I stuck a tricobalt torpedo in the REAR my patrol escort in lieu of a second turret or mines alongside the harph'enggh torpedo. Why? imho, I hate mines, and I'm not wasting BOFF skill slots on them, they never seem to do anything useful, and it's a torpedo so it does directed damage where I want it, not where the mines want it (IF the mines want to even go there).
Thing is, I never used a tricobalt before, so I didn't know what to expect other than the tooltip which said "OMGHUGE AOE" that's targetable (like the heavy plasma). I expected to be underwhelmed. I was situationally disappointed (which was a good thing).
The good (again - imho):
- Big boom; most of my normal hits are in the 12k range
- Does work with torpedo skills unlike the harph'enggh (spread, etc)
- Has a funny little knockback feature to it - it's amusing to see a battleship get knocked around almost 1km when it gets hit sometimes
- As I said, it tracks the target *I* pick, and it's not exactly terribly slow
- AOE, which makes it a really nice tool for a room cleaner - drop it in a pile of slightly damaged frigates or fighters and they all just go boom.
The bad:
- It's targettable like a heavy plasma (but it seems a wee bit more durable when it comes to aoe passive effects oddly)
- It has some targeting quirks where it will track for a while and then just plain STOP in the middle of space and refuse to go anywhere
- LONG cooldown (1 minute)
- AOE means I have this bad habit of using it when I'm too close to the target, which usually rips my shield apart and leaves me wide open as I'm flying away a lot of times if I'm not paying attention.
All in all, I like it as a backup weapon, which is why I put it in the rear. If you have a spare front slot that you can potentially sacrifice the DPS for some utility, maybe. But as a tactical ship, I would never put it up front.
/2 cents
Thing is, I never used a tricobalt before, so I didn't know what to expect other than the tooltip which said "OMGHUGE AOE" that's targetable (like the heavy plasma). I expected to be underwhelmed. I was situationally disappointed (which was a good thing).
The good (again - imho):
- Big boom; most of my normal hits are in the 12k range
- Does work with torpedo skills unlike the harph'enggh (spread, etc)
- Has a funny little knockback feature to it - it's amusing to see a battleship get knocked around almost 1km when it gets hit sometimes
- As I said, it tracks the target *I* pick, and it's not exactly terribly slow
- AOE, which makes it a really nice tool for a room cleaner - drop it in a pile of slightly damaged frigates or fighters and they all just go boom.
The bad:
- It's targettable like a heavy plasma (but it seems a wee bit more durable when it comes to aoe passive effects oddly)
- It has some targeting quirks where it will track for a while and then just plain STOP in the middle of space and refuse to go anywhere
- LONG cooldown (1 minute)
- AOE means I have this bad habit of using it when I'm too close to the target, which usually rips my shield apart and leaves me wide open as I'm flying away a lot of times if I'm not paying attention.
All in all, I like it as a backup weapon, which is why I put it in the rear. If you have a spare front slot that you can potentially sacrifice the DPS for some utility, maybe. But as a tactical ship, I would never put it up front.
/2 cents