Tricobalt torps are one of the weapon types that were awesome when they first arrived in the game but have seriously fallen out of favor due to the slow rate of fire, slow speed to target, and potential splash damage to the user.
The Vaadwaur cluster tricobalt torp was a good attempt to revisit tricobalt, but I'd really like to see the devs work on improving tricobalt so that it sees more play in the game.
I'd love to see a reduction to the native recharge on tricobalts ... 30 seconds (or 45 seconds for the Vaadwaur torp) is just too much. A good photon torpedo build can dish out crazy high damage with multiple high-yield photon torpedo barrages before a tricobalt build can even get a second torpedo to launch.
I know there is a duty officer that speeds up standard tricobalt torps, but even that buff isn't enough to make tricobalts worthwhile.
I'd also love to have the devs bring us a console that specifically helps torpedo builds ... maybe a console that adds kinetic damage resistance, adds critical damage to all torpedoes and prevents splash damage from our own torpedoes from damaging our own ship.
If anyone thinks tricobalts need to remain as slow as they are because "they deal too much damage," I'd like to point out that my fully buffed torpedo boat using the Terran Task Force Photon Torpedo regularly dishes out critical hits of more than 270,000 kinetic damage ... from a single torpedo hit ... multiple times in a single PVE or PVP match!
I'm not saying that photons should be nerfed. Gawd, you really have to work to make a torpedo build dish out similar DPS to a beamboat. I'm just saying that most players don't use tricobalt (for the reasons I mentioned) and I'd like to see the devs do something to motivate players to use tricobalt torps.
I'd really like to see tricobalt back in the meta for serious players.
In the immortal words of Captain Sisko: "It may not be what you believe, but that doesn't make it wrong."
Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
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- Easily destroyed
- Often misfires, going on cooldown but not popping a torpedo.
Can any improvement really matter if the first two aren't adressed?
But yeah the misfire bug makes them pretty much useless so this should be the first issue to be adressed.
Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
cant comment on mines since i only use the nukara web mine.
Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
Return Tricobolts to the role of high risk high reward torpedo. Use them once in a long while, but get a huge alpha strike as a payoff if they actually hit. Doing anything else with them ever leaves them underwhelming, as they are now, or fails to distinguish them as any different from other torps.
Oh and for the love of Q don't try and fix them with a doff again. Using a doff or a trait slot to enhance just one weapon to anything other then OP is a horrible waist of a slot.
It has the same problem. The torp misfire bug doesn't just occur with targetable torps, it effects some abilities as well. If your target dies, leaves weapon range, or leaves your targeting arc in the time between using the torp/ability and your instruction to use it being confirmed by the server then the torp/ability goes on cooldown but nothing happens.
Typically this effect is noticed most on torpedos, as these can be placed on auto fire, and thus will be triggered when an enemy is still on the very edge of your targeting arc, and may not therefore still be there when the server acknowledges the abilities use.
The reason your less likely to see this on the Hyper plasma torpedo is that your more likely to put this in the front of your ship. Tricobolts, with longer reuse time are often put in the rear, and people swing around to fire them, then swing back. Your most likely to do this quickly to keep your front weapons on target for as long as possible.
The hyper plasma on the other hand shoots a chain of torps and with projectile doffs its quite spammy, so people put it in the front far more often, not only dose this increase the chance that you will keep the enemy in your arc, but I believe the torp is coded so that the firing arc is only relevant to the first torpedo, or at least expanded for the next two. Honestly its been a long time since I last plasma spammed, but I know I had misfires with it in the rear.
Question on the misfire. It is a bug not deliberate on the targetable torps?
Originally Posted by pwlaughingtrendy
Network engineers are not ship designers.
Nor should they be. Their ships would look weird.
I just logged out. But I think the temporal operative specialization tier three phasic artillery. Oh it adds temporary hit points to targetable torps and mines.
Originally Posted by pwlaughingtrendy
Network engineers are not ship designers.
Nor should they be. Their ships would look weird.
Many people don't know how to handle trico. E.g. i have taken out most of the team with a trico cluster or trico dispersal pattern more than once in CEA or ISA.
Edit: This was after i warned the team for the area effect.
Yeah though temp hp gains on a destructible torp or mines is a bit underwhelming, even if it helps somewhat it is just not enough imo to make them appealing an viable enough of a choice. If that talent were changed to give the torps/mines invulnerable buff with three charges on it (so then it would negate three hits) that I think would be much better.
http://memory-alpha.wikia.com/wiki/Romulan_mine
"It appears we have lost our sex appeal, captain."- Tuvok
This, plus Tricobalts do not benefit from Concentrate Firepower (a bug that has been reported since CF was introduced).
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
Kinda why I said Oh in there. Sorry. I read the synopsis but the character unlocking the spec was not using mines or destructible torps so just skipped it for now. I thought it phased them. I was reading the description from gamepedia and saw temp hit points and was underwhelmed.
As to charges versus thp. Depends on how much hp. Fire a destructible torp into vented plasma and the torp dies from pretty fast dots. Three invulnerabilities might pop fast and be done. But temp hp might hit a ship in a cloud of it.
Originally Posted by pwlaughingtrendy
Network engineers are not ship designers.
Nor should they be. Their ships would look weird.