Balance: Unkillable Battleships - 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 Balance (https://discoverygc.com/forums/forumdisplay.php?fid=31) +---- Thread: Balance: Unkillable Battleships (/showthread.php?tid=116143) |
RE: Balance: Unkillable Battleships - Antonio - 06-03-2014 Not only did they jump out, they came back aswell. RE: Balance: Unkillable Battleships - Veygaar - 06-04-2014 I like it. RE: Balance: Unkillable Battleships - R.I.P. - 06-04-2014 I am confused here, been a while since i have used a jump ship, but how the heck do you fit a Mk3 on a battleship anyways? thought the hold limit was 900. Or did something change on that? Never used a Mk3 myself only mk 4, which no ship i have seen can hold the jump drive and cap 8 and fuel it's self for a jump. Or maybe they do not have a hold limit i guess. I always thought they did like the cloaks but i guess not. RE: Balance: Unkillable Battleships - Singularity - 06-04-2014 (06-04-2014, 03:10 AM)Cloud1973 Wrote: I am confused here, been a while since i have used a jump ship, but how the heck do you fit a Mk3 on a battleship anyways? thought the hold limit was 900. Or did something change on that? You mistook it for Cloak. The one with 900 limit is Cloak Mk II. As far as I know, No Hold limits for Jump Devices. JD III differs from JD IV in a single way that is it's not able to jump other ships. RE: Balance: Unkillable Battleships - lIceColon - 06-04-2014 Obviously the real problem here is not the battleship jumping (which is a perfectly reasonable tactic to avoid death), but the oorp sundiving after a blind jump. So instead of trying to nerf the jd, you should instead place rules that a ship that had a death-message after jumping out of an engagement is not allowed to re-engage. Thus, if a battleship really wants to re-engage after jumping, then at least they would be required to to input the correct coordinates for the region, and fly back to the nearest station for repairs and refit before re-engaging. And if the battleship made the effort of having the correct coordinates, repairing itself the proper way then rejoining the fight, they should be awarded for their efforts in doing so. RE: Balance: Unkillable Battleships - Jack_Henderson - 06-04-2014 (06-04-2014, 04:32 AM)lIceColon Wrote: And if the battleship made the effort of having the correct coordinates, repairing itself the proper way then rejoining the fight, they should be awarded for their efforts in doing so. And, now tell me where this "effort" is. You go into a fight. Head on. Inflict as much damage as you can, you ignore tactics and go full retard. You know, you will survive. Then you hit 1 key for your script that pastes the long coord line. Then you hit another key for the initiate. After that, you cruise to a base (or sundive/respawn), dock, refill, and lane back 1 system to the fight. Intense. The effort. Incredible. Totally worth awarding this "massive effort" (!) with an unkillable BS and 2000 bats/bots after 7 minutes again. There is no effort. There is no tactics but "know when you jump". That's the only part. This device seriously needs adjustment if cap ship fights are meant to be fun again. RE: Balance: Unkillable Battleships - Sciamach - 06-04-2014 Heres an idea, free of charge: make jumps available only to specified transports as jumpships instead of this Pussying-Out tactic that seems to be the norm for complete morons Its a tremendous pain in the dick to be fighting someone, then have them jump away as were barely scraping their health down simply because they were too buttsore to take a blue like they had a pair. Fighting against these caps are fucking dumb. Or better yet: make any weapons fire on the jumpship immediately cancel the jump. Problem solved. >inb4 every jumpcap owner collectively screams in rage at the idea simply because they cant use their bogus "Pussy-Out" button anymore. RE: Balance: Unkillable Battleships - sindroms - 06-04-2014 Dunno, I do not own a JD3 and I still think that the whole idea about a "PussyOut" button is pretty good one, just not implemented right. RE: Balance: Unkillable Battleships - Omicron - 06-04-2014 That is what happens when you nerf battleships to worst class in the game. People adapt with what tools they are given, now to disdain of the others. The number of jumpers would not be that great if they actually stood a chance in combat. RE: Balance: Unkillable Battleships - Singularity - 06-04-2014 I don't understand then why is it used even in solo fights. In a Brawl, its perfectly okay to jump out and come back again and it can be understood (although not fun to have that same opponent again), but in Solo fights, its really irritating. If both the sides continue doing that in a fight, then I must say the end is near for Cap fight fun !!! |