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Capital Ship Rebalancing Proposal

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Capital Ship Rebalancing Proposal
Offline Irra
02-10-2010, 11:41 PM,
#21
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Posts: 1,329
Threads: 35
Joined: May 2008

Lets forget mk.1 fighters... they might lose turrets but..

Lets see whole picture here...

Lose few useless fighters and gain new capital ship weapons, tactics and basically nice move forward...

this is cool signature
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Offline Reverend Del
02-10-2010, 11:42 PM,
#22
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Posts: 4,221
Threads: 550
Joined: Jan 2008

' Wrote:If that's a real statistic then they will never get removed. Personally I hate Mk.Is because they suck against everything.

Anyway, shall we bring it back to capital ships now?
Problem is that in order to implement Tenacity's proposal, we have to do away with them. So it's an integral part of the discussion.

[Image: Del1.png]
Saint Del is considered a holy healer of diseases of children, but also as a protector of cattle.
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Offline Birdtalon
02-10-2010, 11:42 PM,
#23
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Posts: 2,053
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Joined: Apr 2009

Not nessercarily. Only if they travel away from the battleship, which would be an idiot to follow on 80ms. If the battleship just sat it out and didn't let the cruiser get range it would win.

[Image: MiPYb7j.png]
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Offline Lobster
02-10-2010, 11:45 PM,
#24
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Posts: 1,792
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Joined: Dec 2009

Quote:Most of things sounds good but here is what i don't like and what i suggest:

Class 7 - Light Cruiser/Destroyer Turrets
-Cruiser Mini (or version of Light) Mortar..? ~4k range as pulse
-Cruiser Primary Turrets (unchanged)
-Cruiser Razor (speed increased to 1000m/s from 800, range increased to 2500m)
-Cruiser Solaris Turret (unchanged)
-Cruiser Pulse Turret (unchanged)
-Cruiser Missile Turret (unchanged)

Because i don't want those cruisers losing ability to take out hull from distance.. how the hell would they kill other cruisers or bigger things without closing in very short range and dying..

Next thing is changes you are talking about shield and hull.. i think we shouldn't mess with that. All weapons are balanced to deal more hull then shield damage.. so in the end you will end up in few mortar hits into hull and ending fight quickly.. i say don't touch hull but buff shields a bit to make capVScap fights longer .. two battleships kill each other too fast..

Edit: Found one more thing
Class 10 - Heavy Battleship/Dreadnaught Turrets
-Heavy Mortar (Unchanged)
-Heavy Battleship Primary turrets (little damage, energy consumption buff .. stronger then light bs prims)
-Battleship Cerberus Turret (Unchanged)
-Heavy Battle Razor (Speed reduced to 1500m/s, damage increased to 160k/80k)
-Heavy Battleship Pulse Turret (50% increased damage and 75% increased energy cost from current bs pulse turret)
-Heavy Battleship Solaris Turret (Range increase to 1750 meters, power requirement increased by 50%)

Just because cerberus drain too much and I prefer and i know more people that prefer longer sustained fire then short strong burst..

I find this a lovely and interesting concept, however, I share concerns about many things razed in the above. Limiting Heavy battleships to cerbs, same with heavy cruisers, its too limiting in the load-out of ships. Would there be any way to share primaries and maybe even secondaries with both ship classes?

Also, light cruisers NEED to have some kind of sniping weapon to be used against their larger brothers. I mean, wile they arn't suppose to be as effective as the heavies on taking out cap ships, the mush retain a good amount of anti cap ability. If this dose not not happen, think about what will happen to the factions who's only medium weight ships are light cruisers (i.e. Bretonia, Kusari)

All in all i love where this is going, it just needs refining.
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Offline Irra
02-10-2010, 11:45 PM,
#25
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Posts: 1,329
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Is it possible to make more classes .. as 11 or 12?

this is cool signature
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Offline Birdtalon
02-10-2010, 11:49 PM, (This post was last modified: 02-10-2010, 11:50 PM by Birdtalon.)
#26
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Posts: 2,053
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Would they need to be removed though? Why can't we have mote than 10 classes? Game mechanics?

Edit: Sead Ninja!!!

[Image: MiPYb7j.png]
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Offline CzeReptile
02-11-2010, 12:04 AM,
#27
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Posts: 2,238
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Joined: Mar 2009

I like this idea. I support et, mostly cause I have lots of caps. IF caps get a role, then its wonderful!

[Image: n24ZouO.gif]


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Offline crimecities
02-11-2010, 12:05 AM,
#28
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Posts: 419
Threads: 63
Joined: Nov 2008

Any reason why we can't use powerplant to balance out turret types? Like a heavy battleship solaris would be far more energy intensive then a light one. Light battleship solaris already doesn't work on heavy battleships, and a light battleship will lack the powercore to use a heavy battleship solaris well.

