Removal of Cerberus Turrets or Replacement? - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +---- Forum: Discovery Mod Balance (https://discoverygc.com/forums/forumdisplay.php?fid=31) +---- Thread: Removal of Cerberus Turrets or Replacement? (/showthread.php?tid=116767) |
RE: Removal of Cerberus Turrets or Replacement? - Hidamari - 04-18-2015 (04-18-2015, 04:01 PM)Crackling Wrote: Vanilla had 3 types of guns, as I remember. Primary, secondary, teritary. And there were guns with 2 or 3 barrels. Why not to do something like that and remove cerbs? not every faction had every set of guns, also the number of barrells is simply a aesthetic on the weapon mesh, non actually shot more than one projectile at a time regardless of the number of barrels. RE: Removal of Cerberus Turrets or Replacement? - jammi - 04-18-2015 Although to simulate it, you could just update the visual graphics to include three 'shots', and triple the damage. For the sound effect, overlay the sound of firing three times and you're set. RE: Removal of Cerberus Turrets or Replacement? - Crackling - 04-18-2015 Every gun has hardpoints of "barrels". And you can do few of these, energy consumption will raise too. (04-18-2015, 08:54 PM)Hidamari Wrote:(04-18-2015, 04:01 PM)Crackling Wrote: Vanilla had 3 types of guns, as I remember. Primary, secondary, teritary. And there were guns with 2 or 3 barrels. Why not to do something like that and remove cerbs? No, they aren't just visual. And I'm sure all houses had 1 and 2 barrel guns. RE: Removal of Cerberus Turrets or Replacement? - SnakeLancerHaven - 05-07-2015 I tried out the Vanilla Battleship mod from Mod Manager couple of months ago. I must say, I quite liked it. It was an Osiris of course, had Something like Secondary guns, then Primary Guns and Missiles (maybe that Territary turret too, I dont remember). The Battleship itself moved quite hardly, I suppose 4.85 Capital Ships were made according to this, because realy, it turned slow as hell xD. By summing this up, it was more fun to fight other Cap Ships since you realy would switch guns and fight accordingly, fitting your own style, not the usual Cerberus and Primary mixture (of course because the mod had infinite energy you could just shoot everything at once). It could be that the territary turrets would be the Missiles, but I m not sure anyhow it gave me a Realistic Battleship feeling while flying it. Other Note: Of course as we were talking about that something like House Cerberus Turrets would at least show us the differences and purposes instead of simple PvP balance. Again, I d vote for a complete removal of Cerbs or make House Cerbs and other faction Cerbs too, aswell as Civilian Cerberus Turret (could be made from Zoners since there are also Civilian Battleship turrets) and maybe rename them. Not like Liberty Cerberus turret or Bretonia Cerberus turret, maybe a Liberty "Neutralizer" Artillery Cannon (if that realy would cost you time then just go with Cerberus as name). Aswell as some of you mentioned changing the color of each House Cerberus and fit them accordingly. RE: Removal of Cerberus Turrets or Replacement? - sindroms - 05-07-2015 Please remember that the less turrets you shoot, the less the lag other players have. I would suggest we consider moving to slow refire, high damage weapons such as the current cerbs, instead of primary spam. With more people going for multi-core setups, their lag gets notably worse in group fights, especially events. RE: Removal of Cerberus Turrets or Replacement? - Quetz - 05-18-2015 Do pulse weapons have the ability to reduce the energy of the target as the result of it hitting directly to the target's hull? (I don't know whether this is a myth or not). If it isn't, i'd like to give an idea.. # Do not remove Cerb, just tweak its damage and energy usage a bit. # Add a pulse missile which does enormous amount of shield damage (it's a pulse enormity, which can cause a battleship shield down for just about 3 shots) but at a cost of it being destroyable (you have to focus and fast enough to destroy it). # Now, the last part. Add a pulse gun with a capability to crave energy from enemy hull without being OP on the shield (it just functions as 'energy degenerator', to prevent enemy from spitting too many cerbs). If those three summed up(combined with other weapons, of course), we might have some sort of epic battle. RE: Removal of Cerberus Turrets or Replacement? - Lythrilux - 05-18-2015 (05-18-2015, 09:54 AM)Shrapnel Wrote: Do pulse weapons have the ability to reduce the energy of the target as the result of it hitting directly to the target's hull? (I don't know whether this is a myth or not). If it isn't, i'd like to give an idea.. Sometimes they do, or sometimes due to a bug they have the horribly habit of fully restoring the powercore of your opponent. RE: Removal of Cerberus Turrets or Replacement? - SnakeLancerHaven - 05-18-2015 (05-07-2015, 03:32 PM)sindroms Wrote: Please remember that the less turrets you shoot, the less the lag other players have. But you do consider, the proposal wasn't about spamming Primaries, the Setups will stay. Means you just gonna use 2 Mortar and 2 Missiles instead. Means you wont be spamming it. With Cerbs you mix Cerb and Primary spam, more guns more lag. |