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Discovery Freelancer Patch 4.88.6 Capital Ship Changes - 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: Discovery Freelancer Patch 4.88.6 Capital Ship Changes (/showthread.php?tid=144552) |
RE: Discovery Freelancer Patch 4.88.6 Capital Ship Changes - Tutashkhia - 11-05-2016 Quote:Changes to guns and equipment Today is the first time I've played with my Pirate ID'd gunboat after these changes and I don't want to look like a complainer or something like that, but for a 75% power core Gunboat this change is a bit unfair. Really... If the case is that you're trying to get rid of Pirate ID'd Gunboats in this game, then good job, you've a success. Having a Pirate ID already means a lot of restrictions, less access to other tech, lots of nerf on other unlawful factinos' tech and so on... Maybe I'm not smart enough and I'm still flying my old, already nerfed, Asco with full Basics... who knows, but if it's so maybe you recommend me something better? P.S Oh, please no - "use civilian Gunboat", "heavier Gunboat", "get an unlawful faction ID (Rogue, Outcast, Corsair or anything)"... RE: Discovery Freelancer Patch 4.88.6 Capital Ship Changes - Kauket - 11-05-2016 (11-05-2016, 06:43 PM)Tutashkhia Wrote:Quote:Changes to guns and equipment I mean that's kinda what you get for picking a lighter gunboat at 75% it didn't kill piracy, you're just using tech you're not really supposed to. RE: Discovery Freelancer Patch 4.88.6 Capital Ship Changes - Reid - 11-05-2016 (11-05-2016, 06:43 PM)Tutashkhia Wrote:Quote:Changes to guns and equipment So you're complaining that a gunboat that's been broken for years suddenly has a downside to using it without being a part of the faction that owns it? RE: Discovery Freelancer Patch 4.88.6 Capital Ship Changes - Tutashkhia - 11-05-2016 It would be even worse if I used Rogue Gunboat with Pirate ID and basic turrets. Just any Gunboat with 75% power plant... energy usage of Basic Gunboat Turrets are too much. It's not balancing things really. RE: Discovery Freelancer Patch 4.88.6 Capital Ship Changes - Vendetta - 11-05-2016 (11-05-2016, 07:23 PM)Tutashkhia Wrote: It would be even worse if I used Rogue Gunboat with Pirate ID and basic turrets. Then don't use a gunboat that's 75%. RE: Discovery Freelancer Patch 4.88.6 Capital Ship Changes - Tutashkhia - 11-05-2016 Azuri, which Gunboat am I supposed to use then? Kusari Explorer? RE: Discovery Freelancer Patch 4.88.6 Capital Ship Changes - Shaggy - 11-05-2016 (11-05-2016, 07:24 PM)Tutashkhia Wrote: Azuri, which Gunboat am I supposed to use then? Kusari Explorer? Just join a faction? RE: Discovery Freelancer Patch 4.88.6 Capital Ship Changes - Vendetta - 11-05-2016 (11-05-2016, 07:24 PM)Tutashkhia Wrote: Azuri, which Gunboat am I supposed to use then? Kusari Explorer? Condor. Montante. Kusari Explorer. Civilian gunboats for generic IDs. If you want to use something else at full power then you'd have to use the appropriate ID for it or file an SRP request. RE: Discovery Freelancer Patch 4.88.6 Capital Ship Changes - Reid - 11-05-2016 You can always switch to a gunboat that doesn't have that power drain, get the ship's faction ID, or get an SRP to get around the technerf. Pirates and Freelancers aren't supposed to be able to use any tech they want at full core, there's meant to be a downside to having an ID with a limitless ZOI RE: Discovery Freelancer Patch 4.88.6 Capital Ship Changes - Tutashkhia - 11-05-2016 I mean this change doesn't really balance things. If you want to decrease the consumption of Gunboats it's another thing. But increasing the energy usage of Basic Gunboat turrets doesn't really balance things if you want a balance at all. The rest changes are ships. Some ships got buffed and some got nerfed, that's fine. Quote:Just join a faction? How about we just delete the Pirate ID from this game then? Quote:Civilian gunboats for generic IDs. If you want to use something else at full power then you'd have to use the appropriate ID for it or file an SRP request. Still better to fly whatever I'm flying right now instead of those ships. But what's the solution for my kind of players who're not good enough to SRP a ship? Who gets refused and most probably will never have a chance to have a SRP ship? Quote: Pirates and Freelancers aren't supposed to be able to use any tech they want at full core, there's meant to be a downside to having an ID with a limitless ZOI Do you think I couldn't come up with an idea to get a faction ID, have 100% power plant and use their tech? That's the problem. Is there really a big difference for you whether I'll fly an Outcast ID'd Gunboat with 100% power plant or a Pirate ID'd Rogue Gunboat (or something else) with 75%? |