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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Salvager and Raba regen counts: too high?

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Salvager and Raba regen counts: too high?
Offline Murcielago
11-15-2014, 06:24 AM, (This post was last modified: 11-15-2014, 01:03 PM by Murcielago.)
#111
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Posts: 372
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Joined: May 2013

(11-15-2014, 02:21 AM)Karst Wrote:
(11-15-2014, 12:49 AM)Dane Summers Wrote: [words]

...words...

Well I like to play pirate so I kind of agree that I would like to have transports to be easier to kill, but hey guess what they are easy to kill.

So stop hiding under some lame excuse that players with Salvagers don't interact with others.


I like that ships here in Disco have some diversity and that they are not all the same (same stats., ect) so stop QQing people.

What? Ah yes Salvager have GB turrets and you can't kill it? Well don't go after it if you know you will lose or call back up.

Guess what:
Watch out they can bite you back!!
.

Lords will rule their land as they see fit, and the serfs shall merely beg.
Offline Mímir
11-15-2014, 07:54 AM, (This post was last modified: 11-15-2014, 09:29 AM by Mímir.)
#112
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Posts: 2,823
Threads: 182
Joined: Dec 2010

you know this whole thing about qq is based on perspective.

to me, you are qq'ing that someone want to balance Salvager to make it fit in line with the rest of the transports, rather than be botted up like a cruiser. see? perspective.

this is a relatively factual discussion regarding the subject, people are allowed to do that whether you like it or not.

another thing is disco-peeps' never-ending ability to always assume, assume, assume regarding people's motives, and then debate as if that was the factual truth, rather than base the discussion on what people are actually writing.

it's so dumb.

[Image: 120px-BhgLogo.png][Image: 120px-LH_Logo.png]
Offline Hawksmoor
11-15-2014, 08:19 AM,
#113
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Posts: 80
Threads: 7
Joined: Jul 2014

I personally don't think either ship needs changing, every ship has advantages/disadvantages it makes them more unique. It's all how you approach it, an effective tactic against one ship may not be so effective against another ship, you just have to change your tactics. So can we all just give it a rest and go back to our lives now and stop posting in this thread? Kthxbye lol.
Offline Dane Summers
11-15-2014, 08:26 AM,
#114
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Posts: 1,688
Threads: 102
Joined: Apr 2010

A crux of this issue is Premium Scrap.

As a Salvager, it has the market cornered on the best selling minable commodity in the game. It can mine it, trade it, and be hard to kill while doing so. This is vastly different from the previous mod versions.

Salvagers had very few, if any, complaints in 85 due to the fact that Junkers had much less to do, and much more people shooting at them.

In 86, the Salvager lost its awesome strafing ability - to be replaced by a rather un-needed thruster boost.

Add to this changes in weapons. AND the Premium Scrap (something for junkers to do, which was badly needed)

I've also taken it upon myself to do my own little combat experiments in the Salvager - both as the target, and as the bomber -

in this case:
three salvagers...

One Cap4, Solaris, with TS\TZ, vs a Waran with SNAC and Nova's

One UAU8 with Junker Prims, no TS\TZ, vs the same Waran,

One Cap4, Solaris, TS\TZ, vs a Thor with SNAC\Novas\Hellfires

In the first fight, I won with half my regens gone. However, I also had my thruster and half my turrets blown off.

In the second fight, the Armor8 Sally had its shield, and all but two of its turrets blown off, and only won because of a fluke (it tagged a nova right as it launched)

In the third fight, I switched to the bomber, and I lost, twice. The third time I got lucky with a Nova spam, and my opponent was typing.
I'm also terrible in bombers, and haven't had any pvp in this game in the year or so since I've been gone.

So, the conclusion I've come to is that a Salvager is not something that can be solo'd, but two bombers working together probably wont have half as much trouble. I like this as a sort of "turnabout being fairplay" - Pirates have always complained that traders should buddy up with escorts and\or convoys to increase RP - well maybe pirates should do the same.

Karst also mentioned, during our skype debate, that a Ptrans with a Charon loadout can eat a Salvager, given the time to do so. Being as that most Salvagers are armed with Solaris, it would be vastly outgunned in that fight - gunboat turrets or no.

In conclusion - the Salvager doesn't need a nerf. It was fine in the past, and the only issues it has now are things that have been added to it, such as a thrust buff. It does not need to be made worse to make up for something it never needed in the first place.

Also - stop trying to nerf things that are good - this is the cancer of disco

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Offline R.I.P.
11-15-2014, 08:35 AM, (This post was last modified: 11-15-2014, 08:36 AM by R.I.P..)
#115
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I have been solo killed in my Salavger quite a few times, just cause someone cannot fly well enough to kill one by themselves they have to complain on here that it is too tough. I got attacked by an Asco and could not even hit the ship and got killed by it, do you see a post on here of me crying that it needs nerfed?

Basically leave the salvager alone quit complaing and go practice.
Offline SnakThree
11-15-2014, 08:39 AM, (This post was last modified: 11-15-2014, 08:41 AM by SnakThree.)
#116
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Posts: 9,091
Threads: 337
Joined: Mar 2010

Dane Summers, testing against horrible opponents is surely accurate investigation.


R.I.P, Asco is another imbalanced ship, and I think it will be receiving some kind of nerf to make it hitable.

[Image: rTrJole.png][Image: LJ88XSk.png]
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Offline Dane Summers
11-15-2014, 08:55 AM,
#117
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(11-15-2014, 08:39 AM)Snak3 Wrote: Dane Summers, testing against horrible opponents is surely accurate investigation.

About the same as the earlier test.

I can do a dozen different tests, but if I'm arguing at a counter viewpoint, you will always find fault with my logic or methods

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Offline SnakThree
11-15-2014, 08:58 AM,
#118
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Posts: 9,091
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You cannot deny the fact which reveals Salvager having the highest count of effective hull points and having high thrust speed to complement high survivability rate.

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Offline Sath
11-15-2014, 09:35 AM,
#119
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Posts: 1,575
Threads: 62
Joined: Dec 2013

(11-15-2014, 06:13 AM)R.I.P. Wrote:
(11-15-2014, 02:21 AM)Karst Wrote:
(11-15-2014, 12:49 AM)Dane Summers Wrote: [words]

Awesome how you just waltz in here after not playing for....how many years now?...., completely misread the point of the thread, and tell us "kiddies" we're wrong about balance.

This thread isn't about transport survivability in general - that's a whole other can of worms that's been addressed in excruciating detail in a number of threads.

It's about two transports in particular that offer much higher survivability than others without sufficient drawbacks.
It does not matter how good you are at killing transports, if a transport has sufficient durability by virtue of its hull and regens, it will make it to the next base.
In case of the Salvager, this is taken to such an extreme that in most situations, the player can afford to just avoid interaction with an attacker entirely and solely "interact" with his or her thrust key.

Then target the truster, this whole thread is because he lost a fight, most Nerf nerf nerf! posts are.

Leave the Salvager alone!

You have this small mentality of "he loses a fight, he wants nerf". Without even reading about anything. Grow up
 
Offline R.I.P.
11-15-2014, 09:51 AM, (This post was last modified: 11-15-2014, 09:56 AM by R.I.P..)
#120
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Posts: 313
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Joined: Jul 2013

Salvager has been the same for years, i see no other reason for this except someone lost a fight or did not manage to kill one and are wanting nerfed, otherwise why has no one brought it up till now?


I know the main reasoning behind the high hull and regen count is mining in high radiation areas that cause most to use a lot of bots, cause not everyone can afford big armor or want to use up the space.
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