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GRN primary turret balance - 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: GRN primary turret balance (/showthread.php?tid=147012) Pages:
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GRN primary turret balance - Gagadug. - 01-12-2017 Someone just told me that the GRN battleship primaries seem to have gotten a velocity buff, I checked and they do have 850m/s speed now, I checked some other primary turrets then and all of them had 800m/s still. Is this an oversight and if not for what reason does on faction exlusively gets this buff ? Here some screens: # RE: GRN primary turret balance - Hubjump - 01-12-2017 Now its made so that GRN guns fire less, Hit more, And hit insanely hard all because this small velocity buff giving valor players a Colossal advantage over kirk players when utilising strafe Edit:The halved refire does not justify this velocity boost to projectiles Edit 2:The prims are at the front of i believe the longest ship in the game, dodge time is down to an all time low as to have the crosshair for a kirk you have to be rather close to those primaries RE: GRN primary turret balance - Thunderer - 01-12-2017 I like them. The two Zephyrs I popped today don't, though. RNS-Tonnant PS: They are slightly less energy efficient than Bretonian primaries, but both are between 0.28 and 0.29 damage for 1 energy. If Bretonian prims still do 25,200 damage/s for 88,000 energy/s. PS: Oh wait, they've changed. They use 90,240 energy/s for the same damage now. Excrement. All the devs are secretly French. RE: GRN primary turret balance - Gagadug. - 01-12-2017 The energy efficiency is in relation to the damage per second. The RM primaries do more DPS than light/medi ones too and have less efficiency, but no velocity buff. In other words its unrelated. RE: GRN primary turret balance - Antonio - 01-12-2017 It's intended. I gave them a velocity buff as they're the most inefficient prim in the game. Adding some variety doesn't hurt, right? Besides, I really have a hard time believing that 50m/s is that big of a difference like you're putting it. It's barely noticeable on a snub, let alone a cap. Also, not all prims have 800m/s, for example Kusari and Zoner ones were always at 850 and Corsair ones at 780 (they got buffed to 800 now). Expect more variety in the future, but we'll stay between 800 and 850 m/s. RE: GRN primary turret balance - Hubjump - 01-12-2017 but ant its a valor :| yes that ship with the forward gun so you have no options other than to take insane amounts of damage and dont forget the size of the valor and its prim positions, unlike the zoner neph or kusari BS you have less distance to dodge,it makes a difference man Also snubs are close and flying at eachother, ofcourse its unnoticeable. RE: GRN primary turret balance - Antonio - 01-12-2017 Other heavy battleships have 3.2k range on their prims while Valor has 3k, so the "prims being mounted at the front" evens out. RE: GRN primary turret balance - Hubjump - 01-12-2017 Not really,the kirk still has to be within a valors prim range its self to fire so range of weapon isnt the big issue its the speed of the projectile And they can replace cerbs with mortars for a dragged out 30 min mortar chase war RE: GRN primary turret balance - Thunderer - 01-12-2017 (01-12-2017, 11:50 PM)Antonio Wrote: Adding some variety doesn't hurt, right? Depends if your tag is RNS or CFV
RE: GRN primary turret balance - Antonio - 01-12-2017 So tell me why is anyone using Mortars instead of Heavy Mortars when they're 100m/s slower, if it's -that- big of a difference and double than what we're talking about here? They're all relatively long range weapons, or intended to be. I'm far from convinced that 50m/s makes a fight-breaking difference. |