(09-20-2013, 09:17 AM)djordje_petrovic Wrote: Can luxury yachts as democritus and giesha than get even more faster speed impulse about 120 - 180 . In 4.86 yachts exclusivity was that they vere faster . Now democritus with 1500 cargo should be as fast as some tranport with 3000 cargo .
That was already noted when engine changes were being implemented, and is currently under consideration.
(09-15-2013, 01:17 PM)Duvelske Wrote: Aerelm.. what did i tell you at the start of this post? with the cap ships and cruisers? Now I can QQ as the cm are on the bottom of the ship and the cerbs and such on top. so i cannot see 1 how many cm & cd i have left and 2 i need to scroll everytime now.. except if you have cloak then.
can you now please clarify why it was better this way?
Maybe if you had actually listened the first of dozen times you bugged me about this on either skype or forums, you would've actually noticed when I said this has absolutely nothing to do with neither me nor the balance team and you should ask the dev who applied these changes. Now excuse me while I go back to ignoring your pointless and already-answered questions while you keep QQing as the cm are on the bottom of the ship and the cerbs and such on top.
(09-20-2013, 09:17 AM)djordje_petrovic Wrote: Can luxury yachts as democritus and giesha than get even more faster speed impulse about 120 - 180 . In 4.86 yachts exclusivity was that they vere faster . Now democritus with 1500 cargo should be as fast as some tranport with 3000 cargo .
That was already noted when engine changes were being implemented, and is currently under consideration.
(09-15-2013, 01:17 PM)Duvelske Wrote: Aerelm.. what did i tell you at the start of this post? with the cap ships and cruisers? Now I can QQ as the cm are on the bottom of the ship and the cerbs and such on top. so i cannot see 1 how many cm & cd i have left and 2 i need to scroll everytime now.. except if you have cloak then.
can you now please clarify why it was better this way?
Maybe if you had actually listened the first of dozen times you bugged me about this on either skype or forums, you would've actually noticed when I said this has absolutely nothing to do with neither me nor the balance team and you should ask the dev who applied these changes. Now excuse me while I go back to ignoring your pointless and already-answered questions while you keep QQing as the cm are on the bottom of the ship and the cerbs and such on top.
Very good!! ....this is better, now i can push button 1 of 2 for my mortars and pulse cannons!! ....this weapon group is better!
No Matter How Good You Are, Don't Ever Let Them See You Comming
(09-20-2013, 03:14 PM)aerelm Wrote: Maybe if you had actually listened the first of dozen times you bugged me about this on either skype or forums, you would've actually noticed when I said this has absolutely nothing to do with neither me nor the balance team and you should ask the dev who applied these changes. [/align]
if you read closely it was asked priorly i asked you on skype. anyways thnx for both answers it was (y) already. and yes I dislike that all is messed up as i expected from the start with the guns, but who knows it might in the end be better this way. Sometimes a change is good, sometimes it bad. Time will tell.
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cruiser solaris are all the same and a skilled light solaris cruiser was 10 times more dangerous than some pesky TS gunboats in 4.86. Now cruiser solarises are not nerfed and the GBs are nerfed to oblivion. Is it something related to the cau8 pirate gunboats?
I am glad you have added Mk8 armors to every station ever, but would it be much hassle to add cap8s to every guard system at least? To get a cap8 for a Junker, you need to fly to Roussillon.
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Considering how the 800 m/s is still pretty slow, almost as slow as 600 m/s, I think it should have its DPS raised to around 2800.
I also believe that the 600 m/s should be reverted back to their 1.00 fire rate, making them more difficult to use as they were before but powerful when used correctly.
The 1600 m/s turrets don't seem to turn properly (they might be 2,000, I forget). They were shooting in all completely different directions with only one or two actually shooting in the direction of the fighter behind me.
I was also disappointed to see that the pelican can't mount class 10 fighter missiles on its two front slots anymore; now they're just class 9 fighter gun slots. This is really crap because fighter guns don't fit very well in combination with transport turrets; it would throw focus off. They ought to have the missile mounts like they used to.
Basic Gunboat turrets are ridiculously slow. Why would you nerf them so much? Now they are the same projectile speed as Cerberus... with half the damage per second... Gunboats are supposed to be for defending larger ships against fighters and bombers. Now you're turning them into weaker cruisers where their only viable turrets are miniature Cerberus turrets.
(09-20-2013, 08:20 PM)Veygaar Wrote: Can we at least match Gunboat and small transport thruster speed?
So they are again -the- solo piracy boat?
I don't mind if they can thrust at the normal transport speed. But not at the speed of the small ones. It's the small transports' perk that they can get away from pretty much everything that is not a group of snubs.
I also think that small transports (especially Pelican) might be too good.
They are barely hittable by... pretty much anything.
They have a lot of firepower in TS/TZ that makes them unkillable by snubs.
Some of them even got CDs (like the Pelican) to make them deluxe pirate ships.
All of them can simply thrust out of any unwanted situation (like when they meet a GB).
Solution: Remove CDs from all of these.
These should not be offensive ships but very good at evading and getting out of tricky situations alive. They trade their survivability for big cargo hold.
(09-20-2013, 08:20 PM)Veygaar Wrote: Can we at least match Gunboat and small transport thruster speed?
So they are again -the- solo piracy boat?
I don't mind if they can thrust at the normal transport speed. But not at the speed of the small ones. It's the small transports' perk that they can get away from pretty much everything that is not a group of snubs.
I also think that small transports (especially Pelican) might be too good.
They are barely hittable by... pretty much anything.
They have a lot of firepower in TS/TZ that makes them unkillable by snubs.
Some of them even got CDs (like the Pelican) to make them deluxe pirate ships.
All of them can simply thrust out of any unwanted situation (like when they meet a GB).
Solution: Remove CDs from all of these.
These should not be offensive ships but very good at evading and getting out of tricky situations alive. They trade their survivability for big cargo hold.
The Pelican doesn't have a "big cargo hold". Its cargo hold isn't much bigger than a gunboat's. If you compare the pelican to a gunboat, a gunboat has similar size and speed and is way tougher with way better guns.
Yes, a good pelican pilot can't be killed by a lone fighter or lone bomber. When they're flying around with only 800 cargo instead of 5,000 cargo, they ought to get some combat capability in return, which they do. If you want to nerf them until they can't even fight off a fighter alone, then why on earth would the pelican even exist afterwards? It makes sense having a CD as it can function as an escort ship, having a small amount of cargo to help haul, while also having the combat capability to defend the other much larger transports which carry more than 6x as much cargo as the smaller Pelican. The Pelican definitely does not need a nerf. People keep complaining "it's a transport that can kill a fighter". Yeah, well it has 800 cargo, so it isn't really a Transport, it's more of a very weak gunboat.
1400-1600 cargo space, no Cd. It is a transport, even though you name it mini-gb
So it is a transport that can have the heaviest armor, can be really hard to kill, while keeping its incredible survivability as a tradeoff. I do not see transports as offensive ships, and the CD gives it offensive capabilities.