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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Ok im mad/sad

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Ok im mad/sad
Offline Korny
04-11-2011, 06:51 AM,
#11
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Don't think it even needs a fix. It's pretty logical actually, fighter missiles aren't quite made for damaging gunboat-shields. It's too powerful, the shield generator compared to a fighter generator is far more strong. It makes sense that the missile just goes poof and doesn't harm the generator or the shields, since EMP missiles are supposed to overload generators.

[Image: 60d.gif]
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Offline r3vange
04-11-2011, 06:51 AM,
#12
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[color=#FFFFFF]Increasing the bubble's radius will make some ships terrible, imagine Titan being what it is it would be God easy to hit with Razor on shields, not to mention that the shield of the Titan is asymmetrical and increasing the bubble will mess it up even more

[Image: r3vange.gif]
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Offline Hielor
04-11-2011, 08:38 AM,
#13
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' Wrote:Don't think it even needs a fix. It's pretty logical actually, fighter missiles aren't quite made for damaging gunboat-shields. It's too powerful, the shield generator compared to a fighter generator is far more strong. It makes sense that the missile just goes poof and doesn't harm the generator or the shields, since EMP missiles are supposed to overload generators.
This is modelled by the superior shield strength and regeneration of the gunboat's shields, not by immunity to certain types of weapons. It's *already* almost ineffective by virtue of the shields recharging so quickly and needing 14 missiles to down the shields ignoring recharge, it doesn't need to be any more ineffective.
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Offline Veygaar
04-11-2011, 12:28 PM,
#14
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' Wrote:Don't think it even needs a fix. It's pretty logical actually, fighter missiles aren't quite made for damaging gunboat-shields. It's too powerful, the shield generator compared to a fighter generator is far more strong. It makes sense that the missile just goes poof and doesn't harm the generator or the shields, since EMP missiles are supposed to overload generators.
then explain minirazors and infernos...

either way, thanks cannon for answering:D

Cheers folks

Veygaar for Admin Moderator 2013!!!
[Image: tumblr_mhigevrWmO1qh09nho1_500.gif]
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Offline Boss
04-11-2011, 02:27 PM,
#15
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Cannon's saying they fixed it without messing with the shield bubbles.

Relax.

Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
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Offline Veygaar
04-11-2011, 07:21 PM,
#16
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' Wrote:It's *already* almost ineffective
each one is as powerful as a pulse cannon mate... and take no energy.

Imagin a Mjolnir with 4 Paralyzer Missiles, 4 Firekiss turrets, and a SNAC.

While your stripping shields your using no energy, just 1500 per missile cost.

Then a SNAC followed by unlimited energy for you turrets cause there's only 4...

As soon as the shields regin, you pop 4 more missiles into the GB from 1k away, so your shield running and gainin energy for you next snac...

Idk seems like lovely set up to me...

Veygaar for Admin Moderator 2013!!!
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Offline Stygian
04-11-2011, 08:16 PM,
#17
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' Wrote:each one is as powerful as a pulse cannon mate... and take no energy.

Imagin a Mjolnir with 4 Paralyzer Missiles, 4 Firekiss turrets, and a SNAC.

While your stripping shields your using no energy, just 1500 per missile cost.

Then a SNAC followed by unlimited energy for you turrets cause there's only 4...

As soon as the shields regin, you pop 4 more missiles into the GB from 1k away, so your shield running and gainin energy for you next snac...

Idk seems like lovely set up to me...

Except for the fact that some may miss due to lag. And then the worst part, you only have 17 salvos using 4 launchers. Oh, and getting them CD'd in your face.

[Image: osi-hiring.png]
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Offline mjolnir
04-11-2011, 09:40 PM,
#18
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It's fixed for 4.86 yes, though not exactly as explained here.

Basically it's fixed by increasing radius of the shield "hitbox" (radius of the sphere in which the shield exists)
But with relations to non-explosive rounds the shieldbubble is still perfectly attached to the hull.

No need for any flhook stuff, hail Dusty who found the link how to do it on starport, Cannon who explained me a bit more how to do it, and numerous other developers who helped perfect the radiuses on different ships.


[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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Offline Boss
04-11-2011, 09:59 PM,
#19
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I was reading an article that indicated that doing so also makes ships less prone to being flipped around while rammed.

Can you comment on that?

Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
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Offline Hielor
04-11-2011, 10:55 PM,
#20
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Posts: 1,900
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Joined: Feb 2011

' Wrote:each one is as powerful as a pulse cannon mate... and take no energy.

While your stripping shields your using no energy, just 1500 per missile cost.

Then a SNAC followed by unlimited energy for you turrets cause there's only 4...

As soon as the shields regin, you pop 4 more missiles into the GB from 1k away, so your shield running and gainin energy for you next snac...

Idk seems like lovely set up to me...
I was going to use all this math to demonstrate why you're wrong and why this won't work, but I think instead I'll leave that as an exercise to the reader.

Enjoy your 17 volleys with your missiles. Let me know how that works out for you.
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