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Nerf to tricobalt and Temporal Disruption Device

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  • humblesheephumblesheep Member Posts: 423 Arc User
    edited February 2013
    I suppose I ought to thank Cryptic. After a couple of, post nerf, very disappointing STFs, I have ditched my tric build and gone for an all cannon and turret build instead. Amazingly, I am killing borg faster than ever before! Though I must say I miss the challenge of the fast attack run, timing 4 mines and a high yield torp just as the shields go down. It was so rewarding when you got it just right!
  • totenmettotenmet Member Posts: 592 Arc User
    edited February 2013
    Cryptic claims DPS is the same. This is not true because e.g. dispersal pattern beta's cooldown is not reduced and still 30 seconds.

    http://sto-forum.perfectworld.com/showthread.php?t=550321
    Updated Tricobalt Mines & Triciobalt Torpedoes:

    Reduced the cooldown of both of these weapon types from 60sec to 30sec.
    Their damage has been halved as a result of this cooldown reduction, keeping their Damage-per-Second constant.
    The shared Cooldown on multiple Tricobalt Mines has been reduced from 30sec to 15sec.
    The shared Cooldown on multiple Tricobalt Torpedoes has been reduced from 30sec to 15sec.
    The global Cooldown for all Tricobalt devices has been reduced from 15sec to 5sec.
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited February 2013
    What I'm saying is ONLY fed escorts benefit from this change. You can drop dispersal 3 tricobalt matching the timer of the mine which matches the timer of every other torpedo and energy weapon setup.

    translation: massive dps boost to speedy ships that fight and tank. Aka, fed escorts not the cloak capable KDF that do not.


    But in any case, these devs will never admit their federation-bias so its a moot point. The mines will remain as they are and KDF takes one more in the rear end.


    Its getting crowded back there...

    No, technically if you were only using one tricobalt mine launcher and one attack pattern then you would actually have the same DPS. As per my original post (Post #1 in this thread), it's when you have more than one tricobalt mine launcher does your DPS drop. Mainly because you global cooldown is half of the cooldown for a dispersal pattern.
  • eclipsoreclipsor Member Posts: 93 Arc User
    edited February 2013
    This nerf is the worst thing Ive yet experienced in the game.
    Before that, I had a FUN build which in short could be described as Chell Grett + 2 x XII purple trico mines, GW I, TSIII, AP beta I, and DP beta III. What I did was pop a GW on a bunch of enemies, do evasive manouvers flying through that, drop mines with DPBIII, and add TSIII + APbeta to spread the debuff. The results were quite amusing to watch. It was able to wipe out an entire incoming wave in systems of Tau Dewa, was able to wipe out 3 chellgretts at a time, it blew up cubes in red alerts in one DPBIII mine drop, and even an entire group of intact ships in mirror invasion with crit (no crit just left them seriously severed). I had lots of fun with this vessel, even though Im an engie and I lack skills that tacs have to make a proper bomber build. It certainly wasnt OP, because the mines are very fragile. This build was useless against Tholians, who BFATW all the time, worked half-good against Terrans, who also BFATW and have annoying Tbeam repulsors. Not to mention that if the teammate blows up a ship in GW the resulting warp core breach just wipes the mines out. But when it worked, it was amazing.
    After the update, I wasnt even able to take out one chellgrett with 4 mines. What a ripoff. It was an exotic build, which was fun to use before the update. Now you took my fun away. :mad: For me, the ship is useless now.
    And let me remind you, that I havent stopped playing this game yet mainly because its fun. The less fun I have, the less I want to play it. Which also means that Im less eager to become a "gold account".
  • zanzonezanzone Member Posts: 1 Arc User
    edited February 2013
    -_-
    i cannot get the criptic policy focused on make me frustrated
    i enjoyed playing with tricos and TDD, but now... almost my entire spec AND expensive consoles-TDD-launchers i bought have no sense.
    good work cript, keep this way
    meanwhile i'll look for more correct games
  • lordkratos1974lordkratos1974 Member Posts: 0 Arc User
    edited February 2013
    i too purchased the complete Temporal Set for my destroyer & science vessel. Now i feel ripped off. I recently bought the Jem Dreadnought & Heavy destroyer, very nice ships but, im sure someone will come along & say that something about them is OP'ed & you will nerf it too huh? When you do, you will lose a paying costumer. Im at the point of going away from this game over your stupid decision making. No point in buying this expensive ships & gear only to have it nerfed a few days later. Whats the point in making these unique ships & equipment thats obviously BETTER than any common stuff you get from any random mission. YOU ARE A THIEF in my book. INDIAN GIVER.
  • xionstrykexionstryke Member Posts: 0 Arc User
    edited February 2013
    Well, seeing the Temporal Disruption Device power restored is needed, but, could they maybe let it keep the new 30second cooldown on its High-Yield/Spread? (previously 1 minute)

