• 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 … 51 52 53 54 55 Next »
Solaris Codename

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (3): « Previous 1 2 3
Solaris Codename
Offline Jwnantze
01-12-2008, 09:43 PM,
#21
Member
Posts: 770
Threads: 14
Joined: Jul 2007

yes, but the outcasts are under a lot of pressure to use just outcast guns (wyrm/kraken) and the inferno is difficult to use on a fighter due to its energy usage. The whole Inferno/kraken setup on a sabre eats energy like crazy making it difficult to kill anything. Dont get me wrong, im not complaining, just the whole idea of 700 speed codenames being less energy efficiant than the krakens would defeat the whole idea.

There is nothing worth living for, unless it is worth dying for. -Elizabeth Elliott

  Reply  
Offline mjolnir
01-13-2008, 12:00 AM,
#22
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

@ Blunt... yeah that's the other way to go...... huge power used, but vanilla made Nomad guns very energy efficient... so that's why I felt it should go that way

-----------

@Duke nuke'm.... well the whole Kraken/Inferno/Sabre setup is just simply the best 100% RP that you find in the game. That's why there's a lot of pressure that Outcasts use just that one.

you just need to think about how many you mount (7 is not the right number) and use some missiles as well, they work very well against Titans + the Inferno gives even a single fighter a decent chance against GBs.

btw. I fly a Sabre with that setup ;)

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
Reply  
Offline RParade
01-13-2008, 12:12 AM, (This post was last modified: 01-13-2008, 12:13 AM by RParade.)
#23
Member
Posts: 207
Threads: 20
Joined: Nov 2007

Gunbalance does seem to be in a bad state, currently.

SOLARIS codenames are nice, but definitely not as nice as they should be, I agree. Currently as it stands, it's more viable to use a class 9 gun like the Kraken, which offers more damage (and 700m range, I think) at a sacrifice of a little extra power.

Still, though.. The SOLARIS is not a bad gun to compliment your weapon pairs with, not at all. It really sits nicely alongside a pair of Kraken's or Wyrm's.

Nomad "spammage" is a problem. The Nomad Energy Cannon is better than every gun out there save CODENAMEs, and a pair of them will use less energy on the whole than a pair of House guns, or codename weapons all the same. The Energy Cannon really seems to set a "standard" of sorts for what you should be trying to get out of your craft as a fighter pilot, and that's not a good thing considering the Nomad series of equipment is intended to be rare or unique (at best).


.. Personally, I'd like to see more variety in weapons. It'd be cool to see a gun that has a refire rate of 2.00, but with a projectile speed of 750m like the Debilitators. Has anyone ever noticed how easy it is to hit someone with a Debilitator as compared to any other gun? Must be in the projectile speed.

The problem you run into with things like Nomads and CODENAMEs is that there really isn't any way to restrict them. It's already restricted to some large extent, I mean... You can only salvage a wreck once with a character, right? This means you can't even get your own pair without making the journey at least twice.

It'd be better if you could tie it to the player's Freelancer ID, that way you could only salvage once per wreck per FL account. It would still be abused inevitably, though oddball setups like CODENAMEs/Nomads would become less common (amongst new players, anyway - older chaps would gain a huge advantage).


Is Gunbalance really so important, though? Honestly, it's not going to make much of a difference what a pilot has mounted on his fighter. Regardless of weaponry, LF/VHF fights (especially when they're fair or evenmatched) are almost always decided by who's the better pilot, and not who has the better guns. I see plenty of pilots walking into dogfights all the time with really nice setups against "lesser" setups like Kraken's or Splitters and still they get creamed just the same as anyone else does.


