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Discovery 4.87 Balance Discussion - Printable Version

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RE: Discovery 4.87 Balance Discussion - SummerMcLovin - 07-14-2013

Yeah, realised what you meant and edited it in afterwards. Should be ok actually.


RE: Discovery 4.87 Balance Discussion - belarusich - 07-14-2013

10 speed difference wont make any problems


RE: Discovery 4.87 Balance Discussion - Govedo13 - 07-14-2013

It would make piracy a lot more harder around 9% less time to kill the transp or around 3-4k in travelling time- it means that 17k from docking point wont be possible if the transp knows what he is doing and have armour and bb. This would lead to more poor piracy RP since the pirat need to shot directly on encounter in order to have the time to kill the transp, on the other side the transp wont bother to RP at all and would dodge/thrust only- great work on RP server since more then the half of the lines have base around 19-21k from the middle of the line. The pirate would have around 13 seconds to make demand and start shooting (2k at 150 speed) before he comes into no-pirate zone of the 15-17k. This would make the light bombers and light gbs quite bad in piracy unless you buff their DPS.

The consideration to reduce small amount of bots/bats of the transports to cover the change would be nice or 4.87 would be the second version after 4.86 where the trading is enormously buffed while piracy nerfed. If we compare the 4.85 activity with 4.86 activity and look at this trend.. ouch. I really hope that you nerf trade income a lot- harder to pirate is ok in RP but the money made must be less in this case.

Also I like the cruiser nerf- it would make battleships a bit more potent vs cruisers.

I does not like the number of the missile limit, I see only 2 variations with this number:

1: Missiles are OP and track quite well with really less chance to dodge them- bad for the game play- you make I win button gun.
2: Missiles are similar to the state now with 40 shots- bad for game play- another useless capital ship gun together with pulses&razors. None would use them making the capital-ship load-outs a lot more boring. None would use gun that can easy be dodged till the attacker goes out of ammo- it would be another capitalship nerf.

Missiles in general are not balancable since you have many different classes to balance them against.
I would propose to introduce more types of missiles that take heavy slots- heavy anti-BS missile and anti-cruiser and anti-snub missiles with different missile count,speed turning and damage. So some rock/paper/scissors balance could be introduced.

If you does not have the time then keep the missiles as they are but give 100 missiles for Battleships, 80 for cruisers and 60 for gunboats.


RE: Discovery 4.87 Balance Discussion - Swallow - 07-14-2013

Don't worry, Gov, everything's going to be okay.


RE: Discovery 4.87 Balance Discussion - Govedo13 - 07-14-2013

Ye I hope that the numbers combined with the other changes would do good.
There were a lot of mistakes made in 4.86 that could be avoided now.


RE: Discovery 4.87 Balance Discussion - belarusich - 07-14-2013

Just say me how the same with GB speed of heavy transports and 10 more speed of light transport will kill piracy? Plz


RE: Discovery 4.87 Balance Discussion - kikatsu - 07-14-2013

Eh well they out run gunboats, which I think have 140 thrust speed, and if gunboats cruise to catch up they will only have enough power to fire one turret for a while, cause GBs have a long time for powerup, and that kind of DPS will not hurt a transport shield... or that was my line of thought.


RE: Discovery 4.87 Balance Discussion - SummerMcLovin - 07-14-2013

Cruisers are currently 140 and are being nerfed to 130. GBs are and will stay at 150 - matching heavy transports but giving the lighter ones, which are less profitable but now even safer from piracy, an advantage of 10.


RE: Discovery 4.87 Balance Discussion - belarusich - 07-14-2013

10 speed is so much? This is 100 distance after 10 seconds, and if freighter tries to TS, he can lose that distance.


RE: Discovery 4.87 Balance Discussion - Govedo13 - 07-14-2013

Yep- people tend to forget that the GBs are 150 now and that no changes there are listed.
If one manages to keep the distance around 500-600m before the engagement the said 10m can be decisive- sitting at the range of the gb guns gives huge advantage by stafe dodging and hitrate, second huge advantage is that the said speed reduces the dps with 9% because the time given to do the dps is less.
Also given my 160 speed Geisha past experiences- ships like claysdale,mammoth and gmg miner, behemoth etc small agile stuff wont be piratable with GBs at all if the transp pilot is competent, cruisers is also no-go.
I also doubt that this ships would be piratable by light bomber as well- it would be quite gamble- 2 missed snacs and the small transp is safe in the 20k zone.
Also there would be inconsistency because some 3500 transports are big and sluggish now while some are small and agile at the same cargo capacity.
Then the question comes- why the pirate should bother to RP at all if the transp moves and why the transp pilot should bother to RP at all since if he gambles and gets 3-5k before the pirate starts with shooting he have 90% chance to dock unless he is pirated at 5-6 spots in Sirius where the lines are just longer.

In general I would like the cruisers to have problems with piracy but not GBs since the GBs have already limited role and they would be ubernerfed in 4.87 as usual- there is no middle ground- OP Gbs or useless GBs- same for many other things as well.