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Capital ship missiles vs CMs. - 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: Capital ship missiles vs CMs. (/showthread.php?tid=90802) |
RE: Capital ship missiles vs CMs. - Silver - 12-05-2012 Probably trying to dodge the insta kill turret fire or the ever nomming solaris 8| RE: Capital ship missiles vs CMs. - AshHill07 - 12-05-2012 BS missiles already got a rather heavy nerf between 4.85 and 4.86, rather stangely that nerf was towards cruisers ... anyway, I don't think nerfing them again will do any good. They've already been nerfed to the stage that you have to have 2 to even be effective. Keep this up and they'll turn into the old flak turrets. Also this: (12-05-2012, 10:58 PM)EisenSeele Wrote: If you're a gunboat and you're getting hit by cruiser missiles even without cms you're doing it very wrong. RE: Capital ship missiles vs CMs. - Lonely_Ghost - 12-06-2012 My point not to nerf missiles, but remove amo from CM. And Im talking about situations, when you being attaked by many missiles. Dodge missile from one ship- not worth to be discussed, but Im talking, about situations, when single target being attacked by multiple countless missiles in long period of time. Quote:Hell, it's easy to dodge cruiser missiles in cruisers without cms.Imagen yourself, that dodge multiple missiles from 3 directions+ dodge incomming fire from other cruisers not so easy at same time. RE: Capital ship missiles vs CMs. - EisenSeele - 12-06-2012 Removing ammo from CM's would mean that everyone would use Heavy CM's, and have them spammed without any need for strategy regarding their use - rendering both CD's and missiles completely useless against all ship classes that can mount CM's. If you're in a fighter, you can easily escape said cruisers instead of expecting to be able to take on a large number of cruisers with a smaller force of lighter fighters and win. Quote:Imagen yourself, that dodge multiple missiles from 3 directions+ dodge incomming fire from other cruisers not so easy at same time. If you are flying a cruiser, and you are attacked by several other cruisers, then missiles are the least of your problems. If you're a fighter with a functioning thruster, then you shouldn't have to worry about any number of cruiser missiles. Either way, your proposed "fix" for something that isn't broken is completely unnecessary and would be detrimental to gameplay and balance. RE: Capital ship missiles vs CMs. - Lonely_Ghost - 12-06-2012 Alright, them Im honestly need some lessons to dodge cap missiles. I will be greatly thankfull, if someone can giwe me some trainings. RE: Capital ship missiles vs CMs. - TonyRistar - 12-06-2012 I feel like what you are saying is: "There are times where overwhelming firepower is unleashed upon one lone snub, that snub should survive" Or something to that affect. Capital ships needs to be able to swat things. I like that the missiles tear up fighters and are hard to dodge. It gives it the feel both in RP and in game that hey, you are messing with a serious tiger. Gunboat missiles were already hardcore nerfed into oblivion. Flak is already useless except for missile swatting. Truthfully, each weapon has a gimmick. Next what will come up, secondaries refire too fast and can hit fighters? As long as fighters can effectively thrust out of range of all capitals then hit their cruise drives and leave, there is no reason as to why they should Q_Q, imo. They already get the perk of not becoming a blue message if they don't want to. Lets not act like its impossible to shield run in a furball. Not trying to come off as harsh, but the last thing disco needs is 'more balance'. The entirety of challenge is already gone. Now the only real realm left is the turret steering. lol That said: I will gladly park my fearless in conn and let you run around a lot dodging my missiles. Seriously. There are tricks. You can literally use mouseflight and do a circle on your screen 3-4 times to throw it off. Other tricks include turning toward it then a sharp turn, OR running it into other capital ships. RE: Capital ship missiles vs CMs. - AeternusDoleo - 12-06-2012 Alternative solution: A type of CM that uses a significant amount of energy (say, 5000) and no ammo. Bombers and freighters can use those easily due to their heavier cores. Fighters will have to sacrifice firepower, leaving the fighter-versus-cap fight at where it should be: favoring the cap. Fighters are not designed for taking on heavy ships. This same principle can be applied to the Heavy CM already, which is designed for capital ships anyway. Any weapon/cm/mine/missile can be made ammoless or ammousing. RE: Capital ship missiles vs CMs. - TonyRistar - 12-06-2012 Thats a very good solution, and one I thought would best suit the 3X refire rate 85% cm now. A CM that uses energy is only good in the situation of fleeing, it has little use in a snub fight, unless you want to have no core. That said, the CM that uses energy would be very...self policing. And also a good way to avoid re-nerfing missiles. I like your trail of thought good sir. This also allows bombers a way to dodge the missiles at the expense of possibly not being able to use a snac when they need to most, a trade I think that is well worth it. ![]() The refire rate could honestly be the same as the 1.0 cms, since it operates off the core. I wish I had the brain of a dev. RE: Capital ship missiles vs CMs. - pitockm - 12-06-2012 i suggest you to visit conn often. since people discuss way more important matters like how to kill a gank fleet with VHF's or how to kill stuff /anything with a RM cruiser....how to Prove that LABC is Far Better than RM cruiser and way more stuff.....it is really a good place to use as info source... and dont tell me you already visited there...cuz if you do...thread is in vain. RE: Capital ship missiles vs CMs. - Barbarossa - 12-06-2012 Hey bro, we still have a really hard time facing cruisers with even 4 missiles! A good cruiser pilot can take out a cau8 battleship no matter what kind of weaponry its armed with, be it solaris or battleship torps, 70 HCMs is rather more than enough to keep you safe and destroy the battleship, I've expirienced this situation many times. I just wish the cruiser cerberus turrets could be heavily nerfed/removed before I return to Disco, I just want the old fashioned way of fighting with cruisers. |