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TechNerf - Printable Version

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TechNerf - this time it's not even funny - Silver - 01-13-2012

' Wrote:LOL 1% regen then.

Seriously. Freelancers/civs need to use Civ ships now. Use any faction ships and tough luck. You want Hogosha ships? use Hogosha ID. I wonder if your the Freelancer in Hogosha ship i killed last night in my Recycler. I just sat there after scan and popped him everytime in range knowing my shields could recycle faster then his guns lol.
I sincerely think not.

:smile2:



TechNerf - this time it's not even funny - BaconSoda - 01-13-2012

If I can be perfectly honest, that's a little ridiculous. The idea behind this tech-nerf is pretty sound. I think it's a good compromise between allowing players the freedom to dictate their own Roleplay right off the bat and people Roleplaying because they like to tinker and make odd arrangements (kill things). However, nerfing a ship that much on an ID which was previously listed as white is a little strange.

We all know that guns are balanced based on the ships designed to use them. If I could pose a question, what is the real difference between a Hogosha with a Hogosha ship and Hogosha guns shooting a Junker and a Merc with a Hogosha ship and Hogosha guns shooting a Junker? It's not that much. If I could make a suggestion based off of that question, reducing the power-regen nerf based on the combination of guns/ship might be a good idea. It's not like a Mercenary with Krakens on a Sabre shooting up people is any different from a Outcast with Krakens on a Sabre shooting up people. Those guns are balanced for that ship anyway.


TechNerf - this time it's not even funny - AeternusDoleo - 01-13-2012

It's not the previous listing we take into consideration, it is the current one. Reds fields are meant to become so severely restricted that players will police themselves, and not force admins to have to bastille every "U rus)))" Titan with buckshots and an inferno. When they learn you can't fight in that it should quickly diminish the will to play with such combinations.

Whites are still being tweaked. The chart itself is still being tweaked. Just don't expect factions that are shooting eachother to get a white field on the chart. Still on the todo list is the generic IDs, to allow them to identify themselves by IFF - so that an Outcast IFF'd merc would be able to use Outcast guns freely, but an Freelancer IFF'd merc (or no IFFd one) would get the standard nerf.


TechNerf - this time it's not even funny - ryoken - 01-13-2012

' Wrote:It's not the previous listing we take into consideration, it is the current one. Reds fields are meant to become so severely restricted that players will police themselves, and not force admins to have to bastille every "U rus)))" Titan with buckshots and an inferno. When they learn you can't fight in that it should quickly diminish the will to play with such combinations.

Whites are still being tweaked. The chart itself is still being tweaked. Just don't expect factions that are shooting eachother to get a white field on the chart. Still on the todo list is the generic IDs, to allow them to identify themselves by IFF - so that an Outcast IFF'd merc would be able to use Outcast guns freely, but an Freelancer IFF'd merc (or no IFFd one) would get the standard nerf.

Well so far I like all the nerfs i have seen except the Recruit ID nerf. That makes no sense as you are supose to Use Recruit ID to rep. Admittedly it is small. Tried a GC ship/GC guns Recruit ID, and got 87%.
As for Mercs/freelancers/pirates? I freaking love the harsh nerfs. Getting real tired of them in NY with Outcast/rogue/corsair/molly/hacker or what not guns saying they are good guys, and support Lawfuls.

IMO you want a generic ID then you should have to use the Generic guns/ships. You want outcast/rogue whatever guns/ships? Use outcast/rogue whatever ID.


TechNerf - this time it's not even funny - Jamez - 01-13-2012

I can't say I'm happy about mercs and freelancers getting an energy nerf from their ship choice. If they are 'limited' to civilian guns/codes with the energy regen reductions anyway, why is this needed?

I thought the whole point of the merc/FL was for a bit of choice - while I agree some restriction is needed, a sabre with Tizonas is never cool - but that's exactly what the red cell nerf is for.

With the ship tech nerf on mercs and freelancer ID's the way it is, it's very unappealing.

EDIT: Just read Aeternus' post:
Quote:Still on the todo list is the generic IDs, to allow them to identify themselves by IFF - so that an Outcast IFF'd merc would be able to use Outcast guns freely, but an Freelancer IFF'd merc (or no IFFd one) would get the standard nerf.
Will this also apply to ships?


TechNerf - this time it's not even funny - Vladimir - 01-13-2012

' Wrote:It's not the previous listing we take into consideration, it is the current one. Reds fields are meant to become so severely restricted that players will police themselves, and not force admins to have to bastille every "U rus)))" Titan with buckshots and an inferno. When they learn you can't fight in that it should quickly diminish the will to play with such combinations.

Whites are still being tweaked. The chart itself is still being tweaked. Just don't expect factions that are shooting eachother to get a white field on the chart. Still on the todo list is the generic IDs, to allow them to identify themselves by IFF - so that an Outcast IFF'd merc would be able to use Outcast guns freely, but an Freelancer IFF'd merc (or no IFFd one) would get the standard nerf.

Well how about white cells for factions that are working with each other?


TechNerf - this time it's not even funny - Hawk - 01-13-2012

' Wrote:Try Junker ID instead.

Thank you for that. I almost spit coffee out my nose with this one.


TechNerf - this time it's not even funny - Jeremy Hunter - 01-13-2012

I laugh now.

Didn't Jinx say that you shouldn't worry about the nerf, cuz for all we know it was a slight minor one?

:lol:


TechNerf - this time it's not even funny - Veygaar - 01-13-2012

' Wrote:Ye, well, note my Bergelmir on Merc ID - it's not even sold on non-guard bases. And it's 75% on merc ID

Blood dragon katanas - 89% energy

EDIT - other ships get 75% only for ship, 67% limit with guns.
You've got it a bit wrong.

Each different set of foreign guns on a ship will nerf another 8%.

So lets take my Merc ID'd Tridente for example.

With full basics it is only nerfed to 75%.

With full Zoner turrets it gets nerfed another 8% down to 67%

With half Zoner and half Council it gets nerfed 8% for each set of foreign guns. So a total of 16% nerf is added bringing the GB down to 59%.


TechNerf - this time it's not even funny - Berny - 01-13-2012

' Wrote:You've got it a bit wrong.

Each different set of foreign guns on a ship will nerf another 8%.

So lets take my Merc ID'd Tridente for example.

With full basics it is only nerfed to 75%.

With full Zoner turrets it gets nerfed another 8% down to 67%

With half Zoner and half Council it gets nerfed 8% for each set of foreign guns. So a total of 16% nerf is added bringing the GB down to 59%.

Well, take Same Werewolf - put Bounty hunter guns on it and it'll get 67%. Put Molly guns on it and you have 7% as shown in picture in my first post. Problem with this is that some of ships get original nerf down to 10% even without guns/civie guns. I have no problem with using flashpoints, that are now better then some faction guns (samalankas for example), but ship itself getting screwed just because user is a merc? Pff...