships.

    But I have to agree regarding the crit issue. This also affects other weapons like the Plasma DoT which can be equally deadly to low-hullpoint ships.

    Well the Devs could fix the DpB crit bug but the wait would only ruin Trics more from the nerfing instead of fixing......
    Leonard Nimoy, Spock.....:(

    R.I.P
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    And for the record, base Tricobalt mine damage has not been increased or buffed at all. They do the same range of damage as they alway have in the game, only the changes in Dispersal patterns have made mines more viable in combat.

    If they nerf the damage they make the mine just as useless as before.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • stevehalestevehale Member Posts: 437
    edited November 2012
    I like the craziness that Tricobalt mines add to the field. The problem I have is the way that all these other holds, disables, and various forms of spam make them almost impossible to avoid.

    What really needs to happen is that Tricobalt Torpedoes and Mines be boosted back to the way they were over a year ago when they couldn't be buffed by torpedo and mine skills. Back then they were almost perfect.
    __________________________________________
    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.
  • evilghost1026evilghost1026 Member Posts: 0 Arc User
    edited November 2012
    bitemepwe wrote: »
    And for the record, base Tricobalt mine damage has not been increased or buffed at all. They do the same range of damage as they alway have in the game, only the changes in Dispersal patterns have made mines more viable in combat.

    If they nerf the damage they make the mine just as useless as before.


    True, However, its a problem when a tac buffs up with alpha/omega/gdf/tac fleet and DPB3 and drops the tric mines. they hit between 20-50k+ damage per hit with AOE damage. i've seen a single DPB3 from an escort wipe out a full team in 1 set of mines. Like torpedo spread, or high yield, damage per mine should be dropped to compensate for the already very high damage tric mines already do.

    Nerf the damage % per mine for each additional tric mine added or take the mines off dispersal pattern.

    @Minitrckin08 Turkish RP Heros
    [SIGPIC][/SIGPIC]
  • omgrandalthoromgrandalthor Member Posts: 364 Arc User
    edited November 2012
    I have always hated those mines op little TRIBBLE best thing I can see is warp out don't let the noobs that use them get their dilith :P

    As far as the timeship console its like a miracle worker with a photonic officer 1 or a aux 2 bat doff basically it saves off 5 sec of your cool-down timers on your boff skills every 5 min don't see this being to op I kill time ships all the time

    Now one time ship ability needing a fix is the inversion field! Ever run into 3 to 5 of those ships spamming this yea they need to have a immunity for as long as the cool down of it so it can only be used by one ship at a time! You can just get 5 km away from the ship so one doing it is not so bad
  • mimey2mimey2 Member Posts: 0 Arc User
    edited November 2012
    True, However, its a problem when a tac buffs up with alpha/omega/gdf/tac fleet and DPB3 and drops the tric mines. they hit between 20-50k+ damage per hit with AOE damage. i've seen a single DPB3 from an escort wipe out a full team in 1 set of mines. Like torpedo spread, or high yield, damage per mine should be dropped to compensate for the already very high damage tric mines already do.

    Nerf the damage % per mine for each additional tric mine added or take the mines off dispersal pattern.

    Y'see, that is kinda the thing though. Two words:

    Tac buffs.

    Let's be honest, those things have been the inadvertant cause of a lot of nerfs and troubles in PvP, because they buff things people didn't think about them buffing. Like the more recent problem with mega-strong TBRs ticking for thousands of damage through shields.

    I'm not saying that the mines don't need a balance pass, I am just saying that it's just another problem brought up by a rather old issue. If it isn't tric mines now, it'll be something else later on.

    Nothing against tacticals as a class, but this has happened before, and will probably happen again.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    True, However, its a problem when a tac buffs up with alpha/omega/gdf/tac fleet and DPB3 and drops the tric mines. they hit between 20-50k+ damage per hit with AOE damage. i've seen a single DPB3 from an escort wipe out a full team in 1 set of mines. Like torpedo spread, or high yield, damage per mine should be dropped to compensate for the already very high damage tric mines already do.

    Nerf the damage % per mine for each additional tric mine added or take the mines off dispersal pattern.

    @Minitrckin08 Turkish RP Heros
    Now that is a good idea! and it saves the usefulness of Dispersal Patterns.
    mimey2 wrote: »
    Y'see, that is kinda the thing though. Two words:

    Tac buffs.

