• 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 … 43 44 45 46 47 … 55 Next »
Gunboat/gunship balancing

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (3): « Previous 1 2 3 Next »
Gunboat/gunship balancing
Offline mjolnir
03-23-2009, 11:35 AM,
#11
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

' Wrote:Red Hessian Gunship 'Heimdall'
Outcast Gunship 'Tridente'
Order Gunboat 'Hathor'

Steering, Angular and Rotation need to be multiplied by 1000


Thanks, thought this should have been in bug reports maybe so that people don't start going nuts when they have no idea what it's about.

This keeps the ships exactly the same, while making them much less likely to spin when rammed.

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
Reply  
Offline Robert.Fitzgerald
03-23-2009, 11:38 AM,
#12
Member
Posts: 1,727
Threads: 32
Joined: Feb 2008

Aha *laughs at my poor modding knowledge* - don't we now look silly... The heimdall certainly spins when it gets hit by things.

The Firefly needs to have its stats adjusted also. It still bounces about in asteroids.

[Image: GatewaySig.png]
~Gateway Interstellar~ Gateway)Gibraltar
Gateway Corporate Profile - Gateway Message Dump - Gateway Recruitment - Gateway Faction Feedback
  Reply  
Offline Cosmos
03-23-2009, 01:55 PM,
#13
Member
Posts: 1,208
Threads: 60
Joined: Apr 2008

fix the sair GB, it moves slower than a slug.

[Image: .png]
[22:50:33] ☆ҳ̸̲Ҳ̸ҳEternal†Nightmareҳ̸̲Ҳ̸ҳ☆(illi): i cyber with leather torps (smoking)
  Reply  
Offline DragonLancer
03-23-2009, 02:01 PM,
#14
Banned
Posts: 661
Threads: 37
Joined: Aug 2008

This is not supposed to be a discussion thread.
As Mjolnir already said i should have posted it in the bug reports.
My bad.

Mods, please close and move. TIA.

User was banned for: http://discoverygc.com/forums/showthread.php?tid=147045
Time left: (Permanent)
Reply  
Offline Tenacity
03-23-2009, 04:46 PM,
#15
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

@ BHG gunship comments:

In our BHG vs Order fights, it is -always- the gunships that cause me the most pain. We take out BHBC's pretty quickly, usually, and our fighters can generally hassle the bh bombers enough to keep them off of us - but one of those gunships is using a 2 pulse / 2 razor setup, and even with cruiser primaries (1000 m/s speed) they're nearly impossible to hit from ranges over 800 meters. They dodge like fighters with gunboat firepower.


[Image: Tenacity.gif]
Reply  
Offline NonSequitor
03-23-2009, 05:59 PM,
#16
Member
Posts: 911
Threads: 116
Joined: Dec 2007

@Tenacity: the BH gs has a very low dps ratio, with 4 whole turrets to use (aft turrets are fairly pointless, unless you're a Jedi knight with lightning reflexes). I've tried the normal turret route, but it is very tedious going - a gradual gnawing away at the enemy fighter / bomber. Solaris turrets are a disappointment and Cerbs suck up the juice too quickly to be any good.

In addition, the hull is paper-thin. If you have no life, you could install cap armor VI in it (hull x3, price 190 million). Most of us just have the universal mk 8.

Dual razors/pulse cannon loadout is a way to optimize the gs's offensive capabilities. They have distinct advantages and disadvantages.
  Reply  
Offline tazuras
03-23-2009, 06:06 PM,
#17
Member
Posts: 2,179
Threads: 69
Joined: Feb 2008

Honestly, to me Tenacity, it just sounds like the GS's are meant to be able to do that. Although supposedly a normal cruiser is meant to be able to take them out, hopefully someone will bring one of those to the event next week, or just more GB's.

[Image: l2gnAQh.png]
Reply  
Guest
03-23-2009, 06:11 PM,
#18
Unregistered
 

' Wrote:while we're at it, let's divide the BHG gunship's stats by 1000...

Divide by 0 instead....


Gunships < Gunboats

One being Anti Fighter the other being Anti-Cap
Know the differences, is all i can say.
Reply  
Offline Tenacity
03-24-2009, 05:07 AM,
#19
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

' Wrote:Divide by 0 instead....
Gunships < Gunboats

One being Anti Fighter the other being Anti-Cap
Know the differences, is all i can say.

seems to me that a bhg gunship with a two pulse + two razor setup can be fairly effective as an anti cap weapon.

My analogy before stands - the BHG gunship is a fighter with gunboat shields and firepower.

[Image: Tenacity.gif]
Reply  
Offline gekerd
03-25-2009, 08:22 PM,
#20
Member
Posts: 279
Threads: 12
Joined: Oct 2007

AND Thruster

[Image: Gekerd1.png]
  Reply  
Pages (3): « Previous 1 2 3 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