• 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 … 50 51 52 53 54 55 Next »
Fighters should be fun...

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (22): « Previous 1 … 12 13 14 15 16 … 22 Next »
Fighters should be fun...
Offline El Nino
12-28-2007, 11:07 PM,
#131
Member
Posts: 1,248
Threads: 25
Joined: Dec 2007

Heh, we just had a major fight in omicron gamma, Corsairs vs Nomads, we beat the nomads ofcrose, but it was very obvious that capital ships don't work in massive battles... They just dont. Now i think that masive battles would be something capital ships should be good at... but it turned out caps bearly landed a hit on dem nomads... and to think that i was miserable on my journey to the fight that i didn't take the cruiser....:)

So if fighters should be fun? then what are the caps for?

Donate to the Poor Pilot's Fundation via Sirius Bank /givecash GreenHawk 1000000 now, and support poor pilots sirius wide!
Skype: jure.grbec
My primary char: Jose El Nino - Corsair Elder captain of the SS Greenhawk

Currently Inactive due to pursuit of life long dreams, will be back...*edited* As promised am back.

[Image: opgbar.gif][Image: rightbar.jpg]
[Image: Sungi_sig.png]
  Reply  
Offline looter
12-28-2007, 11:11 PM,
#132
Member
Posts: 55
Threads: 2
Joined: Dec 2007

The caps are to attract naive pilots who trade their bottoms off for them, fly huge transports with lots of loot or 'shared income' for the pirates... :cool:

The Frozen Family History - Character Biographies
  Reply  
Offline Epholl
12-28-2007, 11:17 PM,
#133
Member
Posts: 640
Threads: 9
Joined: Aug 2007

Piloting a capship means "damn asteroids" and "point and click fight" in most cases...

[Image: ephollsigs.png]
  Reply  
Offline StarButt
12-29-2007, 02:32 AM,
#134
Member
Posts: 199
Threads: 5
Joined: Sep 2007

It's simple: increase ALL weapon damage x2.0 and reduce ALL regen /2. Balance stays the same and u get faster fights.

As for capships: they are fun if u RP more and play as a team, supported by ur fighters. If u get one to play "one man army", you'd get bitterly disapointed (and it's as it should be)
Small problem for capships is their fighter cover being somewhat inefficient, specialy in regards to bombers. Exectly why fighters need to be upgraded and not nerfed.

Your Image exceeds Forum Regs, Please replace.......BULLDOGNK
Reply  
Offline bluntpencil2001
12-29-2007, 03:05 AM,
#135
Member
Posts: 5,088
Threads: 66
Joined: May 2007

' Wrote:It's simple: increase ALL weapon damage x2.0 and reduce ALL regen /2. Balance stays the same and u get faster fights.

As for capships: they are fun if u RP more and play as a team, supported by ur fighters. If u get one to play "one man army", you'd get bitterly disapointed (and it's as it should be)
Small problem for capships is their fighter cover being somewhat inefficient, specialy in regards to bombers. Exectly why fighters need to be upgraded and not nerfed.

Balance wouldn't stay the same. Fighters would be better against cap ships. Light fighters would be better against VHFs. It would benefit lighter ships in general.

[Image: sig-9566.jpg]
  Reply  
Offline El Nino
12-29-2007, 08:33 AM,
#136
Member
Posts: 1,248
Threads: 25
Joined: Dec 2007

' Wrote:As for capships: they are fun if u RP more and play as a team, supported by ur fighters. If u get one to play "one man army", you'd get bitterly disapointed (and it's as it should be)
Small problem for capships is their fighter cover being somewhat inefficient, specialy in regards to bombers. Exectly why fighters need to be upgraded and not nerfed.

You see this just doesn't work, even though it should... we had like 8 to 10 fighters supporting a ship (hell that's sometimes near half the population of a server), it really bothers me that combat doesn't work the way it supposed to work for any legitimate cap ship use...

Perhaps boosting regens on battleships, so they get as many regenerations as fighters... it's okay that BS can't defend against fighters but it's not okay that fighters can't defend BS's from other fighters... something needs to be done in this area....

