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Rules update 5.7 6.6 6.7 - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: News and Announcements (https://discoverygc.com/forums/forumdisplay.php?fid=13) +--- Thread: Rules update 5.7 6.6 6.7 (/showthread.php?tid=80094) |
Rules update 5.7 6.6 6.7 - Jack_Henderson - 05-12-2012 ' Wrote:Now it's time to see alot of freighters =) Haul ship hull panels (for a level 4 base) in freighters. Have fun with your Core 4 upgrade. Rules update 5.7 6.6 6.7 - FallenKnight - 05-12-2012 Rules update 5.7 6.6 6.7 - dodike - 05-12-2012 ' Wrote:The unfair part is:On the other pirate cruisers have their hit and run capabilities reduced. They will have much harder time operating in house space without being intercepted by lawfuls. Rules update 5.7 6.6 6.7 - Prysin - 05-12-2012 ' Wrote:I hope this change is temporary, to test it. Question is: how you're going to buff transports? My tip: Few more turrets, even gunboat ones, won't help. I advise 400 cruise speed and CM on every transport. And higher thrust speed. This change means that you NEED to get escorts, preferably bomber escorts... Buffing transport turrets? If you want a transport to "fight back" against ship up to a dread, you need to give it infinite core and ISIS gattling LM..... If not, your not gonna fight back. Best Defence is to give transports massive shields, which is the most logical.... Between gunboat and cruiser strength shields, with low energy usage during recharge.... then buff the turn speed of transport turrets and increase range to 1600m+ and buffing speed to make the range/speed ratio stay the same as it is now. Still, a little bit common sense, a functional "long range scanner" and the ability to swallow your pride will in most cases let you escape by totally avoiding the pirates (unless they hug all and every entrance/exit in the system) EDIT: its no need to "nerf" any ships due to this, as that will demolish all balance in the game just to make transports "better"... What we need to do is adjust transports ALONE.... Freighters is agile and nimble, they will do fine as is. Also, HOW LONG will a pirate cruiser go unnoticed before the navy gank commences? its a time measured in seconds, not minutes..... A transport can tank a cruiser for several minutes, and run from any BS there is (maybe not marduk, but who cares, noms want everyone but outcasts dead anyway).... Rules update 5.7 6.6 6.7 - Pavel - 05-12-2012 ' Wrote:(unless they hug all and every entrance/exit in the system) And what you thought, they'll kindly wait near lines in system's center? Rules update 5.7 6.6 6.7 - Curios - 05-12-2012 It was removed because of the bases, the base is a right place is an advantage, now pay the price, it is as well, high. Rules update 5.7 6.6 6.7 - alphadog - 05-12-2012 ' Wrote:This change means that you NEED to get escorts, preferably bomber escorts...A bomber is not going to help you with cruiser. At all. Rules update 5.7 6.6 6.7 - Cannon - 05-12-2012 Best defense: LF scout. Rules update 5.7 6.6 6.7 - Curios - 05-12-2012 ' Wrote:Best defense: LF scout. This. Exactly. Rules update 5.7 6.6 6.7 - Slartibartfast - 05-12-2012 ' Wrote:On the other pirate cruisers have their hit and run capabilities reduced. They will have much harder time operating in house space without being intercepted by lawfuls. No no no, you don't get it. Anything that doesn't directly and immediately effect your current (hypothetical) situation doesn't matter at all. |