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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Give back the old Type 4 Transport Turrets!

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Poll: Have them back?
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Yes.
82.00%
41 82.00%
No.
12.00%
6 12.00%
No, but buff other Turrets.
6.00%
3 6.00%
Total 50 vote(s) 100%
* You voted for this item. [Show Results]

Pages (3): « Previous 1 2 3
Give back the old Type 4 Transport Turrets!
Offline schlurbi
06-24-2010, 07:16 PM,
#21
Member
Posts: 4,688
Threads: 187
Joined: Apr 2009

Why I shouldn't blow up a Pirate? Simple: Many of them are Idiots. There are also others I would have to shoot off. Terrorists and others being a Part. Also, if you meet Fighters like a Werewolf, that almost is a Bomber.

Also, I don't know who you were fighting against, but if I blow up a Transport I use a Roc, probably the lightest Bomber if you don't look at the Mamoru and I have no, actually no Problem to kill a Transport without taking any Damage. Using a different and heavier Bomber it would even be easier.

Transports, except Liners cannot defend themself and now don't start talking about Escorts, because that is a different Story.

' Wrote:Oh and after the old turrets type 4 was an update
hull dmg was 3000
shield dmg was 1500
range 5k
and speed bullet 2.5k/s
refire rate 2.00
But takes a lot of energy. I dont remember how much but more that transport tyrret type 1. I think double or triple
Sry if i'm wrong but that was 1 year ago or maybe more
I have no Idea what you are talking about. You're sure that you are posting in the right Thread? This is about the Type 4 Turrets, being Solaris Turrets, not the Cerberus Turrets or the really strong and slower Turrets that are good against Gunboats.


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Offline Zeb Harley
06-24-2010, 07:30 PM,
#22
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Posts: 645
Threads: 25
Joined: Jan 2009

' Wrote:Also, I don't know who you were fighting against, but if I blow up a Transport I use a Roc, probably the lightest Bomber if you don't look at the Mamoru and I have no, actually no Problem to kill a Transport without taking any Damage. Using a different and heavier Bomber it would even be easier.

Transports, except Liners cannot defend themself ....... [snip]





go and ask aerelm if it's the transport or the pilot who can't defend himself.

' Wrote:for those who missed it: the moral of it all is ----> traders with teeth are fun for pirates. - within reason.

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Offline Unseelie
06-24-2010, 07:39 PM,
#23
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Posts: 4,256
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Joined: Nov 2006

I'm not going to argue the ethical position that transports should be balanced against pirates. I believe it, others don't.

The problem with balancing transports has been, historically, one of the vast breadth of the transport class: Its ass if you had one ship class, "Caps" which tried to contain all ships from gunboats to dreadnoughts, and had only one weapon-slot. This, as is obvious in the metaphor, presents quite a few problems.

Then, of course, you have to fit them into the balance, between bombers and gunboats, and see that they have damage and efficiencies reasonable when compared to the ships of other classes. the minimum effective flack for a transport...is better than the flack of a Battleship, and there you run into issues.



Historically, the solution has been to manipulate only the number of guns and the size, but I think we can do something else to introduce more control into what ships use what guns.

We have what I call the "fighting transports", those transports with eight to twelve guns. The raba, the Ptrans, the Ctranses, etc.
Then there's the 5ks, and other large transporters in the 4000-5000 cargo range.

and the 'mid range transports', which are...all the 'smaller transports' that Mjolnor talked about. They've generally got about six turret slots, and slightly better maneuverability than the other ships.

My most recent thought involves changing the powerplants of transports to create three distinct classes.

One, for the fighting transports, would be a plant with a small reservoir, but a quick regen, so that it would be feasible for a Ctrans to fire a broadside of 12 type 2s, regenerate, and fire again. Make the regen so that it can fire them 2.1 seconds or so, and give the ship slightly more energy than it needs to fire all twelve, and the ship will slowly run out of energy, losing shots along the way, and in the main retaining the current Fighting transport balance.

The midrange transports could then get a plant with a rather strong reservoir, and a weaker regeneration, which would facilitate introducing such weapons as microrazors, micropulses, and micromortars. (I do like the idea of calling transport heavy weaponry 'micro'), giving them a strong advantage over the large transports, while keeping the ability to fire these from the 'fighting' (may have to change that to bombarding) transports, so that there are now effectively different classes of transports.

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Offline Elsdragon
06-24-2010, 07:47 PM,
#24
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Posts: 2,741
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Joined: Mar 2009

Signed, seconded, Seal of approval'd

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Offline jammi
06-24-2010, 08:03 PM,
#25
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I would also support Unseelie's post. Currently, transport balance is nigh impossible because of the way all the ships are grouped into one classification, despite there being a massive range of ships. You've got, as the previous metaphor suggested, gunboat-like transports in the Percheron, and battleship-like transports in the Shire.

With every house getting it's own CTrans (or at least having access to one belonging to another House) next mod, it makes sense to diverge them into different sub-classes. I was under the impression we had a spare turret level floating around (level 6?). In which case, there you go - heavy and light transport weaponry, or alternately, specialised and generic transport weaponry. Just by adding one more turret class, you massively enhance transport balancing, plus it will give Unseelie's system a real working chance.

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Offline Elsdragon
06-24-2010, 08:08 PM,
#26
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Posts: 2,741
Threads: 59
Joined: Mar 2009

They turned turret 6 into bomber turrets D:

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Offline Unseelie
06-24-2010, 08:10 PM,
#27
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Posts: 4,256
Threads: 235
Joined: Nov 2006

' Wrote:They turned turret 6 into bomber turrets D:
Thought they turned turret 1 into bomber turrets.
And if not...are there any turret type 1?

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Offline Mounteblanc
06-24-2010, 09:13 PM,
#28
Member
Posts: 649
Threads: 11
Joined: Oct 2009

Hey. Solution! We replace the bombers' Class 6 turret hardpoints with Class 6 gun hardpoints. Bamf, problem solved. Then we make Type 6's into another transport weapon class. 'twould be awesome.
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Offline Ky-Kiske
06-24-2010, 09:30 PM,
#29
Member
Posts: 20
Threads: 2
Joined: Oct 2009

' Wrote:Why I shouldn't blow up a Pirate? Simple: Many of them are Idiots. There are also others I would have to shoot off. Terrorists and others being a Part. Also, if you meet Fighters like a Werewolf, that almost is a Bomber.

Also, I don't know who you were fighting against, but if I blow up a Transport I use a Roc, probably the lightest Bomber if you don't look at the Mamoru and I have no, actually no Problem to kill a Transport without taking any Damage. Using a different and heavier Bomber it would even be easier.

Transports, except Liners cannot defend themself and now don't start talking about Escorts, because that is a different Story.
I have no Idea what you are talking about. You're sure that you are posting in the right Thread? This is about the Type 4 Turrets, being Solaris Turrets, not the Cerberus Turrets or the really strong and slower Turrets that are good against Gunboats.

I know what i'm talking about. Was transport turret type 4 but was yellow not blue after that update. But was for a short period. 4-5 days. On my old transportor I had theese turrets

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