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Crusier Shields tooks over 50% of energy recharge - Printable Version

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RE: Crusier Shields tooks over 50% of energy recharge - Reddy - 08-28-2024

Shield changes were fine, a bit more engaging and tactical with disabling shields for more energy regen and reenabling when not being shot at. My only gripe is how the cruiser engine components are the only weak points, makes for a one dimensional fight in duels, a few more components for cruisers would mix things up and not be so boring.


RE: Crusier Shields tooks over 50% of energy recharge - Tenshi Kuonji - 08-28-2024

(08-28-2024, 07:43 AM)Levenna Wrote:
(08-28-2024, 04:08 AM)Tenshi Kuonji Wrote: ... this "Fighter-Bomber thing" isn't funny play caps, as useless as ever ...

This is a very funny trend among capital pilots that snubs are ostensibly broken vs caps. I would really like to see you hop in a bomber and see exactly how well you do vs a battleship in the current balance state.

Whenever you want

I could not be excelling in bombers but last time i tried it goes...kinda well i could say, not to beat an skilled player but sufficent to annoy them...
Add another bomber to the formula and lets see how good you could be...


RE: Crusier Shields tooks over 50% of energy recharge - Levenna - 08-28-2024

(08-28-2024, 09:38 AM)Tenshi Kuonji Wrote: Add another bomber to the formula and lets see how good you could be...

bombers absolutely do not 2v1 anything larger than a gunboat, and they struggle with that if the gunboat knows what they're doing lol

What you actually just described is the reality; bombers currently are just gnats that get swatted away by prims/secondaries/god forbid a battleship opens up and deletes you.


RE: Crusier Shields tooks over 50% of energy recharge - Traxit - 08-28-2024

the current trend seems to be snubstacking on capital ships, not even circling allied capital ships can deter your demise.

alas once again this is a player issue, not a balance issue.


RE: Crusier Shields tooks over 50% of energy recharge - monmarfori - 08-28-2024

It doesn't always work when the cruiser players know how to flak away snub swarms, forming an almost-impenetrable barrier.


RE: Crusier Shields tooks over 50% of energy recharge - Petitioner - 08-28-2024

(08-27-2024, 08:17 AM)Tenshi Kuonji Wrote:
(08-24-2024, 01:27 PM)Fab Wrote:
(08-24-2024, 07:29 AM)Czechmate Wrote: Good thing for whom is the question - on average, caps are played way less last 2 patches especially by casual players (look at indie cap prefix log times)?

I think this has to do with the mod as a whole and not exclusively the capital ship changes. to be honest, 4.95 combat was fun but very simple. now you've to much more carefully consider your options, and not just WASD strafe/steer and keep firing at your reticle.

I'm still not a fan of some of the changes just as the limited viability of loadouts (cruiser missiles disappeared from cruisers) but that can change with more weapons in the future

Understandable, crusiers were nice as how they were before, why bringing to me such "nerfing" on capital ships, as told before, mainly i prefer playing capital ships just because where i live i need to play against european people with really low lag and me having impressive 140ms~ on average of lag ...
Understand, but if you gonna "nerf such things" be considerable, cause you are not nerfing in good way, devs decided to keep it high energy usage on guns, destroy other guns (like solarises till make it unusable increasing power needings) ... but nicely not fixing some arcs some ships have it, don't talk about BC "Rework" with 10 turrets where i can barely mount 2 turrets per side to attack someone, and of course, no more 360 heavier guns ...
Still, there was fun before, and today it is just collecting dust all my whole fleet of ships
Recently came by lot of capital ships got a weapon reduction amount, and some ships are actually needing it due size or something ...
Mako passed from 16~ to 11 at most (and choses the worst placement for such turrets)
Valor leaved with only 2 turrets in secondaries to shoot below you (Man before this patch i had 6 turrets available, they leaved just 2), my 6 Primaries become on my heavy slots and my heavier were swapped ...
Well, a total mess, let's not talk about all the damn rest of my whole capitals i already have ... even NPC's have better position in guns than us as players ...
(Ah and Mako cannot sustain 1 Primary keep shooting because it get's without power, 1 DAMN PRIMARY TURRET

Cruisers were braindead overpowered before, which is why their skill floor was raised. For the record, 140ms is also not an excessive ping for this game—certainly not enough to require you to play brainded OP classes to be competitive. I play with a consistent 180~200ms and I still manage to get some blues somehow, despite being at the lower end of mid-skill in pvp.

