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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Discovery Mod: Balance Issues

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Discovery Mod: Balance Issues
Offline Mounteblanc
01-23-2010, 12:56 AM,
#11
Member
Posts: 649
Threads: 11
Joined: Oct 2009

' Wrote:Not easily however.

Plus according to the stats on the wiki BS Solaris has 1,099m range.

A bomber at thrust can cross that 200 meters and get inside the no-evasive-possible limit very fast

The biggest ones a bomber can fire nearly 1k outside of Solaris range.

Admitedly BSs are SUPPOSED to be hard to evade with, but this gives bombers a massive advantage, since unless piloted poorley they are hard to hit. (based on experince even GB sized ships can evade a BS for a while in a skirmish)

Any ship, properly flown, can evade a Battleship. I once witnessed a Storta solo an indie Ranseur by staying just at the edge of its primaries' range and pounding it with pulses and Light Mortars.

And, if we increase Solaris range and drop its speed, wouldn't it just become a BS Secondary turret?
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Harcourt.Fenton.Mudd
01-23-2010, 01:22 AM,
#12
Unregistered
 

' Wrote:Any ship, properly flown, can evade a Battleship. I once witnessed a Storta solo an indie Ranseur by staying just at the edge of its primaries' range and pounding it with pulses and Light Mortars.

And, if we increase Solaris range and drop its speed, wouldn't it just become a BS Secondary turret?


True, the issue is folks cry foul when attacking a BS with a few bombers gets them killed.

A BS (or any cap for that matter) should be a serious threat not a 'lol bombertime' type issue.

As it is now, a pack of VHFs can take down anything up to cruiser sized with out too much of a problem, and a BS with enough time.
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Offline Bolverk
01-23-2010, 02:37 PM, (This post was last modified: 01-23-2010, 02:38 PM by Bolverk.)
#13
Member
Posts: 136
Threads: 1
Joined: Oct 2009

Well, I think, Battleship without escort should be doomed against a pack of bombers, as it is now. Problem is, he is doomed even if he has escort - bomber is very hard to hit and doesn't need time to aim. So, leave BSs as they are and do something with bomber-killing problem, maybe give fighters/GBs faster guns or something.
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Harcourt.Fenton.Mudd
01-24-2010, 08:48 AM,
#14
Unregistered
 

Or just give caps decent point defenses (just make solaris have almost same range as primaries).

Suddenly, they're still killable but not the easy targets that they are now.
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Offline jlrfernandez
02-16-2010, 11:04 PM,
#15
Member
Posts: 78
Threads: 0
Joined: Jul 2009

Hello ther guys... well i'll tell somethig that came on my mind, as an MM~ i already had some problems on the past about "you are not allowed to use their ship and not allowed to use their weapons"... It makes sence since i'm not factionalized and i use a mercenary ID i should ask permission to use house weapons. well about the ships we already have the might Eagle and Roc as a civilian fighter/bomber and others good ones!!!! but about weapons i would like to see some good civilian weapons, we have the debilitator that is great but civilians should have something really competent to smash some hulls with some 4.00 not just the heavyflashpoint... so all those mercs and freelancers flying on sirius will have no excuses to use faction weapons without any kind of agreement. i'm thinking about new civi ships gunboats too and new civi weapons for open market, none of them should overcome the faction ships and weapons but they should be equal, so the freelancers will be capable to have a fair fight against faction ships. Maybe not CIVILIAN but GENERIC ships and weapons, Well its just an idea... see you guys!

[Image: Kyramur-Solus_small.png] [Image: Kyramur-Tad_small.png] [Image: Jurkadir_small.png] [Image: Verda-a-tome_small.png] [Image: Droter-Kadem_small.png] [Image: Traser_small.png] [Image: Gra_small.png] [Image: Liberty_small.png] [Image: Jurkadirer_small.png] [Image: Kyramurer_small.png]
The Mandalore's Office
Signed,
Mandalorian Alor'ad: Vau.Bendak, Mandalorian Mercenaries.
Slaver: Cpt Fernandez, on board of -SE-Arabian.Nights, Slavery Enterprise Corp.
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Offline jlrfernandez
02-21-2010, 12:37 AM,
#16
Member
Posts: 78
Threads: 0
Joined: Jul 2009

======sorry just changed opinion======

[Image: Kyramur-Solus_small.png] [Image: Kyramur-Tad_small.png] [Image: Jurkadir_small.png] [Image: Verda-a-tome_small.png] [Image: Droter-Kadem_small.png] [Image: Traser_small.png] [Image: Gra_small.png] [Image: Liberty_small.png] [Image: Jurkadirer_small.png] [Image: Kyramurer_small.png]
The Mandalore's Office
Signed,
Mandalorian Alor'ad: Vau.Bendak, Mandalorian Mercenaries.
Slaver: Cpt Fernandez, on board of -SE-Arabian.Nights, Slavery Enterprise Corp.
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Offline Thexare
03-20-2010, 07:43 AM,
#17
Ominously Humming
Posts: 3,821
Threads: 340
Joined: Apr 2008

Fury 5: 324 Damage, 700m/s speed, 95 energy, 5.33 refire. Photon.
Natterturn Zwei: 325 Damage, 750m/s speed, 83 energy, 5.33 refire. Laser.

I don't think I need to explain the problem here.
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Offline mjolnir
03-20-2010, 12:46 PM,
#18
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

Actually you do have to explain the problem to me. Zoner guns are available to most people if they ask. Natters are not.

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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Zeltak
03-20-2010, 12:50 PM,
#19
Unregistered
 

' Wrote:Fury 5: 324 Damage, 700m/s speed, 95 energy, 5.33 refire. Photon.
Natterturn Zwei: 325 Damage, 750m/s speed, 83 energy, 5.33 refire. Laser.

I don't think I need to explain the problem here.

Hornviper II

Hull-Damage: 340 hull damage
Shield-Damage: 170 shield damage
Refire Rate: 5.88
Energy: 88
Range: 700 meters
Speed: 700 m/s

Unless you are proposing that it should be 5.33 refire rate, those guns are both actually 5.88.

So, let's compare with the Hornviper here. The Natterturn has extra speed but less damage. (Compared to Hornviper.) The energy is close to equal as it can be.

Fury 5 has less damage than the Hornviper, and also carries the same speed, and requires more energy. However this gun is available to alot of people, so that makes sense.

Really now, the availability of a gun should have a large impact on the capabilities of said gun. Like a civilian weapon, you should have it a little bit weaker than the rest of faction guns. Zoner is a faction but they are not a faction that wages wars and their tech is available to many.

Another thing, in my opinion the differences are so minimal, so why even bother, have some variation...

All in all, I see no problems here.
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Offline Dab
03-20-2010, 06:22 PM,
#20
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

Zoner guns are only available to seven IDs. They aren't civilian guns. Heavy Flashpoints are wide-spread, available civilian guns. Zoner guns are not.

[Image: DFinal.png]
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