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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Screamer mine rebalance

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Screamer mine rebalance
Offline nOmnomnOm
02-10-2016, 02:01 PM, (This post was last modified: 02-10-2016, 02:02 PM by nOmnomnOm.)
#11
Probation
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Please dont change anything and toris please never ever become a dev.
I liked how before the radius was larger than nuke mines but at the cost of no hull.

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Offline Antonio
02-10-2016, 02:04 PM,
#12
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Staff roles: Systems Lead

Reduce the ammo to 50. EMPs are useless enough already, don't need mines to be as well.

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Offline Mephistoles
02-10-2016, 02:35 PM, (This post was last modified: 02-10-2016, 02:35 PM by Mephistoles.)
#13
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It's quite obvious to anybody who knows how to right click that screamers are too powerful vs snubs. Making them immune to CD is not the answer, as then they become risk-free for the bombers that do nothing but run away from you while spamming them out. EMP guns are perfectly fine vs snubs and should be the main way to deshield them.

Make screamer radius, speed and acceleration lower than nukes, perhaps around the 80% mark. I fail to see how buffing their damage radius and hp will do anything but make them stronger vs snubs, rather than unviable, and they shouldn't be unviable anyway, merely reduced in potency.

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Offline Lythrilux
02-10-2016, 02:38 PM,
#14
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Bombers need buffs, not nerfs. It's not like snacing a snub is easy either, it's a two step maneuver to killing another snub. And screamers are only really effective against VHFs/SHFs and generally slow/bulky fighters. I don't see it as necessary for things to change.

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Offline SeaFalcon
02-10-2016, 02:50 PM, (This post was last modified: 02-10-2016, 02:51 PM by SeaFalcon.)
#15
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Simply reducing the explosion range is fine and maybe ammo count would do the trick.

Mines never work vs caps since you have to be close which means razor in the face or some other heavy hitting gun.
Caps at the moment are too fast since they are turret steering.
The only viable ships bigger than snubs you can use them on is transports at the moment and nothing else.
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Offline sindroms
02-10-2016, 02:59 PM,
#16
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You are paying 25 million to take out a ship that is worth 1,2 bil credits. Why should you be able to kill ships of your class as well?

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Offline The Savage
02-10-2016, 03:20 PM, (This post was last modified: 02-10-2016, 03:22 PM by The Savage.)
#17
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(02-10-2016, 02:59 PM)sindroms Wrote: Why should you be able to kill ships of your class as well?
Maybe because these are fighter-bombers, not actual bombers?

(02-10-2016, 02:01 PM)nOmnomnOm Wrote: toris please never ever become a dev.
There's a huge difference between joke and serious proposal. Also, learn to capitalize names.
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Offline SeaFalcon
02-10-2016, 03:35 PM, (This post was last modified: 02-10-2016, 04:20 PM by SeaFalcon.)
#18
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(02-10-2016, 02:59 PM)sindroms Wrote: You are paying 25 million to take out a ship that is worth 1,2 bil credits. Why should you be able to kill ships of your class as well?

1 bomber of 25mill doesn't take out a 1,2bill ship.
You need 2 heavies to be able to do anything against that.
2 heavies who can't counter snubs since only light/medium bombers do that.

So in the end you require 3 medium/light bombers at least to take out a battleship.
You need around 4 of these to take out a cruiser/dessie that turret steers since the snac is pretty medicore/poor versus agile caps.
You always need to get close to get a proper hit out which also means you're probably going to end up instantly killed because it's sooo hard to aim with turretsteering/zoom.

As said above, it's a fighter bomber, since it can't dodge for longer than 3 mins against 2 fighters, might as well turn to fight them.

as said, to begin with just explosion range and ammo count as a nerf for screamer mines is a good start.
Can always see if bombers remain 'OP' with screamers. If anything it will make them even less noob friendly though Smile
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Offline pillow
02-10-2016, 03:59 PM,
#19
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Screamers were pretty overpowered back when they had the juicy 120m blast range.
Now a Nuke is virtually the same thing in a 1v1 between VHFs, only that it wipes a lot more hull damage in the process.

Screamers are useful against caps, to an extent. Snubs have some way of helping other caps/bombers against the enemy cap with some Screamers equipped, especially Light Fighters that have virtually no powercore.

(02-10-2016, 07:57 AM)sindroms Wrote: I have a huge problem with screamer mines, which were relatively recently rebalanced due to this very same reason - their explosion range made smaller. This did not solve the issue, where people in bombers can still very effectively hunt snubs via using a mosq/screamer combo.
Unless you know how to SNAC, Screamers are pretty much useless for bombers.

VHFs are currently the top dog in this game. Nerfing things to make them better isn't a good idea. (I personally despise bombers in every single way but I'm trying to look at it from a neutral perspective.)
The person writing this post doesn't think that doing anything to the current Screamers is a good idea.

If anything, buff the Ripper blast range to the same range the Nuke has. (sun)



basically this is a bad idea because I've fought a number of bombers in the past and never had the fear of being insta'd
if i'm insta'd that's my fault
aiming snacs is pretty hard for the average guy so if the bomber in question landed a hit good on him
let them use the "mosq/screamer combo" if they want to

let skilled bomber pilots be able to kill snubs as well as caps
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Offline Jack_Henderson
02-10-2016, 04:46 PM,
#20
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Just let Haste do the complete rebalancing of the bomber class.
Screamers are definitely no gamebreaker at the moment and bombers are bad enough as they are.

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