Donate to the Poor Pilot's Fundation via Sirius Bank /givecash GreenHawk 1000000 now, and support poor pilots sirius wide!
Skype: jure.grbec
My primary char: Jose El Nino - Corsair Elder captain of the SS Greenhawk

Currently Inactive due to pursuit of life long dreams, will be back...*edited* As promised am back.

[Image: opgbar.gif][Image: rightbar.jpg]
[Image: Sungi_sig.png]
  Reply  
Offline chopper
12-29-2007, 08:39 AM,
#137
Member
Posts: 2,476
Threads: 31
Joined: Oct 2007

Fighters are pretty difficult to kill a Battleship.
But bombers are not.
You should maybe concentrate your fire on the bombers, for a start, aye?

If you have 10 fighters, you will easily put aside any bomber(s), only if you'r organized.
And aim averagely.


Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.

Can't let you bash folks in your sig Chopper-Del
  Reply  
Offline bluntpencil2001
12-29-2007, 09:44 AM,
#138
Member
Posts: 5,088
Threads: 66
Joined: May 2007

Jure is right. Flying as a capital-ship's escort is near-impossible. However, rebalancing this would make things even more broken, I think.

[Image: sig-9566.jpg]
  Reply  
Offline StarButt
12-29-2007, 11:06 AM,
#139
Member
Posts: 199
Threads: 5
Joined: Sep 2007

@Blunt: i believe it was moa who said it 1st an jure confirmed it.
Theres where missiles should come in. Delivering great instant damage but limited total (cos of limited ammo, making em good vs fighters but not vs capships). Now, since missiles are broken here and too complicated to fix, how about introducing autocannons, high damage, high refire but limited ammo? Check how it was done in MechWarrior, as a good reference (energy guns would still be primary, cos balistic would eventually ran out of ammo).
Other, maybe even easier solution would be what Chopper suggested: increse projectile speeds for fighter weapons. Right now, problem with fighters not working against other fighters and bombers is due to low weapon damage, but also due to low chance to hit on a small manuverable target. Increasing fighters chance to hit other fighters, would not change balance in regards to capships. I believe some simple solution could be found to fix this matter.

Your Image exceeds Forum Regs, Please replace.......BULLDOGNK
Reply  
Offline Badger
12-29-2007, 04:53 PM,
#140
Member
Posts: 245
Threads: 18
Joined: Jun 2006

' Wrote:@Blunt: i believe it was moa who said it 1st an jure confirmed it.
Theres where missiles should come in. Delivering great instant damage but limited total (cos of limited ammo, making em good vs fighters but not vs capships). Now, since missiles are broken here and too complicated to fix, how about introducing autocannons, high damage, high refire but limited ammo? Check how it was done in MechWarrior, as a good reference (energy guns would still be primary, cos balistic would eventually ran out of ammo).

Oooh, I like this idea. New custom weapons for fighters that have comparatively massive projectile speeds and damage, but limited unguided ammo like a type of fighter sniper weapon. How about something like:

Rail Cannon (cl10)

Hull Damage: 5000
Shield Damage: 2500
Projectile Speed: 1000 m/s
Range: 1200
Refire Rate: 1.00
Energy Usage: 8000
Ammo Cost: 2000 per shot

And obviously lower versions suitable for Light Fighters.

I'd try pretty hard to connect those shots, knowing my fighter's energy stores wouldn't handle another for a couple of passes. Low refire stops high energy capacity ships (bombers) from abusing them too much, and they don't do so much damage per second or per energy that they could be abused against capships (though maybe the range could be shortened to be sure of this?).

What do people think? These numbers are completely off the top of my head so opinions are welcome. I think this is a preferable route to take as I'd much prefer a new weapon to unbalancing the characteristics of all the current weapons.

PS. Starbutt your sig pic is against forum regs, needs to be smaller mate.

[Image: flbadger2py9.gif]

Evil The Badger - Blood Dragon
(NovaPG)-Anaguma
__________________________________________________
Faction Status Page
(NovaPG) Message Dump
Reply  
Pages (22): « Previous 1 … 12 13 14 15 16 … 22 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode