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Capships, increasingly slower fighters? Or strategic weapons? - 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: Capships, increasingly slower fighters? Or strategic weapons? (/showthread.php?tid=10712) |
Capships, increasingly slower fighters? Or strategic weapons? - Telbasta - 08-01-2008 I havent flown anything over gunboat size yet (other than transports, but they dont really count). I love my kusari gunboat, it's manuverable enough to survive against a single bomber or cruiser, but it's lacking in firepower - especially since i'm set up for anti-fighter/bomber combat (two missiles, two solaris). I originally started my hogosha character in a wyrm light fighter, and to be honest I couldnt make any difference at all in pvp engagements. Even VHF's are too fast for me to hit with a LF's weapons, the most I could do was dodge around a lot and look annoying. I think gunboats are fairly good where they're at now, at least the kusari one is. I have just enough firepower to go up against a cruiser if I fly to the best of my ability and the cruiser player isnt an ace or anything... but I dont get destroyed instantly by bombers either. I have enough firepower and hull/shield strength to easily withstand most NPC engagements (have slight trouble with nomads, but I dont deal with them often), whereas in my fighter even taking on the GC in hawks was a bit of a pain. I guess I cant say much for cruisers/battleships though, but IMO the gunboat class is fairly well balanced as a blending between fighter manuverability and capship firepower - not too much one way or the other, but effective against a large variety of opponents. Capships, increasingly slower fighters? Or strategic weapons? - ... kur nubÄ—go? - 08-06-2008 ' Wrote:The recent conversation on factionalized capships sparked a rare show on my behalf: That of the consummate fighter jock lobbying on behalf of capships. Ill tel ya. There is scissors (fighters good agianst bombers) Paper (bombers, good against rocks) And rocks, bigger rocks and enormous rocks (good agianst fighers and smaller capships) Capships, increasingly slower fighters? Or strategic weapons? - Cellulanus - 08-06-2008 I've been thinking, would it be possible to make turrets on player battleships AI controlled? The player could manurer and select targets while the turrets track and fire automatically. Capships, increasingly slower fighters? Or strategic weapons? - MrCynical - 08-06-2008 ' Wrote:I've been thinking, would it be possible to make turrets on player battleships AI controlled? The player could manurer and select targets while the turrets track and fire automatically. The whole basis of balancing Battleships is that they have trouble hitting Fighters and Bombers. I'd rather not lose the one weapon us small-ship types have against the capwhores:P Capships, increasingly slower fighters? Or strategic weapons? - sovereign - 08-06-2008 ' Wrote:The whole basis of balancing Battleships is that they have trouble hitting Fighters and Bombers. I'd rather not lose the one weapon us small-ship types have against the capwhores:P When was the last time that an NPC bship hit you? If you pick your range right, it's rather hard for them to hit. However, the aiming reticule is so easy to fool it isn't funny. I aim everything by hand using the reticule as a rough guide for what my opponent is doing (strafe, EK, etc) and, while splitting turrets and maneuvering would be nice, it takes the skill out of it entirely- as well as making it impossible to hit anything (hit x when they are about to fire their one shot per five seconds, the auto-aim would miss every time). What would be nice is if the turn keys worked in turret mode, which would fix the problem of "aim or move" that keeps me from bothering with anything larger than a GB. Capships, increasingly slower fighters? Or strategic weapons? - Colonel Z.e.r.o. - 08-06-2008 If scripting can do that well we can make it so the arrow keys (or whatever config you have) are still functional while using "mouse fight" turret mode....that would actually make Capship even more dangerous to fighters really. Capships, increasingly slower fighters? Or strategic weapons? - Mannock - 08-07-2008 I read all the topics here and... like others I have my own proposal. Battleship: in history there were the Queen of the Seas, until Carriers and submarines appear. They can take out every vesell small that it, big guns and capable Flak firepower. But a swarn of fighters and bomber can destroy easily. Slow but powerfull. Battlecruiser: and intermediate between cruisers and battleship. Less powerfull than a battleship but more armoured than a cruiser. A little bit slow than a cruiser, it can be a match for a Battleship (winning 2 of every 5 one on one). Cruiser: really the most habitual ship. The jack of all trades, can mount any combination of armament and use them in every action. They were (in any fleet know) the ships most used. Destroyer: in reality is an escort ship. It can mount little big guns and flaks. Gunboat: here is a very, very good ship. In fact, its only a very fast, agile and with good armament (but limited). Bomber: they have an objetive kill caps ships and others beyond the scope of this game. Fighter: they must win superiority and destroy little ships (fighters, bombers, gunboats and maybe destroyers). I think that introduce Carriers can be a good idea (can you imagine a ship with good flak capabilities, medium armour and with dock for some fighters and bombers). Submarines and frigates... their role can be for the gunboats. That is only an idea, not good nor best than others. Capships, increasingly slower fighters? Or strategic weapons? - Ranquest - 08-17-2008 What if fighter had a support role make them usesless on there own by able to turn the tide of a battle. i.e. Some fighter could be uses disable 1 or 2 of a BS's guns or engine (is this possable). Or make an electronic warfare ship that when in formation with other caps give them better targeting systems (better range/refire/damage) or it had a weapon that drained the cap ships energy. Capships, increasingly slower fighters? Or strategic weapons? - Colonel Z.e.r.o. - 08-17-2008 Sorta like the fire control tower from HW2? Capships, increasingly slower fighters? Or strategic weapons? - Bill Christ. - 08-18-2008 Since a BS couldn't hit a half decent fighter (even bomber) pilot why not up the shields and armor of all BS's to the point where the only thing that can really hurt a BS is another BS? (Think Battlestar Galactica):) Cruisers would be primary support to the BS against other BS's and GB's would be for taking on smaller hostiles such as bombers/VHF's... If something like this was to happen it would probably mean some factions wouldn't like their ship restriction though..:unsure: |