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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Why is it?

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Why is it?
Offline NonSequitor
09-16-2009, 11:15 PM, (This post was last modified: 09-16-2009, 11:19 PM by NonSequitor.)
#41
Member
Posts: 911
Threads: 116
Joined: Dec 2007

How about this?

a) Give transports the ability to mount gunboat weaponry, while increasing the power core (if needed). If they have gunboat weps, it would be nice if the power core didn't go dry in 10 seconds. I'm talking about solaris and basic turrets in this case. A battle razor on a Shire would probably make a lot of people cranky.

or

b) Give transports their own line of generic turrets with three subtypes:1) the basic turret with a refire of 2.00 and moderate damage output 2) a transport solaris turret with a refire of 4.00 and 3) a transport missile turret (similar attributes as the gunboat version)

In summary, transport turrets need more oompf - more damage output, more muzzle speed.

Will they become "civilian cruisers" if the turrets are upgraded? No, since transports lack the hull and agility of their military counterparts.

Will bomber pilots (pirates and lawfuls) have to hustle more for their money. Most likely.

Oh, and leave the SNAC alone. It's a nice equalizer.

That said, it would be nice if bombers were actually specialized at being bombers. But is not likely to happen, for a number of reasons. There is a bomber bias on this server, and although I don't go out of my way to find conspiracies in every nook and cranny, I believe there is a bomber bias amongst the dev team. That said, there's probably some dev(s) who side with capships as well.
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Offline Lunaphase
09-23-2009, 07:49 PM,
#42
Member
Posts: 1,405
Threads: 68
Joined: Apr 2008

I would argue that the snac is indeed overpowered. Its fast, its impossible to shoot down, it being a cannon rather than ordinance, and its got a near 2k range. Compared to a CRUISER, wich has LESS range unless you count missles and lm/pulse. Its slapping what is esssencially a cruisers most powerful cannon on a vhf body, cranking the armor and bots/bats by 75%, and boosting its powercore by about 300%. Meanwhile it gives very little of its agility to COMPENSATE for the armor, and keeps the fighter guns that smash ships to peices, such as the codenames, etc. Guys, bombers ARE overpowered atm, and its obvious to anyone who has flown both sides of the fence. I fly a battleship AND a bomber for the order.... Why is it my battleship ends up feeling like im flying a transport yet bomber feels like im freakin godly? sekhmet isnt even that GOOD of a bomber. its perfectly made for what its supposed to DO, but right now the SNAC, balanced against battleships, is now a 3 hit kill on any gb without a cap7, and two bombers can make most battleships look like pushovers. in my opinion, remove the snac, replace it with an ORDINANCE weapon, like the nova. That way others can actually SHOOT DOWN the incoming torps, and the snac becomes less of an "I WIN"cannon and more of a weapon fitting the role. It also wouldent change much anti cap since most fights the bomber doesent get 70 snac shots off anyway. Lets face it, unlimited ammo, and cant be shot down + 2k range? Were we proposing this weapon now we would NEVER let it in. So instead of nerfing or removing it, lets change it to make both sides of the fence fair, without castrating bombers OR making caps have easymode.

[Image: lunasig2.png]
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Camtheman Of Freelancer4Ever
09-23-2009, 08:29 PM,
#43
Unregistered
 

This links back to the problem that almost everyone here has a blindfold on for. A magic one.

Escorts FAIL

Transports again, are even more so bad against smaller ships such as "Bombers", which are far too much like fighters to say the least. SNAC has always been a nubcannon, and it really does need to be removed.

Tenacity's idea went something like this...

Remove SNAC, all four gun slots from Bomber.

Add 2-3 more torpedo slots, and a bunch of other shoot-downable torpedos, EMP, Hullkiller, Area-of-Damage ( Nova Torp ) ect.

This situation is similar to the one with caps.

2 Fighters + Transport VS. 1-2 Bombers = Dead transport and fighters + bombers fighting for long after the trader had died.

That, my friend, is an imbalance. Sadly, this community is largely bomber-whore majority, so I guess it will just stay...
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Offline Stefan
09-23-2009, 08:49 PM, (This post was last modified: 09-23-2009, 08:59 PM by Stefan.)
#44
Member
Posts: 626
Threads: 51
Joined: Sep 2009

Well, lemme just drop two opinions here then.

1st we could go by raising the armor/shields on transports a bit. That could be done by a) Literally raising up the digits; b) Making "EMP turrets", which is one of the best options, I think. These turrets would fire volleys of ammo that do no damage BUT detonate torps/missls/mines prematurelly. It would turn firing a torp from a walk in the park to a cold war. A bomber could get killed by his own torps that way, but a transport with only these kind of turrets is rendered useless against a gunship or VHF's; c) Making "Enforcer turrets", which wouldn't do anything at all but to raise the maximum shield of the transport.

2nd we could just raise the price and weight on torps. This is the one I like more: It would make piracying with those a lil less profitable with bombers, without removing their uses agains capital ships.
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