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SNAC: too much range ?

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Poll: Does the SNAC have too much range ?
You do not have permission to vote in this poll.
Yes
14.96%
19 14.96%
No
85.04%
108 85.04%
Total 127 vote(s) 100%
* You voted for this item. [Show Results]

Pages (13): « Previous 1 … 9 10 11 12 13 Next »
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SNAC: too much range ?
Offline Tenacity
02-23-2010, 03:48 PM,
#101
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

Quote:Or make it so when you kill engines? you loose your power.(makes sense. no engine? no power right?)

Oh yea, cruise drain mk2, I'm sure people will just love that.

/sarcasm

Quote:Just boost Solaris range to the same as basic turrets of that class.

Will never happen. I asked to get cruiser solaris buffed up to 1000m range (a whole 100m increase) and it was denied just because the kusari destroyer would be overpowered with that change.

Standard turrets for cruisers are 1700-2000m, with battleship primaries going up to 3000m. There's no way you'll get solaris with that kind of range.

The best solution to this problem, IMO, isnt a direct change to capital ship weaponry (though cruisers do need a bit of help in that regard, just not the help you're all asking for) - it's to improve the speed and accuracy of fighter weaponry so that your escorts can take out attacking bombers more easily - or at least keep them from lining up shots.

It becomes exponentially more difficult to line up snac shots as you get more fighters on your tail, because remaining still for even that split second that it takes to aim will have them ripping through your shields and hull.

My suggestion would actually be to make pulse weapons for fighters faster and more accurate, keeping the other guns the same. A fighter or two hitting an enemy bomber with pulse guns will drain it's energy enough to prevent it from firing - and that gives your cap greatly improved survivability, and more time for your fighters to kill that bomber.


[Image: Tenacity.gif]
Offline Prysin
02-23-2010, 04:06 PM,
#102
Apex Predator
Posts: 3,098
Threads: 165
Joined: Jul 2009

essentially EVERYTHING, boils down to skill and experience...

and the "skill" part also explains why 99% of the lolwuts flies a battleship or a trident before getting into something other then a transport/cap.

Simply put; its harder to FAIL in a gunboat/battleship then it is in a bomber (hell, when was last time you got troubble with your bs/gb because 3 OC sabre npcs appeared and shot you?)

Bombers are balanced, on a knife edge, always will.

If bombers is too weak, their not capable of their task, thus their not needed in pvp use for other then roleplay bombing.
If their too strong, every CAPWHORE, rants about their juggernaught not being able to singlehandedly kill what is supposed to kill him.

Simply put it like this;
4.85 - You whine because bombers raped everything
4.85.0 - Bombers get their first nerf, general agility lowered and forced to use crappy guns. Can only wield; Snac, Nova, Various CD's
4.85.1 - bomber gun refire reduced to 3.03, damage stays the same
4.85.2 - a few bombers got their agility adjusted down a tad more, and a slight adjustment to the mass of some bombers
4.85.3 - bomber guns got rebuffed to 4.00, same damage
4.85.4 - corsair praetorian and roc got a agility nerf, praetorian is virtually useless for less experienced pilots at this point

correct me if i missed an update or nerf....

now, in all those versions, something happend to caps...
Battleship primary gun damage was doubled, same energy drain
cruisers and gunboats not affected as far as i know
now... i see 5 updates with Q_Q on the bombers side, and 5 updates with:Don the BS side.....


Why not get real?
Caps need ONE effective anti bomber weapon, one that is REALLY effective
Crusiers need to be balanced so that they can maintain a 75/25 relation between anti cap and anti fighter/bomber setup. They also need a Flak gun
Bombers need an shield buster with around 100k damage.
Capital AND Transport shields need a buff (add 100k to BS, 100k to cruiser, 40k to gunboat, 40k to transport)


now ima grab my diving gear and avoid the inferno

[Image: v1zVWKX.png]
DHC Discord
Offline mjolnir
02-23-2010, 04:55 PM,
#103
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

Quote:As it stands now, two bombers pirating get jumped by any cap short of a BS, and they just laugh and kill it.

Yes two bombers vs any cap have an advantage. Now those same 2 bombers actually die quite easily to 1 VHF.

Quote:I've hit caps outside of 2k consistently.

Sure, you miss shots.

But it doesnt matter, you have infinite ammo.

