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Capital Ship Weakspots - 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: Capital Ship Weakspots (/showthread.php?tid=138210) |
Capital Ship Weakspots - Thunderer - 04-16-2016 No, not blind points, feebly covered with guns. Actual weakspots, where armour is thinner. Vanilla ships already have them. This is what I got from @"Titan'": [17:22:12] Titan: I did %7 [of overall hull] damage to lib dread with cruiser missile [17:22:23] Titan: when i hit the engine [17:22:28] Titan: I tried to hit front of the ship [17:22:30] Titan: it did %3 This is only one of the examples. I think it is awesome! Unfortunately, only vanilla ships have the feature. Can it be installed on the added ones as well? Or, if it can't, removed from the vanilla ones for the sake of balance? Missiles tend to do a lot more damage to those due to explosion radius, for example. RE: Capital Ship Weakspots - Sand-Viper - 04-16-2016 Vanilla ship explosive weaknesses were supposed to have been fixed years ago, or at least for fighters. I guess they missed the vanilla capital ships in that sweep? RE: Capital Ship Weakspots - Thunderer - 04-25-2016 I have done some experimenting with @TheShooter36 concerning something else, but we confirmed this problem by accident. A CAU 8 Dunkirk (3.200,000 hull) was 2-shot by a missile supposed to do 650,000 damage and having a 512 m explosion radius. This means that one missile actually did 1,600,000 damage. We later experimented with a Bretonian carrier, which took the intended 650,000 damage. Vanilla capital ships are over 200% more susceptible to missiles than added capital ships. Is this intended? |