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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Old balance issues

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Old balance issues
Offline tk9780
03-17-2008, 04:44 PM,
#71
Member
Posts: 95
Threads: 14
Joined: Mar 2008

An improvement to weapons mounted on Jump Gates making the surrounding zones a little safer for friendly freighters / transports to operate, and a increasingly more hostile towards both NPC/PC pirates / smugglers.


:yahoo:Great Mod / Server :crazy:
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Offline pipsqueak
03-18-2008, 06:33 PM,
#72
Member
Posts: 970
Threads: 37
Joined: Apr 2007

hmm...how about a weapon that when you press it kills the person you are targetting instantly.
That way the "Elites" will have a plain playing field against all. The winner is who presses the button first.

My Friend, please learn to use the missles. They are really not as useless as you think.
I am no where as good as these guys but I recently started utilizing a character that uses missles in fights.
Mind you in the beginning I was hitting about 5 percent of my shots. Now I am hitting more than half...and I am still improving.

PEACE

[Image: pixresizeuo0.jpg]
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Offline Wreth
03-23-2008, 01:28 AM,
#73
Member
Posts: 4
Threads: 0
Joined: Mar 2008

Don't know if anyone's mentioned it already, but there's a thread going on here at http://discoverygc.com/forums/index.php?showtopic=10448.

A personal request from me as a new member would be if they made the NPCs a bit more hittable, maybe just go back to the old Freelancer ship movements altogether because to be frank the regeneration rate of the NPCs would be a bit more bearable if players actually had a chance to get some proper hits on them the way they jerk about now is far too irregular to follow properly and I think in some cases the actual game coding has a bit of trouble following it when you fire.

Are there any plans to fix this up any time soon?
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Offline El Nino
03-29-2008, 10:52 AM,
#74
Member
Posts: 1,248
Threads: 25
Joined: Dec 2007

I have just accuired a code weapon Solaris... and found out that it is in all ways lagging behind Nomad Blaster... 20% less dmg, 10% more consumption, not to mention same firerate... why does a CODE weapon, really high tech secret from all users, have poor stats compared to a weapon that you can basicly harvest from the "first" wild pilot or nomad you spot...

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]
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Offline tk9780
03-30-2008, 07:42 AM,
#75
Member
Posts: 95
Threads: 14
Joined: Mar 2008

' Wrote:Don't know if anyone's mentioned it already, but there's a thread going on here at http://discoverygc.com/forums/index.php?showtopic=10448.

A personal request from me as a new member would be if they made the NPCs a bit more hittable, maybe just go back to the old Freelancer ship movements altogether because to be frank the regeneration rate of the NPCs would be a bit more bearable if players actually had a chance to get some proper hits on them the way they jerk about now is far too irregular to follow properly and I think in some cases the actual game coding has a bit of trouble following it when you fire.

Are there any plans to fix this up any time soon?

:DYea hitting NPC is a real pain in the ............ Although I expect a lot of the problem is to do with 'Lag' on the server, a situation I believe the Server Admin people are looking into reducing.
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Offline El Nino
03-31-2008, 10:56 AM,
#76
Member
Posts: 1,248
Threads: 25
Joined: Dec 2007

Well missiles should be upgraded, as "noone" seems to be using them...

Wildes downgraded, me and my budy both in Osirises engaged them in omegas and we couldn't take down a single of their gunboats... even worse one of them took my budy down.... (our shots were hitting it, 40 battleship order turrets mk2 hits per second and still the gunboat is thrusting along killing us...)

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]
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Offline mjolnir
03-31-2008, 11:20 AM,
#77
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

' Wrote:Well missiles should be upgraded, as "noone" seems to be using them...

Sorry? I have them on almost all my ships...they are fine... as a secondary weapon to complement guns. If you know how to use them they can decide fights. And in 1vs1 they decide them almost every time.

EDIT(11.04.): I now see every second RoS Sabre having 1 or 2 missiles. Same with most other factions....

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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Offline mjolnir
04-11-2008, 12:06 AM,
#78
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

One long discussion about Gunboat balancing:

http://discoverygc.com/forums/index.php?sh...=14409&st=0

Short summary:

Almost everyone seems to agree with my first post (if not post here)... that says:

Liberty GB should loose one of the turrets that fire forward

Orca GB needs better firing arc on the forward firing gun or repositioning of the gun (so that it will fire straight and up)

BHG Gunship should loose at least one turret as it's much more agile than any other GB and has same firepower; and/or get less than 250 cargo space so that it can't mount Cap 8 armor.

----------------------------------------
Other things that some people brought up:

LH gunship is not really agile (compared to BHG Gunship) while it's much bigger and also has weak armor, so maybe a bit better agility.

RH gunboat some people think it should be a bit more agile (I think it's usable)

GB energy regen. vs gun drain me and few others think it could be a bit lowered, this will not change GB vs fighters while GBs will be less powerful vs capships.
---------------------------

and as already mentioned most people agree with GB missiles using ammo.

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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Offline mjolnir
04-11-2008, 12:15 AM,
#79
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

Odin VHF

After having some fights in it.. and after many fights against it. I will say it should get a bit more agile.

Turning seems fine but it doesn't really react fast on direction changes/dodging. This combined with its rather big size means that it's very easy to hit.


Thor bomber

Is much bigger and much less agile than comparable bombers: Falcata and Havoc MKII. In pure agility (not turning) it feels the same as Rheinland bomber while it's over 2 times as big. This means it's bad against fighters and GB (because of agility and size) while it's also bad against bigger ships because of the small powerplant.

Since the infocard says it uses same technologies as the Rheinland bomber it would be nice if it had the same 58k bigger bomber powerplant instead of the small one.

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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Edge
04-19-2008, 04:33 PM,
#80
Unregistered
 

A few impressions after I flew with a BHG Gunship and fought against it.

It is comparable in size with the Homeworld SHF which haves a VHF shield. On the other hand, the BHG Gunship haves a gunboat shield and better guns.

I would propose to lower the energy regen of gunboats, in general, and either to seriously pimp up the SHF, or give the gunships lvl 7 shields and a smaller power supply. Also, change the SHF shield slot to a transport shield lvl 7 max, and give it a similar power supply. After all, this was a light gunboat eh? And we identify the Gunships to be light gunboats.
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