Cloak Disruptors - 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) +---- Forum: Discovery Mod Bug Reports (https://discoverygc.com/forums/forumdisplay.php?fid=573) +----- Forum: Archive (https://discoverygc.com/forums/forumdisplay.php?fid=35) +----- Thread: Cloak Disruptors (/showthread.php?tid=140662) |
RE: Cloak Disruptors - Antonio - 07-07-2016 (07-07-2016, 02:32 AM)JohnyWalker Wrote: The name say it perfectly: Because of balance. Having a cloak would be too beneficial, they're already much more useful and versatile overall compared to a cloak disruptor which only has one purpose - disrupting cloaks. There's no need to make cloaks even more appealing than they are already. (07-07-2016, 02:32 AM)JohnyWalker Wrote: Actually... and follow this facts, why not also CRUISE disruptors disrupting Jumpdrives? Some players use fast hyperjump for avoid death in combat hehehehe... just jumping somewhere close to a base where he can reload and just hyperjump last coordinates and reengage, what is totally unfair i guess... Cruise disruptors stop jump drive charging. RE: Cloak Disruptors - Brambleweed - 07-07-2016 (06-29-2016, 01:01 PM)WPeregrine Wrote: Can't the cloak disruptor be moved to the mines slot instead?It seems to me that it makes far more sense for the cloak disruptor to be mounted to the cruise disruptor slot, forcing the ATTACKER to choose between keeping their target from running or keeping them from hiding. Both are offensive, debilitating weapons not intended for defense. This was the original intention in the vanilla version when the player had to choose between CD and torpedoes. For the sake of balance and RP (and even just keeping the game interesting), a single attacking vessel shouldn't be capable of overpowering every defensive option in play... that kind of universal capability is what has historically ruined games. Instead, fly with a partner whose capabilities offset your own. Players are always going to cry and moan about WANTING all the biggest guns and having all the tech, but it's not what the game NEEDS. Haste Wrote:A player with a cloak in their countermeasure slot trades the ability to easily avoid missiles for the ability to go invisible.Are you saying that a player who is invisible is going to have trouble avoiding missiles? --- Whether we are going to have CDs or C/CDs and which equipment slots all of this new tech will use, I hope that the ultimate end result is in the best interest of game balance and not the personal agendas of the few players who are participating in the forums voicing their rhetoric. Force players to consider tactics and employ a strategy by choosing between which of all these powerful options they will use. Force players to NEED to work together. The hypothetical 1v1 scenario is NOT adequate play-testing. Personally, I liked FLDiscovery better before the ever-increasing, fun-sucking complexities of ship/faction laws, tech/ship/ID compatibility penalties (what a nightmare), the inexplicable restrictions and irregularities of mining, and a million new factions and IDs to keep up with... I haven't bothered much with the forum over the last 7 years other than to find information, but this game is getting so complicated with rules and restrictions it's a wonder the whole thing doesn't collapse in on itself. It's become that horrible woman who I can't live without. |