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Flak turrets

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Flak turrets
Offline CzeReptile
02-07-2010, 04:07 PM,
#11
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Posts: 2,238
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Joined: Mar 2009

Or more depending on the ships speed and direction. Therefore, unless you are covered, you can really EASILY shoot anything big from distance.

We did that on Ranseur, cap VII full solaris and he did not scratch us at all. Just stay at range and shoot. Simple as it is.

[Image: n24ZouO.gif]


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Offline Valentine-Creir
02-07-2010, 04:33 PM,
#12
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Posts: 37
Threads: 8
Joined: Jan 2010

Well if u really want to see how this would work, try the Flak 88 mod. It has these rapid fire flak cannons you are talking about. They dont create lag on their servers, but then again they dont have nearly as many people. Their flak turrets are effective and balanced anti-fighter weapons for any fighters stupid enough to get within 1k range. It also blocks any missles that are shot at you if u fire flaks in rapid succession at the missle, but the "wall" is limited to one side at a time, the side your aiming. [Also blocks any "energy" missles you shoot from the cap, but does NOT work against torpedos].
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Offline Tenacity
02-07-2010, 05:30 PM,
#13
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flak has to be 'missiles' because of game limitations, there's no way to make a normal projectile explode and damage an area of space.

Current flaks could certainly be improved upon, but they already do their job - keeping bombers at range. Currently, the problem is not how effective flaks are, it's the difference between large battleships and small battleships. A large bs has the power to use flaks effectively, but does not have the manuverability to dodge snacs even if the bombers are at range. A small battleship might be able to dodge snacs if the bombers keep out of point blank range, but does not have enough energy to effectively use flaks.

Unless the weapon system for caps is completely re-thought, no point defense weapons are -ever- going to work well enough to be worth their credits in this mod, simply because of the vast size differences between capships within the same class. Cruisers have it exceptionally bad right now because they dont even have access to flaks, or the high speed razors used on battleships.

[Image: Tenacity.gif]
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Offline Prysin
02-07-2010, 05:37 PM,
#14
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' Wrote:flak has to be 'missiles' because of game limitations, there's no way to make a normal projectile explode and damage an area of space.

Current flaks could certainly be improved upon, but they already do their job - keeping bombers at range. Currently, the problem is not how effective flaks are, it's the difference between large battleships and small battleships. A large bs has the power to use flaks effectively, but does not have the manuverability to dodge snacs even if the bombers are at range. A small battleship might be able to dodge snacs if the bombers keep out of point blank range, but does not have enough energy to effectively use flaks.

Unless the weapon system for caps is completely re-thought, no point defense weapons are -ever- going to work well enough to be worth their credits in this mod, simply because of the vast size differences between capships within the same class. Cruisers have it exceptionally bad right now because they dont even have access to flaks, or the high speed razors used on battleships.

your forgetting the OC ships and the hackers

huge ships but very weak (sarissa, spyglass... 8m core not too go armour either, just ridiculously huge)

there are also others that have issues with size vs agility. But then again all thats needed is to make flaks hit 1.7k out and its a different story


[Image: v1zVWKX.png]
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Offline Tenacity
02-07-2010, 05:51 PM,
#15
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Really, what we'd have to do to get proper weapon balance in this mod, is drop all of the low end vanilla weaponry, and give capships twice the number of weapon class slots they have right now.

Heavy Battleships/Dreadnaughts: Class 10 turrets (specifically balanced for larger ships)
Light Battleships: Class 9 turrets
Battlecruisers/Heavy Cruisers: Class 8 turrets
Light Cruisers/Destroyers: Class 7 turrets
Gunboats: Class 6 turrets
Transports: Class 5 turrets
Bombers: class 4 turrets
Fighters/Freighters: Class 1-3 turrets

Wouldnt be a half bad idea to redo the guns, either. We dont really need all the level 1-5 guns we currently have in the mod, they're low end and nobody but new players use them. Why not shift everything down so that new players are starting out with the equivalent of class 7 or 8 weapons? I'd say something like:

Cruiser forward weapons: Class 10 guns
Gunboat forward weapons: Class 9 guns
Bomber weapons: Class 8 guns
Freighter weapons: Class 7 guns
VHF weapons: Class 6 guns
HF weapons: Class 5 guns
LF weapons: Class 4 guns
Generic/civilian weapons: Class 1-3 guns

That way each individual shipclass can be balanced around using specific weaponry tailored to that ship class alone. You wont have the problem of solaris being useless on large ships, or overpowered on small ships, and we'll finally be able to get away from codename weapons and properly balance fighter weapons (for instance, if LF's had their own weapon class, they could get faster/more accurate weapons than HF's/VHF's without imbalancing those classes at the same time)

[Image: Tenacity.gif]
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Offline CzeReptile
02-07-2010, 05:57 PM,
#16
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Posts: 2,238
Threads: 89
Joined: Mar 2009

I have to agree.
Really battleships should have lot more turrets, or even better, mroe turret classes - lets say a class 9 can only mount solaris or flak - anti small defense weapons, and few lvl 10s for massive anticapital weaponry.

Might do the trick.
Cruisers are now useless really except for fighting other cruisers.
And I understand flaks as exploding ammo is probably not doable, but at least balance it then towards the battleships that have big core and also the smaller ones with like no core.

[Image: n24ZouO.gif]


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Offline Prysin
02-07-2010, 07:31 PM,
#17
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battleships is still needing a "role" in this mod

BUT im sure that with time they will get theirs... and then get some EPIC turrets

[Image: v1zVWKX.png]
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Offline Tenacity
02-07-2010, 08:00 PM,
#18
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' Wrote:battleships is still needing a "role" in this mod

BUT im sure that with time they will get theirs... and then get some EPIC turrets

Battleships have a role, they're the head of a fight, the leadership vessel, and they absolutely pummel any other capship they get within range of.

Cruisers are the ones needing a role.

[Image: Tenacity.gif]
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Offline CzeReptile
02-07-2010, 09:56 PM,
#19
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Posts: 2,238
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' Wrote:Battleships have a role, they're the head of a fight, the leadership vessel, and they absolutely pummel any other capship they get within range of.

Cruisers are the ones needing a role.

I dare to disagree.
Cruiser are totally useless as of now. But battleships can only really good shoot other cruiser and above. Gunboats eat them if flown good.

[Image: n24ZouO.gif]


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Offline SeaFalcon
02-07-2010, 10:02 PM,
#20
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Posts: 3,044
Threads: 101
Joined: Aug 2009

With Flak you mean something like this?

http://www.youtube.com/watch?v=JFs-AvGS3r8

Al the clouds forming are flak explosions.
Looks awsome is awsome but needs proper balancing.
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