    Tac buffs should buff weapons and a mine is a weapon. Tac Buffs should not buff anything else in my opinion.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • paxottomanpaxottoman Member Posts: 0 Arc User
    edited November 2012
    Alright, so with the time console, tipler as well as the set where you reset everyone's cool down. It is far fetched to see anyone be able to deal with any tricobalt mines with their cool downs longer than tric mine deployment.

    We haven't got a response on any of this stuff yet. They wanted us to test, and give them feed back. Here it is.

    I feel as though a new batch of PvPers are about to leave this game.
    Turkish RP Heroes
    [SIGPIC][/SIGPIC]
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    paxottoman wrote: »
    Alright, so with the time console, tipler as well as the set where you reset everyone's cool down. It is far fetched to see anyone be able to deal with any tricobalt mines with their cool downs longer than tric mine deployment.

    Sounds like the problem lies with those items not being even remotely balanced for PvP and not Tricobalt mines per se to me.

    Nobody has felt exploited when somebody killed a player with a single Tricobalt mine and a well timed EWP or GW in a match, so I'm going with the new consoles still have that new, " slightly OP " skew to them that evidently is required to sell ships with consoles and this imbalance is why those consoles work with a DpB Tricobalt attack so well.

    I just can not lay blaim soley on the Tricobalt mine that has been laughed at until recently in PvP.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited November 2012
    bitemepwe wrote: »

    Sounds like the problem lies with those items not being even remotely balanced for PvP and not Tricobalt mines per se to me.

    Nobody has felt exploited when somebody killed a player with a single Tricobalt mine and a well timed EWP or GW in a match, so I'm going with the new consoles still have that new, " slightly OP " skew to them that evidently is required to gamble for lockbox ships with consoles and this imbalance is why those consoles work with a DpB Tricobalt attack so well.

    I just can not lay blaim soley on the Tricobalt mine that has been laughed at until recently in PvP.

    Sorry, I saw something that was abit more proper and had to fix it.. Your welcome. :P
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • paxottomanpaxottoman Member Posts: 0 Arc User
    edited November 2012
    bitemepwe wrote: »

    Sounds like the problem lies with those items not being even remotely balanced for PvP and not Tricobalt mines per se to me.

    Nobody has felt exploited when somebody killed a player with a single Tricobalt mine and a well timed EWP or GW in a match, so I'm going with the new consoles still have that new, " slightly OP " skew to them that evidently is required to sell ships with consoles and this imbalance is why those consoles work with a DpB Tricobalt attack so well.

    I just can not lay blaim soley on the Tricobalt mine that has been laughed at until recently in PvP.

    So you don't see anything wrong with a bug running tric mines in the back slots, 1 dispersal in the back + dual heavies in the front?

    Do you realize that's over 80k spike in 1 second?

    Dispersal pattern 1 drops 2 Tric mines, fully buffed they're generously lowered (for the sake of your argument) to 30k per mine. While masked energy signature active, with disable percs. And doesn't need to be aimed

    Then you got the dual heavies doing doing 5k per cannon across the front for about 20 seconds with a tactical fleet, GDF, APO and Alpha. So that's 5k x 4 = 20k x 20 400k damage + tric mines of 120k because he's able to lay two during that attack run due to cool down of running two of them.

    Difference between the mines and the cannons, is that cannons are not doing 60k (+critical) spike. The cannons are doing tops 20k spike, and that's if you're lined up with a target the whole time with your narrow 45 degree cannons. Mines don't need that effort, 60k spike effortlessly delivered.

    Just what exactly are you talking about when saying "oh it's not a problem, it's normal?" Just imagine yourself getting hit by 2 tric mines, 4 DHC, while your team's AOE to deal with trics is on cool down, messed up because of the time console bonus set. There is no heal in this game that can save you from that blast of 60k from mines 20k from cannons that's 80k damage in 1 second, 60k of it is from mines.. Oh, I forgot to add the other team's tric mines and damage to the mix. Good luck with that.

    Again, read the prior posts. This isn't about single tricobalt mines, we're asking if they're going to allow dispersal patterns then they should nerf the damage per mine. OR not allow the mine to be dispersed.

    Single mines are fine. When they're dispersed, it becomes a big problem.

    Lol what's going on here, was the video not enough evidence to point out the day in day out of tricobalts mines being used in the demeanor they are in the queues like in the video? This posts explains the reality of that amount of damage being delivered in the queues today.

