• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
« Previous 1 … 14 15 16 17 18 … 55 Next »
Discovery Mod: Balance Issues

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (28): « Previous 1 … 6 7 8 9 10 … 28 Next »
Discovery Mod: Balance Issues
Offline mjolnir
12-28-2011, 02:56 PM,
#71
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

' Wrote:I think some other VHFs have the problem as well. I notice it, when I turn and want to CD, sometimes it just does not work. I think the Titan has the problem too.

Some other VHFs can have issues yes, but most of them should be ok. I check the Titan specifically and the hardpoint is fine, it's placement should be problematic either.

Cause sometimes while the hardpoint orientation/arcs is fine the placement on the model makes it behave strangely. This was found and corrected for 4.86 on the torp hardpoints of Upholder and Kusari/BD bombers. So it's good to notice strange things.


[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
Reply  
Offline Fat.Igor
12-28-2011, 03:26 PM,
#72
Member
Posts: 383
Threads: 7
Joined: Nov 2011

' Wrote:a) wasn't talking to you in that post
Apologies, I thought you meant both of us. And thats not Sina either.

' Wrote:b) It went like this (note the bolded parts)

A: Chimaera/Katana is tiny

Me: Actually it's very close in size to Guardian look at: this picture. Also compare it to this picture.

A: (to someone else): Lol Mjolnir is so ******* he says Chimaera is the same as Guardian....etc.

Me (later): I only said they are similar in size, nothing about handling or performance in fight.

A: You said they are same, you know nothing* , you only look at numbers*... etc in the same way as the post #66 above.

(* a bit different language)
Not really, but fine, Im done arguing over that.

' Wrote:Me: Actually it's very close in size to Guardian look at: this picture. Also compare it to this picture.
This was always your problem, and it always will be.

' Wrote:1. It's always better to give feedback on ships/guns etc. rather than "everything is wrong" ™ type of answers. That's what this thread and whole section of forums is for. If you don't give any usable feedback you shouldn't expect things to change.
You very often dont listen to this feedback and just do things your way.

' Wrote:2. Giving feedback and telling own opinion is one thing. Expecting that things get changed exactly as you propose (and quickly!) is another.
Many people can have and have slightly or widely different opinions/ideas. If they are similar enough and don't contradict each other then they need to be synthesized into some result/change. This obviously needs time and more opinions to work, but generally during such slow process as mod development it's good to have different perspectives over time instead of impulsively changing things.
When 4.85 came out the dev team was criticized a lot for being composed of only good pilots so that the performance and balance of stuff didn't work with average pilots. During the last year the 4.86 dev team is criticized for very much exactly the opposite.
Everyone agreed on all ideas and solutions that we proposed to you (e.g. specific Codename changes-turret steering-fighter balance), but you simply ignored them because you had your own train of thoughts. The people that stayed, stayed because they didnt mind throwing out ideas and testing ships, giving feedback, which would be ignored. They just wanted to see how .86 would look like. I dont mind that, but I personally, couldnt do that.

' Wrote:There will aways be criticism.
Yes, but the difference is in the levels and quality of it. Sometimes its mild and based on personal preferences and thoughts (you cant please everyone). Other times, it is based on actual problems with the current balance. Problems that appeared because of bad decision making. I'll let you decide which one of those is the current level of criticism.

GUESS

WHO'S

BACK

!?!?!
  Reply  
Rapur
12-28-2011, 11:54 PM,
#73
Unregistered
 

' Wrote:It's always better to give feedback on ships/guns etc. rather than "everything is wrong" ™ type of answers. That's what this thread and whole section of forums is for.

Already made a thread about this, but I thought I'll ask again:

Any chance torpedoes are getting a buff/fix in the future? I know you guys can't fix the lagging, that's not my problem.
I always thought, that turning the two existing torpedoes into one would be a good idea.
Using the sunslayer's damage and range, and the starkiller's turn rate and speed would make a neat little weapon.

