• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
« Previous 1 45 46 47 48 49 … 55 Next »
Weapon balance proposal

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Poll: Do you agree with this proposal?
You do not have permission to vote in this poll.
Yes
77.12%
91 77.12%
No
22.88%
27 22.88%
0%
0 0%
Total 118 vote(s) 100%
* You voted for this item. [Show Results]

Pages (17): « Previous 1 2 3 4 5 6 … 17 Next »
Weapon balance proposal
Offline Ascendancy
03-07-2008, 05:20 AM,
#31
Member
Posts: 227
Threads: 10
Joined: Jan 2007

I am definitely in favour of this weapon proposal. I use the Solaris Codename (in fact, I've had it since the days of it being a Chain Gun Solaris), and would like to see it enhanced. It would definitely encourage more use of Class 9 weapons and, I would personally like to see more House/faction weapons than Codenames/Nomad technology on ships.

Encouraging people to stay within RP and use their respective House's weapons is always good.

[Image: AscendancySig.png?ex=68b4bad1&is=68b3695...cef5bd024&]
Thanks to Cattman2236 of E-Studios Forums for the signature.
' Wrote:The Kalashnikov. Still sees use in the hands of Coalition-aligned anthropomorphic cats Sirius-wide.
Reply  
Offline pchwang
03-07-2008, 03:04 PM,
#32
Member
Posts: 2,463
Threads: 101
Joined: Dec 2006

I agree 90%.

I don't think that the Magma Hammers and the Firekisses should do that much damage...lowering to to around 1000ish is more appropriate.

In addition, I think that you should increase the damage of the Hogosha Drake D. With a proj. speed that low, why does it only do 499 damage if all the other guns with 600 speed are getting upgraded to the 500s?

I especially like how you managed to balance out the Black Widow's damage potential due to its short range.

Quote:[7:42:05 PM][6:51:36 PM] Igor (Smokey): btw terry
[6:51:48 PM] Terrance Cooper: Ye?
[6:52:00 PM] Igor (Smokey): nothin
[6:52:03 PM] Igor (Smokey): just sayin btw
[6:52:05 PM] Terrance Cooper: <_<
Quote:Johnny_Haas: you shot anti criuse speed rockets!!!
Johnny_Haas: but why????
Johnny_Haas: ??
Johnny_Haas: why you shoot criuse speed rockets?
  Reply  
Offline chopper
03-07-2008, 03:40 PM, (This post was last modified: 03-07-2008, 03:43 PM by chopper.)
#33
Member
Posts: 2,476
Threads: 31
Joined: Oct 2007

Elgato, there are few pointers here.

Magma Hammer - Plasma
Firekiss - Plasma
Drake D - Plasma

Now, you are proposing that I lower damage on first 2 Plasmas, but to increase on third, even though third has 100 better speed and better refire?
I can decrease Firekiss and Magma, there is no problem, but then Hogosha will have a lot better weapon then 2 houses.

I think these 3 are balanced as they are. I will increase Drake's damage just a bit perhaps, to some 520.
But in that case, Magma and Firekiss can't be weaker. Agreed?

Edit :

Edited Drake D.. Now it has 2080 DPS, while Firekiss has 2400 and Magma hammer 2500.

Any other suggestions?

Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.

Can't let you bash folks in your sig Chopper-Del
  Reply  
Offline Othman
03-07-2008, 04:02 PM,
#34
Member
Posts: 2,011
Threads: 49
Joined: May 2007

Voted yes, an overall revision would be nice. Maybe boost the navy weapons a bit while doing that? At least the vengeance guns..

On the uncharted lagoons of anguish, I sail with a canoe made of my sins.
  Reply  
Offline Willert
03-07-2008, 04:30 PM,
#35
Member
Posts: 81
Threads: 17
Joined: Jan 2008

can someone come up with a good way to calculate weapon efficiency, i have been thinking and i dont know how to do it when u take speed, refire in to the calculasion....
  Reply  
Offline Epholl
03-07-2008, 04:33 PM,
#36
Member
Posts: 640
Threads: 9
Joined: Aug 2007

A good way? Are you joking?

Damage/Energy

Refire rate does nothing with effeciency, it only affects DPS.

[Image: ephollsigs.png]
  Reply  
Offline El Nino
03-07-2008, 04:47 PM,
#37
Member
Posts: 1,248
Threads: 25
Joined: Dec 2007

hehe, higher refire rates, are pretty inefficient, it seems, you can aim 4 times per second tops. Any more shots get wasted usually in fighter battles, so i wonder how will higher refiring weapons be compensated for this fact, if they will be...

Donate to the Poor Pilot's Fundation via Sirius Bank /givecash GreenHawk 1000000 now, and support poor pilots sirius wide!
Skype: jure.grbec
My primary char: Jose El Nino - Corsair Elder captain of the SS Greenhawk

Currently Inactive due to pursuit of life long dreams, will be back...*edited* As promised am back.

[Image: opgbar.gif][Image: rightbar.jpg]
[Image: Sungi_sig.png]
  Reply  
Offline globalplayer-svk
03-07-2008, 04:48 PM,
#38
Member
Posts: 1,526
Threads: 45
Joined: Sep 2007

epholl refire rate? for me is not the same weapon with 300/600 shield/hull dmg with 2 and 4 refire rate. so you need to calculate with refire rate too

[Image: vladsignature.png]
  Reply  
Offline Epholl
03-07-2008, 04:59 PM,
#39
Member
Posts: 640
Threads: 9
Joined: Aug 2007

effeciency means how much energy will be changed into how much damage. The best weapons have sloghtly above 5 damage per 1 "unit" of energy (Nomies have 7 and 8 if I remember correctly)

It is about damage per second, Globalplayer.

The 2.0 gun would have 1200 hull damage per second and the 4.0 2400 damage, but if one shot requied 100 energy, both guns would have effeciency 6.

Got it?

[Image: ephollsigs.png]
  Reply  
Offline mjolnir
03-07-2008, 05:01 PM,
#40
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

there are some shield busters that have over 15 in efficiency :shok:

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
Reply  
Pages (17): « Previous 1 2 3 4 5 6 … 17 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode