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Capital ship (Particularly Battleship) 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: Capital ship (Particularly Battleship) Balance (/showthread.php?tid=163881) |
RE: Capital ship (Particularly Battleship) Balance - Lucas - 08-19-2018 "Hey, do you want a 1v1 ?" "No Sorry man, I have to go to work in 3 hours, I don't have enough time" This is what your suggestions sound like to me, to be completely honest. Battleship PvP is already slow enough, and there are very few things that need a change. (08-19-2018, 10:00 AM)Sombra Hookier Wrote: or the fact that the Sci-Data codenames for snubs are generally better while the Sci-Data codenames for battleships don't break the Pulse/Primary+Hellbore meta and only work well for non-duel combat, but those are rather minor issues that sort of are acceptable.I highly disagree with that, but that's not the topic of the thread, but generally speaking there is a reason why BAF ships are switching from Hellbores to Kinetic Turrets if they have access to them. RE: Capital ship (Particularly Battleship) Balance - Sombs - 08-19-2018 They turn slower than the actual ship they are mounted on. That causes them to trigger often without firing. RE: Capital ship (Particularly Battleship) Balance - Titan* - 08-19-2018 (08-19-2018, 07:46 AM)Markam Wrote: 1) Increase health substantiallyShip health is fine no need to change them (08-19-2018, 07:46 AM)Markam Wrote: 2) Decrease refire rates on Battleship weaponry; i.e Primaries Fire once every 20 seconds, like a volley; be nice if there would be a countdown too 20 second reload rate for energy based weapon is too much. Maybe add Ballistic and Energy based weapons to game Energy weapons: faster refire, more accurate, less efficient , %100 damage to hull and shields, can be EMP weapon or hybrid weapon Ballistic weapons: slow refire, more efficient, %200 damage to hull but %25 damage to shields, can be anti shield or hybrid weapon after that change ship loadouts to Energy based or Ballistic Based or Energy/Ballistic based weaponary that will work better as tactical gameplay (08-19-2018, 07:46 AM)Markam Wrote: 3) Restrict firing arcs on guns/slow turret speed Battleship fight ends fast if they ram eachother. I agree that capital ships all of them need more blind spots (08-19-2018, 07:46 AM)Markam Wrote: 4) Decrease Battleship impulse speed/turning speedtihs one requires lots of work and complete balance to weapons (08-19-2018, 07:46 AM)Markam Wrote: 5) Removal of special weapons seems boring I'd just add energy and ballistic based weapons to gunboats,cruiser,bc and battleships Like you need to shoot with anti-shield weapons first then use anti-hull weapons like ballistics to kill the ship faster or use energy based weapons for long range combats and spam gunshots Current BS combat not best but good enough. It doesnt need overhaul. RE: Capital ship (Particularly Battleship) Balance - Thunderer - 08-19-2018 Buy a Dunkirk and return to ye olde BAF, and I'll show you all you need to know about battleships. There's so many pretty interesting details about battleship PvP currently, and I think that what you have proposed would rather simplify combat than diversify it. I'd prefer not to explain those details here and now, though, because explaining only one of them took a whole wall of text. RE: Capital ship (Particularly Battleship) Balance - Jessitrescott - 08-19-2018 (08-19-2018, 08:14 AM)Markam Wrote: To the two who replied with "No.", I think its fair to say your posts are less than productive at best, at worst spam, and disrespectful of others viewpoints. this is not a simulator, cap fights already take an insane amount of time. You cannot take real world data on how navy fleet ships/ tanks are balanced(how they fight in real battles) and then try to apply it to freelancer. Freelancer quite simply doesn't have the playerbase and increasing the effort needed to fly battleships will furthermore decrease the playercount. Battleships are by far the most enjoyable class for new players to fly and the skill cap in battleship fleet battle doesnt matter much. Battleships in freelancer should never imitate their realworld counterparts just because 1) people currently like how battleships playout 2) this is not realworld and making the changes you imply means i would need at least 4~5 other players with me all the time just so i can kill a battleship in a considerable amount of time (which is already 20 mins long, this is the typical amount of time a match in csgo,battlefield,cod). 3) INRP decisions != actually playing the game, inrp there would be no direct confrontations between battleships just because they're incredibly hard to make and mostly act as glorified Tea Storage houses. 4) your decisions would be insanely bad for light battleships just because they can only fight by being dodgy against heavier caps and reducing turnrate and movement speed means they cant effectively annoy people, or heavy battleships would just be mini sized planets you can shoot from 8k away. RE: Capital ship (Particularly Battleship) Balance - OrignlGaminGeneration(OGG) - 08-19-2018 (08-19-2018, 10:57 AM)Thunderer Wrote: Buy a Dunkirk and return to ye olde BAF, and I'll show you all you need to know about battleships. There's so many pretty interesting details about battleship PvP currently, and I think that what you have proposed would rather simplify combat than diversify it. I'd prefer not to explain those details here and now, though, because explaining only one of them took a whole wall of text.I bought a Dunkirk and you are right about it being good. The only thing I would change on it is its forward speed. Do to its mid size and less turrets I wish it had more of a BC speed level and agility.
RE: Capital ship (Particularly Battleship) Balance - Markam - 08-19-2018 Lots of posts, lots of replies to make. Perhaps its best if I start with something that many people who replied to this thread have misunderstood. The small list of changes I raised up in my OP, are not a list of demands, nor or they all changes I agree should be implemented. I see people attacking them outright, which I am sure provided an easy target. I thought this was clear, but perhaps the way I wrote it left too much room for interpretation. Here is what my point was; 1) I think the way capital ship combat works in Freelancer is frantic, works poorly in group scenarios, and not something I am a fan of. 2) I think something should be done to make it slower, according to posters here, 20 minutes for a 1v1 is current speed, and I don't think this is too fast obviously, but fleet engagements I think are too fast, and I regard fleet engagements to be more important to 1v1's in Conn. If it were possible to remain the same for 1v1, but slow down fleet engagements, that would be ideal. 3) The list of changes, as specifically mentioned were not a set nor a demand, but ideas to be considered individually, and to be a basis of debate and other ideas to be suggested as a way to make fleet engagements more enjoyable. I was brainstorming what may help, I even provided downsides to each change as I was keenly aware that there are causes and effects to making such drastic changes. To those that replied with what can be summarized as "get gud", I'm not sure that counts as an argument. I will be honest, as mentioned in my OP I haven't played for 1 year, and what, 4~5 years before that? I don't have any characters, never mind battleships, Perhaps that may warrant the comment that I am not qualified to make the argument that capital ships combat is not good as is, but I feel I have reasonable enough background experience and reasoning to suggest that the current system does not appeal to what I would deem as fun. For the record I mostly played VHF/Bomber when I played, I obviously had caps, but in group fights it was not fun. My dilemma is that now, having moved to Japan from the UK, my ping is far too high for enjoyable VHF combat! I am glad that people enjoy the capital ship combat as is, and I sincerely hope that enough people do to keep this server alive for years more, the activity dropped sometime after the first time I quit, and I hope it was not related people losing enjoyment in the combat. Also, I'm confused, is battleship combat hard or easy? Mixed messages from multiple posters. RE: Capital ship (Particularly Battleship) Balance - Antonio - 08-19-2018 Capital ships are easy to learn, hard(er) to master. For comparison snubs are harder to learn and much harder to master. There is no much difference between learning how to become decent or average between different capital ships. It's basics of turret steering, strafing, weapon groups and loadout management. RE: Capital ship (Particularly Battleship) Balance - Thunderer - 08-19-2018 Battleship combat indeed is a bit frantic and I would like if the turning and reaction speed of all ships was slowed down, but that would require a whole new balance, as it would have an impact on almost everything. I am against drastic changes to what is already relatively fine. Don't fix what's not broken. RE: Capital ship (Particularly Battleship) Balance - Settra - 08-19-2018 Not to mention that a lot of time would be wasted on a system that isn't broken. From the actual rebalance and testing. To rewriting all the cards, forums, and wiki. That'd be a full time job. |