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FFS bugged missiles worthless fighter weapons

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FFS bugged missiles worthless fighter weapons
Offline Dopamino
10-19-2007, 08:17 PM,
#21
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Bah it was lag and you know it!
But yes, missiles and mines can be very effective. It takes practice though.

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I mostly lurk around Media Center these days.
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Offline StarButt
10-22-2007, 08:02 AM, (This post was last modified: 10-22-2007, 08:15 AM by StarButt.)
#22
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Some people seem to have trouble reading ....or my english sux : I didn't ASK for a missile/gun that takes out shield with one shot. ALL I ASKED FOR IS: Paralyzers that DO EXACTLY the same shield damage as they do NOW (it takes only like 25paralyzers to take out GB shield, and 2 of Paralyzer launchers should be enough on a fighter), but ACTUALLY DO THE DAMAGE from any position they HIT! JUST AS GUNS DO! U can hit shield with any gun, at any "hit box" on the target. BUT PARALYZERS HAVE EFFECT ON LARGER CRAFT ONLY IF THEY HIT ON A CERTAIN hit box! AND IT'S A DAMN BUG AIN'T IT!?

About the "bigger picture": All i see in it is Gunboats being WAY overpowered! 1 GB can take out entire Cruiser, even Battleships, while 2 fighters have great trouble killing just one Gunboat (if their weapon loadout is not uber energy efficient), and bombers have trouble hitting GB that's almost as maneuverabla as VHF. I don't think that giving fighters specific, expensive, non-infinite weapons worth using vs gunboats is "balance issue" at all..but that's only MHO...I don't fly GBs nor cap. ships though I grinded up 1.1bilion...just don't think that grind should surpass value of skills...

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Offline crateria
10-22-2007, 11:33 AM, (This post was last modified: 10-22-2007, 11:34 AM by crateria.)
#23
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Hmm..
Like I said, lock onto there shield.
Get into position
Then shoot

This will only work it the shield doesn't protect the shield unit:

[Image: lolgf1.png]
(A mega lame image made on paint... It's all this computers got :sleep:)

The green circles are the blast radius from the missiles

As you can see, if you hit the shield unit it self the ship will take damage.
Battle ships are different, most of them have shields that cover the whole unit. So even if you aim for it, It won't work.

Hope this makes scene to some1 out there XD

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New Avatar.. Needs a Bit of cleaning (Damn, I forgot the transparent Background again)
The Crateria is Unhappy. From now on if you think you can carry on trading after you've faced Death you SHALL Face him again, and again until it Sinks in!
Come on, Traders need to Follow the 4 Hours Cool down after death..

So your dead, Whats that? Your going to get me with a Big Bad Cruiser? As long as it is NOT piloted by yourself let it come...
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Offline Ion
10-22-2007, 12:52 PM,
#24
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' Wrote:About the "bigger picture": All i see in it is Gunboats being WAY overpowered! 1 GB can take out entire Cruiser, even Battleships, while 2 fighters have great trouble killing just one Gunboat (if their weapon loadout is not uber energy efficient), and bombers have trouble hitting GB that's almost as maneuverabla as VHF. I don't think that giving fighters specific, expensive, non-infinite weapons worth using vs gunboats is "balance issue" at all..but that's only MHO...I don't fly GBs nor cap. ships though I grinded up 1.1bilion...just don't think that grind should surpass value of skills...

bomber, gunboat, cr, ds, or bb can take out anything if you use it right. fighters are designed to take out bombers or other fighters, or in a group take down the larger ships. moral of the story, if you dont like it, mess around with other things, till you find something you do like, and role play it! well!:)

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Offline Sonja
10-22-2007, 02:33 PM,
#25
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My tiny Eagle can nearly take a Corsair gunboat on its own, and thats with someone competent at the wheel. Two fighters should have no problem, if they are flown correctly.

The only limitations to what you can achieve in any craft is your skill.

Missiles are usable, I just find them more trouble than they're worth and leave them alone. There are some people out there who use them to great effect, though.

Also, Gunboats aren't really overpowered, its just battleships and cruisers (cruisers especially so) that are underpowered. I mean, its very hard, but not impossible, to take a battleship alone in a bomber. Of course, you have to be a good pilot, and the battleship captain has to be new in his shiny battleship. However, two bombers have no problems against a battleship, and even a sizable escort has a real problem trying to deal enough damage to the bombers.

Personally, I have one gunboat, and I use missiles on it for stripping guns from any small things, and energy guns for ripping shields and taking capital ships. Missiles, while being completely useless against capital ships, are a godsend against fighters and bombers. Therefore, missiles are usually used if they:

1. Particularly suit the user's style, or
2. Are required in team combat.

The bug you describe seems unfixable unless the radius of all missile explosions increases, and that will just mean complete destruction to any vanilla fighter.
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Offline kiggles
10-23-2007, 06:16 PM,
#26
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As far as I can gather it makes no sense that the missle explosion radius needs to hit the shield generator for it to do damage to the shield as gun do not need to be shot at the shield you just fire at the ship and they work.

Though I know nothing about modding really so this is probaly a worthless post.

