So we now have the full set from the new Feature Episode but I have to say I am very disappointed in the torpedo type used for the set. Ever since the ridiculous rework of Tricobalts a few years ago they have been complete and utter rubbish, and sadly this torpedo is no different.
I mean the 30 second reload just kills it dead and makes it inferior to every other targetable and even some non-targetable torpedoes out there. Omega, Nausicaan, Gravimetric Photon, Enhanced Bio-Molecular, Plasma, all vastly superior because they are capable of dealing comparable amount of damage but yet are not hamstrung by absurd reload times.
Either Tricobalts need to be buffed back up to the epic burst-damage weapons they used to be, or the reload time needs to be heavily reduced.
"If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
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What worse then all the bugs is I do worse damage with 1 high yield Tricobalts shot then I do with 1 high yield shot from my other torpedo's, if that wasn't bad enough you can get 5+ high yield shot with normal torpedos compared for every 1 Tricobalts high yield.
There is zero reason to use Tricobalts.
Yup.
I'd like the ship that launched the tricobalt torpedo/mine to be IMMUNE from its splash/AOE damage.
I'd like to have the devs try something radical with tricobalts ... and make them "indestructible" but have limited range. In other words, you can't shoot down tricobalt torps and mines ... but you can run from them if you're willing to disengage from combat to prevent a super-powerful hit to your ship.
Keep the slow rate of fire. If the devs did the things I listed above then some of us would be more willing to play tricobalt builds even if it means lower dps due to the slower rate of fire.
The problem now is that not only are tricobalts plagued by slow rate of fire but they also don't always hit their target (because the target is destroyed before the slow tricobalt reaches it, or because it gets shot down before it reaches the target), and it's too easy to blow up your own ship with your own tricobalt torpedo or mine if it explodes too close to you.
Devs, if you're reading this, the paragraph above explains why players hate using tricobalts. Please, the tricobalt torpedoes and mines have potential to be awesome and add more variety to the game ... but they're horrible at the moment.
Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
There are enough ways in game now to stop tricobalts being blown up and there are two ways to make them fly faster which stack. So that area doesn’t bother me. My tricobalts have a double speed boost, resistance boost, hitpoint boost. Pretty sure the defence boost only works on plasma so they do not get shot down often. Although they still often hit for zero damage to the NPC and then blow me up.
Been there. Done that. I wish tricobalts got a serious fix.
Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
Do this, and I'll literally 1-shot a gateway or Tac Cube.... Make it so!
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.
This gets my vote.
Way back when they halved the damage and reduced the re-use time on tricobolts because people were taking out gates and what have you before the transformers were down, and because people were using the mines to kill other people quickly in pvp.
Well years later and we are still taking down gates and what have you before the transformers are down, and people are still taking out other people too quickly in pvp.
The only thing the tricobalt change accomplished was removing the niche that they had. They were meant to be the go to for very high spike, at the cost of super long re-use time. But since the change they have just been
'meh' at everything.
Lets just give them back the role that they originally had.
..Also lets fix the bug with targetable torpedos not firing but still going on cool down, because that has been allowed to persist for far far too long.