• 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 General News and Announcements
« Previous 1 … 25 26 27 28 29 … 46 Next »
Discovery 4.87: Conquest - Update 6

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (10): « Previous 1 … 6 7 8 9 10 Next »
Discovery 4.87: Conquest - Update 6
Offline aakopa
03-08-2014, 08:19 PM,
#71
Member
Posts: 566
Threads: 7
Joined: Jul 2012

When Zoner battleships will get turned to transports?

[Image: 500px-Bowexsig.jpg]
  Reply  
Offline larzac
03-08-2014, 08:20 PM,
#72
Planetsmith
Posts: 344
Threads: 23
Joined: Aug 2011

(03-08-2014, 06:43 PM)Highland Laddie Wrote: I suggested this in Trade-Economy Bug thread...but why not have Invergordon Spaceport in Inverness buy mined Scrap and Premium Scrap for like 3000-3500/ea or somewhere in that range?

It makes good sense inRP, it's not that close to any scrap mining fields, and it would give Junkers and other scrap miners someplace decent to sell scrap and still have an economy.

+1, there are a project in inverness who will need a large amount of scrap, the new best sell point would be perfect there. In more, you wanted separate ALG/Junkers sellpoint, you have it like that.

[Image: XobDPoA.png]
Reply  
Offline Lythrilux
03-08-2014, 08:43 PM, (This post was last modified: 03-08-2014, 08:45 PM by Lythrilux.)
#73
Edgy Worlds
Posts: 10,356
Threads: 737
Joined: Jan 2013

(03-08-2014, 08:07 PM)Redon Wrote: [Image: OYEtGDK.png]

When I saw this, I had a short laughing fit, followed by some genuine astonishment and pity.

Are you guys even trying anymore? It's not that difficult, but you don't seem to understand what these numbers you mess around with even mean.
http://discoverygc.com/forums/showthread.php?tid=112900

I myself didn't believed it at first, and looked at the speed stat hoping that the range was unchanged.

Before .87, Gunboats were probably one of, if not the most balanced ship classes in the game.

[Image: Lythrilux.gif]
Reply  
Offline Infamous
03-09-2014, 03:04 AM,
#74
20yrs & I Only Got This Title
Posts: 76
Threads: 3
Joined: Jul 2011

(03-08-2014, 08:07 PM)Redon Wrote: [Image: OYEtGDK.png]

When I saw this, I had a short laughing fit, followed by some genuine astonishment and pity.

Are you guys even trying anymore? It's not that difficult, but you don't seem to understand what these numbers you mess around with even mean.

495m is way too short. Even a freighter with fighter turrets has a range of 700m
Reply  
Offline Kazinsal
03-09-2014, 03:15 AM,
#75
Wizard
Posts: 4,541
Threads: 230
Joined: Sep 2009

If you want to be able to absolutely demolish fighters, you have to get yourself to a point where they can also be a valid threat to you.

Retired, permanently.
Reply  
Offline t0l
03-09-2014, 03:33 AM,
#76
Space Operator
Posts: 1,827
Threads: 134
Joined: Feb 2013

Which is when they sit at 600m and shoot you with longer range guns, then thrust faster away from you if you try to return fire.

[Image: PFjFVMW.png]
Reply  
Offline Xylo
03-09-2014, 04:01 AM, (This post was last modified: 03-09-2014, 04:04 AM by Xylo.)
#77
Karlotta
Posts: 34
Threads: 1
Joined: Feb 2014

[Image: tecf821_tf4a0b7_f8446_a_jackie-chan-meme.jpg]

OMICRON ZETA STILL IN MOD????

User was banned for: It's okay, Karlotta. Take a chillaxative and call me in the morning.
Time left: (Permanent)
Reply  
Offline larzac
03-09-2014, 04:58 AM,
#78
Planetsmith
Posts: 344
Threads: 23
Joined: Aug 2011

I dont understand the choice to put solaris at 495m of range.
I could understand 800-900m but 495m??
Better delete this turret.

[Image: XobDPoA.png]
Reply  
Offline Asmodean
03-09-2014, 07:22 AM, (This post was last modified: 03-09-2014, 09:24 AM by Asmodean.)
#79
Member
Posts: 27
Threads: 4
Joined: Oct 2011

(03-08-2014, 08:07 PM)Redon Wrote: [Image: OYEtGDK.png]

Somtimes i get the idea, the only ones complaining, are players who lose their perfect only one loadout for killing
(similar to the shotgun threat).

If such loadout exist, the game is not balanced.
Just mix some weapon types and try a few setups.

Another thing: Fighter, who attack you with guns from larger distance, have to fly straight a very short period of time, otherwise they' re just spraying around. Use this window to strike back.
(I used to like razors for that moment.)

If you still think the change is wrong, take some players, go to connecticut, arange a few scenarios and film it with fraps.
Fill up an report and post it in the mod discussion area together with the video.

Talking just about stats is not constructive criticism!!!

editConfusedneaky type errors
Reply  
Offline tothebonezone
03-09-2014, 12:02 PM,
#80
Banned
Posts: 1,016
Threads: 49
Joined: Mar 2013

Im actually inclined to agree that 600-650M range on Solaris would be a lot better and fairly balanced.

User was banned for: https://discoverygc.com/forums/showthrea...tid=202684
Time left: (Permanent)
Reply  
Pages (10): « Previous 1 … 6 7 8 9 10 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