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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Ship-based technerf

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Poll: Should ship-based technerf be removed?
You do not have permission to vote in this poll.
Keep ship-based technerf
11.54%
6 11.54%
Remove ship-based technerf, keep ID-based technerf
80.77%
42 80.77%
Other
7.69%
4 7.69%
Total 52 vote(s) 100%
* You voted for this item. [Show Results]

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Ship-based technerf
Offline Rani
10-17-2014, 06:03 PM, (This post was last modified: 10-17-2014, 06:04 PM by Rani.)
#31
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(10-17-2014, 05:58 PM)Highland Laddie Wrote:
(10-17-2014, 05:05 PM)Anshur Wrote: Problem with diversity is, all snub weapons are just exactly the same in stats (except rarities like Wyrms and Sammaels)

+1 This. A little more asymmetric balance would be nice than to have near EXACT stats on same type of guns for different factions.

Ex: Give Gaian guns excellent power efficiency and damage, but limited range. Give Rheinland military guns high damage, good range, but energy hungry. Give Bretonian weapons moderate damage, moderate range, but better refire rate. Give GRN weapons very high damage, moderate range, but lower refire rate, etc. etc.

Instead of randomly changing stats, change them in a way that the guns are more suitable for the type of activity the faction should be persuing IRP. Like more anti-transport hit and run for pirate factions, more anti-snub type weapons for police factions, and pwn-everything type weapons for my faction.

User was banned for: Yeah, no.
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Offline Mímir
10-17-2014, 06:08 PM, (This post was last modified: 10-17-2014, 06:43 PM by Mímir.)
#32
Member
Posts: 2,823
Threads: 182
Joined: Dec 2010

I'd just like to see the civilian house guns gone. The major difference between my Faze Sabre and my CL} Sabre is that the first one has blue projectiles (5.88 class 7 garand) and the latter orange (5.88 class 7 dragoon). It's all the same. I think Bretonia has got civilian (or navy?) guns with 5.88 refire / 700 speed too. There's a bunch of different 6.67 refire / 700 ms civilian guns as well, while some factions are stuck with either super slow or horribly inefficient 4.0 and 3.03 refire guns, further promoting the use of generic civilian guns when they are just that much better. Especially on a Sabre.

A bunch of generic civilian VHF's have been added too, when they should just have kept Sabre and Eagle on level with each other, but below the level of faction ships - that, along with the tech/ship chart in its current form, would encourage people to choose faction ID's and roleplay to get that super awesome special ship and guns. Another thing is the new Centurion combined with the new 5.88 Corsair guns - super awesome ship and guns, but totally changes Corsair PVP towards a more mainstream "generic" style and that takes away some flair. No point in me spending long hours trying to master a Titan with crummy slow guns but a nice (but slow) shield buster, when I can just jump into a another Corsair VHF and outfit it so it performs like the majority of the upper-tier ships in the game (better, even, with synced Corsair 750 ms / 5.88 refire shield and hullbusters), and that's sad. Takes away flavor.

Back on topic I think limitations can be used as an engine to provide a better and more crystalized overall experience, and I think that's direction the mod should be heading, rather than dilute things.

[Image: 120px-BhgLogo.png][Image: 120px-LH_Logo.png]
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