Durandal, wasn't it you who decided to ignore me after you thought I resupplied 3 times while in LN-HF fight, even though I did not? I'd say that's a bit of overacting for a person who is now supporting the trade of nanobots while frowning a different type of tactics.
(03-29-2015, 06:07 PM)Snak3 Wrote: Durandal, wasn't it you who decided to ignore me after you thought I resupplied 3 times while in LN-HF fight, even though I did not? I'd say that's a bit of overacting for a person who is now supporting the trade of nanobots while frowning a different type of tactics.
That's not why I decided to ignore you and that doesn't mean I want people like you to quit the server or fly nothing but caps either.
Bot trading stopped being a nice thing since 4.85 when our aces (and by proxy our pvp training fixation and our pvp honour mechanisms for the most part) disappeared. Back then you had loads of honour checking when it came to fights, these days its all tactical (not that it's a bad thing, just a different side of the coin). It's not going to change back to how it was, so removing bot/ammo trading is a welcome development and one that I pushed for, even though back when Mjolnir was balance head and suggested it I was arguing against it.
Most important thing about this change aside from putting a stop to feeding shenanigans is:
- that it allows us to balance missiles/mines/ammo based guns by ammo count (no more packs that each arm different missile on ship, carrying reloads for each other)
- that it allows us to balance ships based on HP counts and armour while scaling them into group fights (no more endless nano trading through massing "the strongest ship" which ruins said idea of balance, now different roles will be more important)
- that it allows us to take a new approach to cap balance without having to worry about huge rises in group regens the bigger the group is
End of the day it puts far more pressure on a pilot's individual skill, as opposed to letting the group carry the bad ones through feeding, and it also equalises it from the other direction such as the good pilots can't be carried on their rampage forever by an endless trade of bots from the noobs. Personally I think this is really good, and might encourage people to train rather than hide behind numbers as it were. We need a little bit more focus on individual pvp back, it was one of the things that gave the game a personal sense of achievement and a certain fame to certain players that encouraged others to do more. It will make teamwork that much more important, as teams will need to be tight to prevent unnecessary deaths in group fights. And it will make pvp oriented factions want to invest time in training all of their members as opposed to relying on whoever decided to carry them this time. It's by no means an end to balance changes, it will open up so many avenues of stuff that we can do with balance that who knows we might even make the game more fun. That's my argument for it.
Just a little thought here, given I'm neither for nor against the idea without trying it in practice...
This appears to favour defensive pilots - Those who evade well. This stacks upon various previous nerfs to heavy alpha damage weapons or instakill weapons, and leaves those who have lethal aim to be less effective in today's discovery than they previously were.
Is this the intention?
Of course, I could be wrong in my thinking here, and in practice it turns out to be something else entirely.
On another note... The endurance factor in terms of concentration, used to be a major factor in fights and one which was enjoyed by a number of people. This change will make that particular strength far less important. I appreciate that people wish for a quicker end to brawls and did not want the frustration of shooting at a refilling light fighter for several hours while tearing their hair out in a laggy environment - And I agree those situations were a pain in the ass. But a long brawl between two well matched groups, could be decided on who maintains focus. This was fun. It was something that was unique to disco PvP.
I welcome this, but something will change with tactics now: Before, large ships were always the first target, because they would pass bots to the smaller ones once those ran out. Now, it is likely that small ships will become the first targets again, which will motivate people to fly larger ships. Therefore, I recommend 2 things: 1. Nerf larger ships. 2. Factions teach people to be better snub pilots.
(03-29-2015, 07:27 PM)Jihadjoe Wrote: This appears to favour defensive pilots - Those who evade well. This stacks upon various previous nerfs to heavy alpha damage weapons or instakill weapons, and leaves those who have lethal aim to be less effective in today's discovery than they previously were.
Is this the intention?
More of a side-effect than the intention, I presume, but I see your point.
However, I don't think good aiming is any less effective than it used to be. Infact you could argue the opposite and say that the dps increase for regular fighter weapon, that has been going on over the last few mod updates/version, is making good aimers even more deadly; especially since now you can't resupply an aimer's target with bots until your own pilots managed to whittle him down.
EDIT: I see you edited your post, I only read what I quoted.
(03-29-2015, 07:30 PM)Woody Wrote: I welcome this, but something will change with tactics now: Before, large ships were always the first target, because they would pass bots to the smaller ones once those ran out. Now, it is likely that small ships will become the first targets again, which will motivate people to fly larger ships. Therefore, I recommend 2 things: 1. Nerf larger ships. 2. Factions teach people to be better snub pilots.
There is so much wrong in your post that you even needed to create a new account for it. Good job.
If you nerf large ships, you might as well make them cheap, because why the hell would I buy something that costs 500mil without armor included if it is nerfed? Secondly, how do you teach a 30something or a guy from Aus/NZ or west US?
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PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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+1 to all that you said @Blodo.
That was my opinion about this is a good step in possibly the right direction. Now every ship and some weapons can be properly balanced especially caps. Making a certain ship with tons of Hull wont be so overpowered "now" as if it was done "before" simply because that will be the ship's stats as a whole - unchanged during battle or in short - with limit. (10M cap? No more no less, not 10M hull + bot feeding = 100M hull.)
Disco's "Lake" needs more stones sent on its waters to cause more "waves" of changes for good.
(03-28-2015, 08:59 PM)jammi Wrote: Plus the transfer of bats and bots between transports in a convoy is absolutely essential to surviving combat situations. Without that capability they can all be picked off one by one even more easily.