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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 - Epo - 08-09-2015 Cerbs aren't bad, but if they're gone it will bring some fresh air to cap combat. However, I've got an idea. What if I say: - Remove heavy turrets (both Razors, Cerbs, Missiles, Mortars) from every cap - Give more damage for primary turrets, but low refire *** Result: Longer cap battles = more fun. *** Result No2: Longer cap battles = more opportunities to restock for snubs (docking at cap) = More realistic carriers. Another boost for this idea: Removing bots&bats from snubs (except bombers). BUT they will have the opportunity to reengage and launch from the capital ship - except bombers. Caps would be something like a PoB for them. If any bomber has re-launched to battle, it can be reported. Bombers should have reduced number of bots&bats right now as well. Additional result: More fighter pilots and less stressful situations Additional result No2: Longer battles + more fighters = more realistic fleet battles Gimme your thoughts. Come on people, don't be afraid of changes! Cheers, Epo RE: Removal of Cerberus Turrets - Titan* - 08-10-2015 (08-09-2015, 07:06 PM)OCV-(M)E(ow)pona Wrote: Cerbs aren't bad, but if they're gone it will bring some fresh air to cap combat. I am 100% sure nobody will accept this suggest. But they can reduce Cerberus turret range instead of deletin them from the game. Like I said BS Cerbs: 1.800m Range CR Cerbs: 1.000m Range Diiz cerbs - Pilip - 08-10-2015 Well Diversity is very healty in everything us humans do but on the other hand i do agree cerbs are too much the main weapon to use and make all the rest obsolete ! What can we do? quite simple: reduce damage and of course power consumption ( no fun in having a weapon which you cannot really enjoy it) ; KEEP the range on both ,cruisers for it wouldn't be that much if at all a treat to BS..just a bit of tickling and the BS cerb wont be so overpowered like now either!Therefore fights would be longer, pulses and mortars would seem all of the sudden sooo usefull due to shield and heavy damage when needed. Pulses need a bit more of speed on turret turning so they can become a viable and tempting weapon vs gunboats and bombers too since cruiser secondaries really dont fit their stated role... Having house colored cerbs would be soo nice but there is one problem: gallic, kusarian and i think that the rest too , House color of the lasers are quite hard to notice and so to dodge on problematic background systems, so having some sort of different aura or something around that of the house, on cerbs seems necesarry. One thing that annoyes me to death ever since i bought my first cerb : the friiickin sound they make, Sooo made to piss me off and log off. Did anyone said Batlecruisers are made to kill cruisers and gunboats )))? should i get myself a modest Thanatos and see how that goes?
RE: Diiz cerbs - Epo - 08-10-2015 Not a bad idea. What about additional reducing damage & power consumption for rest of heavy guns (like mortars etc.)? It would make capfights a bit longer and IMO it's a good idea. However, to be honest, nothing will be changed and this topic will be full of random discussions like this one: http://discoverygc.com/forums/showthread.php?tid=132460 RE: Diiz cerbs - Antonio - 08-10-2015 Enough cerb threads, seriously. I'm sure devs are working on it. RE: Diiz cerbs - Tarator - 08-10-2015 1. Cerbs are nowhere near being OP right now, I'd say they are good as they are, but yes they do need some variety. 2. Cap fights are already long enough. Pulses, and mortars have a strict way of use which does not come that often, and at this point you can't change this by changing another weapon. 3. Pulses need a buff indeed, but its not the turret turning. They should have a second damage entity added to them, like draining core or whatever. Again, if a weapon does not do the work its supposed to do, don't change a completely different weapon to fix it. If cruiser secondaries are not reliable, then fix them, or better yet, fix gunboat balancing instead. Hence cerbs are supposed to be used against larger targets, and they are working fine atm, and tbh it should stay like that. You have other weapons to deal with gunboats. RE: Removal of Cerberus Turrets - Shinju - 08-10-2015 Merged threads, no need to have more than one Cerb thread RE: Removal of Cerberus Turrets - SnakeLancerHaven - 08-12-2015 Hey there, I've seen this is a hot topic right now, so I've want to bring up something as a mean of balance, I think it was once suggested by Spazzy but I'm not sure. Hey guys, about the removal of Cerbs, I've seen an alternative of which we could actually solve it. I think it has been suggest that Cerbs range would decrease and refire rate would be slower. Another thing is, a general Heavy/Primary overhaul of the Weapon Classes: -Razors, normal Mortar, Primaries on the 'Primary' Slot. -Heavy Mortar, Missiles on Heavy Slot. This would prolly be upon removal of Cerbs OR if their range and refire rate would be decreased, what do you think? I realy think using the Primary slot as a mean of mounting more weaponry would be cool as the Classes fit perfectly, Normal Mortar/Razors/Primaries/Pulse have things in common. Heavy Slot is meant for heavy Weaponry aka Artillery like Heavy Mortars / Missiles, I think you can agree on that. I dunno what we could do with cerbs maybe add them into Primaries aswell but with huge nerf or completely remove them. At least this way we could save devs all the work too, the current Cerberus could be turned into Rheinland Primary because currently the Secondary and Primary projectile look just the same, I think replacing the Cerberus effect with Rheinland Primaries as it was supposed to be could be done and Rheinland would have their own Primary projectile. Now now let's not get too fast into confusion, think again. Heavy Slots as a mean of Missiles, Heavy Mortar and the upcoming Omicron Update (Rail Guns). Primary Slot, Primary Turrets, Razors, usual Mortars, Pulse. Discuss. RE: Removal of Cerberus Turrets - Fluffyball - 08-12-2015 Snake Wrote:Hey guys, about the removal of Cerbs, I've seen an alternative of which we could actually solve it. I think it has been suggest that Cerbs range would decrease and refire rate would be slower. As for range, yes. As for refire-rate, it wouldn't be needed - because of already high core cost. Unless you raised damage x2, then I'd agree. You mentioned about Heavy Slots. What about transports then? And keep in mind not all gunboats have Heavy Slots. Ashikaga had its slot removed for no reason, having almost very same stats as other gunboats. RE: Removal of Cerberus Turrets - Epo - 08-12-2015 (08-12-2015, 06:54 PM)Snake Wrote: Hey there, I've seen this is a hot topic right now, so I've want to bring up something as a mean of balance, I think it was once suggested by Spazzy but I'm not sure. I'm for. It's a good idea. |