• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 96 97 98 99 100 … 546 Next »
Jump Gates

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (4): « Previous 1 2 3 4
Jump Gates
Offline Caconym
01-08-2015, 03:22 AM,
#31
Member
Posts: 422
Threads: 28
Joined: Mar 2013

I think the main problem about gate camping is when it's done in groups. I remember an engagement between LN forces and a bunch of OC and Rogue caps. The Unlawful cpas were camping on the other side of a gate which I can't remember - all I remember is that in 4.86, at the time, the gate was the only way to access its system from New York. As such, no matter what LN ship jumped, wether they be a Libby or a LF, they got curb stomped on the other side instantly after being dropped one or two lines as they were forced by the game mechanics to jump one by one, thus making them sitting ducks for the OC and Rogue caps. So that's one good side of the Pulse turrets, at least. They prevent that sort of stuff from happening. While I agree that they can be annoying, they were put here to prevent abuse. So unless another way is found to prevent that abuse, I say keep 'em. Maybe nerf them a bit, but definitely keep them.

[Image: 739cx2x56a7.PNG]

[Image: Caconym.gif]
Reply  
Offline Shinju
01-08-2015, 03:40 AM,
#32
Federal Humanitarian
Posts: 2,030
Threads: 234
Joined: Jun 2014

(01-07-2015, 01:26 PM)Internity Wrote: Also, guns on the trade lanes are made to keep away pirates. It's very logical.

However trade lanes are without weapons. I miss old days where you could disable Gate/station turret for 2 minutes or so...

"No step on Snek..."
Nome Wrote:my english is my english!
Reply  
Offline Veygaar
01-08-2015, 03:50 AM, (This post was last modified: 01-08-2015, 03:50 AM by Veygaar.)
#33
Member
Posts: 4,211
Threads: 157
Joined: Jan 2011

If any trader is silly enough to get caught mid-lane that is sad.

I can detect a pirate 17k away, drop out of the lane, and get away easy. Only way a pirate is going to catch me is AT a JG or JH. Other wise they are detected and avoided at range with ease.

Super easy to trade atm, which is good because I lost all my ships to inactivity. Trading has deff. become very easy.

Veygaar for Admin Moderator 2013!!!
[Image: tumblr_mhigevrWmO1qh09nho1_500.gif]
Reply  
Offline Curios
01-08-2015, 07:37 AM,
#34
Member
Posts: 2,719
Threads: 88
Joined: Sep 2009

It's players who should be dealing damage to other players - not some NPC objects. I was against those weird experiments that was a part of piracy gameplay destruction back then and now too. Whoever invented that idea is retard.

[Image: bhglogo.png]
Reply  
Offline sindroms
01-08-2015, 07:55 AM,
#35
Member
Posts: 9,434
Threads: 985
Joined: Feb 2008

A reminder.
The reason turrets were removed from lanes is to prevent a very annoying CTD error, which would happen if a player went through the ring while the turret was disabled. Not only you'd CTD, you'd also lose your cargo and end up on the base you previously undocked from. Needless to say, it was annoying for miners.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
Reply  
Online Lythrilux
01-08-2015, 09:12 AM,
#36
Edgy Worlds
Posts: 10,343
Threads: 736
Joined: Jan 2013

(01-08-2015, 07:55 AM)sindroms Wrote: A reminder.
The reason turrets were removed from lanes is to prevent a very annoying CTD error, which would happen if a player went through the ring while the turret was disabled. Not only you'd CTD, you'd also lose your cargo and end up on the base you previously undocked from. Needless to say, it was annoying for miners.

How many people did that affect exactly? You talking about it is the first I've heard it.

[Image: Lythrilux.gif]
Reply  
Offline sindroms
01-08-2015, 09:16 AM,
#37
Member
Posts: 9,434
Threads: 985
Joined: Feb 2008

It was fixed in 85. It affected anyone within the range of the lane. Even the pirate.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
Reply  
Offline Tutashkhia
01-08-2015, 02:55 PM,
#38
Member
Posts: 704
Threads: 51
Joined: Apr 2011

Well, trade lanes and jump gates/holes were quite good in .85.

What Veygaar said, only a silly trader might get caught mid-lane. Scanner which costs around 200-300k can detect players within 17km and that's quite enough range to drop out of the lane and escape without getting robbed.

[Image: TutashkiaProgress3_zpsa428aa57.png]

Tutashkhia Reports

Reply  
Offline Karst
01-11-2015, 04:23 AM,
#39
Chariot of Light
Posts: 2,983
Threads: 214
Joined: Sep 2009

Just saw this and I agree absolutely.

It isn't just about cruiser piracy, you know. A snub pirate at a gate is forced to somehow sit in a place that won't get them pulsed, get close to a trade ship, and roleplay all at once.

I understand why important house stations have turrets, but jump gates? Considering how durable transports are these days, those are some of the few viable pirating spots left. And those pulses make them a lot more annoying, and certainly not just for cruiser pirates.

[Image: jWv1kDa.png]
Reply  
Pages (4): « Previous 1 2 3 4


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
2 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode