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Shields on capital ship - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Shields on capital ship (/showthread.php?tid=201719) Pages:
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Shields on capital ship - Moonwalker - 02-10-2024 Talked with Dev today he told me ,Battleship shields take one minute to recharge for it back online . he say it was Intended Well in a big ship like a dread one min is a long time to have your shield down. why would you make a Dreadnought intended weak .didn't you go to far with that . ? and thats for all type capitals so ? RE: Shields on capital ship - Haste - 02-11-2024 Yes, this is intended so shields come back up at a respectable percentage while still providing an opening for enemies when they're down. Capital ship shields are substantially stronger relative to how they used to be since 5.0, although we have toned them down slightly since. Battleships also have a lot of shield batteries. If you understandably can't wait a minute, press F. RE: Shields on capital ship - Moonwalker - 02-11-2024 So what you say is yes it was intended to make the shields on capitals so bad. But it's ok because we give you some shield batteries you can use them 2 x. after that your easy kill. RE: Shields on capital ship - Slimalou - 02-11-2024 Unfortunately the game will never be realistic and some sacrifices will be made such as Cap ships having laughable bad shielding. If the devs did a 180 and went straight realistic it would take a wing of bombers to even bring down a dreads shielding as such time all the sub players would start complaining. The devs would also be more heavy handed when it comes to enforcing ZOI for those who wish to fly caps where ever they like for easy kills. Cap ships/equipment would like SHOOT up in cost. While I think it would make RP on the server very interesting to have realistic ships (such as giving the bigger caps a real fear factor if your team did not have your own) the sub player base would lose their minds. Though I think giving the bigger ships main weapons a big punch and reliability factor at the cost of a long (say 20 - 30 sec) reload time might be something worth testing out. RE: Shields on capital ship - Tenshi Kuonji - 02-11-2024 (02-11-2024, 12:14 AM)Haste Wrote: Yes, this is intended so shields come back up at a respectable percentage while still providing an opening for enemies when they're down. Capital Ship Shields are really really weak against everything, Capital Ships should keep their huge energy core and recharge (because Devs actually did not balanced the thing, just make it a mess) how is possible a Battlecrusier ways times smaller than a capital ship get more than 70%-80% of the respective Battleship/Dreadnought Class, why the nerf in such ships, that have ZERO movility and should be giving the lance, power and capacity to make other takes the changes on their own ... but it only require an annoying NPC ... or player just pass nearby to keep you flipping continuously like a game, and well, your ability to shoot get lower ... How is possible huge ships get a laughable recharge energy core and a small energy core even the biggest like Bismarck (Rheinland Battleship) [Bulky] or the Valor (Gallic Battleship) [Largest] plus the only weapon against fighters (Solaris) got nerfed, but stats remain ... Heavy Mortar uses 1.85M of your core, that again with only 4875000 that means 2.63~2.64 shots able before core is unable to sustain the shots, but let's not talk about "Heavies but what about Primaries"? just 1 primary weapon uses 74650~ energy core PER SECOND, yeah at 3.0 refire rate ... well ... the core recharges at 110K ... not even to sustain 2 guns able to shoot, what about the secondaries? well, 47730~ energy core PER SECOND at 3.03 refire rate ... same calculation, but with only 3 secondaries ... really? REALLY?? ... just shooting 3 guns "Devs: No, but you are supposed to make grouping weapons and use them like this and that" ... I am sorry, but 3 guns are the less than the damage just a gunboat shield can regenerate without hassle ... Ships that have zero mobility + ships that flip so easily (at least make no ship from less your range be able to flip your ship, actually block that thing so if they ram, they are the ones who get the ricochet, not you flipping losing every timely aim you could be doing) Some other capital ships have their guns in a weird placement i think ... just make the heavies firsts slots, isn't that hard, just code it (or show me how is done and i will fix it for you) Thing is when a ship can't sustain more than 2-3 weapons by itself, then we have a serious issue ... Let's not talk about Solaris and Gattling that uses more than 50K to 52K just