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Development Notice: Hellfire Rocket Pods - Printable Version

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RE: Development Notice: Hellfire Rocket Pods - Alley - 12-30-2015

(12-30-2015, 12:39 PM)Yber Wrote: This burst damage is not okay. Bombers should have a limit to how many hellfires they can mount.

The amount will be adjusted. However I'm curious, when you talk about burst damage itself, what is difference prior to before, except that you have more ammo? Are you talking about the overall damage, or the damage at time T?


RE: Development Notice: Hellfire Rocket Pods - Antonio - 12-30-2015

Overall damage. Try adding some power usage so you can't shoot all of them at once.


RE: Development Notice: Hellfire Rocket Pods - Connor - 12-30-2015

Rockets don't use energy like our weapons do though. You simply press a button that ignites a fuse.


RE: Development Notice: Hellfire Rocket Pods - jammi - 12-30-2015

(12-30-2015, 12:55 PM)Snoopy Wrote: Rockets don't use energy like our weapons do though. You simply press a button that ignites a fuse.

Novas should work on the same principle then? Accommodations have to be made for combat balance I guess.


RE: Development Notice: Hellfire Rocket Pods - Swallow - 12-30-2015

FL balance > common sense / physics.
Just to please as many players as possible.


RE: Development Notice: Hellfire Rocket Pods - Unlucky_Soul - 12-30-2015

(12-30-2015, 12:55 PM)Snoopy Wrote: Rockets don't use energy like our weapons do though. You simply press a button that ignites a fuse.

Rockets = Missles

Cap missles should also not use any energy if this logic is applied. Sadly this is not the case Big Grin


RE: Development Notice: Hellfire Rocket Pods - FallenKnight - 12-30-2015

(12-30-2015, 01:48 PM)Unlucky_Soul Wrote: Cap missles should also not use any energy if this logic is applied
+1
Cap missiles are already nerfed as being ammo based, while the energy drain to fire one is same (considering how they were before being ammo based). So either make them limitless - but to remain with their ridiculous drain or limited - only as ammo based and no drain at all.

Not to mention BB missles are ineffective due to Flaks, CM and are quite slow on top of being "friend killers". Hope devs have a lot in store for them.


RE: Development Notice: Hellfire Rocket Pods - Haste - 12-30-2015

Anyone who's ever looked at hellfire torpedoes' stats would've probably concluded that making them four times more sustainable would make them rather potent. I mean, a 4-hellfire bomber deals similar DPS to a light battleship for as long as it has ammo.

Maybe splitting bomber weapons into "regular" and "heavy" slots similarly to most caps and fighters could solve the issue and allow for some more variety in gun designs.


RE: Development Notice: Hellfire Rocket Pods - Cheetah - 12-30-2015

(12-30-2015, 01:00 PM)jammi Wrote:
(12-30-2015, 12:55 PM)Snoopy Wrote: Rockets don't use energy like our weapons do though. You simply press a button that ignites a fuse.

Novas should work on the same principle then? Accommodations have to be made for combat balance I guess.

Hellfires have a pre-manufactured, built-in chemical (but still powerful) explosive charge. That's why they don't use energy — chemicals are used as propellant and as payload. No need for energy.

Nova torpedoes are different. They use antimatter, and antimatter is unstable, decaying stuff. It has to be produced in-situ, because you can't store antimatter for days or even years. Nova Launcher produces antimatter from bomber's energy, then pumps it into warhead and fires the torpedo. That's why Novas use energy, and a lot of it. Same goes for capship weaponry.


RE: Development Notice: Hellfire Rocket Pods - Connor - 12-30-2015

(12-30-2015, 01:48 PM)Unlucky_Soul Wrote:
(12-30-2015, 12:55 PM)Snoopy Wrote: Rockets don't use energy like our weapons do though. You simply press a button that ignites a fuse.

Rockets = Missles

Cap missles should also not use any energy if this logic is applied. Sadly this is not the case Big Grin

Rockets do not = equal missiles because rockets are unguided whilst missiles are (: