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Gunships, a class of its own - Printable Version

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Gunships, a class of its own - Equinox - 12-01-2007

' Wrote:Yes, i tried it with engine kill. I'm not a total noob:)
And that's what i thought first as well, if i'm e-killing, he can't get behind me again.. But..
We pass, i'm doing e-kill, he's already turned, shooting CD, i'm doomed..
Got it?:)


I don't actually use engine kill to keep the target in front of me and i can manage to do it alright. What i do is use thrust and X the reverse key, it also makes your movements very erratic which in turn makes you hard to hit, you can turn twice as fast using tapping reverse and keep the target on screen 90% of the time, works for me anyway.



Gunships, a class of its own - kingvaillant - 12-01-2007

Don't name it Sloop (The name doesn't sound sirious to me)
Keep the GB shields
Lower the power output of the ship
Maybe reduce the number of turret


Gunships, a class of its own - mjolnir - 12-01-2007

Now I have it confirmed the Hacker gunship can turn as fast as the RH bomber (average agile in the bomber class).


That's crazy I'd say...... Even more are the Hacker gunship/cerb spammers. Shields + half hull on my fighter go in two salvoes.


Gunships, a class of its own - LancerZero - 12-01-2007

It's very crazy, Mjolnir. That's why, even though I fly a Hacker Gunship myself, I voted for smaller gunships to have 4 turrets and transport shields. I think it might be a good balance, with adv. transport shields at least.


Gunships, a class of its own - chopper - 12-01-2007

' Wrote:I don't actually use engine kill to keep the target in front of me and i can manage to do it alright. What i do is use thrust and X the reverse key, it also makes your movements very erratic which in turn makes you hard to hit, you can turn twice as fast using tapping reverse and keep the target on screen 90% of the time, works for me anyway.

Yes, well, i fight like that against less manuverable gunboats.
While we had a old rogue gb, there was no way to fight it with reverse, because he is all around you.
Unless pilot who flies it is a noobish one.
And i managed to beat it with e-kill countless times.
But, LH gunship turns that fast that he can catch me with CD while i'm on half of my turn..
And then he goes around me and shoots me with cerbs. Great.
Anyway, i don't mind it's agility, i mind it's agility+firepower+size. That is crazy.


Gunships, a class of its own - RingoW - 12-02-2007

I will keep this poll open til next friday. The result will be summarized and submitted to Igiss, Then it will be his decision, if he will change something.

At the moment we will get a "Gunship" with GB Shield and 4 GB turrets.
To avoid endless chainfire abilities, the powersupply should be set to 250K, i recommend. The manoeuveribility should stay between bombers and gunboats and i hope all further ships of this type will have the same manoeuveribility.

If the Gunships will be implemented this way, it will need a lot of balancing tests of course.

Respectfully
AoM


Gunships, a class of its own - mjolnir - 12-02-2007

' Wrote:I will keep this poll open til next friday. The result will be summarized and submitted to Igiss, Then it will be his decision, if he will change something.

At the moment we will get a "Gunship" with GB Shield and 4 GB turrets.
To avoid endless chainfire abilities, the powersupply should be set to 250K, i recommend. The manoeuveribility should stay between bombers and gunboats and i hope all further ships of this type will have the same manoeuveribility.

If the Gunships will be implemented this way, it will need a lot of balancing tests of course.

Respectfully
AoM

Between bombers and Gunboats....not better than some bombers as it is now...
but off course.. first step is to get it down to 4 turrets and lower powersupply + fix the cerbs.... then we can see how it does. Right now it's "Da uber ship!".


Gunships, a class of its own - Denelo - 12-02-2007

Here's the problem. Basically, we've had several people who've decided to become Hackers just for the Gunboat. They have full loadouts of Cerbs and Hacker GBs, often NEUTRAL or FRIENDLY to lawful factions, and claiming that's RP. Remember that Cerberus' WILL be nerfed next mod version. But, if as some said, firepower isn't the problem, why do you want to nerf the guns or powerplant? No. The problem with these ships is the agility. However! This ship, now, is about the same as the Rogue Gunboat once was; Impossible to hit, and high firepower. Difference: The Rogue Gunboat was tiny, the Hacker Gunboat has more armor. Now, if you look at the Hacker Gunboat, it's not really that small. My vote is nerf the agility A LITTLE. Remember, while it may have the agility of a bomber, it's size makes it MUCH easier to hit.

However, as for everything else, keep it the same.


Gunships, a class of its own - RingoW - 12-02-2007

I know about the size better than anyone, because it was me, who has given the size on demand by Dude42, who has made the model. It isn't longer than the Kusari GB, but the Kusari GB has to stay outside this comparrison. It is a vanilla ship and never made to use. Also the Kusari GB has 4 forward pointing turrets only accompanied by a forward gun, but less manoeuveribility than the gunships.

Dude42's intention was to make it a light GB as it is now, but with 4 GB turrets and 2 class 10 Fighter weapons.
This was not possible, because of the forward guns. The Cruiser forward guns are class 10 and with a Powersupply of 500K it would have been usable for the LH Gunship.

Respectfully
AoM


Gunships, a class of its own - frozen - 12-02-2007

Quote:. Gunships have low armor, carry less bats and bots, and now you want people to carry only 4 turrets and mount transport shields. Christ, Heres a suggestion. try 5 turrets, less power, and keep in mind that the Cerb problem is temporary.

im a proper gunboat whore, so i can say with ease, its pretty easy to take down a hacker gunship with summat like a lib gunboat (having done so myself). i used engine kill, if u were wondering how i killed the GS. and then using the normal turning and reverse technique as well.

anyway my suggestion towards this situation:

gunboats, should remain as they are, since they do the job they are assigned well.
gunships on the other hand, are more like very light gunboats. personally, i think the gunships are fine the way they are right now, but if you dont share my opinion then heres what i put forward:

agility: the agility should remain the way it is now, but if u still want a change, then change the agility JUST A NOTCH
turrets: 5 turrets. cuts a balance between gunbots (since they have 6-8 turrets) and fighters.
power plant: gb PP is at 500k, so id say a gs PP should be at summat like 300-370k.
shield: they should have a gunboat shield. the reason why this is, since they are ideally light gunboats. giving them transport shields gives them no chance.

remember, since it is a light gunboat, a single bomber should not be able to easiliy take it down in the first place, since gunboats are considered the smallest caps around (well i consider them that way anyway). to take down a gunship, you should have at least a pair.

i mean cmon. put this situation in RL. can you even imagine a fighter pilot ripping through a gunship's shield alone, forget the hull, with constant fire raining upon it? like hoodlum says often 'use yer common sense people'..

about changing the name to sloop... please. dont. gunship sounds much more better, technical and more..' sci-fi ish' sloop sounds like a crude word for soup :/

anything else i wanted to add...?

dun remember.. will post later if i do remember. :P