    This gave me a reason to start using High-Yield II again.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited February 2013
    xionstryke wrote: »
    Well, seeing the Temporal Disruption Device power restored is needed, but, could they maybe let it keep the new 30second cooldown on its High-Yield/Spread? (previously 1 minute)

    This gave me a reason to start using High-Yield II again.

    Last time I checked, the Temporal Disruption Device had a 20 second cooldown, not 1 minute. As a result, 30-second cooldown change would nerf the device further.
  • thepopeofbeersthepopeofbeers Member Posts: 118 Arc User
    edited February 2013
    shar487a wrote: »
    Last time I checked, the Temporal Disruption Device had a 20 second cooldown, not 1 minute. As a result, 30-second cooldown change would nerf the device further.

    The TDD does have a normal 20 second cooldown, but prior to the 2/14 patch, its cooldown increased to 60 seconds after using BOff abilities like Torpedo Spread or HY. Now the cooldown only increases to 30 seconds. I don't think the cooldown should increase at all, but 30 seconds is a lot better than 60.
    [SIGPIC][/SIGPIC]
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited February 2013
    The TDD does have a normal 20 second cooldown, but prior to the 2/14 patch, its cooldown increased to 60 seconds after using BOff abilities like Torpedo Spread or HY. Now the cooldown only increases to 30 seconds. I don't think the cooldown should increase at all, but 30 seconds is a lot better than 60.

    That 60-sec TDD cooldown post-torp-ability sounds like yet another unintended consequence of copy/pasting older TCD code.

    Based on the above, it sounds like Cryptic was doing a lot of coded routine-sharing between supposedly different torpedo types. While this helps keep program libraries compact, it does generate a cascade of errors when something goes wrong.
  • mozohamozoha Member Posts: 82 Arc User
    edited February 2013
    I guess we are supposed to play with canons. This is a bad decision.

    A well timed tric run was fun, and no more op than a buffed canon run but whatever. Furthermore with the decreased timer=more spam to widdle opponents, like we needed more stuff on screen.
  • thepopeofbeersthepopeofbeers Member Posts: 118 Arc User
    edited February 2013
    shar487a wrote: »
    That 60-sec TDD cooldown post-torp-ability sounds like yet another unintended consequence of copy/pasting older TCD code.

    Based on the above, it sounds like Cryptic was doing a lot of coded routine-sharing between supposedly different torpedo types. While this helps keep program libraries compact, it does generate a cascade of errors when something goes wrong.

    Yup, I think you've hit it on the nose. I've submitted bug tickets, posted feedback on the Tribble subforums, and I thought this weird sync between tricobalt torpedoes and the TDD might get resolved after the unintended damage nerf, but nope.

    Oh well. There's not much more I can do.
    [SIGPIC][/SIGPIC]
  • carnivottcarnivott Member Posts: 2 Arc User
    edited February 2013
    Cryptic, please fix the Temporal Disruption Device so that it performs like a premium item: Reduce the reload time or increase the damage.
  • jarheardjarheard Member Posts: 0 Arc User
    edited February 2013
    IF I MAY ....


    till the trico's +spread was in use Escorts in general and BUGS especially had an easy life

    go on the far 90 degrees back arc of a cruiser-> shadow its movements from there -> alpha strike while ganging up 2+ ships on that side ==== I WIN ==== NO THINKING PVP STYLE:(

    when Smart :) people started using trico spread to stop tractor danubs and ganging up escort on the back here came a new play to the game :

    cruiser shooting -> escorts and bugs try to gang up on the back 90 degrees arc -> ganging up group starts firing and get close..very close thinkin they had a sure win -> SPREAD III BUFFED TRICOS = > escorts runnin away wounded or dead ==== NEXT TIME THINK B4 U MINDLESSLY GANG UP ON A SHIP THINKING OF AN EASY WIN

    previous result = ENCOURAGE SMART PVP PLAY

    current result = BACK TO MINDLESS TAPPING OF BUTTONS IN "SHIPS OF THE LINE STYLE" :eek:

    plz oh plz explain to me the smarts behind it .