The simple solution to "I can't sustain a single prim firing continuously" is to just toggle off your shield regen. Capitals are still easier to get decent at than snubs are, so I really don't see the problem here.

As well, please keep in mind that 1 prim in current patch is not equivalent to 1 prim in whatever patch you thought was best. Caps had their turret counts reduced across the board, but they received damage buffs to compensate. The idea was that this would keep their overall effectiveness about the same but improve performance.

I'm personally not the biggest fan of this approach just because it removes a bit of micromanagement flexibility from the player (ie toggling half your prims based on energy reqs) and because it detracts from the aefthetiq of having a big cool shipy with a lot of gunes, but I understand that we do in fact have a few players in this community who are still playing on shitboxes from 2008, and it's more important to me that they be able to participate than my capships superficially appearing to be more imposing.

Perhaps this change could have been coupled with a slight refire increase for prims and secondaries, or something like that, but then again I am not and have never been a balance dev (on scout's honor).



RE: Crusier Shields tooks over 50% of energy recharge - Tenshi Kuonji - 08-28-2024

(08-28-2024, 05:14 PM)Petitioner Wrote:
(08-27-2024, 08:17 AM)Tenshi Kuonji Wrote:
(08-24-2024, 01:27 PM)Fab Wrote:
(08-24-2024, 07:29 AM)Czechmate Wrote: SNIP
SNIP
SNIP

Cruisers were braindead overpowered before, which is why their skill floor was raised. For the record, 140ms is also not an excessive ping for this game—certainly not enough to require you to play brainded OP classes to be competitive. I play with a consistent 180~200ms and I still manage to get some blues somehow, despite being at the lower end of mid-skill in pvp.

The simple solution to "I can't sustain a single prim firing continuously" is to just toggle off your shield regen. Capitals are still easier to get decent at than snubs are, so I really don't see the problem here.

As well, please keep in mind that 1 prim in current patch is not equivalent to 1 prim in whatever patch you thought was best. Caps had their turret counts reduced across the board, but they received damage buffs to compensate. The idea was that this would keep their overall effectiveness about the same but improve performance.

I'm personally not the biggest fan of this approach just because it removes a bit of micromanagement flexibility from the player (ie toggling half your prims based on energy reqs) and because it detracts from the aefthetiq of having a big cool shipy with a lot of gunes, but I understand that we do in fact have a few players in this community who are still playing on shitboxes from 2008, and it's more important to me that they be able to participate than my capships superficially appearing to be more imposing.

Perhaps this change could have been coupled with a slight refire increase for prims and secondaries, or something like that, but then again I am not and have never been a balance dev (on scout's honor).

When they release the Crusier Rework? yes, they were ridiculously OP (and some of the culprit where the destroyers, that not only had boosted agility but indeed such small box for your big guns were a thing when they can pulse and mortar you and outmanouver really really difficult to hit them), but later Devs come to the idea of make Heavies only facing foward to the most heaviest one the mortar and missiles...only because that, they lose part of their agility as they need come closer, and trust me, there were guns on cruiser having more range than primaries on battleships xD

Man, imagine this scene, because i personally can't ... Watch any movies where you have capital ships in there, they fire and fire strong, shields last for real, that is happening in ALL places you see that, but what happen in here? shields drops in fast manner (useless) and your "Capital" ship because it is sound like a junk flying it can only withstand for let's see ... 5 seconds of firing guns? a supposed Capital Ship ... and one could thing, oh, let's use secondaries then, energy efficent things less range but more energy able to sustain, and ... nope, if your ship can handle 5 ships on primaries, your secondaries will be 3 seconds at most ... you could end doing same or more damage in a snubcraft than the damage can be done from your "Capital" ship ...