Kiggles:mellow:

I've been mildly miffed by one-shot weapons since their implementation, oh so long ago. I remember the days when fights were a matter of who could aim better, rather than who could aim a single shot. - Virus
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Offline tfmachad
10-24-2007, 12:05 PM,
#27
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' Wrote:Hmm..
Like I said, lock onto there shield.
Get into position
Then shoot

This will only work it the shield doesn't protect the shield unit:

[Image: lolgf1.png]
(A mega lame image made on paint... It's all this computers got :sleep:)

The green circles are the blast radius from the missiles

As you can see, if you hit the shield unit it self the ship will take damage.
Battle ships are different, most of them have shields that cover the whole unit. So even if you aim for it, It won't work.

Hope this makes scene to some1 out there XD

My 2 cents.

Actually it makes perfect sense, Crateria. But let's say that the case then is that the missile delivers an EMP blast which, in order to work, has to include the shield generator within it's radius, as in your picture. In that case, what doesn't make much sense then (at least in my neophyte opinion) is that the missile will do any damage at all to the shield. The thing had to turn off the shield completely. As CDs do to the cruise engines.

Oh, that's a hell of a lot overpowering to the fighters now, ain't it, you may say. It may be, it may be not.

Yesterday I had the opportunity to see Starbutt fighting a GB in Connecticut testing the missiles out. (And just for the record, before you say I'm taking his side on this, I'm not buddies with the guy, I just happened to bump into him yesterday). And I saw that really, the missiles don't do squat. The guy is a fine pilot, the amount of time he lasted against that GB is something in itself, but I followed the combat up close and he was aiming the missiles before launching. And they did squat.

So, what if the EMP missiles did turn off the shields for a brief window? It doesn't have to be several seconds, like the CDs do to the cruise engines, drop it's shield damage to zero and let it disable the unit giving a small oportunity so we can reach inside the box and score a little hull damage. If it was as hard as it is to hit today (at least that was the impression I had from Starbutt's fight) it would still require a hell of a skilled pilot to do it (Death Star exhaust port skills from what I've seen).

Anyway, what I am trying to say is that I now understand Starbutt's frustration with the missiles when he says that they are worthless. I do understand too the line of thinking that as EMP weapons they have to be aimed specifically at the shields unit to be effective. To sum it up, I'm thinking that today, the missiles aren't indeed consistent with either idea. If they were to do damage directly to the shields, then the whole hitbox idea is poor. If they indeed have to be aimed at the shield generator in order to work, then it has to completely shut down the unit, regardless the amount of time it will remain shut down.

Maybe shutting the thing down is not the best idea in the sense of game balance, I don't know. Then at least the thing could do damage directly to the shield (even if that would make the missile description completely figurative).

If someone disagrees and in fact has the ability to make them work effectively, if you're willing to demonstrate that, please do so. It would be enlightening and would solve the issue, now, wouldn't it?

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Offline crateria
10-24-2007, 02:09 PM,
#28
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Posts: 76
Threads: 7
Joined: Aug 2007

Yes..
I made that diagram using my own experience of hitting the gunboats.
But thinking about it, it may be that the missiles have a different hit ratio on non Vanilla ships than on the Vanilla 1s...
But then again, on the actual freelancer gunboats and bigger didn't have shields. So there (My guess) is no hard coding that missiles can do anything to shields. There we rely only on the Mod... As most people know. There is only so much you can do with modding.

[Image: crateria1wd8.gif]
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New Avatar.. Needs a Bit of cleaning (Damn, I forgot the transparent Background again)
The Crateria is Unhappy. From now on if you think you can carry on trading after you've faced Death you SHALL Face him again, and again until it Sinks in!
Come on, Traders need to Follow the 4 Hours Cool down after death..

So your dead, Whats that? Your going to get me with a Big Bad Cruiser? As long as it is NOT piloted by yourself let it come...
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Offline Panzer
10-24-2007, 03:05 PM,
#29
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

Missles...

Really, I'd expect those paralyzers to literally paralyze anything with a shield, bt indeed, they're half-useless against anything bigger than a lv 10 fighter shield.

Other missles work generally fine. cannonballs, firestalkers... pretty much okay the way I saw it. Matter of placing a lucky hit from head-on and the right distance. Hitting anything/anyone from behind/ or from the side (talking about fighters) is a pure waste of money. Firestalkers go crazy in phsics-defying loops, cannonballs act as if they were ungiuded. I personally rely on guns - can get by on much less cash on the ship. (yay, ammo getting cheaper)

[Image: Vxqj04i.gif]
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Offline StarButt
10-25-2007, 04:04 PM,
#30
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Posts: 199
Threads: 5
Joined: Sep 2007

' Wrote:bomber, gunboat, cr, ds, or bb can take out anything if you use it right. fighters are designed to take out bombers or other fighters, or in a group take down the larger ships. moral of the story, if you dont like it, mess around with other things, till you find something you do like, and role play it! well!:)


Fighters in Discovery seem to be designed to do mostly NOTHING! Hull armors upgrades on all ships r just ridiculous, while fighters weapons remain the same. Don't really get why would anyone find current 30min fights fighter on fighter/bomber fun or well balanced (1st who gets bored, looses?!)....Fighters need some HARDER hitting weapon to match the armor upgrades and new uber armored ships. It should be like it mostly is with everything: U HIT, U KILL! U GET HIT, U DIE! 30-50k hull armor on fast movers like fighter/bombers is making all dogfights just long ass tedious business. As a result, pilots mostly try unorthodox weapons like "SUNSLAYER" torpedo do kill fighters, thus turning the game into caricature of what it was supposed to be. Would anyone hair fell off if Fighter class would really have weapons worth using? I think not.....correct me if I'm wrong...

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