This would nerf piracy then- more thrust speed for transports mean less time till they come to base-not a good thing- especially for low DPS output pirates like fighters.
The shield and gun type change is the only option to change class relation in this mod without affecting other class/thing. It is really worth to consider it even for other kind of changes too.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
(05-23-2013, 10:33 AM)Govedo13 Wrote: This would nerf piracy then- more thrust speed for transports mean less time till they come to base-not a good thing- especially for low DPS output pirates like fighters. The shield and gun type change is the only option to change class relation in this mod without affecting other class/thing. It is really worth to consider it even for other kind of changes too.
Did I say transport thrust speed is being increased?
That aside...
Looking for the discussion regarding Corsairs guns?
It's moved to this thread, so please direct the rest of your related posts there
and refrain from posting in this thread on that subject. Thank you.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
As a transport-o-phile, I would like to thank you that you have not forgotten about the cap vs transport issue. Sounds as if it should work.
Strengthening the running away capacity vs cruiser makes sense. More than special shielding and stuff. The role of a transport is to get the f out when in danger. So it should have the stats to do it.
My idea was not to add special shielding- just to reduce the damage made by all capital ship guns defined in single group vs all kind of transport shield by let say 50-60%. It is just small shield config trick based on the same way that different fighter guns do different damage vs different shield types, according to my opinion the simplest way to balance all ship classes in discovery is via this shield config because you can balance class vs class separately without hurting the balance of other class. Also everyone can config it quite easy and it does not requires any skill to use this config, there is tutorial at the Starport for nubs like me.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
Doesn't help once your shields are downed with a salvo of pulse gun fire. Shield type compensation does nothing on bare hull. So that wouldn't work.
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Btw guys maybe a strange idea. but as the bs slots are turned around wouldn't it be handy that the cm would be turned around too? so you can see on a bs how much you have left? as otherwise the cm are just scrolled way down and the cerbs and missles on the top of the list :S It would save a lot of scrolling at least.
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Why did you turn this one now into a HF? And what will be the gun stats? Right now it is able to use 6 code guns, I assume it will loose that ability in .87?