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FAO DEVS: Cerberus nerf counter - Printable Version

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FAO DEVS: Cerberus nerf counter - Black Widow - 12-19-2015

It is ashame you have nerfed Cerberus turrets because in effect what you have done is tombstone the turret steer fighting style so many here use.

Now we know cerbs have a retire rate of 1 and each shot does 45k damage.

Now a primary turret does about 20k damage per second which is half of the Cerberus but they still have a good range.

So as a half way compromise for those who like to pew at long range, could you please allow battleships to be able to mount primary turrets on heavy slots.

So for e.g. A lib dread could mount 7 primaries and a valor 8 primaries. This would allow current battleship owners to increase their dps at range although it would be less than if they had original Cerberus turrets mounted.

Fact is you can't just nerf such a canon piece of equipment as the Cerberus turret without offering some kind of compromise in its place. Because by doing that you are changing fundamentally the gameplay of discovery.

Those who like fighting sustained battles at long range i.e. TS'ers will have to change their style completely.

If battleships could mount primaries on heavy slots this could offer some relief.


RE: FAO DEVS: Cerberus nerf counter - Skorak - 12-19-2015

(12-19-2015, 02:50 AM)Black Widow Wrote: Those who like fighting sustained battles at long range TS'rs will have to change their style completely.
Yes. They will have to mount Mortars. I don't see the big deal. There are other concerns but this one shouldn't be the big deal.


RE: FAO DEVS: Cerberus nerf counter - Black Widow - 12-19-2015

Mortars are a boring weapon with huge power requirements and a refire rate of between 4 - 10 sec. Fighting at long range and waiting 10 secs for your mortar to recharge only to fire it with a high chance of missing does not offer a real alternative to compliment your style.


RE: FAO DEVS: Cerberus nerf counter - Skorak - 12-19-2015

They increased the projectile speed significantly. Try it out. I believe the devs already did. Or at least I hope so and expect they did. It's what I would do.


RE: FAO DEVS: Cerberus nerf counter - Venkman - 12-19-2015

"retire rate of between 4 - 10 sec." //Refire rate


RE: FAO DEVS: Cerberus nerf counter - FallenKnight - 12-19-2015

Widow, what you are suggesting is to partially go back to .85 where caps could mount more than 4 primaries. It would be worst cuz then you would lose possibility to mount something else at the cost of few more weapon slots. It would be far more efficient if all primaries get a small buff to compensate for this drastic change until a better solution is been developed. In this way it wont be necessary to mount more "primaries" for the current ones will simply do more damage.


RE: FAO DEVS: Cerberus nerf counter - Vendetta - 12-19-2015

Lets not go back to the old .85 cap balance with primaries everywhere.


RE: FAO DEVS: Cerberus nerf counter - FallenKnight - 12-19-2015

+1
That is something I would see as a huge step backward. Vanila caps have similar to the current ones setups of heavy/primary/light turrets - which is something normal for a massive ship. But arming it with primaries until it can't mount more is lol.
(Can you arm Iowa with more than 3x3 turrets? Hey why not, replace one of its AA guns with one Wink )


FAO DEVS: Cerberus nerf counter - Sakura - 12-19-2015

Hm, I wonder... how much influence have the cerberus nerf on the PoB sieging?
Will people attack PoB's with mortars only. From far away and save distance.
Or sitting beside the enemy PoB with the range nerfed cerbs?


RE: FAO DEVS: Cerberus nerf counter - Black Widow - 12-19-2015

Well then the current system has been retarded to the point that many will not be able to adjust to the new system.

I find unfair though that the devs had the audacity to nerf Cerberus turrets without first consulting the community.

My gameplay won't be affected by this nerf where it will in fact strengthen it. But yeh I feel sorry for others.