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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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ideas regaurding balance

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ideas regaurding balance
Offline Grumblesaur
01-31-2009, 07:39 PM,
#11
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' Wrote:*cough* lower damage to caps, higher damage to yourself, no turning and costs way too much.

It's been reworked for 4.85.

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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Offline gekerd
01-31-2009, 09:35 PM, (This post was last modified: 01-31-2009, 09:35 PM by gekerd.)
#12
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Joined: Oct 2007

yes I know and I might use it (if only for the effect seen in the trailers)

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Offline tansytansey
02-01-2009, 06:14 AM,
#13
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Posts: 4,099
Threads: 67
Joined: Aug 2008

' Wrote:If it were up to me, these would be some changes that I might give a try. (or at the very least test out before summarily dismissing as a bad idea)

---Give cap ships torpedo slots: GB x1, DS x2, CR/BC x3, BS x4
(maybe reduce the number of gun slots in the ships by one for each torpedo)

---Turn all mortars turn into ammo using torpedoes, give them some (if only limited) tracking abilities, make them accelerate well, give them a decent speed , and make the ammo expensive enough for each so one thinks twice about filling their magazine with it. (possibly have battleship bases sell the ammo so you don't have to return where you bought the mortar to reload it)

No. Just no. Every Cap ship would mount a SN in all of their torp slots.

And the SNAC is the strongest weapons because it is designed to kill capital ships. Make it weaker, and it will not be able to preform that task. With no bombers to control the capship population, a capship will be the onlything that can kill a capship. Before you know it, Discovery will become capfeast 2009.

Thou shalt not question thy holy SNAC. It keeps the balance of thy universe.

Most of your 'balances' to me seem to be geared towards making capships stronger. You know what that makes me assume? >_>

' Wrote:---A CODENAME that fires faster than 4.00 even if only 5.88

5.88 refire rate is supposed to be faster than 4.00

Here's a scale for you:
8.33 <- Fastest refire
5.88 <- Fast refire
4.00 <- Medium Refire
3.03 <- Slow Refire
2.00 <- Slowest Refire

there's also 16.67 for Chainguns, and the SNAC has a refire rate of 0.17

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Offline Friday
02-01-2009, 07:21 AM,
#14
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As I understand it 8.33 is likely to become the top refire rate next mod?

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Offline swift
02-01-2009, 08:04 AM,
#15
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Yes, Friday.

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Offline Grumblesaur
02-01-2009, 07:18 PM,
#16
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' Wrote:As I understand it 8.33 is likely to become the top refire rate next mod?

In which case chain guns will actually be effective to use.

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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Offline gekerd
02-01-2009, 09:24 PM, (This post was last modified: 02-01-2009, 09:25 PM by gekerd.)
#17
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Joined: Oct 2007

give me 4.85:crazy:



sorry, just looking forward to it

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