Discovery Gaming Community
Keepers - Printable Version

+- Discovery Gaming Community (https://discoverygc.com/forums)
+-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3)
+--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23)
+--- Thread: Keepers (/showthread.php?tid=55383)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15


Keepers - Hell Hunter - 02-21-2011

' Wrote:The nomad gunboat guns are one of the weapons that are heavily imbalanced. Doing more damage as the Cerberus for 2/3rds the power, and with a projectile speed like standard gunboats - chainfire them and you can wail at fighters indefinately. The nomad gunboat guns do damage like faction cruiser turrets, and you could argue that the gunboat is thus a light destroyer class vessel.
Nomad fighters are excessively agile and therefor hard to bring down when used in numbers.

Both these issues need to be sorted before any of these ships should go public. Balancing something for 5:1 is fine and dandy, until you end up with issues where there's 5 powerships present - and you don't have the 25 players to counteract this.
Nomad Turret's are not that OP I had 2 wilde(with nomad turrets) ganking on my dessie I still won.
and it's your own fault for ganking nomads/attacking them when they are in a group


Keepers - ryoken - 02-21-2011

I am going to throw out something that popped into my head. Go ahead and laugh if you want.

OK what about a SRP request to be a Nomad? Not a Keeper,but a Nomad. Now i do not mean just get a Nomad ship. I mean you apply to admins in SRP,or whatever since SRP's are gone. If they agree with you,or like what you say,or just accept your request they give you Nomad ID,and rep ninja you,and tranport you to a nomad base/planet to buy a ship.
So you would be an Indie Nomad,but not just anyone could just buy a ship/ID. That way they can play/RP nomad in their own way,without disrupting the Keepers RP. Also put limitations on them ofcourse so you do not see nomads in Cap systems like NY/NB/NL?NT and so on.
Any thought's?


Keepers - Akura - 02-21-2011

' Wrote:The nomad gunboat guns are one of the weapons that are heavily imbalanced. Doing more damage as the Cerberus for 2/3rds the power, and with a projectile speed like standard gunboats - chainfire them and you can wail at fighters indefinately. The nomad gunboat guns do damage like faction cruiser turrets, and you could argue that the gunboat is thus a light destroyer class vessel.
Nomad fighters are excessively agile and therefor hard to bring down when used in numbers.

Both these issues need to be sorted before any of these ships should go public. Balancing something for 5:1 is fine and dandy, until you end up with issues where there's 5 powerships present - and you don't have the 25 players to counteract this.


But that's because the Nammu has only three or so forward firing guns, and the Wild only use two or three per gunboat.

It's not the guns, it's the Scorpion that's broken.


Keepers - ... kur nubÄ—go? - 02-21-2011

' Wrote:Off topic,but i will respond as nice as possible.
In game i play a character. I try to play it as accurate to vanila as possible. Forums are where i vent,argue,complain,and as you and many say piss people off.

Then you play in faction, you play in team. That means your personal traits, like how you can get along with people, fallow the orders which are given to you and generaly how you act as as -PLAYER- is very important.

And it makes all sense to reject someone, if a lot of people in the team says 'no', not becouse of bad rp, but becouse they dislike him as a person. Everyone is here to have fun, not to get pissed arguing in skype chats or clean up the mess the guy made.

Also trust. Is a powerful trait which can effect entire team preformance. How can you trust someone you aren't fond of? I've been in the groups which recruitment was "Every person in group must say ok" I also been rejected from some of those and it's np .. but the inner politics of the factions always ran very well. Practicly without any problems. In such atmosphere you can easily have fun : P



Keepers - AeternusDoleo - 02-21-2011

' Wrote:But that's because the Nammu has only three or so forward firing guns, and the Wild only use two or three per gunboat.

It's not the guns, it's the Scorpion that's broken.
Gotcha. So the arcs on the Scorpion need adjustment then, or some of the guns simply removed. And I know of at least one Wild player that had more then 3 of those things on his boat... not going to trial by forum though. Is it a set restriction by Das Wilde that scorps are not to have more then 3 nomboat guns on them?

' Wrote:Nomad Turret's are not that OP I had 2 wilde(with nomad turrets) ganking on my dessie I still won.
and it's your own fault for ganking nomads/attacking them when they are in a group
Most of the time I end up fighting Nomads, and more frequently, Wild, it isn't me who initiates that combat. I know those ships are heavy hitters and try to stay away. Not always an option though, and given that the ID has a carte blanche to attack at will, it's a PvP whore's dream. My idea of a bad scenario is to see a pack of 4 to 5 scorpios enter, say, Dublin and attack anything and everything in sight.



