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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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A unique buff for the screamer?

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A unique buff for the screamer?
Offline NOVA-5
12-13-2016, 08:15 PM,
#31
Smegger
Posts: 1,392
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Joined: Jan 2009

That's right aye,
The purpose of the battle is to stay alive is it not.

Having the choice to switch weapons accordingly is good ja.
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Offline nOmnomnOm
12-13-2016, 08:22 PM,
#32
Probation
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(12-13-2016, 08:15 PM)NOVA-5 Wrote: That's right aye,
The purpose of the battle is to stay alive is it not.

Having the choice to switch weapons accordingly is good ja.

Please explain what you are trying to say?

Making vague posts doesn't help :|
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Offline NOVA-5
12-13-2016, 08:51 PM,
#33
Smegger
Posts: 1,392
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Using Nuclear mine's in confined spaces'll get you killed sooner than your opponent,
switching to Screamer's to suit gives you an edge, same as the other way round in open space.

Buffing one will just put is back as it is...Still a matter of choice.
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Offline Enkidu
12-13-2016, 09:15 PM, (This post was last modified: 12-13-2016, 09:16 PM by Enkidu.)
#34
UN| Unioners
Posts: 4,082
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(12-13-2016, 07:28 PM)nOmnomnOm Wrote:
(12-13-2016, 06:51 PM)Auzari Wrote: okay, well, first of all, it takes more than one nuke to kill another ship, (unless you're in a weak hf+or LF)

and disabling something would be op because it'd just be spammed, particularly if outnumbered, or in group fights, or mixed fights. Having a snub buzz around a cap to constantly disable it would be overpowered.

The tracking is already good enough to blast someone's shield down, it was insanely good before, along with the shield damage. I have doubts of this being coded in because it literally isn't worth anyone's time, nor is there any available coder - primarily due to the hard nature of even trying to implent it.

It's fine as it is.

@Sand_Spider the screamers explosion radius + ammo count+ shield damage was nerfed.


It's fine as it is, but would be nice to have something special.
And since you are being so realistic, how effective have mines been to be spammed in your examples of group fights for instance?

The rate at which mines hit isn't so high as you make it out to be.


In my experience Screamers are slightly superior to Nukes. They're effectively a paralyser with none of the suck. Of course you don't get that coveted double nova satisfaction (which is irrelevant in groupfights anyway unless your team is significantly outnumbered, and anybody half good can avoid nukes unless it's a joust-a-thon).

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Offline Antonio
12-14-2016, 12:35 PM,
#35
PvP = RP
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Screamers never had bigger explosion radius than nukes, at least not in the past 2 years. It's just that they had so much raw damage you could detonate it far from a snub you shot a CD at and still deshield it instantly which is why people thought it had bigger radius. The damage nerf was inevitable because of that, but I'm afraid we went a little bit too low. I'll look into it again.

As for being used against bigger ships, it's not that good in practice. Sure, you can use it against transports that thrust in a straight line, but you usually don't have a problem pvping those anyways. As for smaller ones who turret steer (and gunboats, cruisers and battlecruisers for that matter), you'll rarely be nuking them. Almost never in fact, unless they run into it in one of their steering patterns, but that depends on them more than you. What does that leave? Ships that stand still (which you should absolutely never do) and impulse strafing battleships. And even then, the battleships have a chance to insta you because of how close you have to get to mine it. Balancing it for bigger ships doesn't work unless something drastic changes.

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Offline Backo
12-14-2016, 12:41 PM,
#36
Basilica Combat Patrol
Posts: 3,594
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(12-14-2016, 12:35 PM)Antonio Wrote: Screamers never had bigger explosion radius than nukes, at least not in the past 2 years. It's just that they had so much raw damage you could detonate it far from a snub you shot a CD at and still deshield it instantly which is why people thought it had bigger radius. The damage nerf was inevitable because of that, but I'm afraid we went a little bit too low. I'll look into it again.

Here's an idea - how about you decrease the radius but keep the damage (the one pre-nerf), that way pinpoint accuracy will be well rewarded and the mines will still be useful versus bigger targets, but you won't be able to do 64m(?) distance from mine detonations that deshield as a bomber? That was the reason it all got nerfed, correct?

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Offline Antonio
12-14-2016, 12:49 PM,
#37
PvP = RP
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Not a bad idea. Yes, they got nerfed because of how consistent and effortless it was to deshield a snub.

[Image: BMdBL0j.png]
SNAC Montage Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Thruster SNAC
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Offline -Rax-
12-14-2016, 01:40 PM,
#38
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Screamers are made for bombers mostly or SHF that can fire 2 mines at once ( you drop one screamer and one nuke and if they hit they'll make ez. hull dammage) . If you fight a bomber into a snipping way ( 1 shoot SNAC ) Screamers allows you to deshield faster your target, but also kills power core. So if you know your target is also trying to snip your ship, hitting his hull with a screamer will give you the opportunity to aim a SNAC twice right before he does (taking into account he uses the same tactic)

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Offline nOmnomnOm
12-14-2016, 03:12 PM,
#39
Probation
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Only 1 ship can fire 2 mines, rax. Kinda far-fetched to say the screamer was designed for that one ship of shf class.
As for pin-point accuracy, your just decreasing the chances for it to hit.

[Image: zBEqQfl.jpg?1]
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Offline Wesker
12-14-2016, 03:50 PM,
#40
Level 99 Boss
Posts: 5,294
Threads: 457
Joined: Nov 2014

Screamers need to be completely deleted from the mod.

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