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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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A couple of suggested changes

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A couple of suggested changes
Offline Hawk
11-04-2009, 03:30 PM,
#21
Ass Kickin Meanie
Posts: 2,637
Threads: 522
Joined: Jul 2008

' Wrote:People, I expect intelligent comments, if you're going to make yourself look this oblivious to how things work in the game, dont hit the reply button.

My thoughts exactly. Tenacity I have to ask, is there anything that brings you joy in life other than complaining? You can drop counter measures in cruise even with the power drain. You can fire CD's on engine kill even if your power is zero. Mission NPC's don't materialize until you are 2.4 from the waypoint. Sit just outside that until your power is up and ease in. Is there anything else here worth arguing about?


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Offline Tenacity
11-04-2009, 03:38 PM,
#22
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' Wrote:My thoughts exactly. Tenacity I have to ask, is there anything that brings you joy in life other than complaining? You can drop counter measures in cruise even with the power drain. You can fire CD's on engine kill even if your power is zero. Mission NPC's don't materialize until you are 2.4 from the waypoint. Sit just outside that until your power is up and ease in. Is there anything else here worth arguing about?

please refer to the sentence you quoted.

No, I cant drop CM's or use CD's while cruising, because like a proper capship, I use capship equipment - i.e. heavy CM's and reinforced CD's.

Once more, my point is that 'easing in' from 2.5k on impulse is not acceptable when I'm going to be pelted with pulse turrets, cruiser missiles, and razors the entire way in.

[Image: Tenacity.gif]
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Offline Hawk
11-04-2009, 03:40 PM,
#23
Ass Kickin Meanie
Posts: 2,637
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Joined: Jul 2008

I guess you didn't read what I wrote. You WILL NOT be pelted at 2.5k by caps in a mission because they will not spawn until you are 2.4k from the waypoint. It's not rocket science.


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Offline Tenacity
11-04-2009, 03:50 PM,
#24
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' Wrote:I guess you didn't read what I wrote. You WILL NOT be pelted at 2.5k by caps in a mission because they will not spawn until you are 2.4k from the waypoint. It's not rocket science.

100 meters difference, a technicality. Point is, you still have to close "2.4k" distance on impulse, and will be attacked that entire duration.

[Image: Tenacity.gif]
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Offline Hawk
11-04-2009, 04:00 PM,
#25
Ass Kickin Meanie
Posts: 2,637
Threads: 522
Joined: Jul 2008

' Wrote:100 meters difference, a technicality. Point is, you still have to close "2.4k" distance on impulse, and will be attacked that entire duration.

*sigh*

Ok, I guess we'll have to do this with visual aids. If you will notice below, it is quite possible to stop even a VERY big ship at 2.5k (for those of you who are a little more challenged, stop at 3.0k) and simply sit there while your power comes back up and THEN move to 2.4k. If you do this, you will not be attacked until your power is at full.

[Image: 703125161_9v34h-X2.jpg]

[Image: 703125168_dLymb-X2.jpg]

[Image: 703125179_D5iyU-X2.jpg]


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Offline TheMillers
11-04-2009, 04:13 PM, (This post was last modified: 11-04-2009, 04:15 PM by TheMillers.)
#26
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' Wrote:Once more, my point is that 'easing in' from 2.5k on impulse is not acceptable when I'm going to be pelted with pulse turrets, cruiser missiles, and razors the entire way in.

You won't get pelted the whole way in...

When you start the mission, the NPC's first arrive at station when you get to a distance of 2.4 K from the mission destination. SO cruise to 7K distance, EK, thrust to 150K speed, and coast in to 2.4K. By the time you are at 2.4K you have full energy on your weapons.

If you then decide to retreat, because you need time to regen, you need to retreat to a distance of at least 4K from the enemy - THe way to do that means to go towards them and pass them, so they need to turn around which takes time. Use the time to fire at them, and never fly in straight line, but still hold a main tangent towards them then pass them, and get to the required distance.

You will most probably, depending on the direction you choose end at a distance outside the mission area, meaning you get the mission controllers warning. Go towards the mission destination, untill you are at about 3.2K, and the warnings cease.
Normally the targets will be further away, since they are still trying to turn towards the heading you took, leaving you ample time to regen power/shields/take a leak/get fresh coffee and donuts/do a quickie with the wife/all of the above.


If you can't do it this way, you are just plain doing it wrong. No need to change the mod because of that, far easier for you to change the way you are doing the mission.

If I can kill 14 Ossies in a single mission with my Bullhead or my Thresher, AFTER the cruise drain was implemented, with just a small change in my mission tactics, you can be pretty damn sure that the cruise drain ain't affecting Cap ship mission doability - Unless ofcourse you just are unable to adapt to changes.

Out of bats, Out of bots, Out of torps - Down to harsh language...
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Offline Montezuma/Kukulcan
11-04-2009, 04:33 PM,
#27
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One thing, while i do not agree that this is a problem, is it possible to raise the NPC spawn distance to about 4k? So we can see them just before they start spamming cruiser/BS missiles, but not to the point it causes horrendus lag.

[Image: montezuma1.png]
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Offline TheMillers
11-04-2009, 04:47 PM,
#28
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Posts: 363
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Joined: Aug 2009

' Wrote:One thing, while i do not agree that this is a problem, is it possible to raise the NPC spawn distance to about 4k? So we can see them just before they start spamming cruiser/BS missiles, but not to the point it causes horrendus lag.

Game mechanics problem - It will mean all NPC's viewdistance will have to be increased to 4 K, which will mean more data to be transmitted any time serverpopulation is below 130 players, meaning increased possibility of lag. NPC viewdistance is not split up between mission NPC's and ordinairy NPC's.


Part of the problem regarding NPC's being able to fire invisi-shots beyond visual range, stems from the requests to buff capship weapons range. Plain vanilla FL never had weapons with range beyond the NPC visual range of 2.5 K. WE (as in the players) requested that, WE (as in the players) got what we wanted, with the result that the NPC's can truely snipe us now.

The easy solution would be to nerf all weapons with a range over 2500 m so they can only reach 2500 m.
But that would just spawn another /ragequit from Tenacity, and/or 10+ threads from him concerning such a nerfing.





Out of bats, Out of bots, Out of torps - Down to harsh language...
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Offline Tenacity
11-05-2009, 01:52 AM,
#29
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It would not be that difficult to change NPC weapon loadouts to use weapons which have less than 2.5k range. Remove the missiles and pulse turrets, leave the razors, normal guns, maybe solaris or cerberus turrets - that'd be fine.

[Image: Tenacity.gif]
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Offline TheMillers
11-05-2009, 04:25 AM, (This post was last modified: 11-05-2009, 04:30 AM by TheMillers.)
#30
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' Wrote:It would not be that difficult to change NPC weapon loadouts to use weapons which have less than 2.5k range. Remove the missiles and pulse turrets, leave the razors, normal guns, maybe solaris or cerberus turrets - that'd be fine.

So you are saying that Corsair Battleship turrets has a range less than 2.5 K ?
Or are you saying that NPC Corsair Osiris's should not have any battleship turrets at all, even though an Osiris is a Battleship ?
Or are you saying that NPC capships should not have a loadout that reflects what a player might have ?
Or are you saying that the NPC capships from factions opposing the factions Tenacity is in (that would be the Thresher destroyer) should be nerfed so Tenacity doesn't need to apply and adapt any tactics when he chooses to go after them, despite the fact that others manage fine against superior NPC vessels ?

Out of bats, Out of bots, Out of torps - Down to harsh language...
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