Keepers - Akura - 02-21-2011

' Wrote:Gotcha. So the arcs on the Scorpion need adjustment then, or some of the guns simply removed. And I know of at least one Wild player that had more then 3 of those things on his boat... not going to trial by forum though. Is it a set restriction by Das Wilde that scorps are not to have more then 3 nomboat guns on them?


Not sure about the Das Wilde and their Scorps, but it's the Scorp that breaks the GB Guns, not the GB guns themselves, the Kusari Gunboat and Rheinland Gunboats should have 50/50 Nomad/Human guns, so they don't have enough for it to be overpowered.

Nomad Guns are fine, absolutely fine as they are. It's the ships that need fixing.


Assassin needs a better hitbox, which it is getting.
Voidrunner needs to be more like HF with less guns but faster, instead of a LF-VHF mix.
Scorp should be nerfed or deleted.


Keepers - Sanguines - 02-21-2011

1 No
2 No
3 Yes.

I am an indie morph, and I really do like to use the nomad weaponry. Why is it 'locked' for keeprs only in the first place? I dont care about the mindshare that much, as I am mainly an 'individual' building my morph in rp in a different way then keepers.

The only thing I have a problem is with Keepers is that they dont settle for people who just dont understand the advanced long lines of nomad RP, which I have been using in a different way, mainly because it is to hard to learn the way.

I speak like:

***'i -harm- not~you are -mistaken-(saddens)'***

Therei s nothing wrong with my way of RP.

I say: Nomad tech for morphs who do RP< but just not like the keeper:

A definiatly yes.

"
Nomads are all connected, and act in a similar fashion, only when you understand the Nomads can you understand that only what Yuri approves can ever be Nomad.
"
You are mistaken, as thats pretty much metagaming to make people think Nomad's are always connected despite having a 'new' dyson sphere.

What does the lore say about mindshare?

"When the Dyson Sphere collapsed, the Nomads had lost not only the Mindshare and the
majority of their fleets, but also the last ties to much of their precious technology."

So in little words: One nomad could be born, and just get its sens blocked towards the dyson sphere... and thats where I am going with my character, Since I only gotten in Iota once to explore.

Back to topic: Please make weapons for nomads morphs who actually can RP perfectly fine.

Cant see my self joining keepers due to beiased on how I type.


Keepers - Treewyrm - 02-21-2011

Indie nomads... So what would one do? Where one would be able to go and where not to? What it would be able to do and what not to? And why? What would it do in this or that situation, how responsive and responsible it would be to act upon or uphold thin and tiny pacts and deals made either with specific individuals or whole groups... Because at this point 'Indie nomads' is a spherical cow in vacuum, got to be something clearer and better defined than that. Go ahead, I'll just listen.


Keepers - Virus - 02-21-2011

' Wrote:Not sure about the Das Wilde and their Scorps, but it's the Scorp that breaks the GB Guns, not the GB guns themselves, the Kusari Gunboat and Rheinland Gunboats should have 50/50 Nomad/Human guns, so they don't have enough for it to be overpowered.

Nomad Guns are fine, absolutely fine as they are. It's the ships that need fixing.

Cerberus Gunboat Turret:
4.600 dps
22.000 energy per second
1000 speed
4.782 energy/damage (lower is better)

Zoner GB Turret
3.400 dps
15.200 energy per second
1400 speed
4.471 energy/damage (lower is better)

Nomad GB Turret
5000 dps
15600 energy per second
1450 speed
3.12 energy/damage (lower is better)

Energy and (better) speed of the Zoner Gunboat turret.
With DPS over the Cerberus turret.

Yes, perfectly well balanced with other GB turrets. Especially on a Kusari GB or Rheinland GB or a Scorpion. A turret that's not supposed to be used outside of the Nomad GB. Which is big, slow, five turrets.

It's like mounting Cerberus turrets that have no disadvantages.


Keepers - SpaceTime - 02-21-2011

Quote:Have you ever applied?

No


Quote:If you applied,did you get in?

Never applied.


Quote:Do you think Nomad ships/gear should be open to more then keepers?

Nope


Reason: The Nomad RP is one of the most difficult and inhuman. Therefore, selective recruitment is highly recommended.