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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Cruise Power Drain Update #3 Feedback

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Cruise Power Drain Update #3 Feedback
Offline agentmike
12-07-2009, 05:35 PM, (This post was last modified: 12-07-2009, 05:38 PM by agentmike.)
#11
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Posts: 497
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Joined: Mar 2009

i like the cruise drain.

i like that they allowed enough power to shoot maybe 1 gun, and enough power to launch Heavy CMs now, even though i switched all my heavy CMs to enhanced CMs 2 days ago...


BUT logistically speaking, if your cruise engine takes power away from your ship, then it should gradually lower according to the percentage of your cruise engine charge...instead of instantly once you hit 90%...
and should begin charging again immediately as soon as you cut the cruise engines off...not 5 seconds after you cut them off and slow down...
but then again, it would allow ships to drift at cruising speeds, which is one of the reasons the power drain was created to begin with...

EDIT:
' Wrote:Anyone want to update on the time it takes to start recharging?

i counted 5 seconds...
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Offline Tenacity
12-07-2009, 06:40 PM,
#12
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Posts: 9,496
Threads: 635
Joined: Apr 2008

I would still prefer removing cruise drain and going back to the no cruise in combat rule. Once again, the only thing this system accomplishes is removing the one tactic cruisers and battlecruisers have against battleships - maintaining range and using long range weaponry. With battleships able to cruise up to you constantly in order to keep distance at a minimum, the smaller ships no longer stand a chance.

Discovery seems to have become world of battleshipcraft, cant say I'm pleased at all with it.

[Image: Tenacity.gif]
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Offline mjolnir
12-07-2009, 06:55 PM,
#13
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Posts: 3,774
Threads: 71
Joined: Sep 2007

' Wrote:I would still prefer removing cruise drain and going back to the no cruise in combat rule. Once again, the only thing this system accomplishes is removing the one tactic cruisers and battlecruisers have against battleships - maintaining range and using long range weaponry. With battleships able to cruise up to you constantly in order to keep distance at a minimum, the smaller ships no longer stand a chance.

How or how does it do that? I can't really stress this more.
Now if BS cruises up to a cruiser, the cruiser can get out of range before BS has energy again. On the other hand the BS can't start a fight by cruising next to the cruiser.

Slow moving BCs can't get fully out of BS range if it cruises up, but those have much more firepower than normal cruisers, so they are actually better off trying to kill the BS.

Either you assuming that cruiser=BC, which is wrong. Or you simply never tried it.

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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Offline Kazinsal
12-07-2009, 07:02 PM,
#14
Wizard
Posts: 4,541
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Joined: Sep 2009

Martin wins the thread.

I want to try cruising for a few seconds in my gunboat, dropping to impulse, and seeing how much I can fire. If I can fire a pulse shot after dropping, you guys are godlike.

Retired, permanently.
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Offline Tenacity
12-07-2009, 07:03 PM,
#15
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Posts: 9,496
Threads: 635
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' Wrote:How or how does it do that? I can't really stress this more.
Now if BS cruises up to a cruiser, the cruiser can get out of range before BS has energy again. On the other hand the BS can't start a fight by cruising next to the cruiser.

Slow moving BCs can't get fully out of BS range if it cruises up, but those have much more firepower than normal cruisers, so they are actually better off trying to kill the BS.

Either you assuming that cruiser=BC, which is wrong. Or you simply never tried it.

Go read the reply I just posted in the capship weapons thread, all is explained there.

No, a cruiser cannot get out of weapons range of that battleship before being thoroughly owned, even with the cruise drain.

[Image: Tenacity.gif]
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Offline Cannon
12-07-2009, 07:08 PM,
#16
Ex-server monkey
Posts: 4,530
Threads: 1,161
Joined: Mar 2008

I made a mistake when I loaded the mod a few hours ago. The delays before recharging are meant to be:
- Battleships 18 seconds
- Cruisers and Battlecruisers 15 seconds
- Gunboatds 12 seconds
- Fighters & Bombers 5 seconds
I have enabled this now. *puts on flame proof suit*

I don't expect this to be the final version. This remains experimental and I'll be listening to feed back from people to make the next set of changes.

The power is drained quickly once cruise is engaging as a result of feedback from some people. People don't try to call this realistic - its not - nothing about this game is. This particular thing is about game balance and nothing else. I could make up some techbable about why the power playt drains like this but I can assure you that reality has nothing to do with it.

