4.87 Ship balance reports (Ships / Weapons) - 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: 4.87 Ship balance reports (Ships / Weapons) (/showthread.php?tid=104913) |
RE: 4.87 Ship balance reports (Ships / Weapons) - TLI-Inferno - 10-29-2013 ============== Light Fighter 1.00's ============== With the amount of power that Light Fighter 1.00's cost, they can only be fired once, and then you need to wait 3-4 seconds before you can fire again. The problem right now is that their damage per second was calculated based on their 1.00 fire rate and balanced accordingly, but with the power core taken into account, 1.00's really can only sustain about 700-800 DPS, while flashpoints sustain more than 3000 DPS while also being faster and significantly more power-efficient with the ability to fire for quite a long amount of time. I believe that 1.00's should have their fire rate reduced to 0.50 (they actually take 3-4 seconds, but anything less than 0.50 on a gun just wouldn't look right) in order to more accurately reflect their damage output per second in terms of balancing. They also should have their damage increased to at least 3000, because the way they are right now at 2300 damage, being able to shoot once every 3 seconds with the current power cost, their DPS output with 2300 damage per shot is only 770 compared to the flashpoint's 3025 DPS. It just doesn't make sense for these to be so ridiculously weak in terms of damage output, in terms of power efficiency, and even in terms of projectile speed. So, first, lower their fire rate to 0.50 to more accurately reflect how frequently they can actually fire. Then buff them in some way; increase their damage and/or projectile speed and/or range and/or lower their power cost. RE: 4.87 Ship balance reports (Ships / Weapons) - P1vas - 12-25-2013 ============== 8.33s in general ============== These guns are too enegry efficient (except for rogue ones) and have no major downsides. Their DPS equals to most other faction guns' DPS, and all of them have 750 m/s speed. I think, they should have been kept with .86 stats. ============== Broken VHFs ============== I'll just name those: Chimaera, Katana, Blossom, Black Dragon, Nyx, Rapier. I don't say they all are of the same level, but they all are indeed too small for their speed. Please check them out if you don't trust me. I can help with testing. RE: 4.87 Ship balance reports (Ships / Weapons) - Haste - 12-25-2013 (12-25-2013, 06:31 PM)P1vas Wrote: ============== Keep in mind that all four of those are set to be made Heavy Fighters, and their VHF counterpart replaced with newly modeled and significantly bigger VHFs. The Rapier and the Nyx are very obviously broken. Both have no significant weaknesses and incredibly good overall profiles. I would also suggest doing something about the Falchion and the Ravens Talon. As in, the Falchion right now is generally just better than the Ravens Talon. The Falchion is incredibly responsive compared to the Ravens Talon, while having a similar but quite possibly harder to hit (flatter) front profile. Making those two a little less similar might be the best way to fix this. I would suggest making the Falchion less responsive but giving it a bit more maximum turn speed, as well as making it flimsier (read: less B/B and hull) than the bulkier-looking Ravens Talon. The logic for this would be that the Sabre fills the "heavy firepower, slow" niche for the Borderworlds tech cell, while the Falchion would fulfill the "fast but flimsier" role. Ravens Talon / Eagle would fulfill both roles for the Civilian cell. Making in-depth comments about gun balance seems a little pointless right now. All I can say is that it seems to be largely experimental / unfinished. |