this talk about gbs got me thinking.
why not add increased shield damage to gb turrets if that's possible to do (balancemagic), This would give bomber ample time to react to a gb shooting them to move out of range or strafe (they should be doing that anyway). won't be instant deshield like pulse and won't be dreadfully slow like current turrets. Right now the way the bombers vs gb matchup works is like a war of attrition and boring af, is why i have little fun flying gbs into bomber swarm
(01-24-2020, 01:40 PM)Durandal Wrote: I stand corrected here. I think this stemmed from an internal balance discussion at some point wherein we talked about moving gunboat pulses to the standard slots, which I see no reason not to do. Would allow people to min/max with their pulse/razor boats again, worth discussing and testing.
Gunboat turret split didn't have anything to do with gunboats being too good at killing fighters or too good/bad at anything really. It, like the turret split on cruisers and battleships, was done to force people to use loadouts with more variety. It did that, but whether or not that was a good design decision is subjective.
And if I want equip my ship like thet - rihgt side with Puls and the left side with Razors ?
Why are you telling me how to equip my ship
That's not what Durandal said, you misunderstood. Discovery is a good place to make up for what English your school failed to teach you, though. So don't worry, you are at the right place.
(01-24-2020, 02:13 PM)Loken Wrote: Gunboats are the most frustrating thing in the game and literally suck all of the fun out of everything they are involved in.
If this was made worse than it already is I'd probably just stop playing the game entirely.
(01-24-2020, 02:37 PM)Thunderer Wrote: That's not what Durandal said, you misunderstood. Discovery is a good place to make up for what English your school failed to teach you, though. So don't worry, you are at the right place.
Are we discussing English lessons here, or the problems of the Discovery mod and correct installation of Directhands.dll for our balancers?
We need to understand English if we are to discuss in English, my friend. The language is sometimes hard and makes no sense, I know, but you are making progress. I don't mean to discourage you. Keep it up!
Heavy slots on gunboats are just.... awful, really. A limit to certain guns would probably do a better job. Thus, you would still be limited to two razors, but you could place them anywhere.
(01-24-2020, 01:40 PM)Durandal Wrote: I think this stemmed from an internal balance discussion at some point wherein we talked about moving gunboat pulses to the standard slots, which I see no reason not to do. Would allow people to min/max with their pulse/razor boats again, worth discussing and testing.
Yes. Give me standard slot pulses. I need variety in my life.
(01-24-2020, 01:40 PM)Durandal Wrote: Gunboat turret split didn't have anything to do with gunboats being too good at killing fighters or too good/bad at anything really. It, like the turret split on cruisers and battleships, was done to force people to use loadouts with more variety. It did that, but whether or not that was a good design decision is subjective.
It did the opposite. It's easier to just use a pure loadout. Gunboats aren't like fighters, where the guns are all facing forward; giving the fighter gun hardpoints classes set classes at worst means you might have to shift your Archies a bit to the left. On Gunboats, however, the turrets are located all over the ship. And the reason turret splitting works for cruisers and up is because the ships themselves have been modelled to accommodate that. The vast majority of gunboat models are not designed with that in mind. I feel the implementation of this was really short-sighted.