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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Are ships too tough?

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Are ships too tough?
Offline Hone
04-28-2011, 09:13 AM,
#1
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So, I notice that these ships, especially with armour upgrades are weirdly tough, a bomber, even unarmoured will often shrug off a NUCLEAR (This is a friggin nuclear bomb! From the Future!) mine, and so will armoured everything elses except light fighters.

Try shooting a fighter with your fighter, it takes ages! Try shooting a medium - cap 4 - armoured BS with a light MORTER (This is a HUGE antimatter - many times more powerful than nukes - blast) and it will be lucky to take a fith of the health.

Theres no rp reason for the ships to be so tough compared to the weapon advancements, and if its a dev issue, lets make the shields tougher

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Offline Jinx
04-28-2011, 09:21 AM, (This post was last modified: 04-28-2011, 09:22 AM by Jinx.)
#2
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ooRP argument: - cause you don t wanne "instagib" when you re locked out for 4 hours afterwards

inRP argument: - there is none. ( FL ships are like roaches - they survive a nuke explosion, too )

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Offline Cameron
04-28-2011, 09:25 AM,
#3
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Did you not know that all ships modern armour plating is made of ultra dense nertronium? this allows for near invulnerability to antimatter weapons whilst resisting nearly all forms of energy.

On a less troll like note: I agree, ships do seem absorb a godlike amount of damage with armour upgrades. you can fly through a black hole and come out the other end in a outcast dread with x2 armour, but it is seemingly "balanced"
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Offline sadtranslation
04-28-2011, 09:29 AM, (This post was last modified: 04-28-2011, 09:32 AM by sadtranslation.)
#4
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Concerning the light ships such as fighters and bombers the answer is simple and Jinx said everything; nuclear mines are powerful enough to cause significant damage, but give the pilot a chance to recover. To kill enemies better you need training, training and training again. The current system makes skill more important than pure luck in dropping mines.

Concerning the big ships it's even simpler: battleship is doable in cruiser. It takes time, but still. I'd say that the capital ships are pretty much well-balanced.

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Offline Toaster
04-28-2011, 09:33 AM,
#5
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Yeah, capital ships are fine. In fact, I'd like it if their battles took longer, just for the epicness of it.

But snubcrafts... jeez, a furball of 4 fighters can take up to 3 hours! Something's wrong with that. So, yeah.

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Offline AeternusDoleo
04-28-2011, 09:37 AM,
#6
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True, instagibbing isn't fun (even though with a pulse/razor boat it is still quite possible to do) however, I do agree things have swung a bit far to the opposite end. With some fightercraft having almost the bot/bat capacity of your average gunboat, their survivability is extremely high. That's why some snubfights tend to last over an hour - well beyond what your average player considers to be fun.

Recommendation: All AU armor types reduced by 20% (so AU8 would do x2 armor only), reduce bot/bat storage on -all- fighters and bombers by 20%. Should speed up most snub-balls, but you'll still not instagib a fighter with a single nukemine.

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Offline Prysin
04-28-2011, 10:02 AM,
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just look at NPC's, thats where you see supersponge armour... takes 9 OC primes to the hull, ALL 9 hit, looses what? 30% of health?... meaning that titan has around 400 000 HP.....


Yes weapon damage makes no sense.... but also, alot of other things dont either....

Different plating and conditions would make hull epically strong. IE; Ionize the entire hull would reflect or weaken anything containing a strong positive charge.
Special ceramics would make plasma do near no damage at all.
Other things are also possible to explain but i cant be arsed to look through countless lexicons to find the special substances that resist extreme heat and impact

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Offline Hielor
04-28-2011, 10:06 AM,
#8
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Bigger problem with fighters: the ships are too maneuverable compared to how fast the weapons are. Given that fighters are generally supposed to be shooting other fighters, their weapons should be in the ~1000m/s range where it becomes difficult to dodge, not the ~650m/s range where even a freighter can dodge.

Gunboats are better at shooting down fighters than fighters are, because of how fast their guns are and how hard it is for fighters to stay on target long enough to do any appreciable damage. This is completely wrong--what's the point of fighters if they're so easily taken out?

Gunboats are the real problem--they win against every other class of ship.
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Offline Govedo13
04-28-2011, 10:10 AM,
#9
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Actually I like the current system of balancing, it allows you to use skill and give fair chances in unbalanced(ganked) fights. All about the nukes is to have skill and luck-
http://www.youtube.com/watch?v=6PShQ2UmVwU

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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Offline Kontrazec (Somni)
04-28-2011, 10:40 PM,
#10
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' Wrote:just look at NPC's, thats where you see supersponge armour... takes 9 OC primes to the hull, ALL 9 hit, looses what? 30% of health?... meaning that titan has around 400 000 HP.....
Yes weapon damage makes no sense.... but also, alot of other things dont either....

What you smoking bro? You either suffer from HARSH lag or pulled that number STRAIGHT out of your arse, cause I happen to know a Titan in Delta drops from around six cruiser cerberus shots to the hull.

On the other note, I like how NPC's regen certain percentages of their hull with bots and raise shields by like 5% a living GAZILLION times just to make razoring impossible. Can we haz 1 by 1 bat usages pls and have antisnac shields?

Sucks to be a weight on the wrong side of the brilliance-insanity scale.
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