Tech Nerf question - 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: Tech Nerf question (/showthread.php?tid=72439) |
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? 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. |