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GB balancing for 4.87 - Printable Version

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RE: GB balancing for 4.87 - bloogaL - 12-15-2012

(12-15-2012, 05:22 AM)caelinsheahan Wrote: I vote agility, however some Gunboats could use some help------>Turret steering KILLED the poor Bottlenose and it could use some help. Its more a case by case basis.

wat. Bnose is even more powerful with TZ/S and still outclasses every other gunboat in the mod in every aspect of gunboat combat.

As for balancing... Just remove zoom, or limit it at least to about 5 "zooms" out. Much simpler than what Blodo will likely do to nerf the ships/guns on them.

(12-15-2012, 06:01 AM)Veygaar Wrote: Gunboat turrets are getting a DPS nerf in .87

You say this a lot... Where did you get this info, might I ask?


RE: GB balancing for 4.87 - Veygaar - 12-15-2012

(12-15-2012, 10:38 AM)bloogaL Wrote: You say this a lot... Where did you get this info, might I ask?

erhum...

Quote:I vote agility, however some Gunboats could use some help------>Turret steering KILLED the poor Bottlenose and it could use some help. Its more a case by case basis.

Quote:it sadly that three bombers killing BS faster than GB

At any rate I'm with you, just reduce or remove zoom. But NOOOO peeps wana have their auto aim because they don't wana learn2aim.


RE: GB balancing for 4.87 - Remilia Scarlet - 12-15-2012

Just remove agility and dpm and fullzoom.


RE: GB balancing for 4.87 - Swallow - 12-15-2012

It was way much interesting to fight without zoom back in days. What if I want to fight without zoom but my boat would be nerfed?


RE: GB balancing for 4.87 - Veygaar - 12-15-2012

(12-15-2012, 11:18 AM)Swallow Wrote: What if I want to fight without zoom but my boat would be nerfed?

Wha.... what are you trying to say?


RE: GB balancing for 4.87 - Giorgio - 12-15-2012

Remove TZ and buff missiles.


RE: GB balancing for 4.87 - Remilia Scarlet - 12-15-2012

He's trying to say he don't want to adapt to zoom so wants old stats to compensate this.


RE: GB balancing for 4.87 - Jack_Henderson - 12-15-2012

DPS get chopped quite a bit. This will increase the chances of snubs a lot because you can stay longer than 5 seconds in the fire to get that snac in without losing 10 bots in every run. And the chance to hit your snac increases the closer you can go.

In general the Disco rule applies, too: "It's fat, it dies"

The agile little Gunships (Bnose, Asco) are too powerful.

The Bnose at least dies reasonably fast against heavier GBs (only CAU4 and not much hull). I would suggest a change in arcs: 6 forward, 4 backwards. Make it an attack boat, not a "run away, shoot everything red aft!" fishtail-annoying-thingy.

The Asco can carry a CAU8, which is wrong. This ship is incredibly agile, almost impossible to snac and has 6 guns in the most important arcs (6 front, 6 backwards) and no weak arc (4 is the lowest number of guns). It is so agile, it dodges GB turret fire when steered skillfully, while keeping 6 guns locked on targets. It beats heavier GBs easily (many GBs can only point 3-4 guns at agile GBs that move around) and just raped fighters with the 6 backward turrets. The Asco should lose 2 turrets in the back arc and should lose CAU7 and 8.

In general, I think gunboats should require more skill.
Skill comes in when you need to manage your arcs to avoid the weak ones and keep the enemy in your strong arcs.
This skill can ge enforced by reducing the efficiency of the lame strategy "run away, dodge, gun backwards".
This can be done by generally cutting GB arcs in backwards arc to 4 or lower.

In my view, all not-heavy GBs should have:
> 6/full guns: only in forward arc
> 4 guns: backward arc (all the same because this is the most important arc that determines usefulness)
> 2 guns: 1 very weak spot
> 3 guns: rest

While aiming is no matter of skill any more, maneuvering and positioning, spacial awareness and keeping track of what is going on around you becomes important, while the easy "fishtail / dolphin + shoot back" become less interesting.


RE: GB balancing for 4.87 - Veygaar - 12-15-2012

Jack... Heavy GBs piloted right beat Asco EVERY SINGLE TIME. The Asco is by no mean's OP now. The fact that you think that the back archs are the most important on any Gunboat is proof that your knowledge is very limited in the scope of how to fly gunboats.

The thing is, some of the best GB pilots in the game fly the Asco, and by that you think that it is amazing. You fly an Asco, I'll fly.... any other Gunboat (except Lane Hacker or Blood Dragon... maybe even those), and beat you.

Also, did you know the best way to beat a heavy GB with a lighter one is NOT to dodge away from it? (except B'Nose)

I agree the B'Nose could use the arch switch, although then I think you'd find a whole new problem that will arise (don't wana ruin all the secrets). But I STRONGLY disagree that the Asco is included in that category. If you think the Asco is hard then wait till you fight a well piloted Tridente ([101st]MNS-Metal.Tango), LR GB (me), or Liberty GB (justX).

It seems alot of people's views on Gunboats is based off a select few pilots they meet flying those gunboats, and they think that because it was a tough encounter that the Gunboat must be overpowered.

(if you want to have a better "autoaim/zoom" hit chance on a Asco while using rudimentary circle steering, I sudgest sub-targeting their Forward Torpedo, but that wont help if you are fighting the Asco right in a GB on GB fight


RE: GB balancing for 4.87 - Remilia Scarlet - 12-15-2012

Since you still need 1 player to fly anything from snub to BS they shouldn't be that strong anyway, burn them a bit with fayah, make em bum den