    tricos are only near wep,take ages to lock -> basically Tricobalts have always been a high risk / high reward weapon...or a great last line of defence wep agains escorts and OP pets like tractor danubs.

    so instead of preventing them all to crit together , play more with them chasing a target once they are locked on it you just killed them

    now every escort on ur back knows for sure that even with all consoles buffing up ur dmg there is no way u can blow them up , no way to danger their firing approach ->
    RESULT -> no point bringing tricos to battle , and mindless escort players get to be the only OP 16k dps vehical on the area ..no regard to maintaining distance from target because target cant do anything to u no more.
  • vamankvamank Member Posts: 366 Arc User
    edited February 2013
    I think this Nerf is terrible. I will be rethinking how much I play in the future because of it.
    Admiral%20sig%202.png
  • totenmettotenmet Member Posts: 592 Arc User
    edited February 2013
    When wil Cryptic come to senses and rollback the tricobalt change? They have taken away a specific gameplay element with the tric nerfing.

    There are already mines that can be spread dumped in shorter time. No need to do do the same with tricobalts.

    Instead of encouraging different play styles, cryptic is equalizing gamestyles. If everything is becoming the same more and more this game gets boring.:mad:
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited February 2013
    Many here agree that the global tricobalt nerf was a terrible idea. If Cryptic really wanted to fix Tricobalt mine spike, all they had to do was prevent tricobalt mines from working with dispersal patterns as was the case in Season1.
  • anelkanelk Member Posts: 38 Arc User
    edited February 2013
    Diversity and variations are the key for any MMO game to succeed.
    I used to be a big fan of tric mining in my KDf B'rel. Thanks to this pointless and down right stupid nerfing, my 2000 C investment just got rendered useless. The Br'el I had was a torpedo and mine stealthbomber. No cannons or lasers at all since with a mere 24k hull and barely any shields. well you get the idea. :P

    This was a fun gamestyle in PvE, worked in most scenarios, including kicking the Borg where it hurted. But now... I think I'm retiring from this game.
    Over the past year, since the Free 2 Play conversion and the new ZEN policy.
    It's just not worth my time and money any more. A game has one single purpose for us players and that is to be entertaining. I do NOT find gliding around with cannons and 2x rapid fire going with pattern Omega entertaining. Effective, yes, but oh so boring.

    Restore the trico mines spike damage. They were just fine the way they worked when they were at their best. Also fix Plasma torps, players plasma is ineffective as of today. Borg plasma is stupid overpowered. Grabted, Elite shoud be difficult, but it's not one bit entertaining to pay good money for a exceptional tank/engineer build only to get one-shotted no matter what the hell you do! I'm not only thinking about the gates invis supertorp someone mentioned here, the TAC Cubes as well as Donatra and the queens matrix ships, they are all capable of one-shotting any build at their leisure.
    This game has become all about cannon spamming in escorts. If I wanted a regular shooting game, I'd look elswhere. Bring the Star Trek back into Star Trek Online.
    More tactics, more diversity, less spaming, more planning. When did Captain Janeway ever had to worry about firepower? Or Kirk in the days, who barely spent any time at all in the spaceship. it was ground... Where is our ground adventures? So far I seen only more shooting, shooting and fighting = boring.

    End of rant.
  • totenmettotenmet Member Posts: 592 Arc User
    edited February 2013
    anelk2 wrote: »
    Diversity and variations are the key for any MMO game to succeed.
    I used to be a big fan of tric mining in my KDf B'rel. Thanks to this pointless and down right stupid nerfing, my 2000 C investment just got rendered useless. The Br'el I had was a torpedo and mine stealthbomber. No cannons or lasers at all since with a mere 24k hull and barely any shields. well you get the idea. :P

    This was a fun gamestyle in PvE, worked in most scenarios, including kicking the Borg where it hurted. But now... I think I'm retiring from this game.
    Over the past year, since the Free 2 Play conversion and the new ZEN policy.
    It's just not worth my time and money any more. A game has one single purpose for us players and that is to be entertaining. I do NOT find gliding around with cannons and 2x rapid fire going with pattern Omega entertaining. Effective, yes, but oh so boring.