These ships are the pinnacle of engineering, something devastating to bring to the field and in good hands (i can't say i am excelsior with capital ships, but i am able to get 1vs1 in a better manner than some of the people in here)

An you can't tell me that their power core and energy capacity is pretty low? C'Mon!!

Bombers had almost half capacity regen than Capital ships, bomber is a snub, and a capital is a damn gargantuan ship ... ¬¬

Plus with more guns (the reason i always liked to get the ships with most guns available, even if Mako is my favourite ship) was simple ...

I was able to put let's see, some secondaries for anti-gunboat fight

Some Solarises for anti-snub fight

Some Flaks to get some help in defend myself from enemy warheads

get Primaries or Pulses ready

and fit well with my heavies

...

Now i have so low amount of choosing because even if put 2 solarises (that works nothing now) i will have probably 3 slots left, casually, i put 2 flaks and 1 secondary (?)

Have you seen Mako now? ...

It has only 2 prims, 2 heavies, and the worst arcs ever left on the secondaries, i can't barely aim in a big hole of space with secondaries, and against any snubcraft, that is a serious weak point, having 5 secondaries with the worst arc ...

I would at least they cover my whole 360° with 180° while can turn over and over without having to wait it return to his place so it can follow a ship, but what i got? a ship is UNABLE to get a placement of turrets merely decent ...
Same happened with Valor, same happened to the Atlantis, same happened with lot of ships ...
If you reduce weapon amount, give full arcs to the ships in exchange, at least to pale a bit such nerf ... but what they did? ... nothing, just nerf ...

My Rheinland Lend-Lease Crusier has "Defense Turrets" unable to even make it defend, and only useful for certain angles (the turrets on the sides) ... C'mon!! that is totally ridiculous, i don't see where "Defense Turrets" come in (Medium Turrets maybe?) but in any case ... useless


RE: Crusier Shields tooks over 50% of energy recharge - Petitioner - 08-28-2024

(08-28-2024, 06:29 PM)Tenshi Kuonji Wrote:
(08-28-2024, 05:14 PM)Petitioner Wrote:
(08-27-2024, 08:17 AM)Tenshi Kuonji Wrote:
(08-24-2024, 01:27 PM)Fab Wrote:
(08-24-2024, 07:29 AM)Czechmate Wrote: SNIP
SNIP
SNIP
SNIP

My Rheinland Lend-Lease Crusier has "Defense Turrets" unable to even make it defend, and only useful for certain angles (the turrets on the sides) ... C'mon!! that is totally ridiculous, i don't see where "Defense Turrets" come in (Medium Turrets maybe?) but in any case ... useless

...What's a Rheinland Lend-Lease Cruiser?


RE: Crusier Shields tooks over 50% of energy recharge - Jayenbee - 08-29-2024

(08-28-2024, 06:29 PM)Tenshi Kuonji Wrote:
(08-28-2024, 05:14 PM)Petitioner Wrote: Cruisers were braindead overpowered before, which is why their skill floor was raised. For the record, 140ms is also not an excessive ping for this game—certainly not enough to require you to play brainded OP classes to be competitive. I play with a consistent 180~200ms and I still manage to get some blues somehow, despite being at the lower end of mid-skill in pvp.

SNIP

When they release the Crusier Rework? yes, they were ridiculously OP

No, before the rework and maybe a little after too (when the new weps first dropped). Oh how I miss solo'ing Battleships in a Takeda with 360 arc weps, shooting mortars behind me, just casually corkscrewing at my max range, avoiding every single shot because the Battleship lacks velocity to hit me.

As primarily a Cruiser pilot as far as caps go, will say that 1v1s suck ass. Strangely, Criuser 1v1s felt more entertaining prior to the changes, but that's probably just the neuron activation I get from lots of guns.

80% of cap play is just good positioning though, especially on a Cruiser. You need to pay attention to ship movements, hit-run, skirmish with ships to keep them from pressing an advantage on your fleet. Shield-Regen off when you want to press an attack, Shield-Regen on when you're pulling away and would like as much defence as possible.


RE: Crusier Shields tooks over 50% of energy recharge - Busy Miner - 08-30-2024

As I said, the "just git gud" comments keep incoming.