Gunboat turret range - 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) +--- Thread: Gunboat turret range (/showthread.php?tid=107039) |
RE: Gunboat turret range - sindroms - 11-09-2013 Or, you know. Add turret splitting to GBs. Heavy assault Gbs can mount up to two cruiser primaries. Limit how many long range turrets they can mount. Something something. RE: Gunboat turret range - Durandal - 11-09-2013 I already stated that I don't agree with this way of doing things, but we'll see how it goes. RE: Gunboat turret range - Govedo13 - 11-09-2013 It goes on the obvious way proved in 4.86 Bottlenose>Everything. It was so sad and tragic that even pirates started to use it,they got their IDs core nerfed then they just moved on the 75% FL IDs... RE: Gunboat turret range - Trogdor - 11-09-2013 This doesn't sound right at all. BS losing to GB? Can't you hit that GB with class 9's at 2.1k? He should be toast. Can the GB even do significant damage to you? My Montante runs out of power really quick on cerbs. 10k energy/shot x 6 guns x 2 shots/sec - 40k regen/sec = 80k drain / sec ->Montante powercore is down in about 5 seconds. RE: Gunboat turret range - Nerva - 11-09-2013 Not only faction GB turrets were changed. Others were also altered: Solaris:1500 m/s, 1500 m, 3600 DPS, 15 333 EPS. Primaries: ~1000 m/s, ~2200 m, ~3000 DPS, ~11 000 EPS. Cerberus: 700 m/s, 1750 m, 6000 DPS, 20 000 EPS. Razors: 30 000 damage per shot, 200 000 energy per shot, still 2K range and 600 m/s. Pulses and missiles remain unchanged, I think. I, too, am wondering what was the reason to increase Solaris and faction turrets's range by that much. RE: Gunboat turret range - Crossroads - 11-09-2013 Gunboats are now anti-cap instead of anti-snub RE: Gunboat turret range - Pilip - 11-09-2013 (11-09-2013, 12:25 PM)Crossroads Wrote: Gunboats are now anti-cap instead of anti-snub Anti-everything i would say: ))) best ship class ever. RE: Gunboat turret range - Durandal - 11-10-2013 (11-09-2013, 11:57 AM)Trogdor Wrote: This doesn't sound right at all. BS losing to GB? Can't you hit that GB with class 9's at 2.1k? He should be toast. Uh.. yes, actually. A well flown gunboat will be totally unhittable by a BS at even up to 1.5k out, whereas the gunboat will be able to return fire much easier. Like I said, it isn't a change I agree with and personally believe that the range and DPS should be swapped with Solaris. The razor and cerb changes are A++ though. RE: Gunboat turret range - titanbot - 12-18-2013 Well, In 4.86 one could pretty much dodge all incoming fire from bigger capital ships in a gunboat at ~800m. With 1,5k range you don't even have to bother much. I for one, believe that a ~700 m range is more than enough for all GB turrets and their Solaris turrets. Why? Because you'll still be able to dodge, but at least the enemy will have a chance to hit you as well, namely bombers and cruisers. A range of 1k (and slow speed) for the Cerberus/Pulse/Razor is enough, since you're trading weapon speed for damage, you'll be able to fire your guns without much risk of receiving fire from a capital ship, but you will be vulnerable to bombers. At this moment, I believe that the gunboat's role is too versatile to be left alone. titan RE: Gunboat turret range - Haste - 12-19-2013 New Solaris are broken against all classes: they drop half a bomber's hull by the time they get in range (a Boat that TS's and reverses once in a while needs to be SNAC'd from ~300m). They're the go-to anti-GB gun too (unlike primaries they never miss). Cut their efficiency by 2/3rds and see what else needs fixing after. |