I do think certain setups are abit unbalancing, though.. For example, you can essentially mount two Thor's Hammers (or any other codename that does quad-digit damage) on a Fighter and it'll equate to four guns in terms of raw damage output. 'Course, your ability to hit a target is significantly less considering you've a slower gun and less guns to begin with, but if you have aim it really can provide a very nice setup with room for expansion (missiles, and so on).
Reply  
Offline chopper
01-13-2008, 12:57 AM,
#24
Member
Posts: 2,476
Threads: 31
Joined: Oct 2007

Quote:yes, but the outcasts are under a lot of pressure to use just outcast guns (wyrm/kraken) and the inferno is difficult to use on a fighter due to its energy usage. The whole Inferno/kraken setup on a sabre eats energy like crazy making it difficult to kill anything. Dont get me wrong, im not complaining, just the whole idea of 700 speed codenames being less energy efficiant than the krakens would defeat the whole idea.

And the Corsairs are under pressure as well.
And i don't see how bringing 700 speed codes will help in using OC only weapons?
You are asking those for the Outcasts and giving an argument that Outcasts are under pressure to use Krakens/Wyrms.
Point is. If you make a Code with 700 speed and more efficient then Kraken.. It will be spammed.
All around the Globe (Sirius to be exact).
And not just by Outcasts, but by all factions.
Because, the fact is that Krakens are one of the best weapons in game.
If you make a better one, and make it a Code, you'v got yourself a Code spamming by all.
It's a no-no.
If there should be a 700 speed Code, then it should be less efficient then the other Codes.
About 1:4 - energy:damage.

I am using 5 krakens (of which 2 are class 8, 3 class 9) and 1 CB, and i don't have any problems with shield on fighters.
Why? Because 90% of the server is using Graviton shields.
It's much much more better then what i can use on my Titan char, even though i have Tizonas.
Not for shields, but for fight generally, it is better.

And, having 600 speed weapons (which Corsairs have) is not exactly an advantage.
Yes, they can mix them with Codes and Nomads.
But, Outcasts really don't have to use Codes or Nomads.
Kraken and Wyrm guns are so good that there is no point.
People will disagree for sure, but i stand by my opinion that these 2 guns are better then all Codes and common people accessible Nomads (this means not counting Keepers guns).

Back on subject.
What to do with Solaris?;)

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 Ascendancy
01-14-2008, 09:43 PM,
#25
Member
Posts: 227
Threads: 10
Joined: Jan 2007

There are Codenames out there that have different ranges and projectile velocities, I'm not 100% about all of them being a little off from the standard 699 meter/600 m/s velocity, the one I do know of however is the Golden Blade has a 757 meter range and 650 m/s velocity.

Now, of course I'd be in favour of having the Solaris kept at 699/600, because it syncs with my Reaper Mk V's and Diamondbacks perfectly. Rate of fire I'd still like to see either 8.33/5.88, something greater than 3.03 or 4.00.

Honestly I would (now that I think about it) like to see the return of the Chain Gun Solaris, the Class 10 beast but minus the sniper like range and velocity, because Colada del Cids are Corsair specific and Purple Goddesses just, well, suck.

If I had my view of the Chain Gun Solaris coming back, I think the stats would be somewhere along these lines:

Hull Damage: 285
Shield Damage: 143
Damage Type: Laser
Rate of Fire: 8.33
Range: 650 meters
Projectile Velocity: 600 meters per second
Energy Use: 80-85/shot

Cost: $335,000

The infocard would probably say, "Chain Gun Solaris was developed by The Order and Corsairs, like the capital ship turret, but can be found all across Sirius (see: guard systems). Its rate of fire is lower than the Purple Goddess, but has exceptional damage."

Of course then it would null the fact its a codename weapon, but you could just make the existing Solaris Codename the rarer, slower firing, higher damage weapon than the common Chain Gun Solaris. I'm not 110% about my idea, okay, I love the weapon and I loved it as a super powerful Class 10.

[Image: AscendancySig.png?ex=68b4bad1&is=68b3695...cef5bd024&]
Thanks to Cattman2236 of E-Studios Forums for the signature.
' Wrote:The Kalashnikov. Still sees use in the hands of Coalition-aligned anthropomorphic cats Sirius-wide.
Reply  
Pages (3): « Previous 1 2 3


  • 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