    Wow, you guys can't let go of stuff, that's ridiculous.
    Turkish RP Heroes
    [SIGPIC][/SIGPIC]
  • echodarksidedechodarksided Member Posts: 0 Arc User
    edited November 2012
    Having a hard time seeing any problem here except the Tipler console and the way mines work with it.

    Lots of new tactics with mines being discussed. Nothing here is OP except the Tipler + mine combination.
  • devorasxdevorasx Member Posts: 693
    edited November 2012
    paxottoman wrote: »

    There is no heal in this game that can save you from that blast of 60k from mines 20k from cannons that's 80k damage in 1 second, 60k of it is from mines.. Oh, I forgot to add the other team's tric mines and damage to the mix. Good luck with that.

    Yes there is! Its called RSP! :D

    Not that im a fan of using it.
    Co-founder of The Spanish Inquisition TSI - Cause no one expects it!

    PaxOttomana: gawd mirror event is like fighting a tsi premade, they keep comin and comin!
  • paxottomanpaxottoman Member Posts: 0 Arc User
    edited November 2012
    devorasx wrote: »
    Yes there is! Its called RSP! :D

    Not that im a fan of using it.

    LoL Devoras..

    You're going to hit RSP how many times every 30 seconds? Much less anticipate the tric mine + dual heavy cannon strike?

    It would seem like a jittery situation to constantly have your finger over the RSP buff in these kinds of situation.

    Nonetheless, let's entertain the idea say you do have RSP abundantly usable. It's not something that will save you from 80k spike. Know why? By the time you go for the RSP buff, you're dead. Know why? Because it's 80k lol, RSP is usually hit when you're going down, not when you're instant popped.

    Which reminds me, the disable effect from say 1 tric will grey out your RSP. The second tric hits you then, and the cannons finish you off. Or how about it's on cool down because you miraculously anticipated the last tric bomb 30 seconds ago, OR it's on cool down because of time ship consoles lol. Disable can last up to 3 seconds. RSP has an activation time of 1 second. LoL So who are we kidding here?
    Turkish RP Heroes
    [SIGPIC][/SIGPIC]
  • devorasxdevorasx Member Posts: 693
    edited November 2012
    paxottoman wrote: »
    LoL Devoras..

    You're going to hit RSP how many times every 30 seconds? Much less anticipate the tric mine + dual heavy cannon strike?

    It would seem like a jittery situation to constantly have your finger over the RSP buff in these kinds of situation.

    Nonetheless, let's entertain the idea say you do have RSP abundantly usable. It's not something that will save you from 80k spike. Know why? By the time you go for the RSP buff, you're dead. Know why? Because it's 80k lol, RSP is usually hit when you're going down, not when you're instant popped.

    Oh im not saying its a good or viable counter, but RSP is THE counter to such a devastating attack. And besides, if a player is able to predict a certain outcome, spikes like that CAN be negated, though seldom.
    Co-founder of The Spanish Inquisition TSI - Cause no one expects it!

    PaxOttomana: gawd mirror event is like fighting a tsi premade, they keep comin and comin!
  • paxottomanpaxottoman Member Posts: 0 Arc User
    edited November 2012
    devorasx wrote: »
    Oh im not saying its a good or viable counter, but RSP is THE counter to such a devastating attack. And besides, if a player is able to predict a certain outcome, spikes like that CAN be negated, though seldom.

    It's actually not, because 80k spike will not give you a chance to use it. lol.
    Turkish RP Heroes
    [SIGPIC][/SIGPIC]
  • devorasxdevorasx Member Posts: 693
    edited November 2012
    paxottoman wrote: »
    It's actually not, because 80k spike will not give you a chance to use it. lol.

    Then situational awarness comes into play, being able to predict incoming spikes.
    Co-founder of The Spanish Inquisition TSI - Cause no one expects it!

    PaxOttomana: gawd mirror event is like fighting a tsi premade, they keep comin and comin!
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    paxottoman wrote: »
    So you don't see anything wrong with a bug running tric mines in the back slots, 1 dispersal in the back + dual heavies in the front?

    Since DpB is bugged and crits all mines, thats an issue.

    Otherwise No.
    I find no issue with a Bugship running that set-up if all things where functioning in a balanced format. The same build can be run on a Defiant, raptor, Vet Ship, B'rel or any number of escort/escort-like vessels that exist ingame.

    Dual heavies are fine with me as they are ingame. I have no issue with them at all.

    Tricobalt mines are fine the way they are, only DpB/DpA need to be fixed to work with them in a fair fashion.
    Minitruckin suggested the best fix so far, make the damage of DpB/DpA become dived among teh number of mines so as more mines are produced the damge is lower per mine. Fix the Crit issue and the grief over DpB goes away.
    Dispersal pattern 1 drops 2 Tric mines, fully buffed they're generously lowered (for the sake of your argument) to 30k per mine. While masked energy signature active, with disable percs. And doesn't need to be aimed
    They sure do have to be timed though or they miss entirely as your foe flies by them during thier prep phase. Of course one could use EWP, TB, VTR, GW, TyR or a whole slew of abilities to solve that issue and hold the foe while it preps.
    Does this mean EWP, TB, VTR, GW and TyR are OP as well becuase someone learned how to use them with a weapon?
    Just what exactly are you talking about when saying "oh it's not a problem, it's normal?"
    The use of a single Tricobalt mine as I mentioned is normal. Why? becuase nobody ever bitched as loud as this over a single Tricobalt hit in PvP.

    Frankly you seem to be so busy trying to convince everyone how evil tricobalts mines are that I believe you are overlooking the simple fix that has been offered many times and would solve the issue.
    Single mines are fine. When they're dispersed, it becomes a big problem.
    Which is what I have been saying since day one of this particular issue.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • evilghost1026evilghost1026 Member Posts: 0 Arc User
    edited November 2012
    mimey2 wrote: »
    Y'see, that is kinda the thing though. Two words:

    Tac buffs.

    Let's be honest, those things have been the inadvertant cause of a lot of nerfs and troubles in PvP, because they buff things people didn't think about them buffing. Like the more recent problem with mega-strong TBRs ticking for thousands of damage through shields.

    I'm not saying that the mines don't need a balance pass, I am just saying that it's just another problem brought up by a rather old issue. If it isn't tric mines now, it'll be something else later on.

    Nothing against tacticals as a class, but this has happened before, and will probably happen again.


    If you watched Pax's video he linked (http://www.youtube.com/watch?v=kVKA625XUf4&feature=plcp) , you would also know its not just tacs that have the power to have very high crits from these trics. In the video, there are 2 sci ships using the tric mines. Against FIVE people. These two players were winning against the whole team on the other side. because they used tric mines. Say they did have support from the other players on their team. they wouldnt have died at all, or if there were 5 people all running trics, even if it was all sci's, the damage is davastating.

    Nerf the damage % per mine for each additional mine dispersed...
    -15% each for 2, -25% each for 3, -35% each for 4 mines.


    At least that way you wouldnt have to worry about a whole team being wiped out from a single players tric mine blasts. while still keeping them very powerful

    @Minitrckin08 Turkish RP Heros
    [SIGPIC][/SIGPIC]
  • kapla1755kapla1755 Member Posts: 1,249
    edited November 2012
    [/Quote]
    Tricobalt mines are fine the way they are, only DpB/DpA need to be fixed to work with them in a fair fashion.
    Minitruckin suggested the best fix so far, make the damage of DpB/DpA become dived among teh number of mines so as more mines are produced the damge is lower per mine. Fix the Crit issue and the grief over DpB goes away.

    They sure do have to be timed though or they miss entirely as your foe flies by them during thier prep phase. Of course one could use EWP, TB, VTR, GW, TyR or a whole slew of abilities to solve that issue and hold the foe while it preps.
    Does this mean EWP, TB, VTR, GW and TyR are OP as well becuase someone learned how to use them with a weapon?

    Frankly you seem to be so busy trying to convince everyone how evil tricobalts mines are that I believe you are overlooking the simple fix that has been offered many times and would solve the issue.[/QUOTE]

    Perhaps the same way torp spread/torp HY speads the damage over torps deployed but would this not nerf all other mine types?
    [SIGPIC][/SIGPIC]
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    kapla1755 wrote: »
    Perhaps the same way torp spread/torp HY speads the damage over torps deployed but would this not nerf all other mine types?

    Only if they go the easy route and apply it to all mines. Otherwise I think its a great idea if it spreads the Tricobalt damage out over many mines rather than multiplying the damage among many mines.
    Of all the ideas I like minitruckins the best.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • kapla1755kapla1755 Member Posts: 1,249
    edited November 2012
    Not to be negative but fixes always seem to be done the easy way first until the unintended problem rears its ugly head ;)

    BTW.. According to tribble notes we can get fleet b'rel @tier 5 and fleet veranus soon :)
    HAPPY HUNTING ALL hope u had a good holiday
    [SIGPIC][/SIGPIC]
  • playhard88playhard88 Member Posts: 733 Arc User
    edited November 2012
    I tried trico mines today, they are so unbalanced, blow some 100% heal ships using DPB.

