' Wrote:I said fighter weapons. And come to thinking of it, small turrets too. Big turrets and shield busters could remain as they're.
If you do that... it gets pretty one sided, a 100% increase in fighter damage, means bombers can Solo BS... probably even some fighters can do that then... Wich is bloody horrible...
it does not make sense... I rather purpose nannobott capacity on fighters to go down by 50%, that will lower fighting times, but keep the good old survivability. Wich is good, if you want any kind of roleplay you need to havea bit of survivability, so you get shot a bit while typing, but don't really care about the damage...
But if you take a look at modern fighters, they deal most damage with missiles and bombs... not guns...
Now if you outfit your sabre with 3 cannonballs 1 paralyzer, a Torpedo (bomb) and a nuke mine... how fast will you kill your opponent if all goes well? sure you have 3 krakens on the side for some pounding... I'm quite sure your opponent will go down very fast. One false move on his side... and damage can be very severe. It requires a bit of a diffrent approach that's all.
If you are a poor aimer, (like me for example) then the fights last quite a long time, so learn how to use explosives, they require more placement less aiming skill.
Anyhow i don't know what people are on about long battles and such. Usually when i get in to a "ring" with one of the ace pilots, fights end in 10 minutes max, if i dodge like mad, if i actually try to win and focus on dealing more damage, i get killed in 5 minutes... if there are supernovas involved, you can get it over with very fast...
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.
I'd rather you lot all stopped complaining about when something kills you how it needs nerfed, or how when something lasts to long you think something needs a nerf, how about you just adapt instead of expecting something to adapt around you? Knowing 97% of the people on these boards, you'll find something wrong with the new system for sure.
Live and learn, don't sit and think of the most extreme idea first.
' Wrote:I'd rather you lot all stopped complaining about when something kills you how it needs nerfed, or how when something lasts to long you think something needs a nerf, how about you just adapt instead of expecting something to adapt around you? Knowing 97% of the people on these boards, you'll find something wrong with the new system for sure.
Live and learn, don't sit and think of the most extreme idea first.
' Wrote:I said fighter weapons. And come to thinking of it, small turrets too. Big turrets and shield busters could remain as they're.
I have a habit of missing words. Fighter turrets aren't really all that effective unless they're hullbusters.
If we improve BOTH the armor AND weapons, it won't make a difference at all. We NERF them both, people leave.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
' Wrote:While removal of armor upgrades may seem like a good idea in order to make fighter engagements quicker, any unarmored fighter is not gonna be able to take on even a transport, let alone a capital ship.
Upping fighter weapons damadge may be a good idea, but then you have to compare that against capital ship shielding...if it got to the point where an LF can hold down a battleship shield...
I think people have commented before on the number of regens ships can carry...maybe cutting the number of bots (only), while leaving the number of bats the same? (Fighter class 10 takes somewhere in the region of 30-40 bats to fully regen).
If you could only carry 1/2 the present number of nanos, the 2.5 armour multiplier will be almost negated (save for the initial hull increase).
' Wrote:If you do that... it gets pretty one sided, a 100% increase in fighter damage, means bombers can Solo BS... probably even some fighters can do that then... Wich is bloody horrible...
it does not make sense... I rather purpose nannobott capacity on fighters to go down by 50%, that will lower fighting times, but keep the good old survivability. Wich is good, if you want any kind of roleplay you need to havea bit of survivability, so you get shot a bit while typing, but don't really care about the damage...
But if you take a look at modern fighters, they deal most damage with missiles and bombs... not guns...
Now if you outfit your sabre with 3 cannonballs 1 paralyzer, a Torpedo (bomb) and a nuke mine... how fast will you kill your opponent if all goes well? sure you have 3 krakens on the side for some pounding... I'm quite sure your opponent will go down very fast. One false move on his side... and damage can be very severe. It requires a bit of a diffrent approach that's all.
If you are a poor aimer, (like me for example) then the fights last quite a long time, so learn how to use explosives, they require more placement less aiming skill.
Anyhow i don't know what people are on about long battles and such. Usually when i get in to a "ring" with one of the ace pilots, fights end in 10 minutes max, if i dodge like mad, if i actually try to win and focus on dealing more damage, i get killed in 5 minutes... if there are supernovas involved, you can get it over with very fast...
Please, let's stop playing this game with words "WHAT HAPPENS IF".
Everything can be tweaked out to be exactly as balanced as before.
I've already had some fights recently, and the amount of damage Fighters deliver with their main weaponsto each other is just ridiculous. Most of the damage is dealt with mines or missiles which is weird and makes another balance problem.
In other words: Main weapons are ridicuously underpowered compared to mines and missiles.
' Wrote:Please, let's stop playing this game with words "WHAT HAPPENS IF".
Everything can be tweaked out to be exactly as balanced as before.
I've already had some fights recently, and the amount of damage Fighters deliver with their main weaponsto each other is just ridiculous. Most of the damage is dealt with mines or missiles which is weird and makes another balance problem.
In other words: Main weapons are ridicuously underpowered compared to mines and missiles.
Not ridiculous, most of us find the current balance quite fine. Mines and torps are mainly the damage dealers. Guns are to shake your opponent when they lose their shield. Missiles are for fighting fighters and bombers.
Just learn to use your weapons in creative ways.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
' Wrote:Not ridiculous, most of us find the current balance quite fine. Mines and torps are mainly the damage dealers. Guns are to shake your opponent when they lose their shield. Missiles are for fighting fighters and bombers.
Just learn to use your weapons in creative ways.
No, the problem is that most of the poeple here are so used to the current balance, they don't realise it could be done better or are afraid of change and getting used to new things.
And I think I know how to use my weapons in all ways, don't worry. Just don't get what you call creative when it's all always about one or two things? Giving normal weapons some boost could actually turn PvP into something more interesting that just spamming missiles, mines and hoping for the best.
' Wrote:No, the problem is that most of the poeple here are so used to the current balance, they don't realise it could be done better or are afraid of change and getting used to new things.
True, true. Fear of the unknown is a common thing, but most here on discovery are quite open-minded.
Quote:And I think I know how to use my weapons in all ways, don't worry. Just don't get what you call creative when it's all always about one or two things? Giving normal weapons some boost could actually turn PvP into something more interesting.
Creative is putting all Purple Goddesses on a Sabre and attacking a gunboat that just lost it's shield.
Creative is getting an enemy to chase you and dropping mines left and right.
Creative is using your SN on fighters.
Creative is putting four debs on a Falcata with a mini razor and Supernova.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
Main weapons aren't underpwoered, it's how you use them.
I know someone who can instakill a fully shielded VHF using only guns, by outturning them a lot. Fights aren't meant to last 3 minutes, they are meant to be tactical.
' Wrote:True, true. Fear of the unknown is a common thing, but most here on discovery are quite open-minded.
Creative is putting all Purple Goddesses on a Sabre and attacking a gunboat that just lost it's shield.
Creative is getting an enemy to chase you and dropping mines left and right.
Creative is using your SN on fighters.
Creative is putting four debs on a Falcata with a mini razor and Supernova.
Creativity..OK.
But this is not creativity it's common sense.
And by the way fighters can't use SN
<span style="font-familyalatino Linotype">
<span style="color:#000000">All morons hate it when you call them a moron.