It would look something like this:

Damage: 18550/9275
Refire: 0,33
Range: 2700m
Speed: 58m/s

And of course: No launch delay

Note, that it would still be affected by cms. You could still kill yourself with it if fired from a close range at your opponent or if you happen to fight a skilled cd user. It would still use ammunition and of course let's not forget about the lagging. Sell the launcher for 5 million and the ammunition for 10000 per torp for all I care. I would still use it. If you still think this weapon would be OP, then increase its energy usage up to 3000 (roughly 1/2 of the razor's energy usage).

Why am I suggesting this? Well, firstly, because I think discovery could use some diversity when it comes to special weapons (cd/razor, Yes I call them special weapons). Secondly, torpedoes are like mines in Freelancer. I can't imagine the game without them. I used them back in the vanilla days. I used a starkiller on my Barracuda to blow up the nomad power generators in the Dyson Sphere! They hold a nostalgic value for me and it would be nice to see them used more often in the game again.


Thanks for reading this.
Reply  
Offline mjolnir
12-29-2011, 12:19 AM,
#74
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

well Starkiller doesn't have launch delay now and it's somehow used

Sunslayer has some, which got significantly reduced for 4.86

Both got some small damage upgrade (on the order of 2k).

Hope that makes them a bit more usefull, but I still think there should be a difference between them.
Starkiller being mostly for anti-fighter, while sunslayer is more like anti-bomber torp.


Their main problem as with missiles is of course lag, without any lag both missiles and torps are actually rather overpowered (those who were at the OC-Corsair eta event surely remember).

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
Reply  
Rapur
12-29-2011, 12:38 AM,
#75
Unregistered
 

' Wrote:well Starkiller doesn't have launch delay now

Oh, I wrote "no launch delay", because the sunslayer has.

' Wrote:Sunslayer has some, which got significantly reduced for 4.86

Both got some small damage upgrade (on the order of 2k).

Hope that makes them a bit more usefull

Good to hear. I will definitely try them out in the start of january and will try to give some feedback.

' Wrote:I still think there should be a difference between them.
Starkiller being mostly for anti-fighter, while sunslayer is more like anti-bomber torp.

I only wrote "turn the 2 torps into 1" because I didn't want to sound too greedy and say: I wouldn't mind seeing 6 different torpedoes.

' Wrote:Their main problem as with missiles is of course lag, without any lag both missiles and torps are actually rather overpowered (those who were at the OC-Corsair eta event surely remember).

Oh yeah, I had the pleasure to fight against Sina's sabre on the UK server which had like 3 missiles.
Reply  
Offline AeternusDoleo
12-29-2011, 09:19 AM,
#76
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

The lag issue might be reduced with the coming update. All the hitboxes were redone in a manner that other mods have reported to help with server performance. However, the only way to test that is to throw 150+ players into the server... so we'll find out soon enough if it worked. If it did, the missile tracking should be fixed.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Reply  
Offline Xenosaga
12-29-2011, 01:43 PM,
#77
Member
Posts: 497
Threads: 35
Joined: Oct 2010

' Wrote:The lag issue might be reduced with the coming update. All the hitboxes were redone in a manner that other mods have reported to help with server performance. However, the only way to test that is to throw 150+ players into the server... so we'll find out soon enough if it worked. If it did, the missile tracking should be fixed.

About what magnitude of lag reduction are we talking about? Did the hitboxes really influence the server lag (in regards to missiles) that much?
Reply  
Offline Jinx
12-29-2011, 01:54 PM,
#78
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

not much - probably hardly noticable for a normal player doing his "normal" RP. - it depends though..

it might be that there curve isn t a linear one. for example - the lag might get gradually worse up to like 10 players in a dogfight - but while 11+ would have dropped it further NOW .... it might remain stable THEN.

Starport - upon the novelty of the hitboxes - once rumored about like 20% reduction of lag ( but that was by no means a scientific figure - or even an educated guess - it might have been utmost guesswork or wishful thinking )

gameplay wise - we are no.... wiser than anyone else. - we are THE server to test that stuff out. - no other server can so easily test large battles like discovery 24/7.

in any case - we shouldn t expect missiles to start hitting from any angle but "full in the face at nearly point blank" - most probably .... the known mechanics won t change much.

