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Gunboats balance - 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: Gunboats balance (/showthread.php?tid=7624) |
Gunboats balance - Tenacity - 05-07-2008 ' Wrote:I don't think you'll be able to pilot a Scorpian right away, if I remember correctly they are restricting gunboat and above usage anyway. yes i've talked to him in some PM's... from what I hear, the scorpions simply arent allowed out of their home systems unless circumstances permit, it's a defense-only ship (which i've got no problem with, really). Anyways, my pirate GB uses all outcast guns. I hate to switch out two for missiles or cerberus turrets because they tilt the balance one way or another - missiles make me better against fighters but are near worthless against capships; cerberus turrets are awesome against other capships but very ineffective against fighters. EDIT: And really I dont think fighter combat is as much about overall strategy as it is reflexes and quick dodging/aiming ability. In a fighter, you really just 'spaz out' and try to swerve as much as possible to avoid gunfire while getting in shots where possible - because you die quickly. In a gunboat+, you live long enough to take into account ship positioning (yourself and the enemy, primarily), targetting subsystems, etc. Gunboats balance - Robert.Fitzgerald - 05-07-2008 Quote:And really I dont think fighter combat is as much about overall strategy as it is reflexes and quick dodging/aiming ability. In a fighter, you really just 'spaz out' and try to swerve as much as possible to avoid gunfire while getting in shots where possible - because you die quickly. In a gunboat+, you live long enough to take into account ship positioning (yourself and the enemy, primarily), targetting subsystems, etc. If you believe positioning a gunboat in between firing arcs is more tactical than fighter combat, then please... Stick to your gunboat. Dog-fighting has a lot more variables than positioning, turret loadout and opponent's ship... Destroying subsystems and positioning occur in fighter combat as well, you know... Also, fighter combats are only short if one side doesn't dodge at all. If you move in straight lines, you die. Most people don't, so fighter combats can be longer than capital combats... Gunboats balance - Tenacity - 05-07-2008 so.. not really related but one quick question... How do you get to omega 48 / 55? exploring open singleplayer right now and I cant for the life of me find a jump hole to either system. Quote:If you believe positioning a gunboat in between firing arcs is more tactical than fighter combat, then please... Stick to your gunboat. Dog-fighting has a lot more variables than positioning, turret loadout and opponent's ship... To each his own, I wont argue with your opinion. I'm not saying fighter combat takes less skill - I believe it takes more than capship combat, and my fighter pilot skill sucks compared to just about everyone else on the server. Hence, why i'm more a fan of gunboats and not fighters. Gunboats balance - Robert.Fitzgerald - 05-07-2008 Wait until you get a message back from Praetyre:). Jump holes in the Omegas, of course. Gunboats balance - jimmy Patterson - 05-07-2008 dogfighting has its good and bad so do capships they all have wide tactics just caps are more fleet based dogfights more on on one Gunboats balance - frozen - 05-07-2008 conner, id agree with you except for 1 thing. i fly the gunship, and seriously. it DOES need to be sorted out bigtime. its just... evil. since i do not fly cruisers/battlecruisers i couldnt give any feedback on em, and i only use battleships as an absolutely last resort. id STILL prefer to take out a bomber or fighter instead of a capship. anyway, about gunboat guns. 2 missile turrets are VERY lethal to fighters/bombers, and even more lethal to vanilla ships. 4 guns, with the right setup, and the correct applied maneuvers are enough to take down most enemies- EG: ever seen a single hacker gunship, take down a rhienland cruiser in a 1v1 (cruiser had a cap mk 8, i had a cap mk 6 on the gs)? i had 4 guns, 2 missile turrets on the gunship. still took out the cruiser. if you feel that its hard to hit fighters/bombers with guns, use missiles, but that may leave u vulnerable against other caps, if you solely rely on blunt force of your guns. imo, even though the rhienland gb is uberly armoured its pretty useless in its turning. turns slower than a brick. i could go on a world tour and get back home, have a house party, even go to yoga class and get home, to find that the gunship hasnt turned fully -.- Gunboats balance - mjolnir - 05-07-2008 Liberty GB is better than any other GB with forward cannon in game. I rank size from 1 (smallest) to 7 (biggest) Agility same.. 1 best, 7 worst. Liberty GB, 110k armor, 1/7 turrets (6 forward, the last one also some small arc forward), 0.667 turning size: 2, agility 3 Kusari GB, 95k, 1/5 (4 forward + 1 partially), 0.667 turning size: 1, agility 1 Orca GB, 110k, 1/6 (5 forward, quite far placed also and the forward gun has the worst firing arc of all ), 0.625 size 3, agility 2 Dragon GB, 105k, 1/6 (5 forward?), 0.514 size 5, agility 5 Rheinland GB, 135k, 1/6 (5 forward + 1 partially), 0.5 size 4, agility 4 Bretonia GB, 130k, 1/7 (6 forward), 0.5 size 6, agility 6 --------------------------------------------------------- Liberty GB is second smallest of the bunch (yes even smaller head on than RH GB Connor), turns fastest, dodges average, has good armor, and one more turret . Get rid of the extra turret and it will be fine and nicely balanced with the rest. ----------------------------------------------------------- GBs should have slower powerplant recharge IMHO, they will be as good against fighters/bombers as now... while they will become weaker against cruisers. Cruisers against BS are fine the way I see it. 1vs1 they usually can't win (bare the Kusari des.), while 2vs1 they kill BS. Gunboats balance - globalplayer-svk - 05-07-2008 my opinion is,that bounty hunter gs,with right setup is deadly to fighters/bombers (with 2 missiles turrets). but then it has low chance again gb with only turrets,without missiles. liberty gb, i dont know exactly, i was never flying with it. i was onyl with fight again it. yes it is agile,but when you can dodge forward gun projectiles, it is average oponnent. but when i am looking on stats that mjolnir posted, then i think liberty gb need less turrets. or loose agility. EDIT: sorry i was typing on liberty gb and i type kusari. thanks frozen. Gunboats balance - frozen - 05-07-2008 kusari gunboats are meant to be lightly armoured and agile, glob. also, another scenario, to break your belief. 1 bh gunship (me) vs 2 hacker gunships and a sabre. i won. with that setup (2 missiles, 1 cerb, 3 normal turrets), without even using my nanobots (had to use shield) maybe because the sabre died within 2 seconds of engaging (i didnt even get to fire missiles on him, just used guns) or that due to the way i was flying, the gunships could hardly turn and face me for long enough and fire to do any sort of damage, but it still shows that the gunship s uber. also, i normally reserve the forward gun of the lib gb for cap ship hulls, it being turned off otherwise. i can land the hits, and get the kills without the forward gun. Gunboats balance - Robert.Fitzgerald - 05-07-2008 I have fought Lunchboxes on an anti-fighter BH Gunship before. Frankly, most of them weredriven away quite fast... What's wrong with the Kusari Gunboat? It seems underpowered, not powerful now... |