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Shieldbusters - 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: Shieldbusters (/showthread.php?tid=4690) |
Shieldbusters - Merodeador - 12-07-2007 Voted for them to stay. Variety is one of the things i like best in the mod, that includes ship weapon combinations. I have an inferno on my gunboat, and it's very much OK as it has a slow refire and "projectile" speed. It's just there to make "warning shots", actually, because my character is not a killer type ... In my opinion this type of weapons is very useful in many situations, please just leave them as they are... although i haven't tried the coladas/tizonas so i can't really say much about them. Shieldbusters - galaktik - 12-07-2007 I like low level shield busters like rapiers for instance, they do good damage to shields for reasnoble amount of energy, so i can put 2 more energy hungry hull busters I would like them to stay as they are now, maybe little nerfing tizionas and improved debilitators in favor of tizionas And coladas should do about 1100 dmg for it energy drain( i think it is 280 now, so it could be 300 with 1100 dmg) Shieldbusters - Skyelius - 12-16-2007 I see your point, but to preserve a certain elements that make up the name "Freelancer", I voted a big "no". Truth is, there would be a very poor variety of weapons if we do this. People will use the same junk and a single nice weapon would be whored. Shieldbusters add a factor of uniqueness and style-dependent flying to the combat element of the game, and removing shieldbusters would definitely make it less original and less expansive overall. People would no longer complement each other in combat as they do now. True about the energy drain, but then again it encourages some to learn to handle it, and most see their enerygy saving skill and hit ratio increases eventually. They have their purpose, as do all unique weapons on this mod, regardless of popularity. There are a few issues that could definitely improve our gameplay and role-playing experience, but removing shieldbusters is not a wise option. Sincerely, Sky Shieldbusters - Unseelie - 12-16-2007 ' Wrote:I see your point, but to preserve a certain elements that make up the name "Freelancer", I voted a big "no". Truth is, there would be a very poor variety of weapons if we do this. People will use the same junk and a single nice weapon would be whored. Shieldbusters add a factor of uniqueness and style-dependent flying to the combat element of the game, and removing shieldbusters would definitely make it less original and less expansive overall. People would no longer complement each other in combat as they do now. True about the energy drain, but then again it encourages some to learn to handle it, and most see their enerygy saving skill and hit ratio increases eventually. They have their purpose, as do all unique weapons on this mod, regardless of popularity. Amen! Shieldbusters - Archelon - 12-31-2007 I voted to remove them. Reasons ... lack of RP: 1. Too many loopholes allowing non-Corsair and non-allied with Corsair characters to use Coladas and Tizonas 2. Why have shields at all if they can be defeated so easily and pretty much anyone can get them? However ... if we keep them: 1. Make them drain the batteries (like CODENAMES) 2. Make them expensive 3. Remove them from wreckage and do not allow NPCs to drop them (gets rid of the temptation to loophole who can mount them on their ships) Shieldbusters - Virus - 12-31-2007 The thread is dead. Please no more need to post. Shieldbusters - Eppy - 12-31-2007 Even better, can we just get a lock? |