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Old balance issues - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +---- Forum: Discovery Mod Balance (https://discoverygc.com/forums/forumdisplay.php?fid=31) +---- Thread: Old balance issues (/showthread.php?tid=6203) |
Old balance issues - Othman - 06-27-2008 Have this idea lately lingering through my mind. The Unioners' Protector gun has the neutron technology, which is similar to the Corsairs' Salamanca. I guess that could be connected with the past alliance they had. Now that diplomacy between the two has been revamped and Unioners are a Rheinland faction all in all, maybe reverting their neutron tech to the tachyon and giving the gun a speed and range around 700, just like the Bretonian Splitter but with slightly less damage/energy efficiency would fit better. The reason I gave Splitter as example here is that it is the only tachyon gun with the same refire rate Protector has, which is 4.00. Old balance issues - mwerte - 07-02-2008 the buying price of Pharmasuticals on Freeport 5 needs to be increased. From $680ish to $1150ish? They need all the medication due to the constaint radiation poisoning. Also, I noticed that Cobalt is said to be used in pretty much all ship engines everywhere, but only one or two bases sell it (Freeport 11 for $125) and only a few bases actually buy it for more then $120. I think all shipyards should need this item for at least $600-$800. Old balance issues - Edge - 07-02-2008 For some reason, you can't sell Diamonds on Kyushu anymore. Checked that with two =CR= traders (Varsovia and another guy). It shows that "possible cheating" message and kicks the player out. Old balance issues - GodsFavorite - 07-02-2008 ahem *looks at Edge-Minator* http://discoverygc.com/forums/index.php?showtopic=19039 We know you meant well Old balance issues - mjolnir - 07-16-2008 Liberator might need a bit turning speed decrease. It's the smallest LF in game, has great agility and Vengeance synchronize nicely with Debilitators. Wyrm has a bit slower turning and same "agility", it's also a bit bigger, Even with that it's still a great LF. So maybe moving Liberator a bit towards it. Chopper and Skoko pretty much agreed on this as well. ================================================================= Here: http://discoverygc.com/forums/index.php?sh...=20066&st=0 is actually a thread about LFs. I believe some others need a bit of agility increase: Decurion, Griffin, Hyena, Sea Serpent ================================================================== Another thing suggested before was to increase the reverse speed of LFs. To some 30-50. Old balance issues - Muleo - 07-16-2008 To follow up from what Eppy was saying about the Outcast battleship and the Bretonian battleship... ![]() ![]() The Legate is huge, the hitbox is tall and wide from the front, crippling it in 1v1 engagements, and it's almost impossible to miss with supernova too, because it's so wide and slow. Corsair dreadnought Gun/Turret Mounts: 0/16 (only 13 fire forward) Armor: 480000 Cargo Space: 1600 Max Batteries/NanoBots: 800/800 Power Output: 7000000 Max. Impulse Speed: 90 Equipment Mounts: CM, CD Outcast battleship Gun/Turret Mounts: 0/14 (proposed 0/16 (with 14 forward)) Armor: 410000 (proposed 450000~460000) Cargo Space: 1500 Max Batteries/NanoBots: 800/800 Power Output: 7000000 Max. Impulse Speed: 90 Equipment Mounts: CM, CD Bretonian battleships Gun/Turret Mounts: 0/14 Armor: 440000 Cargo Space: 1600 Max Batteries/NanoBots: 800/800 Power Output: 7000000 Max. Impulse Speed: 90 Equipment Mounts: CM, CD The Legate is a beautifully modelled ship, however it's quite literally crap. It can't hope to take on the Zoner Juggernaut, the Juggernaut is even larger, but it doesn't matter much as neither ships can dodge at a 1v1. The Juggernaut has 16 guns forward, and 550k hull (70k more hull than the Legate). IMO the Legate should have 2 more turrets that fire forward, making a total of 18 turrets, with 15 forward (3 rear only). In fact, there's actually 2 spare 'slots' where turrets could be placed. A small hull boost is probably also necessary, something like 500k hull.
Old balance issues - Lucend - 07-16-2008 I"m personally in favor of Corsair ships having more of a "tank" feel to them. The Titan has more hitpoints than most fighters, and is slower. The Capships should mirror this, I think. Old balance issues - Muleo - 07-16-2008 ' Wrote:I"m personally in favor of Corsair ships having more of a "tank" feel to them. The Titan has more hitpoints than most fighters, and is slower. The Capships should mirror this, I think. Yea, just look at the Corsair gunboat, big fat and slow but a crapload of guns. Then you have the Legate, big fat and slow, but not so big load of guns :/ Old balance issues - mwerte - 07-19-2008 Speaking of Battleships and capships and ect... A recent bomber and gunboat task force hammered on a Liberty Dreadnaught but then left it pretty battered, like, 2 boxes of hull left, no bats/bots. We left it thinking that it would be more damaging to the commander to have to deal with the repair bill then it would be to deal with the "death". Well, there were a few of us in TeamSpeak, including the Dreadnaught's captain and he reported with some glee in his voice that the damage was only a few thousand credits. whereas the damage to my gunboat (which was down to about half hull) was well into the hundreds of thousands of credits. This is REALLY out of proportian and should be fixed please. Old balance issues - SanjitVignesh - 09-20-2008 The repair costs does not depend on that. It has to do with the hardpoints that were hit. You could also have kept using NBs and SBs a lot. So though the hull was half-full, you would still have undergone plenty of damage. |