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Techmix-nerf and factions which are unique in RELYING on techmixing - Printable Version

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Techmix-nerf and factions which are unique in RELYING on techmixing - mtjsmith - 12-17-2011

I concur.

We rely little on external technology, however we used to use RHA Gunboat Turrets (which if we get our alliance back together - we'd use again) and do use the two Osiris's.

To suddenly lose the capability we have is a bit of a hammer-blow, and as you can see - It's not only us.

So how to fix this problem? Considering that our battleships also are being "improved" by having turret-splitting?

The only idea that I do have is maybe not to change anything and keep the old system.


Techmix-nerf and factions which are unique in RELYING on techmixing - Azan27 - 12-17-2011

Personally, I use my mixed tech to simply advertise who my allies are. That's what I meant by using tech for RP. I'm not so concerned about tech making me better at pvp, because, honestly, i'm so bad that no amount of OP tech is gonna save my ass in a battle. But that's just me. I like to wear things on my ship so people can get a quicker look at my RP background, just by glancing at my equipment list.


Techmix-nerf and factions which are unique in RELYING on techmixing - NewHealthRock - 12-17-2011

I think it's unnecessary and creates alot of confusion for some of the factions that have SRP ships, and the players who want to use something different on their ships. As pointed out, many of the capital ships from factions like the SCRA and the Hellfire Legion would be at a serious disadvantage to other ships of the same class, rendering them almost useless.

Furthermore it doesn't actually make much sense, even in roleplay. Why would a faction let the pride and backbone of its fleet fall apart? What changed to suddenly make every single "select few" capital ships fall apart in the first place? If it was from age of hardware, I don't think I need to remind you of all of the various factions that have held capital ships of many different sizes, who have lasted for more than three or more mod versions. Ships that, if this should all be logical, would also have started to fall apart at the same rate regardless of repairs made. But then the argument is that these factions have abundant materials to work with, while the others do not. Well, who decides that the factions currently owning battleships and are about to get them nerfed do not? Would they simply let their prized capital ships fall apart? Nope, not really.


Techmix-nerf and factions which are unique in RELYING on techmixing - mayu20 - 12-17-2011

Not all think like you Azrael, and also I concur with Matt on this one. Keep the old way, is better.


Techmix-nerf and factions which are unique in RELYING on techmixing - Pancakes - 12-17-2011

Also forgot to say: Generic IDs will become the land of the pvpwhores, only. (Or silent power traders with freelancer ID:mellow:)


Techmix-nerf and factions which are unique in RELYING on techmixing - Varyag - 12-17-2011

I have SRP like ships that would be effected by this. Some of which I have had for years. Can I see the thread where the system is fully explained before I cast my opinion?


Techmix-nerf and factions which are unique in RELYING on techmixing - Kaghuros - 12-17-2011

But why do you care if your caps get nerfed if the ships are just for RP? There's an underlying hypocrisy that I think everyone posting here is at least subconsciously aware of.

Also: allied (green rep/green cell) faction tech having no nerfs. Solution to the problem?


Techmix-nerf and factions which are unique in RELYING on techmixing - ProwlerPC - 12-17-2011

SCRA has no effect on the storyline.
HF has no effect on the storyline.
AGS/LU alliance has no effect on the storyline.

Your negatives you listed are non-cannon things being effected. From what I've experienced over the years, the Devs don't take these things into consideration (even if they've been around for awhile) and allow them to effect the main storyline and balance of the actual cannon material.


Techmix-nerf and factions which are unique in RELYING on techmixing - Jeremy Hunter - 12-17-2011

' Wrote:But why do you care if your caps get nerfed if the ships are just for RP? There's an underlying hypocrisy that I think everyone posting here is at least subconsciously aware of.

Also: allied (green rep/green cell) faction tech having no nerfs. Solution to the problem?

Our RP capships are also our main cap PVP'rs.

A flagship is useless if it can't be brought out to fight.




Techmix-nerf and factions which are unique in RELYING on techmixing - Blighter - 12-17-2011

' Wrote:But why do you care if your caps get nerfed if the ships are just for RP? There's an underlying hypocrisy that I think everyone posting here is at least subconsciously aware of.

=


' Wrote:For two and a half years we've been working on and figuring out tactics and gameplay and everything around those ships, built the whole fleet so each part would complement another, much like the HF tech itself with our statistic proposals for the new gear and ships were designed to complement our EXISTING tech, rather than work on its own, starting with a heavy Gunboat that can only fire two guns to the rear, to the middle-ground new Spyglass which is meant to complement the Ven'Gyr and Incursus, our main heavy-hitter / capbuster and special-use BSes respectively.

+


' Wrote:But those ships more importantly are part of the HF's IDENTITY, not just symbolic either but what the faction is KNOWN for, the Ven'Gyr closing in on enemy ships and tearing them apart, the Incursus being incredibly frustrating to kill at times, the Sunrise being one of the most annoying ships to fight against ever if left unchecked, the Scylla being a total nightmare against any Gunboats that try to harm what it is protecting, the Abaddon being one of the best supporting Destroyers there are if used right, that's part of this faction's core being. We have formed our gamplay and tactics around these ships and molded it so we can have things function, we have worked with them for years and used them extensively, we didn't just make them trophies and left them in our Guard System, having them sit there and collect dust, we've made them our heavy-hitting force, our main fleet, the core of our big raids, where it is our big raids and those raids' results which are, beyond anything else, the one big thing the faction's known for. So does our stuff really have to get broken and nerfed?