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Tech Nerf question - Printable Version

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Tech Nerf question - Domjan - 01-13-2012

Umm... With the new tech nerf, does it mean now even if you DO get a permission
your ship is still nerfed?

The way I see it.

Pros: No u can't haz Pewpewuberpwnship

Cons: Even with the permission it's still nerfed.

Make permission ships unnerfed?

???

Profit


Tech Nerf question - Stoat - 01-13-2012

They way I read it the nerf occurs regardless of permission from the associated faction


Tech Nerf question - Domjan - 01-13-2012

' Wrote:They way I read it the nerf occurs regardless of permission from the associated faction

Aye so that's why it's bad, if you were successfull enough to get a permission
from a faction, your hard work should be rewarded, no?

And not have the same nerf as some lulzy guy that decided
to get it without any proper RP.


Tech Nerf question - Veygaar - 01-13-2012

Keep nerf on all. It was made to prevent OP'd set up's. Why make a way around it?

Just limit the nerf rate (say 70-90% efficiency) so that all players are on a equal playing field. You would still be able to fight in your RP'd "special" ship, but you wont have some unfair advantage over others for it. Let skill be the deciding factor of your combat, not your ship stats.


Tech Nerf question - Domjan - 01-13-2012

' Wrote:Keep nerf on all. It was made to prevent OP'd set up's. Why make a way around it?

Just limit the nerf so that all players are on a equal playing field. You would still be able to fight in your RP'd "special" ship, but you wont have some unfair advantage over others for it. Let skill be the deciding factor of your combat, not your ship stats.

Umm, I don't think it makes a difference honestly, if you're flying
a Titan with Tizonas or a Sabre with Tizonas, if you're looking
for a permission you will go with some borders of normality,
not looking for an uberpwn ship, because they wouldn't grant you one,
rite?


Tech Nerf question - Valinor - 01-13-2012

If one of the aim of the tech nerf was to remove overpowered or silly loadouts granted by factions, then excluding granted tech from the nerf won't change anything.


Tech Nerf question - Domjan - 01-13-2012

' Wrote:If one of the aim of the tech nerf was to remove overpowered or silly loadouts granted by factions, then excluding granted tech from the nerf won't change anything.

Oh, didn't know that...

Thought it was just there so admins wouldn't have to keep up with SRP requests
and violation reports anymore.


Tech Nerf question - Veygaar - 01-13-2012

' Wrote:If one of the aim of the tech nerf was to remove overpowered or silly loadouts granted by factions, then excluding granted tech from the nerf won't change anything.
The aim is to keep the work on the admin side of things down, and to allow players more creativity in their Role Play without outside bias. All this while keeping people from just creating wtfpwn ships. So... Excluding granted tech from the nerf will change things, because then OP'd setups will come to those who make requests. Thus breaking the balance.


Tech Nerf question - Enoch - 01-13-2012

' Wrote:If one of the aim of the tech nerf was to remove overpowered or silly loadouts granted by factions, then excluding granted tech from the nerf won't change anything.
Instead of making them restricted by factions, they made the silly loadouts freely available for everyone. What a great evolution.

On the other hand, I have to agree with you. The system would fail twice if it wasn't at least a bit equal.