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) |
Balance: Unkillable Battleships - Antonio - 06-02-2014 Battleships with large cargo and a jumpdrive mk3 have 0 counterplay. The basic principle is to get in a fight, wreck things and when close to dying jump to a safe location and come back into the same fight in around 10 minutes. Rinse and repeat, it's a win win situation. Something has to be done and here are a few ideas: 1. Increase the mk3 charge time by 2 or 3 times. This will give us a bigger window in which they can be taken out. 2. Make the mk3 easily destructible by a few novas, something like thrusters. Bombers with novas and capships with missiles would be proper counterplay to this. 3. Increase the cargo it requires or hfuel needed to jump. That way they won't have a cap 8 aswell, but something like a cap 4. P.S. I don't consider 10 cloaking battleships ambushing the BS with mk3 and killing him in less than 30 seconds "counterplay". Discuss. (06-06-2014, 06:50 PM)Exterminator Wrote: Jumpdrives are a cool feature. Before 4.86 I never dreamed something like that could be implemented, same with PoBs. RE: Balance: Unkillable Battleships - Jack_Henderson - 06-02-2014 Yep. It is stupid if BS just jump out, then sundive, then undock in the same system again and come in "Hello, it's me again. I'll kill you." RE: Balance: Unkillable Battleships - Freeroamer - 06-02-2014 Yes Thats is sort of Exploiting the Rules.. Also a Balance Problem RE: Balance: Unkillable Battleships - Kirill - 06-02-2014 Make new rule: Jumping out of battle counts as PvP death. RE: Balance: Unkillable Battleships - SnakThree - 06-02-2014 Make them CDable. Just like cloaks are. RE: Balance: Unkillable Battleships - Connor - 06-02-2014 I think someone is alittle annoyed about not getting his blue. But that is not the point. Theres and easy way round this. At the moment, when you type /jump and you start to jump, you lose 400k of core. Why not increase the core usage to about 5/6 Million? Otherwise whats the point of seriously nerfing stuff weve given? This will allow people to preform "rescue missions" and theyd only be able to jump out with most of their core (ie at the start of the fight). Edit: Or, make a new "Gravity Well Generator" that produces a jump drive inhibbiting field RE: Balance: Unkillable Battleships - Jonas Valent - 06-02-2014 (06-02-2014, 03:20 PM)Snoopyman Wrote: Edit: Or, make a new "Gravity Well Generator" that produces a jump drive inhibbiting field That is a great idea RE: Balance: Unkillable Battleships - lIceColon - 06-02-2014 I thought running away already counts as a pvp death? RE: Balance: Unkillable Battleships - Nerva - 06-02-2014 (06-02-2014, 03:20 PM)Snoopyman Wrote: I think someone is alittle annoyed about not getting his blue. It's not about bluemsgwhoring. It's just that if the other side has one or more jump capable caps there is almost zero chance for your side to ever win a fight. There's nothing to stop them from jumping out at the first sight of danger, suiciding and coming back in 5-10 minutes. Repeat that a few times and your side won't even bother logging. Taking out a battleship in 30 seconds is almost impossible without ganking it horribly. As mentioned in the OP, capspamming shouldn't be the solution. Draining the power core, even to zero, won't do anything. Adding a proper counter to a JD, that needs some effort to use, would be great. RE: Balance: Unkillable Battleships - SnakThree - 06-02-2014 We managed to kill Jumping Turtle with two uncloaking Dreads the moment his shields were downed. If 2 battleships are needed to down 1 without using any skill from both sides, something is wrong. |