Remove pulses from gates and stations? - 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) +--- Thread: Remove pulses from gates and stations? (/showthread.php?tid=125235) |
Remove pulses from gates and stations? - Lythrilux - 01-26-2015 So if people aren't content with removing all the guns from stations, jumpgates, planets etc. can we just remove pulses at least? They're by far the most annoying and just encouraging irritating behavior. RE: Remove pulses from gates and stations? - 9th.Legion - 01-26-2015 Naah... It's better with them. RE: Remove pulses from gates and stations? - sindroms - 01-26-2015 I'd say remove regular guns but pulses should stay. Otherwise I would have troubles hiding behind Westpoint from 4 Scyllas and two OC BSs. RE: Remove pulses from gates and stations? - Lythrilux - 01-26-2015 (01-26-2015, 12:44 PM)sindroms Wrote: I'd say remove regular guns but pulses should stay. You can always just run down the tradelane, or make distance since they're capital ships? The pulses just encourage immense base/gate hugging, and are also counter-productive to piracy (at the gates). The standard turrets can still whittle down a ship, but the pulses are overkill. RE: Remove pulses from gates and stations? - sindroms - 01-26-2015 The pulses discourage people from using caps at the gates, where they can use the 30 second recharge time to avoid lawfuls jumping in on them. RE: Remove pulses from gates and stations? - MÃmir - 01-26-2015 (01-26-2015, 12:31 PM)Lythrilux Wrote: So if people aren't content with removing all the guns from stations, jumpgates, planets etc. can we just remove pulses at least? They're by far the most annoying and just encouraging irritating behavior. Edit: whoops, wrote something on my phone and it disappeared when posting, only leaving the quote, which I agree with. Edit edit: (01-26-2015, 12:49 PM)sindroms Wrote: The pulses discourage people from using caps at the gates, where they can use the 30 second recharge time to avoid lawfuls jumping in on them. What do you mean? That the unlawful cap can use the gate when lawfuls jump through, while they have to wait for the recharge timer? If so, that's easily solved by the lawfuls leaving 1 ship on the other side of the gate before they jump through... RE: Remove pulses from gates and stations? - Sonoshee - 01-26-2015 Just return to CAPS CAN'T PIRATE policy, omg. Change was stupid in the first place, encouraging tears and capwhority. RE: Remove pulses from gates and stations? - sindroms - 01-26-2015 To be fair, I rarely see people pirating in anything above a gunboat. Which is good. RE: Remove pulses from gates and stations? - Jack_Henderson - 01-26-2015 Pulses can stay. All other guns should go. Pulses grant some protection against silly things like: > cap waiting next to jumpgate (cap piracy is stupid anyway) > cap sitting on top of base, blocking docking ports, instaing snubs happily. A base needs to be an advantage, however Tau experience has shown how annoying it is and that having them heavily armed is also bad for gameplay as it will make players hug it, as much as leaders can try to preach "do not do it", it will always happen, will always cause rage and frustration, and will always be stupid. Therefore: slow firing, long range pulses on gates/bases are fine. Fast firing guns that cause lag and make fighting really silly (NPC Battleships, oh my God!!!) should go. RE: Remove pulses from gates and stations? - nOmnomnOm - 01-26-2015 keep it as it is. it is quite silly this request. |