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[Poll] Caps & Snubs

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Poll: Caps & Snubs
You do not have permission to vote in this poll.
My preferred ship class is snubs
25.71%
45 25.71%
My prefered ship classes are caps
23.43%
41 23.43%
I believe snubs should be the dominant ship class
16.00%
28 16.00%
I believe caps should be the dominant ship classes
13.71%
24 13.71%
I believe snubs are overpowered
10.29%
18 10.29%
I believe caps are overpowered
10.86%
19 10.86%
Total 175 vote(s) 100%
* You voted for this item. [Show Results]

Pages (6): « Previous 1 2 3 4 5 6
[Poll] Caps & Snubs
Offline JonasHudson
07-16-2019, 03:28 PM,
#51
Member
Posts: 400
Threads: 70
Joined: Nov 2016

Radical suggestion: The problem with snubs (and this has been said before) isn't too much power, especially in bombers. Its their maneuverability. What would balance things out is if snubs had a bit more power, and lower turn rates. Greatly lower how fast snubs turn. Not only would that balance snub groups againt caps, in fighter battles, it would slow down battles and processing, server side and on people's computers. Slower dogfights would make them go a lot more smoothly, and if bombers can't come to bear on a target again so fast, lone caps have a decent chance. I would only say that if bombers were slower turning, simply up the damage per torp, and slow down the flak refire rate. I was with 3 other bombers last week fighting a lone obstinate and it lasted just fine and well long enough for reinforcements to arrive. Flaking torps is too easy, torps are all but useless as such. 4 bombers should be able to take down anything within 5 minutes. Less torps, more damage per torp, slower turn rates for snubs. In fighter battles, more people could dogfight without dropping fps considerably.

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Offline Backo
07-16-2019, 04:14 PM, (This post was last modified: 07-16-2019, 04:14 PM by Backo.)
#52
Basilica Combat Patrol
Posts: 3,594
Threads: 123
Joined: Feb 2009

I learned to like both classes, I still hate mixed fights where snubs get to shoot caps (utterly boring with the chance to get insta'd by a lucky barrage) or where caps get to try and get that lucky instakill barrage on a bunch of snubs fighting each other.

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Offline Invoker
07-16-2019, 04:34 PM,
#53
Member
Posts: 55
Threads: 7
Joined: Feb 2019

I read the discussion and saw different opinions. Cap players whine about snubs swarm them and kill without chances, fighter players whine that caps break into their battle, messing things up.
And heard absolutely terrible idea about splitting fights into snub and cap separately. Will hurt server activity because removes interactions between ship classes, not speaking about how artificially this barrier feels.

My idea is to slightly boost fighter torpedoes against caps with balance magic.

For BSs, dreads and carriers I offer to introduce some kind of weapon, which will be especially effective against big swarm of snubs gathered around one ship(>5), but less than average effective against single ships:
- Ultra-AOE missiles with weakened damage;
- Pulse weapon, that deals low damage to all ships in ~500M radius;
- Weapons with conic damage hitbox, which covers spherical sector by specified degree, required FLHook support.
- Weapon with chain-lightning mechanic, required FLHook support.
- Warheads, you shoot single warhead and then it splits into lesser missiles, which fly in all directions targeting random hostile snubs, required FLHook support.

What do I want is all classes of ships to have their tactical role (rock-paper-scissor) against other specific classes of ships, but to not be helpless against classes of ships, which are designed to counter the class (not ultimate rock-paper-scissor).
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Offline Durandal
07-16-2019, 04:36 PM,
#54
Member
Posts: 5,106
Threads: 264
Joined: Apr 2009

(07-16-2019, 04:34 PM)Invoker Wrote: I read the discussion and saw different opinions. Cap players whine about snubs swarm them and kill without chances, fighter players whine that caps break into their battle, messing things up.
And heard absolutely terrible idea about splitting fights into snub and cap separately. Will hurt server activity because removes interactions between ship classes, not speaking about how artificially this barrier feels.

My idea is to slightly boost fighter torpedoes against caps with balance magic.