    Restore the trico mines spike damage. They were just fine the way they worked when they were at their best. Also fix Plasma torps, players plasma is ineffective as of today. Borg plasma is stupid overpowered. Grabted, Elite shoud be difficult, but it's not one bit entertaining to pay good money for a exceptional tank/engineer build only to get one-shotted no matter what the hell you do! I'm not only thinking about the gates invis supertorp someone mentioned here, the TAC Cubes as well as Donatra and the queens matrix ships, they are all capable of one-shotting any build at their leisure.
    This game has become all about cannon spamming in escorts. If I wanted a regular shooting game, I'd look elswhere. Bring the Star Trek back into Star Trek Online.
    More tactics, more diversity, less spaming, more planning. When did Captain Janeway ever had to worry about firepower? Or Kirk in the days, who barely spent any time at all in the spaceship. it was ground... Where is our ground adventures? So far I seen only more shooting, shooting and fighting = boring.

    End of rant.

    Indeed I noticed I spend far less time ingame since the tricobalt nerf change. Because I do not feel the same level of fun with my ship now. I play games to have fun, being able to prepare a heavy damage spike gave me a powerfull good feeling.

    This tricobalt nerf feels like being forced playing with one hand on my back. Not cool from Cryptic. :(
  • tc10btc10b Member Posts: 1,549 Arc User
    edited February 2013
    I swapped out my Tricobalts for Quantums, saw a measurable increase in my damage capability. Don't see the point in Trics on either my cruiser or my sci ship.

    Once again it would appear to be a nerf to something because of over zealous tactical captains doing what is deemed "too much" damage.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited February 2013
    Well, they are going to restore the Temporal Disruption Device and Bioneurals in the next patch tomorrow, so there's that at least.
    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.
  • tc10btc10b Member Posts: 1,549 Arc User
    edited February 2013
    I didn't realise they had nerfed the bioneural as well. I thought that these C Store/Lockbox weapons were exempt from nerfing. Guess that's why they changed it back.
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited February 2013
    tc10b wrote: »
    I didn't realise they had nerfed the bioneural as well. I thought that these C Store/Lockbox weapons were exempt from nerfing. Guess that's why they changed it back.

    oh no, they're not; quite a few store things have been smacked with the nerf-bat in the past, the aceton assimilator being a popular example; don't know about lockbox stuff though
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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  • xionstrykexionstryke Member Posts: 0 Arc User
    edited February 2013
    mimey2 wrote: »
    Well, they are going to restore the Temporal Disruption Device and Bioneurals in the next patch tomorrow, so there's that at least.
    Here's hoping the High-Yield TDD cooldown stays at 30 seconds (or better, to a sane 20)
  • helmutkohlhelmutkohl Member Posts: 1 Arc User
    edited February 2013
    Bring back our old Tricobalt mines, buarp. You ruined them and the Brel is a piece of **** now. A lot of ppl have been TRIBBLE****ed by your fix for nothing. It took a lot of time to get the skills, items and timing right to make tricos work to maximize their power. Especially at shields they are not much worth. This is a big TRIBBLE up. Now we probably all have to go back to cannon rapid fire 3, sitting like lame ducks and spreading **** like 99 % of all other players. How fascinating...

    PicardDoubleFacepalm-1.jpg?1316330080

    ****ing img tags aint working, ****.
  • totenmettotenmet Member Posts: 592 Arc User
    edited February 2013
    Please undo the changes made to tricobalt. DPS only with DHC is boring.
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited February 2013
    I really don't like the additional nerfs to Tricobalts.

    Before Season 5, Tricobalts were meant as a Very Heavy Kinetic Device that the MKX's with around 26,000 listed damage.

    Then they were changed so Tricobalt Mines worked with Mine Patterns, and Devices worked with High Yield and Torpedo Spread, which mandaged their high damage values to be reduced so the High Yield Tricobalts would equate to the original Tricobalt Device damage values.


    But in the last month, because people were using Tricobalts with Mine Patterns to solo STFs and other PvE missions that they were now regarded to be "too good" and was nerfed even more. And to me, Cryptic has nerfed them beyond nerfed.

    Right now, the Tricobalts with High Yield barely hit as half as they use to, and is more efficient to use Quantums for pure DPS. But ironically the Borg V'ger Torpedoes can hit as well as the old Tricobalts.



    So I would like Cryptic to revert the Tricobalts to their original damage value, people played them because of those Big Bangs. And if Mine Patterns made Tricobalt Mines too good, then you (the dev team) should've limited Tricobalt Mines or reverted them where they didn't work at all with Mine Patterns.

    In short, you guys should've left Tricobalts alone, they were fine as they were.
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