    DPB + [crth]x3 mine = free kill
    John Sheridan@playhard88 - FED Tactical
    Vin Naftero@playhard88 - FED Sciencie
    K'tan@playhard88 - KDF Tactical
    Argento@playhard88 - RRF Tactical (FED)
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    kapla1755 wrote: »
    Not to be negative but fixes always seem to be done the easy way first until the unintended problem rears its ugly head ;)
    Yeah. Thats my fear for Tricobalts and DpB/DpA and it will mean this issue will linger.

    BTW.. According to tribble notes we can get fleet b'rel @tier 5 and fleet veranus soon :)
    HAPPY HUNTING ALL hope u had a good holiday

    The B'rel advanced BoP with advanced battle cloak as a T5 fleet ship is worth it if, and only if, they do not gimp the stats severly to make it useless.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • mimey2mimey2 Member Posts: 0 Arc User
    edited November 2012
    If you watched Pax's video he linked (http://www.youtube.com/watch?v=kVKA625XUf4&feature=plcp) , you would also know its not just tacs that have the power to have very high crits from these trics. In the video, there are 2 sci ships using the tric mines. Against FIVE people. These two players were winning against the whole team on the other side. because they used tric mines. Say they did have support from the other players on their team. they wouldnt have died at all, or if there were 5 people all running trics, even if it was all sci's, the damage is davastating.

    Nerf the damage % per mine for each additional mine dispersed...
    -15% each for 2, -25% each for 3, -35% each for 4 mines.


    At least that way you wouldnt have to worry about a whole team being wiped out from a single players tric mine blasts. while still keeping them very powerful

    @Minitrckin08 Turkish RP Heros

    I admit, I forgot about that when I made my post.

    True that non-tacs can hit mega-damage, but I stand by my point about tac buffs being an underlying cause of some other problems, though I do give on this not being one of em.

    That aside, let trics have a nerf, that's fine. I love using them, and will defend them, and am ok with a nerf, but only to a point, not just being made useless. Your idea, or the idea of removing them from Dispersal patterns seems ok to me. But just one, not both removing them, and reducing their damage.

    Honestly, the bigger issue I see is the Tipler console itself. That turns a very powerful set of mines into an unavoidable, and uncounterable death. Even if tric mines took a nerf, the Tipler console would still be exactly as powerful as it is now.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • evilghost1026evilghost1026 Member Posts: 0 Arc User
    edited November 2012

    Nerf the damage % per mine for each additional mine dispersed...
    -15% each for 2, -25% each for 3, -35% each for 4 mines.



    This Happened to me tonight in kerrat from a B'rel using the mines

    [1:54] [Combat (Self)] Tricobalt Mine deals 48486 (102923) Kinetic Damage(Critical) to you with Mine Explosion.


    [1:54] [Combat (Self)] Tricobalt Mine deals 106022 (136664) Kinetic Damage(Critical) to you with Mine Explosion.

    [1:54] [Combat (Self)] Tricobalt Mine deals 114057 (147021) Kinetic Damage(Critical) to you with Mine Explosion.

    [1:54] [Combat (Self)] Tricobalt Mine deals 58739 (116139) Kinetic Damage(Critical) to you with Mine Explosion.


    If you are someone who says this isnt OP, somethings wrong. These mines were laid on KDF spawn at reset and killed 8 feds instantly. In the pvp queues, this basically does the same thing to a team, from a SINGLE dispersal pattern. In kerrat, it may be funny at times watching 10 feds die instantly, but it gets old, and in the queues, its extremely lame. It takes very little skill to wipe a full team out with tricobalt spam and then to call it a "win". These Mines deserve a pass over by the devs with balancing them. At least nerf the damage per additional mine dispersed for tricobalts.

    It is possible that nerfing the dispersal pattern would lower the damage per mine for every other type of mine used, which i dont think needs to happen. Only the tricobalts really need a balance pass. if its not possible to nerf the individual additional tricobalt mine that gets dispersed, then either reduce the damage of the tricobalt mine in general, or take the tricobalts off of dispersal pattern

    And, Fix the critical's of all mines that are dispersed from a single dispersal pattern. if a single mine crits, there should not be a guarantee that all the mines dispersed will crit. each mine should have its own crit chance


    @Minitrckin08 Turkish RP Heros

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