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
Reply  
Offline AeternusDoleo
12-29-2011, 03:00 PM,
#79
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

The server has to calculate the position of every convex shape against the position of any proximity-detonated targets. Most vanilla ships had a hitbox wrapped around the entire model that, while not actually used in contact collisions, determined the maximum boundaries of the model in a single convex form. I'm assuming this outer bounding box is used for calculations on when to trigger a proximity charge - so that one shape, rather then the various internal shapes, become what the server needs to calculate. Many older custom hitboxes did not have such a shrinkwrap bounding box around it, which might have seriously impacted performance. Again - there's no telling if, and how much, a performance gain there'll be until we test the server under load.

It was a lot of work to redo all the custom hitboxes, but considering the inaccuracies in them, it had to be done anyway.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Reply  
Offline Curios
01-16-2012, 11:55 AM,
#80
Member
Posts: 2,719
Threads: 88
Joined: Sep 2009

kay, since some time have passed i can express my finding concerning new balance in 4.86.

So, that's how it looks for me:

- Light capitals are a bit underpowered
- Hatchet is rendered useless with no having backshooting guns and even the only heavy slot is not 360*, so people may run for kamoinu or whatever is that new BC because it's a way better.
- A little overdone with lasers - they are too badass now so all weapons slower then 5.33 are now not really great, especially that touches slow 2.0s, slow 4.0s - they are loosing badly to lasers.
- Werewolf is op, greyhound is op. Used to fly both in 4.85, yes, they were np for me and also yes, they'v deserved some buff amongst with lasers but it was clearly overdone.
- All independent Ided folks are now kinda screwed, maybe it will be good to change the nerf ratio for freelancers\mercs\inditraders\indiminers\indipirates to make them a little bit better, now they are thrown to use generic things with generic guns or codes.
- Buckshots are still crap.
- Osiris need it's heavy slot to be moved on top.
- Kusari Bs's weapon arcs are joke 8)
- Hammerhead need it's armor to be buffed, it's not small and 7900 is too low, from my pov, any HF with AU8 mounted and with full armor must be able to survive MR or nuke.
- Solaris are useless
- Any types of capital pulses are still useless except on GBs
- CM are not working effectively on BS missiles (Any time i tried they have failed)
- Flaks are bugging down all torps\missiles
- Two points above messes up the idea to make BS missiles to be anti capital weapon - now fighter is not able to throw them down effectively from his tail with CMs but they still fails a big way against a BS with single Flak. From my POV flak must be able to blow them up not to bug their tracking.
- Salamankas are still crap
- Colada is still useless - Remove it already or fix it for the sake of gods, it's not fanny.
- Glady is actually a VHF, so have to go in that category with armor buff, it's too huge and slow for HF despite it's sweet loadout, actually i didn't saw any gladiators for months, that tells something.
- Cargo limits on Raba and Ptrances are a joke, how pirate supposed to trade with that little cargo limit? Actually i fail to understand why it was necessary at the first place. Pirate transport was, maybe, np. But instead of nerfing it's agility (which would make sence) the cargo limit was nerfed. So i fail to see any logic there.
- Togo's weapon arcs are not fanny.
- Big gunboats are now useless a bit time, with stearing lights are dancing around them with no problems. So all imperators, bret gbs and so on are still up. (That point is questionable since I'm not a big fun of gunboats, so that may be different)
- Sabre is np, but again, it was nerfed not in the way it had to be nerfed.
- Giving Rouges own Inferno is meh, i can't get why it was done. Inferno was always an OC toy and no one's else. That was making sense, but now we are throwing infernos around like it's some regular MR.
- Prosecutor is huge for it's stats, kinda not fanny.
- Generally all factions with slow ships and slow guns are now screwed against factions with lasers in their disposal, huge ships are eating damage like a cake. But we are getting back to abovementioned problems.
- Shieldbusters are now screwed. Along with the whole shield idea were people had to decide to sheld themselves from hull busters or from shieldbusters, now it's too damn easy and not surprising.

Generally the fields which were deserved some attention got them, but it was overdone in some cases. I hope those issues will find some attention once again.

(bow)

[Image: bhglogo.png]
Reply  
Pages (28): « Previous 1 … 6 7 8 9 10 … 28 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode