![]() |
|
A unique buff for the screamer? - 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: A unique buff for the screamer? (/showthread.php?tid=146268) |
RE: A unique buff for the screamer? - nOmnomnOm - 12-13-2016 (12-13-2016, 06:12 PM)Auzari Wrote:(12-13-2016, 06:04 PM)nOmnomnOm Wrote: Rippers on LFs.... Why not desheild AND hull damage? plus snac? RE: A unique buff for the screamer? - Kauket - 12-13-2016 ...because the snac will insta the ship anyway? (and you dont want to deshield yourself) RE: A unique buff for the screamer? - nOmnomnOm - 12-13-2016 (12-13-2016, 06:14 PM)Auzari Wrote: ...because the snac will insta the ship anyway? (and you dont want to deshield yourself) But the screamer might desheild you so what's the point? Lacking potential for more damage? Why would you do that? It made sense before since the screamer had more radius but now you might as well use a nuclear mine :| RE: A unique buff for the screamer? - Kauket - 12-13-2016 (12-13-2016, 06:17 PM)nOmnomnOm Wrote:People use the screamer on a long ek then turn around. Which avoids self-screamering.(12-13-2016, 06:14 PM)Auzari Wrote: ...because the snac will insta the ship anyway? (and you dont want to deshield yourself) It has more tracking than Nuclear Mines. You wouldn't want to re-mine after a successful mining on the shield, it's literally wasting ammo as it virtually does no hull damage compared to other mines. The screamer /will/ deshield you. I dunno what point you're trying to make here? The mines already do EMP damage and adding a disabling option will be insanely OP. RE: A unique buff for the screamer? - Gagadug. - 12-13-2016 Screamers also drop the core of opponenets quite hard when their shield is down Hit a shieldless bomber with a screamer and he cant fire a snac on you too soon (given its no heavy bomber) RE: A unique buff for the screamer? - nOmnomnOm - 12-13-2016 (12-13-2016, 06:28 PM)Auzari Wrote:(12-13-2016, 06:17 PM)nOmnomnOm Wrote:People use the screamer on a long ek then turn around. Which avoids self-screamering.(12-13-2016, 06:14 PM)Auzari Wrote: ...because the snac will insta the ship anyway? (and you dont want to deshield yourself) 1. You do the same thing with a nuclear mind for long ek 2. Mining more when you have a better chance of mining than you do of snacing is not a waste of ammo... It would be a waste of ammo if you kept hitting the guy with screamers but doing no results on your snac I dont know what you dont understand about the concept. Let's put it on a scale ![]() On the left with have NUCLEAR mines that can do HULL AND SHEILD DAMAGE On the right we have SCREAMER mines that can do SHEILD DAMAGE Can the Screamers hit farther? No Screamers have better tracking? Barely. Just look at the Ripper mines that someone else said were "useless". What happens if you hit with a screamer on hull instead of nuclear? With nuclear = Ship dead with Screamer = tiny hull damage and no real effect Proposal: Make an effect by disabling the energy power core for a few seconds with hull would be down when hit. LETS WEIGH THIS DEATH .... vs. .... DISABLE DEATH DISABLE Huh.... does it look OP to you? Doesn't to me. I'd rather be disabled for a few seconds than dead. And yes it can be an effect on snubs, ofc. RE: A unique buff for the screamer? - Backo - 12-13-2016 (12-13-2016, 06:39 PM)nOmnomnOm Wrote: DEATH Assuming you fly the single and only ship type that dies to a single nuke. P.S. Also there is the topic of direct hit versus nearby detonation. As distance from the center of the explosion increases you take less damage. Meaning if you're using mine traps it could mean it would take you more than 2 nuclear mines to deshield someone while it would be way easier with a Screamer. And if you think Screamers are useless because they don't do shield dmg, what about debilitators and other pulse weapons? Why are they not equally useless in your mind? RE: A unique buff for the screamer? - Sand-Viper - 12-13-2016 You can carry more Screamers than Nukes.. And they turn a single fighter into a serious threat for capital ships. Three mine hits will dish out the same amount of shield damage to a cap as a single snac shot would. I wasn't aware that the Screamer took a radius nerf though, it's been a while since I've played Freelancer for more than an hour at a time. There is also a psychological factor to the Screamer mine in snub fights. If people know that they can't get insta'd by a nuke, they will come at you more willingly. If you combo that with guns you are skilled at using, that just gives you more opportunities to grain away their health until you win by persistent patience. RE: A unique buff for the screamer? - Kauket - 12-13-2016 okay, well, first of all, it takes more than one nuke to kill another ship, (unless you're in a weak hf+or LF) and disabling something would be op because it'd just be spammed, particularly if outnumbered, or in group fights, or mixed fights. Having a snub buzz around a cap to constantly disable it would be overpowered. The tracking is already good enough to blast someone's shield down, it was insanely good before, along with the shield damage. I have doubts of this being coded in because it literally isn't worth anyone's time, nor is there any available coder - primarily due to the hard nature of even trying to implent it. It's fine as it is. @Sand_Spider the screamers explosion radius + ammo count+ shield damage was nerfed. RE: A unique buff for the screamer? - nOmnomnOm - 12-13-2016 (12-13-2016, 06:45 PM)Bloodl1ke Wrote: Why are they not equally useless in your mind? Rate of fire/hit potential. |