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RE: To Dev team - Fab - 06-21-2024

(06-21-2024, 01:39 PM)Devil's Weapon Wrote: I used a Praefect to farm a wraith cannon... it's not impossible.

so did I. I didn't say it was impossible. using a battlecruiser or battleship even will allow you to finish encounters significantly faster than on a cruiser.


RE: To Dev team - Devil's Weapon - 06-21-2024

Oh no doubt the larger the ship the easier it is. Just wanted to point out that energy management is very important with cruisers now.


RE: To Dev team - TheSauron - 06-21-2024

The way cruiser weapons work was changed, in 5.1 especially. You're not really supposed to be mixing and combining different weapon types, like prims and heavies, to do damage. They're now separate tools for separate situations. For a simplistic breakdown, it goes like this:
  • Heavy and Defense - these are your primary sources of damage against targets of Gunboat size and larger. They function similarly, but Heavy turrets only fire forward and to the sides, while Defense turrets fire backwards and to the sides.
  • Pulse turrets - for stripping shields of Gunboats and above.
  • Normal cruiser turrets - these are now your "point defense" weapon, meant to zap nearby Fighters, Bombers and incoming Torpedoes. You don't need more than 2-3 for 360 degree coverage, and they're no longer meant to be used as a damage tool against large ships.
  • Flak turrets - new 5.1 addition, can knock incoming Torpedoes off-course and strips shields from nearby fighters, though they have a minimum range before detonation. Must have, one or two for 360 coverage.

With these changes in mind, you're not really supposed to be using more than one of these weapon types at a time, and their energy consuption was balanced around that fact. If you try going in firing everything you got, you'll be out of energy in no time, as you noticed. Now you have to pick the right tool for the task and use it specifically. If you're shooting Fighters, Flak their shields away then use Prims. If Gunboats and above, deshield with Pulses and use Heavies and Defense for hull damage.


RE: To Dev team - Vlad - 06-21-2024

(06-21-2024, 06:03 PM)TheSauron Wrote: The way cruiser weapons work was changed, in 5.1 especially. You're not really supposed to be mixing and combining different weapon types, like prims and heavies, to do damage. They're now separate tools for separate situations. For a simplistic breakdown, it goes like this:
  • Heavy and Defense - these are your primary sources of damage against targets of Gunboat size and larger. They function similarly, but Heavy turrets only fire forward and to the sides, while Defense turrets fire backwards and to the sides.
  • Pulse turrets - for stripping shields of Gunboats and above.
  • Normal cruiser turrets - these are now your "point defense" weapon, meant to zap nearby Fighters, Bombers and incoming Torpedoes. You don't need more than 2-3 for 360 degree coverage, and they're no longer meant to be used as a damage tool against large ships.
  • Flak turrets - new 5.1 addition, can knock incoming Torpedoes off-course and strips shields from nearby fighters, though they have a minimum range before detonation. Must have, one or two for 360 coverage.

With these changes in mind, you're not really supposed to be using more than one of these weapon types at a time, and their energy consuption was balanced around that fact. If you try going in firing everything you got, you'll be out of energy in no time, as you noticed. Now you have to pick the right tool for the task and use it specifically. If you're shooting Fighters, Flak their shields away then use Prims. If Gunboats and above, deshield with Pulses and use Heavies and Defense for hull damage.

I did not fired all at once. I used different weapons group. Used the groups one by one as I mentioned. Even so, the energy drawn insanly fast. Or!.... I am just stupid and have no idea how to fly these useless ships anymore!


RE: To Dev team - Moonwalker - 06-21-2024

Yes Vlad gote a point
Was flying a Coalition Destroyer and even 2 Repeaters didn't work run out of energy way to fast, and thats with the IMG cruiser the same.
The smaller capital ships would be more fun if they had a little more energy .


RE: To Dev team - DragonRider - 06-21-2024

I vote with Vlad.

Having to do energy management is fine, great even. However it has swung too far in one direction. Having to fire your weapons for a few seconds, running out of energy and twiddling your thumbs for double or triple that amount is not engaging or fun.


RE: To Dev team - TheSauron - 06-21-2024

(06-21-2024, 07:58 PM)Vlad Wrote:
(06-21-2024, 06:03 PM)TheSauron Wrote: The way cruiser weapons work was changed, in 5.1 especially. You're not really supposed to be mixing and combining different weapon types, like prims and heavies, to do damage. They're now separate tools for separate situations. For a simplistic breakdown, it goes like this:
  • Heavy and Defense - these are your primary sources of damage against targets of Gunboat size and larger. They function similarly, but Heavy turrets only fire forward and to the sides, while Defense turrets fire backwards and to the sides.
  • Pulse turrets - for stripping shields of Gunboats and above.
  • Normal cruiser turrets - these are now your "point defense" weapon, meant to zap nearby Fighters, Bombers and incoming Torpedoes. You don't need more than 2-3 for 360 degree coverage, and they're no longer meant to be used as a damage tool against large ships.
  • Flak turrets - new 5.1 addition, can knock incoming Torpedoes off-course and strips shields from nearby fighters, though they have a minimum range before detonation. Must have, one or two for 360 coverage.

With these changes in mind, you're not really supposed to be using more than one of these weapon types at a time, and their energy consuption was balanced around that fact. If you try going in firing everything you got, you'll be out of energy in no time, as you noticed. Now you have to pick the right tool for the task and use it specifically. If you're shooting Fighters, Flak their shields away then use Prims. If Gunboats and above, deshield with Pulses and use Heavies and Defense for hull damage.

I did not fired all at once. I used different weapons group. Used the groups one by one as I mentioned. Even so, the energy drawn insanly fast. Or!.... I am just stupid and have no idea how to fly these useless ships anymore!

Did you disable your shield regeneration? Cruisers are a bit of a binary class in 5.1, as they were given turbo shields with turbo regen, but which consume the bulk of your power output to regenerate. If you disable your shield regen, you should basically double the amount of power your ship puts out.


RE: To Dev team - Nodoka Hanamura - 06-21-2024

(06-21-2024, 12:51 PM)NOVA-5 Wrote: i was 107 years old

I'm sorry, what