One of the main "Selling points" of our mod is that we have ships other than the Eagle, Sabre and Titan to fly. That Discovery makes any ship type a good choice for fun and engaging gameplay for any person.
But we still focus everything around VHFs.
That we somehow need to make VHFs the ''prime choice'' for players. Why? At least half of the players here don't even like to fly snubs. People enjoy their freighters, their gunboats and bigger caps. So why do almost all balance changes and goodies mostly concern VHFs?
If it is the case of ''Freelancer was originally about VHFs only'' then why did we even bother adding playable caps and balance LFs, HFs and bombers in the first place? Every single update a big chunk of our community need to patiently wait for the changelog to see how else are their shipclasses ''balanced'' against VHFs so that people are forced to fly them.
In other words, why are we so scared to consider that there might be ''better'' ship classes than the stale VHF?
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Because skill ceiling for VHF's is infinitely higher. That provides longevity to gameplay - that you can always train and get better. A lot of old-school gamers like a challenge, and VHF's is where it is at. That keeps some players invested. This is coming from a former capwhore.
That being said, I am not so sure that cap balance can ever be as "good" as snub balance. Cap fights are a lot about ship stats, shape, gimmicks, exploits - I'd argue that the difference between a Crecy and an Obsitinate is bigger than that of a Templer and a Lynx. A bad pilot in a Crecy will have a bigger chance of beating a better pilot in an Obstinate, whereas a bad pilot in a Lynx will have a hard time beating a more skilled opponent in a Templar.
I'd go for idea of battleships and cruisers unable to track down snubs, due to turret low refire rate and/or turret turn rate (those being still able to track caps). It would force players to cooperate with various classes of ships during battles.
(01-16-2015, 10:26 AM)Mímir Wrote: Ok, then let me do a Thyr'Zul on you:
Are you going to balance them then, hmm?
I actually do have a good few ideas, yes, along the lines of bigger cap turret ranges, slower refire rate, higher projectile speed, reorganization of turrets, and because this may mean that any snub close to the cap is effectively dead, a long range tracking anti-cap torpedo agile enough to hit caps, but not enough to be effective against snubs, etc, so effectively an almost entire separation of snub and cap combat. I'll not go into details here, rather will elaborate on all of this once I have more free time than now, which is definitely not going to happen during exam times. I hope you understand.
To be honest if I were to be able to only fly vhf then this game would be boring so fast.
So no. mirmr has a point but then again you already had your enjoyment with caps like you said. Let others have theirs too and lets not block their enjoyment if they are not breaking rules to do it. Imo the ships are balanced in terms of counter ships in the majority and there will always be one ship that is better than the other.
Winning snub pvp is so much more rewarding than any other pvp on Disco. That's because snub pvp relies heavily on skill and there is no denying that it is demanding to learn. That's why it is held in high esteem by those who know how hard it is.
Protecting this sector against easy-kills (like with GB razors, missiles, etc) is important to keep long lasting motivation for those who want to become better and are trying to master snub pvp.
I think it makes sense, actually, as snub pvp is the most interesting and fun aspect in Disco pvp (even though it is too hard for me to do successfully most of the time).