Proud member of "the most paranoid group of people in the community"
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Offline jammi
12-07-2009, 07:10 PM,
#17
Badger Pilot
Posts: 6,535
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I like this, because now I have enough energy to drop a mine immediately after dropping out of cruise to enter a trade lane.

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Offline Vladimir
12-07-2009, 11:03 PM, (This post was last modified: 12-07-2009, 11:06 PM by Vladimir.)
#18
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Posts: 1,597
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' Wrote:I made a mistake when I loaded the mod a few hours ago. The delays before recharging are meant to be:
- Battleships 18 seconds
- Cruisers and Battlecruisers 15 seconds
- Gunboatds 12 seconds
- Fighters & Bombers 5 seconds
I have enabled this now. *puts on flame proof suit*

I don't expect this to be the final version. This remains experimental and I'll be listening to feed back from people to make the next set of changes.

The power is drained quickly once cruise is engaging as a result of feedback from some people. People don't try to call this realistic - its not - nothing about this game is. This particular thing is about game balance and nothing else. I could make up some techbable about why the power playt drains like this but I can assure you that reality has nothing to do with it.

Well, this means cruiser can thrust away only about 1K from a battleship which came close on cruise and is chasing from that point before the BS energy starts to regenerate. Too bad. I'd double the words of Tenacity. I liked to see battleships so bad in artillery weapons and so full of boring usual turrets suffer before the cruise-in-combat-means-death rule was canceled.

[Image: 158aufs.jpg]
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Offline Tenacity
12-07-2009, 11:28 PM, (This post was last modified: 12-07-2009, 11:28 PM by Tenacity.)
#19
Member
Posts: 9,496
Threads: 635
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' Wrote:I made a mistake when I loaded the mod a few hours ago. The delays before recharging are meant to be:
- Battleships 18 seconds
- Cruisers and Battlecruisers 15 seconds
- Gunboatds 12 seconds
- Fighters & Bombers 5 seconds
I have enabled this now. *puts on flame proof suit*

I don't expect this to be the final version. This remains experimental and I'll be listening to feed back from people to make the next set of changes.

The power is drained quickly once cruise is engaging as a result of feedback from some people. People don't try to call this realistic - its not - nothing about this game is. This particular thing is about game balance and nothing else. I could make up some techbable about why the power playt drains like this but I can assure you that reality has nothing to do with it.

Great, thanks cannon, I'm glad I'll be completely ******* useless now. Was 5 seconds not bad enough? Honestly, the majority of people here were asking that the regen delay be removed entirely, even 5 seconds was too much, now I've got three times as much downtime before I can fire a gun.

This mod is getting worse by the day, I dont get why you people cant leave well enough alone.

[Image: Tenacity.gif]
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Offline mjolnir
12-07-2009, 11:41 PM,
#20
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Posts: 3,774
Threads: 71
Joined: Sep 2007

' Wrote:Well, this means cruiser can thrust away only about 1K from a battleship which came close on cruise and is chasing from that point before the BS energy starts to regenerate. Too bad. I'd double the words of Tenacity. I liked to see battleships so bad in artillery weapons and so full of boring usual turrets suffer before the cruise-in-combat-means-death rule was canceled.

I didn't see those BS suffer before, certainly not when they started the fight 0 distance from enemy cruiser and killed it before it could get to range.

============================================

Other than that we did re-testing of the new drain right now. With 2 BS types and 3 cruiser types.
(Kusari BS (heavy), LN Dread (medium), BHG BC, Liberty Cruiser (light), Corsair Cruiser (heavy))

Cruiser can get to ~ 1500 meters from BS before the BS can fire guns. Even after that it can get to safe range before it gets hull damage.

On top of that there are 2 other counter-tactics for cruiser to do apart from thrusting one way

1. Fire some shots into the bs before it can fire and then cruise off as well to 3k. Only "CD" BS have are their missiles, which require quite a lot of energy. This is very safe to do, but relatively little damage is done to the bs.

2. E-kill as the bs is closing up and fire back, either it has to keep in cruise.. or stop and then you can either sail off in e-kill.. or thrust past it so it has to turn around, not perfectly safe (have to watch when the BS can fire) but does more damage

These were all 1vs1 situations, resulting in the BS beeing unable to hunt the cruiser without external help, in 2vs1 the BS basically has no chance against well flown cruisers. When it cruises to close up to some cruiser, that one can cruise a bit off as well and during that time the second cruiser is hurting it.. and so on.

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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