It should be entirely possible to just have one class for capital ship weapons (for gunboats, cruisers, and battleships) if we balance things based on power requirements. A gunboat won't fire a battleship gun at all even if it can mount it. Similarly, a gunboat gun would be useless on a battleship.

Class 8,9,10 turrets would be completely different categories of weapons, rather then different gun sizes for different ship types. (Missles, guns, exc)
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Offline Tenacity
02-11-2010, 12:48 AM,
#29
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Posts: 9,496
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Quote:He wants to completely remove the original vanilla ships... Is THAT building on Vanilla?

We have mk 2 versions of all the ships I referred to, there's no reason to keep the mk 1 ships around. Regardless, that wasnt the point of the post, just a side thought.

Quote:Because i don't want those cruisers losing ability to take out hull from distance.. how the hell would they kill other cruisers or bigger things without closing in very short range and dying..

Smaller cruisers and destroyers can quite easily dodge bs fire at ranges of 2-3k, the larger cruisers are the ones that get instagibbed when they get within that range. Thus, smaller cruisers dont need weapons with the same range.

Not to mention that most people argue a heavy cruiser should never take out a BS, much less a light cruiser - light cruisers are gunboat hunters, first and foremost.

Quote:Next thing is changes you are talking about shield and hull.. i think we shouldn't mess with that. All weapons are balanced to deal more hull then shield damage.. so in the end you will end up in few mortar hits into hull and ending fight quickly.. i say don't touch hull but buff shields a bit to make capVScap fights longer .. two battleships kill each other too fast..

Like i said, it was only a semi-related idea, I'm not sure how well it'd work out either, but the main point of the post was the weapon changes, nothing else.

Quote:I still don't like the heavy battleship idea though. Having only one class of weapons (Cerbs) takes all the tactics out of a fight and just makes a fight dependant on who misses the most or who has a 900m armor.

Well, perhaps we could give the slower secondary turrets to heavy bs's, and keep the primary turrets for the light bs's? Allow cerbs for both, maybe, and make similar weapons avialable for cruisers.

Quote:battlecruisers with thruster end in the same situation as it was before.
it give them ability to solo all bs except osiris, because they will be faster as any bs...

If they can consistently stay at range, yes. If a battleship gets within 2k of a bc, though, it goes down in a blaze (the bc, not the bs). Even the lightest battleships have double the hull strength of battlecruisers, and triple the firepower. The downside to the battleship is your low speed, that's how it's intended to be.

You dont see BHBC's running around soloing osirises all the time. The BHBC has thrusters, and also bs weaponry. I dont see the problem with allotting thrusters to the other battlecruisers which are currently completely useless because of their lack of speed.

Fact: Even a lame barghest pilot can easily solo an LABC, but some of the best barghest pilots still have issues with good liberty seige cruisers. The Seige cruiser can keep in range and dodge snacs because it has a thruster, the LABC on the other hand is a sitting duck.

Quote:Problem is that in order to implement Tenacity's proposal, we have to do away with them. So it's an integral part of the discussion.

Not necessarily, the only thing that would pertain to those low end fighters are the changed turret classes, just give them a buff so that those vanilla fighters use the equivalent of current class 3 or 4 or 5 turrets, and everything is peachy.

Quote:Also, light cruisers NEED to have some kind of sniping weapon to be used against their larger brothers. I mean, wile they arn't suppose to be as effective as the heavies on taking out cap ships, the mush retain a good amount of anti cap ability. If this dose not not happen, think about what will happen to the factions who's only medium weight ships are light cruisers (i.e. Bretonia, Kusari)

Once again, with 2000-2500m range battle razors that travel at 1000m/s, you'll still be able to snipe relatively well. Light mortars are 600m/s, so at similar ranges the smaller size and higher accuracy of a light cruiser would actually best the damage advantage of a heavy cruiser. It would take you longer to kill him, but you're a light ship, you dont need extraordinary amounts of firepower.

Quote:Any reason why we can't use powerplant to balance out turret types?

There isnt enough difference in the powercores of same-class ships. Battleships range from 7 million to 9 million power, cruisers range from 1.4 million to 2.4 million power. There just isnt a large enough range or difference in regeneration rate to use powerplant alone as a balancing tool.


[Image: Tenacity.gif]
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Offline ... kur nubėgo?
02-11-2010, 01:44 AM,
#30
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Posts: 3,019
Threads: 114
Joined: Jul 2008

' Wrote:Note: As you can see, the heavy battleships lose their ability to equip primary/secondary turrets, and now can only equip cerberus turrets for primary weapons. Likewise, light battleships can no longer equip heavy cerberus loadouts. This focuses heavy battleships into a more anti-battleship role..

Emm... ....:lol::lol::lol::lol::lol:

Primaries are the best anti cap weapons... ech. How peeps fails to realise that.


Do simple math. Later try it on in local testing server. For example primaries does more shield damage and more efficiently than any pulses.

Omega Pirates Guild
History of OPG | Antonio "Vilkas" Devivar
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