one gun and have an accuracy of ................. crap ... because again such deviation and such energy usage? ... Shields at 499200/624000 of capacity and taking 75s/80s to rebuilt and low regeneration rate ... A modification should be done, keep it like is right now and create some interesting thrusters to add mobility, make it tankier by increasing shields a lot more, or just give better powercore to really sustain the weight of their weapons, because just 2-3 is laughable even for the smallest gunboat that can deal 3 times the damage a battleship can with his guns... RE: Shields on capital ship - Slimalou - 02-11-2024 I would agree, compared to pre 5.0 caps, the caps we have now are much weaker RE: Shields on capital ship - Czechmate - 02-11-2024 Heavy bs are a frustrating mess but don't expect devs to actually listen, It's sad fact that drove a lot of people away from the game :/ EDIT: but it's like this with a LOT of things, besides events/Earhart/siege system the patch has been a decisive failure, because of changes that made sense on paper to a couple devs that weren't thought through, not properly tested, not made with active player base in mind, not made with generating player retention in mind, and that made the mod a big unfinished mess it is now that a massive number of people who came to try it out after the changes have abandoned, along with people playing for many years before it. Will you see big reversals? No, because the current dev team considers the changes to make sense on paper to them, and what you think and if you actually play, are not their main priority. RE: Shields on capital ship - Antonio - 02-11-2024 Capital shields are much stronger now compared to pre-5.0. The capacity and shield batteries in particular got the biggest buffs. That does indeed result in “feeling” like the shield takes forever to charge to 100%, but it’s free stats. Imagine if the extra capacity wasn’t there. The feeling of it regening would be noticeably faster, while in reality you have a flat out weaker shield. The batteries are extra too, giving you two get-out-of-jail-free cards when, for example, you get out of position in a fleet fight.
It’s the same deal with powercores. Cap guns’ dps and power consumption went up, powercore capacity went up, powercore regen stayed the same. That means the feeling of your core taking forever to charge is the extra free capacity you got. If it got removed, you’d feel your core regening faster and it would be more pleasant to play with, yet you’d be straight up weaker. Ironically, shields being stronger means cores feel weaker, since you’re spending more core to deshield people. Cores are a bit different than shields however, because guns do more damage and take more core to shoot, so core management is more important than ever before. In reality it promotes loadout versatility and introduces more skill to cap combat. Remember how easy your shield would get nuked pre-5.0? One bomber could deshield a BC in a few seconds, almost deshield a battleship. Here’s proof in a video from last patch, at exactly 7:00 minutes a cruiser’s shield gets nuked in what, less than a second?: RE: Shields on capital ship - Czechmate - 02-11-2024 This is why the dev team and state of the mod feels so disconnected, why you drove a lot of the people away with these changes. Quote: In reality it promotes loadout versatility and introduces more skill to cap combat. In reality, this promotes boredom, drives down enjoyability and has made loads of people quit the game - what you wrote makes sense on paper, but it made this game less enjoyable to play and wasn't done with player retention in mind. RE: Shields on capital ship - Czechmate - 02-11-2024 Just ask yourself you are a casual player, you jump into disco, you get the biggest ship in the mod as this is the main unique draw compared to vanilla. What you get is sluggish drifting blob with Guns that miss even NPCs most the the time, and you spend most of your time with no shield, no powercore, just sitting there and spending half the fight just cruising somewhere so you get a better position to use your slow turning guns that your kickass big warship can barely shoot a couple of the smallest ones at a time with powercore down. Do you stay? No, you go back to World of Warships you realize the space mod has copied from and made actively less enjoyable. Sad facts guys, that's I am sure nice to the people who made these changes who themselves now spend close to 0 time actually playing the battleships they designed this way. Sad. Edit: just to illustrate how much of a failure this is - I see bs mains who had craploads of time prepatch playing games like roblox or golf in their discord statuses. Golf. And frankly? I don't blame them. |