Cruisers are fine, except for the razor.
Battleships are tragic.
Secondaries, Razors, Solaris, Missiles- all of them need buffs, all battleships need new gun positions and less guns with better arcs. I guess devs does not want battleships to be useful in PvP because they got other stuff-cloaks and jump drives to compensate.
(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.)
you mean the cloaks that dont work on cruisers and battleships? because they take ages to charge and then only hide you for a fe wminutes while you get cd-ed to hell so you cant get away.
No, cruiser cerbs could use a slight range buff. but keep in mind that they r enot supposed to be omni potent. you have to consider how hard they rape bs, other cruisers. but also GBS and even bombers.
' Wrote:Id say cerbs should have more range. If this makes cruisers overpowered, make cerbs take more energy, or increase BS projectile speeds or something.
its not about that.
energy drain does not affect its deadliness if you can avoid damage.
A good example is Thresher. Nigh impossible to hit at 1800m, even with solaris you need to manually aim at the ship, as the crosshair cant keep up. Thus, if you're struggling with solaris, that has more range then secondaries btw, your chances to beat said cruiser is near nill. In such cases, your whole chance on winning depends solely on the enemy screwing up. And if the enemy DONT screw up, then you're screwd.
If you make BS cerbs/primes "faster" you will again create a "monster" as now, gunboats will have no chance to even escape these behemoths. And imagine the traders Q_Qing when you can no longer "dolphin" your way to safety...
' Wrote:If they cant sustain cerb fire due to energy drain, they cant use it to overpower you.
and to find that level, you need to make a choice.
Shall heavy cruiser/battlecurisers stay omnipotent, and totally screw over light cruisers.
Or shall i adapt this for all types (impossible, too much regen and energy pool difference)
Cerb projectile speed is fine at around 600m/s. Damage is probably a tad high on -all- cruiser weapons at the moment (for the maneuverability cruisers offer). Cerb range can be expanded by making the projectile lifetime a bit higher, but that'll only make the weapon more effective against very poorly maneuverable targets - mainly battleships.
I agree that the Cruiser Razor, and Battleship Razor as well, are poor excuses for a heavy anti-small weapon... 2 BS razors and 3 Cruiser razors should be enough to singleshot a CAU8 heavy gunboat. That'd cast capital ships back in their role as area denials and put a healthy fear of death back in gunboat pilots. This can be offset with a longer recharge time. Since these weapons already singleshot any fighters/bombers, it won't upset cap versus bomber damage to raise the Razor shot damage potential further.
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' Wrote:Cerb projectile speed is fine at around 600m/s. Damage is probably a tad high on -all- cruiser weapons at the moment (for the maneuverability cruisers offer). Cerb range can be expanded by making the projectile lifetime a bit higher, but that'll only make the weapon more effective against very poorly maneuverable targets - mainly battleships.
I agree that the Cruiser Razor, and Battleship Razor as well, are poor excuses for a heavy anti-small weapon... 2 BS razors and 3 Cruiser razors should be enough to singleshot a CAU8 heavy gunboat. That'd cast capital ships back in their role as area denials and put a healthy fear of death back in gunboat pilots. This can be offset with a longer recharge time. Since these weapons already singleshot any fighters/bombers, it won't upset cap versus bomber damage to raise the Razor shot damage potential further.
(nod)
maybe not quite -that- hard hitting but bs BR right now are unusable. and cruiser BR are just poor.
Well for me the current cerberus range is fine when fighting battleships, only it makes the fight harder when I'm flying a heavier cruiser like a RM one and gotta keep the range of 1k - 700m, then I'm screwed against a bigger bs like a turtle with a crapload of secondaries.
But. I'd like to see cerberus as a med-range weapons which would have a normal 2k - 2.5k range, current range doesn't let me get further than 1k(as it shows on a crosshair, otherwise the cerbs won't hit) and avoid the BS secondaries which 'should' be a close range weapon. 1k is a pretty close range yeah?
given their rather slow projectile speed, they could be given a 2-2.3k range. that makes em slightly better vs bs but anything smaller will easily dodge em at that range. so they wont be OP.
Cerbs are fine as they are. They are the most versatile of cruiser weapons, they can be, with some efficiency, used against bombers, gunboats and capitals. They do not excel at any role, but they are usable.
Light cruisers can already solo battleships with cerbs, but it takes a lot of time and needs skill. For them, cerbs work well (strong weapon, but hard to master).
Against Battleships, heavy cruisers can't use cerbs well, because they can't survive close enough to battleship to keep in cerbs range. But if you increase range by 500, heavy cruisers with 4 cerbs would harmlessly dance around battleships, killing them veeery quickly.
So keep cerbs as they are. Light cruisers use cerbs and dodge at close range, heavy ones snipe from distance/tank with cerbs, all is okay. If all factions had one heavy and one light cruiser for everyone to choose, that would solve this problem.
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