You stay at long rang and you cant get hit.

Thats the problem.

Yes you can hit some shots (say 50%?) against RH BS from 2k. Yes you have infinite ammo... but the cap has "infinite" shield.

2 bombers do enough damage to kill a BS within reasonable amount of time when they hit often (80-90%), now when they have to stay at range due to BS guns suddenly they don't do enough dps to even down shield and you need 3-4 bombers to kill the BS.

What's more firing SN from 2k needs you to aim for quite long time leaving you open to fire from other ships. Note that in any case BS cannot kill the bombers if they choose not to attack it, which is the main concept against using BS to "hunt" fighters/bombers

Same applies to cruisers vs Bombers.

Yes you can hit some shots at 1k against a cruisers. But not enough to keep his shield down. From 500 meters you are much more likely to hit.. and get hit as well.

===============================================


All in all right now I only have a problem with the dramatic difference between Solaris effectiveness on big and small BS - Useless on the first one, uber on the second one. This should be addressed by the different turret classes.

Cruiser defenses are very much fine.

2-3 normal cruisers with reasonably allround loadout - say Corsair cruiser with 8 Solaris, 1 LM, 2 Pulses, 1 missile, have pretty equal chance to win when attacked by 2-3 bombers.

At the same time they
- are still as good against BS (should kill one without any hull damage taken).
- can kill equal or slightly higher number of gunboats (3 Cruisers like this should kill 4 GBs)
- can't be killed by equal or slightly higher number of fighters

- are at a disadvantage vs 3 cruisers with primaries


[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
Offline 13CentKiller
02-23-2010, 08:13 PM,
#104
Member
Posts: 1,635
Threads: 88
Joined: Jan 2007

I just love how many people try and nerf the bomber/SNAC in one year. Someone should keep a tally.

My cross-hair does not show up at 4K, or 2.5. It shows up at 2.2 unless I am thrusting at the target which changes the range as (in theory) it would have more speed behind it due to the fact the ship is moving when it is fired.

[Image: Il4lzb1.png]
"Three o'clock is always too late or too early for anything you want to do."


 
Offline tansytansey
03-08-2010, 08:18 AM,
#105
Member
Posts: 4,099
Threads: 67
Joined: Aug 2008

' Wrote:Thou shalt not insult thy holy SNAC. It is the balance of thy universe.

- Ashes

Thou shalt not question thy holy SNAC; it is the balance of thy universe.

' Wrote:BAWW

+1

gg

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Image turned into a URL because it made your sig too tall. -Zuke
|Ashes and Draya's Epic Adventure|Ashes "Nighthawk" Yotaka|Nightfall|Eva Jones|
[5:50:49 PM] JakeSG (William Darkmoor) says: I like you, Ashes. You're more cynical than God.
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Offline Birdtalon
03-08-2010, 09:02 AM,
#106
Member
Posts: 2,053
Threads: 93
Joined: Apr 2009

SNAC works.

Leave it be.

[Image: MiPYb7j.png]
 
Offline Aaronny
03-08-2010, 09:15 AM,
#107
Member
Posts: 255
Threads: 31
Joined: Dec 2007

Leave the snac alone, and let's face the real problem....FIGHTERS ARE TOO OP, NERF THEM PLEASE. *Barrel rolls*:D
 
Offline Tovig
03-08-2010, 04:06 PM,
#108
Member
Posts: 874
Threads: 34
Joined: Mar 2009

Caps aren't means to be anti-fighters... They need to have some fighter escort to protect them from wave of bombers. It's how it works.
 
Offline jxie93
03-08-2010, 11:29 PM,
#109
Member
Posts: 3,740
Threads: 80
Joined: Sep 2009

I just learned recently that the so called "massive range" of the SNAC is only achievable if only the bomber is heading towards the target at top speed before firing the load. While the infocard clearly states that its range is only 1960m.

So it's the game mechanics which is at fault.


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Offline mwerte
03-08-2010, 11:48 PM,
#110
Old Man
Posts: 4,049
Threads: 0
Joined: Nov 2007

' Wrote:Caps aren't means to be anti-fighters... They need to have some fighter escort to protect them from wave of bombers. It's how it works.
Except, 3 fighters generally can't down 4 bombers before the cap they are 'escorting' pops. Not unless the bombers are incompetent or the fighter pilots are very good.


 
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