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Removal of Cerbs/General Capital Weaponry overhaul - 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: Removal of Cerbs/General Capital Weaponry overhaul (/showthread.php?tid=132460) |
RE: Removal of Cerberus Turrets - Titan* - 08-09-2015 (08-09-2015, 05:14 PM)Wesker Wrote:(08-09-2015, 04:28 PM)Titan Wrote:(08-09-2015, 04:22 PM)Wesker Wrote:(08-09-2015, 04:10 PM)Titan Wrote:(08-09-2015, 04:02 PM)SwagBunny Wrote: Point, but you have to consider the projectile speed of a Light Mortar which is easy to dodge in Light Battleships, and even Medium ones, only tanks are 99% hit chance. Also you have to consider the powerplant of a Cruiser, especially light destroyers like a Thresher or Siege Cruisers. It takes around 70%? maybe a bit less of your powerplant to fire a single Mortar from an LSC/Katsaguchi. And the damage isn't that significant against ships with CAU6 or up+regeneration rates which deny you damage when the shields bring up. Have you tried killing a CAU8 Marduk with 3 Scyllas? It takes time, and that was with support of at least 4 Dual Nova bombers. If the Scyllas had only primaries it would take A LOT longer. Without bomber support, you are screwed. Removing Cruiser Cerbs would make them useless against anything larger then a Gunboat, or an other Cruiser. Your right anyway I hope they add different cerb for different houses but I doubt they do cuz devs lazy RE: Removal of Cerberus Turrets - The.Outlaw.Star - 08-09-2015 how about we just remove all guns? yea there we go, all the QQs can stop because disco has no guns. How is it that everyone finds something to complain about? RE: Removal of Cerberus Turrets - SnakeLancerHaven - 08-09-2015 Well you guys saw the video, right? Do you see them having trouble Mortaring others? I think the "Defense Turrets" nowadays the Secondary ones are kinda enough to deal significant dmg imho. I mean weren't Capital Ships always like that? A matter of skill and perfect timing when exactly you shoot a Razor or a Mortar so that it hits the enemy Cap Vessel. Else it's like assuming that a Capital Ships main guns are Aimbots and just wherever you point Cerberus like guns will deal the dmg. Also, I say again we still have Primaries that deal alot of dmg already, even without Cerbs. Just look at the people that use their own fitting style, some use Missiles, some use Mortars, some use Razors on that Video, everyone has their own fighting style and the battles look very Epic! Nowadays all you see is Cerberus spam around and Caps going down way faster. I mean if you want to deal more dmg just call in some Bombers. Now imagine you have Cerberus Turrets + Bombers on your side, how are you supposed to strategically even succeed dealing any significant dmg to your enemy at all? I say Bombers are already the Cerberus Turrets of the Capital Ships and if you want to deal such dmg call in Bombers, if not try it out with your own preferred loadout and your fighting style, be it Razor or Mortar or Missiles. I think you can agree too, back I myself took down bigger caps in my Ku Destroyer with a single Mortar, yes it's possible (Of course KuDessie was small and all but with the range of the Mortar even bigger Cruisers can deal dmg from afar). I don't realy think that without Cerbs that Cap battles are completely inbalance, quite the opposite I realy think it would finaly put some Balance into Cap Battles. RE: Removal of Cerberus Turrets - Titan* - 08-09-2015 In 4.85 you had to do different tactics to destroy capital ships or hit a capital ship now you don't need to do anything, use your cerberus turret to do damage on battleship This is very easy, people likes easy RE: Removal of Cerberus Turrets - Lythrilux - 08-09-2015 It's not easy. I can still kill people who are worse than me. If anything, it's more accessible - which is a good thing. Not necessarily because it makes fights easier, but it makes them more fast paced and fun. If you remove cerbs capital ship combat will just be as 'easy' as it is now. RE: Removal of Cerberus Turrets - SnakeLancerHaven - 08-09-2015 "Fun" lol Lyth. The actual fun is in using tactics according to your loadout and ship setup, not spamming Cerberus. Think again, having to aim better, no sudden "Uncloak full Cerb" deaths, but a mean of defense. Especially now that people would uncloak behind you, it would be risky. Not to mention cloak attacks should be risky at some point and not an advantage as if you would put CAU8 over a CAU8 on your Capital Ship. But anyway, if the House Cerbs could be managed like Primaries too (dmg, speed and all) the outcomes might look different, though I still saw Secondaries as some kind of AA guns and the main turrets are something like Missile Batteris, Mortar/aka Canons or Razors, Charge weapons. Not to mention, Primaries already serve as some kind of Cerberus anyway. RE: Removal of Cerberus Turrets - Wesker - 08-09-2015 (08-09-2015, 06:03 PM)Snake Wrote: "Fun" lol Lyth. The actual fun is in using tactics according to your loadout and ship setup, not spamming Cerberus. Think again, having to aim better, no sudden "Uncloak full Cerb" deaths, but a mean of defense. If your smart there are ways to counter cloakers behind you. Even with cerbs a group of BS still requires tactics and coordination, if that were not true, the O'Rhu's fleet of lolgebs would have rekt the 4 makos in lost the other day. People uncloaking 2 feet behind you is much more risky to them vs the person being hit by the cloaker. Taking away cerberus for house prims would make ships like the valor and RM BS 1000000000000000000000000000000000000000000000000000000000000000000000000000x more OP than they already are. Think, how long would a Bret BS with no cerbs last against a Valor with fancy house prims and pulses? Cerbs somewhat take away shipclass superiority and makes it more skill based. As for crusiers, I dont really care since crusier duels are always a matter of ship class and loadout. RE: Removal of Cerberus Turrets - Lythrilux - 08-09-2015 (08-09-2015, 06:03 PM)Snake Wrote: "Fun" lol Lyth. The actual fun is in using tactics according to your loadout and ship setup, not spamming Cerberus. Think again, having to aim better, no sudden "Uncloak full Cerb" deaths, but a mean of defense.I do use tactics when I command capital ship fleets however. I tell people to shoot at a target, or to defend a friendly, or to hug together to avoid cloakers etc. If your topic revolves around uncloaking full cerb caps being problematic, then that's the issue that should be addressed. I agree that uncloaking caps is a really lame form of cap pvp, and requires no skill nor is it fun for the other side. RE: Removal of Cerberus Turrets - Highland Laddie - 08-09-2015 Is there just no way/solution to tone down Cerbs to not make them the go-to obvious choice for cap combat? Maybe make them more energy hungry? Shorten their range? Give them some real negative quality so that benefiting from them produces the player to take some other major tactical considerations into account? Also, I thought cruisers/destroyers are more for killing GBs and maybe carriers, not BSs...? Also, how does making Cerbs a house-specific weapon change how they affect combat? Seems like that solution changes nothing unless you only fly caps for the pretty colors of the guns... There also seems to be a disconnect between some peoples' notions of what "fun" combat is supposed to be in a cap. For some, they'd like them to be longer.....how long should a fun cap fight take? And are we talking 1v1 or fleets there? For others, they already hate how long some snub fights take, and don't want to see cap fights go in the same direction. Maybe we need to take better stock of what players here are really looking for in all of this before just jumping to all the #remove this and #buff that options. There seems to be a wide gap in the common ground that needs to be more settled first. RE: Removal of Cerberus Turrets - Titan* - 08-09-2015 (08-09-2015, 06:49 PM)Highland Laddie Wrote: Is there just no way/solution to tone down Cerbs to not make them the go-to obvious choice for cap combat? Maybe make them more energy hungry? Shorten their range? Give them some real negative quality so that benefiting from them produces the player to take some other major tactical considerations into account? Actually I like the idea of Shorten range for Cerberus turrets, Maybe 1.8k? or just add different cerbs for different house You are right, Cruisers and Destroyers are meant to destroy GBs and Carriers (not against atlantis cuz 22x secondary op) but they can destroy Battleships with Long-Range weapons like Mortars/Missiles But you don't need them because cerberus turret is enough to destroy Battleship at 1.1k range, just use 2x cerberus turrets Nerfing Cerberus turrets range can work tho 1.000m Range for Cruiser Cerberus turret 1.800m Range for Battleship Cerberus Turret Oh also we are talking about fleet battles It is sad to see capital ships dying first in Fleet Battle (especially Battleships not Cruisers) even Fighters/bombers hvae more survivability than Battleship so Remove Cerberus turrets or Nerf range of it |