4.87 Ship balance reports (Ships / Weapons) - 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: 4.87 Ship balance reports (Ships / Weapons) (/showthread.php?tid=104913) |
RE: 4.87 Ship balance reports (Ships / Weapons) - Lunaphase - 09-16-2013 ============== Borderworlds Gunship ============== Despite the size of a heavy gunship and handling of a medium, it posesses a light plant and medium armor. Low cargo hold tops it off, what is this thing meant to be? Strange arcs and huge size seem to make this thing not really combat applicable with its previous mentioned qualities. Aet: Last I checked the thing had a dagger-like profile, small from the front and sides. It is not large. RE: 4.87 Ship balance reports (Ships / Weapons) - Evo - 09-17-2013 ============================ Missiles and damage to weapons ============================ It seems as though missiles do drastically high damage to weapons. Lost two guns and nearly lost all the others through a firestalker barrage while having 17 nanobots left. With this in mind, and how easy it is to land missiles, seems as though missiles is the best thing to use just because you strip your opponents ability to fight back well. This was on an Eagle with 2 class 8 debs and 4 class 8 Wild 5.88 hullbusters. Aet: By design. Missiles can neuter enemies by disarming them. Either use countermeasures (you know, that thing that occupies a slot most people have forgotten about) or a tactical CD to have your opponent eat their own missile. Edit: To Aet: I invite you to see how effective CM's are against 2.00 firestalker spam in a group fight, and for that matter CD's as well. RE: 4.87 Ship balance reports (Ships / Weapons) - Yber - 09-17-2013 ============== Raven's Talon ============== The hitbox has been made bigger (pytho-ish) while the agility remains at titan's level. It could use a turning, hull + powercore buff or hitbox resizing buff. RE: 4.87 Ship balance reports (Ships / Weapons) - sindroms - 09-17-2013 ============== Slave Liner ============== The turret arcs do not allow the usage of Zapper Turrets, having only two of them at most hitting anything at any given moment, if you are lucky. Aet: Not all ships are suitable for use with the Zapper. Slaveliner is probably one of the models that is not. (I know, AI handles those a lot better then players can). RE: 4.87 Ship balance reports (Ships / Weapons) - EisenSeele - 09-17-2013 ============== Cap missiles ============== Limited by ammo and cooldown but still takes up energy when firing. RE: 4.87 Ship balance reports (Ships / Weapons) - SeaFalcon - 09-17-2013 (09-17-2013, 09:29 AM)Yber Wrote: ============== Easy answer, pretty doesn't mean it's any good in combat. It's a cheap civilian ship still. as for... ============== Colonial Nyx ============== It can mount 6 codenames now (At least I was able to put the four I have on any slot I wished for) Edit: Had to relog to fix the possible mounting of six codes. Seems fine now, the mounting slots are still a mess though., and I also wonder why the slots have no logic when it comes to mounting guns sync on your ship. Currently: Slot 1: Left wing bottom. Slot 2: Right wing bottom. Slot 3: Left wing top. Slot 4: Left front bottom. Slot 5: Right front bottom. Slot 6: Right wing top. Aet: This is a bug, not a balance issue. Gun ordering should by symmetrical. RE: 4.87 Ship balance reports (Ships / Weapons) - Blodo - 09-17-2013 (09-17-2013, 12:23 AM)Evo Wrote: ============================ The question is how many missiles did you actually get hit by, and which guns did you mount. RE: 4.87 Ship balance reports (Ships / Weapons) - Karst - 09-17-2013 ============== CORSAIR PULSES ============== Lower-level Corsair pulses (Borroco, Rapier, Lobera) still travel at 600 m/s rather than 650 like Tizona. Fixed for Update 2. RE: 4.87 Ship balance reports (Ships / Weapons) - Sand_Spider - 09-17-2013 ============== Anki Freighter ============== Ship used to have 3 weapons, and now it has 2. While I realize that this is likely an intentional nerf, I previously had 3 missiles mounted to the Anki. Now that the third gun slot does not exist, oddly, my Sidewinder Missile Launcher is still mounted to the ship. I can see it in the hangar, but, I can't dismount the Sidewinder, as it does not show up in the equipment list. Consequently, I am unable to use the character Swift.Endeavor as a result, since I am booted for cheating upon attempting to undock. Best solution I can think of is for you to warp me to a station that sells Anki, so that I may simply re-buy a non-bugged Anki. A couple million credit boost to cover the ship would also be appreciated, but not absolutely necessary. RE: 4.87 Ship balance reports (Ships / Weapons) - Jack_Henderson - 09-17-2013 ============== MISSILES ============== Generally: Cool. Missiles track now. That is a major improvement and really really nice. Now they ofc need to be balanced to fit in. I think they should be support weapons, not "spam and win" like now. At the moment, there is no way you can beat these ships and there is no need to use guns at all. My suggestion: Refire: Reduced. Maximum should be 1 missile / second or even 1 missile / 2 seconds Damage: Reduced. They just take too much hull/shields for a weapon that hits a lot. In general, it is damn cool to see missiles work now. It will need some adjusting, but making them work is awesome. See missile balancing thread. |