![]() |
Discovery 4.80 features, bugs & suggestions - 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) +--- Thread: Discovery 4.80 features, bugs & suggestions (/showthread.php?tid=1016) |
Discovery 4.80 features, bugs & suggestions - The Damned - 05-17-2006 I appologise to everyone - the refire i meant was 0.33 - 1 shot per 3 seconds. The post will be edited ... soz again - i did all the math for this refire though :D He he and besides u couldn't fire in 3.03 refire rate when the gun drains 1 mil power hhee :D Discovery 4.80 features, bugs & suggestions - marauder - 05-17-2006 The battlestar, no I don't mean the advanced one, has got two class 2 turrets on the nose of the right pod and two class 10 on the nose of the left pod. Which makes it hard to equip turrets when it's got an extra two that are pretty useless. So could it either have turrets 15 and 16 changed to class 2 as well or have turrets 1, 2, 15 and 16 removed totally. Only found this a few minutes ago, Inverness base in newcastle doesn't come up with the infocard, even if you've been there before, when you select it and hit F9. Discovery 4.80 features, bugs & suggestions - The Damned - 05-18-2006 Hmm got some more lil ides on the back of my head :P 1st - Maybe cap ships ( BS , Destroyers/crusers ) can use a lil better energy regen - about 25%-50% better. That wil be enough to power all Cap ship weps. 2nd - Maybe nova weaponary can be made cheaper. Now u can hardly earn to pay it off with pilots when using it. Prices like 10 k a torp/mine sound nice. Anyway - the mod now is really great - looking forward for RP battles including the destruction of a Battlestar II , or couple of them. :crazy: Peace ( actually in-game i might not be so peacefull :rolleyes: ) Discovery 4.80 features, bugs & suggestions - Jamez - 05-18-2006 Well i am extremely grateful for the changes made to the gunboat. It is now a joy to fly and is pretty damn good in a combat situation. Only thing now is - The Liberty Gunboat is far too easy to disrupt. For Example: Some little retarded Molly in a wolfhoud or even worse, a Lane Hacker in a Dagger can disrupt me EVERY time. Its is so annoying. could if it is possible could it be as resistant to CD's as the Transport? Thx. Discovery 4.80 features, bugs & suggestions - marauder - 05-18-2006 No ships are supposed to be immune to disrupters, it's just they can't get to the engines. The battlestar can be disrupted too but I'm not complaining, if your hostile to a faction expect to fight them if your in or near their space. Discovery 4.80 features, bugs & suggestions - Dab - 05-18-2006 Yes we are trying to fix the CD immunity on trains, which means we won't be intentionally making them immune anytime soon. Discovery 4.80 features, bugs & suggestions - Nightfall - 05-18-2006 Actually, I think EVERYTHING should be susceptible to CDs and have CM droppers, it's logical and also, the way the game was conceived anyway (that way you can't fire a Nova at the battleship from 1.5k and still hit it) Discovery 4.80 features, bugs & suggestions - Igiss - 05-18-2006 Do you understand that wherever I place CM mount, it will still be possible to nuke large ship from opposite direction? It might help against cruise disruptors, but agains a witty Nova-using bomber they will be useless. CMs won't fly from one end of your battleship to another for protecting nose part of the ship. Discovery 4.80 features, bugs & suggestions - Nightfall - 05-18-2006 My bad, didn't know that. I should take one day and read all the discussions about the mod. Maybe I stop posting stupid questions. Discovery 4.80 features, bugs & suggestions - Korrd - 05-18-2006 I think that the price of nova weaponry is ok. those are supposed to be rare superweapons, not common sidearms. |