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Full Version: Torpedo bug and question
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I've noticed that my starkiller torpedoes don't do any apprent damage against the randomly spawned NPC capitalships and battlecruisers that appear in rineland. I haven't tried anywhere else yet.

They count as impacted and the cruiser turns hostile however no hull damage is recorded.

There also appears to be a degree of lag in caculateing sheild damage from heavy missle impacts on players cruisers makes it hard to know when to switch from neutralizers to killers.

And now for my newbie question where do you find the nova torpedos I guess you won't tell me excatly where but can you at least point me in the general direction on what faction would have it?
Rheinland battleships are immune to both missiles and torpedoes. You'll have to rely on your energy weapons. Nomad weapons are excellent against cap ships.

The Nova torpedoes don't work in this version of the mod. They do the same amount of damage as a Starkiller, but cost more.
darkphantom,Jul 29 2005, 04:08 AM Wrote:And now for my newbie question where do you find the nova torpedos I guess you won't tell me excatly where but can you at least point me in the general direction on what faction would have it?
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here's a hint.... Take heed from the crew of the starship enterprise: boldly go where no man has gone before.


And soup..... oh no whats gotten into you? giving out coalition battle secrets like that? not that we need them to win. oh well.
Phantom, you didn't see anything. >_>
Whew!

not to worry, the admin is making a fighter energy weapon to simulate torpedo's.
Well I did but it obviously didn't work O-o I tried the compoent targeting on a cruiser( liberty dreadnaught) that a fellow player has and I hit it everywhere with missles and torpedos and there was no damage at all.
Yes, that only works on small cap ships.
Denier-of-Soup,Aug 2 2005, 10:50 AM Wrote:Yes, that only works on small cap ships.
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yes, after dark's attempts to damage me during testing, i do see its a bit silly that missiles don't dammage bigger ships... its a bit like saying a pin doesn't pop a balloon.

missiles are ment to be more powerful then normal guns... but after seeing 50 of Dark's finest torps hit me and do nothing, and then to have his guns rip me apart in seconds was VERY disapointing as it makes missiles obselete... the bigger the ship, the more effective missiles should be. and i feel that this state of modding has gone too far. how do you define this limit on what is damaged and what isn't?

to proove my point, i'll use this example.... shoot a friend with a pistol, and it'll kill him.. but by using what i've see on your server, hitting them with an RPG won't do anything? :P point made lol.

after discussing it, we both aggree that fighters should not be able to take down a cruiser (for obivious reasons) but from my naval experience, they should worry cruisers with their ability to hit and run after delivering a powerful blow to the ship either wounding it or leaving a small amount of damage etc.

i'm not against the mod as i love it... i just think its starting to get a little bit too unrealistic.
Fire-Fly,Aug 7 2005, 12:25 AM Wrote:after discussing it, we both aggree that fighters should not be able to take down a cruiser (for obivious reasons) but from my naval experience, they should worry cruisers with their ability to hit and run after delivering a powerful blow to the ship either wounding it or leaving a small amount of damage etc.
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I agree with you there, Fire-Fly. I said in an earlier post that I believe cap-ship shields are too powerful. I don't have much of a problem with the bs missile immunity, but energy weapons in general are too weak against cap-ships. Heavy fighters could do with a bit more firepower in addition to the Outcast pulse weapon. Skilled flying in a VHF ought to be rewarded, otherwise Discovery will turn into the 'cap-ship mod'. Suggestion off the top of my head - how about increasing the damage done by the codename guns? They're generally weaker than nomad guns *and* use energy.
daedalus,Aug 7 2005, 12:29 AM Wrote:Suggestion off the top of my head - how about increasing the damage done by the codename guns? They're generally weaker than nomad guns *and* use energy.
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sounds good to me lol :) like i said before i like the access we have in the mod, but cap ship shields are a little unfair when against fighters, but they seem to be ok when fighting other cap ships as i think most of the cruiser owners on the server will aggree. we need some kind of balance... its difficult though as my opinion is that capital ships are only for fighting other cap ships and so the shileds are ok in that case, but again fighters do need to be able to worry these things by carrying a payload capable of wounding them lol.

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