For BSs, dreads and carriers I offer to introduce some kind of weapon, which will be especially effective against big swarm of snubs gathered around one ship(>5), but less than average effective against single ships:
- Ultra-AOE missiles with weakened damage;
- Pulse weapon, that deals low damage to all ships in ~500M radius;
- Weapons with conic damage hitbox, which covers spherical sector by specified degree, required FLHook support.
- Weapon with chain-lightning mechanic, required FLHook support.
- Warheads, you shoot single warhead and then it splits into lesser missiles, which fly in all directions targeting random hostile snubs, required FLHook support.

What do I want is all classes of ships to have their tactical role (rock-paper-scissor) against other specific classes of ships, but to not be helpless against classes of ships, which are designed to counter the class (not ultimate rock-paper-scissor).

Let's get in touch. Durandal#9512
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Offline Vendetta
07-16-2019, 04:42 PM,
#55
Technocrat Overlord
Posts: 2,689
Threads: 230
Joined: Sep 2013

I'd rather fly a capital ship and loiter around doing crew things. I'm not opposed to flying snubs but I'd rather not if I can help it. Not due to any hatred for the class or combat style but due to a disability on my part that makes snub combat quite difficult. I'm constantly playing with a handicap and running the risk of losing control of my hands in the middle of a snubfight can, has and will cost me the chance of victory. In a heavier ship this is less likely to be an issue for me. It still very much is, and I've lost some fights because of it but I still have a greater chance of being more useful to my team or myself in a warship.

Warship combat I've got my gripes with. I always considered capital ships too slow, too universal. It sounds like a weird problem and yeah I'm probably not explaining it as well as I could be, but I'm of the mind that my siege cruiser should be a siege cruiser and not just a giant gunboat tbh. I feel like the movement of caps is wrong, and it'd be much more interesting if thrusters were dropped and capital ships focused more on acceleration and turning instead of thrust power. It'd also be nice if a fighter swarm couldn't overpower a battleship, because if VHFs can do that then why have bombers? It'd make them redundant. Gunboats should honestly be the largest threat to fighters. Not cruiser mortars or dual gatlings or whatever. I don't even like dual gatlings as a concept weapon.

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Offline Lythrilux
07-16-2019, 04:55 PM, (This post was last modified: 07-16-2019, 04:56 PM by Lythrilux.)
#56
Edgy Worlds
Posts: 10,368
Threads: 737
Joined: Jan 2013

I think we should remove all anti-snub weaponry from caps and replace it with high powered anti-snub flaks. That means they can function as a strong defense to deter snubs, and if they're used offensively in existing snub group fights there's a risk of killing teammates; which would make using them in such situations unwise.

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Offline Sombs
07-16-2019, 05:07 PM,
#57
Three orange cats in a mech
Posts: 6,811
Threads: 502
Joined: Feb 2014

Then define what is an anti-snub weapon, because cruisers use pulse+light mortar to instagib snubs just as much as battleships can use cerbs, razors and secondaries to snipe snubs, often just as effectively as DGLs and Solaris Gatlings.




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Offline Spectre
07-16-2019, 05:08 PM,
#58
CR
Posts: 2,311
Threads: 345
Joined: Jul 2013

(07-16-2019, 04:55 PM)Lythrilux Wrote: I think we should remove all anti-snub weaponry from caps and replace it with high powered anti-snub flaks. That means they can function as a strong defense to deter snubs, and if they're used offensively in existing snub group fights there's a risk of killing teammates; which would make using them in such situations unwise.
I actually quite like this idea. There's little to no risk to your own side by jumping into a snub fight with a cap. Making it able to backfire could deter things quite a bit.
Besides, flak is fun.

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Offline Reptile
07-19-2019, 10:12 PM,
#59
Typical russian lolwut
Posts: 306
Threads: 32
Joined: Nov 2012

What snubs have?
- shield running
- can run from battle
- can play hit`n`run
What caps have?
- more hull?
- cannot hit normaly snubs,only shield down of bomber - and they retreating.
- snubs can run from battle - caps cant. They can only die.
- caps havent fast turning weapons which can instakill slow snub. They must hit them again and again and when snubs will be out of nanobots - he will run in OORP in other system to repair and refuel.

Ofc caps overpowered,but nobody tried to fight on them seems. They overpowered,because they have much more armor\powercore and slowly dying.

They must die like in crossfire. Fast from 1 fighter.

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