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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Decrease Fighter class Bots capacity,increase bats capacity.

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Pages (4): « Previous 1 2 3 4 Next »
Decrease Fighter class Bots capacity,increase bats capacity.
Offline Robert.Fitzgerald
06-10-2008, 11:56 AM,
#11
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Ships have bots and batteries for balance. If we were to include realism here, capital ships would not even have shields. The Freelancer background states they are too big to shield effectively, so let's remove shield generators for them.

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Offline Tenacity
06-10-2008, 03:06 PM,
#12
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' Wrote:Ships have bots and batteries for balance. If we were to include realism here, capital ships would not even have shields. The Freelancer background states they are too big to shield effectively, so let's remove shield generators for them.

not like they help much, against any bomber or capship your shields will go down in seconds due to the ridiculous number of superweapons out there (infernos, razors, supernovas, mortars, etc.)

And you know the shields were put on for a reason - your screen shakes uncontrollably when your shields are down in a capship, and it makes it near impossible to aim.

As it is, fighter vs fighter fights can take upwards of 20 minutes. Bombers survive -far- too easily against fighters as well, especially the more manuverable bombers like the catamaran.

Both types of ships can regenerate shields/hull half a dozen times or more with bats and bots, while no capship in the game can regenerate more than once for shields and more than twice for hull. A fighter takes 5-10 batteries to regen his shields, a gunboat takes 350.

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Offline Robert.Fitzgerald
06-10-2008, 03:10 PM,
#13
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Fighter V Fighter combats take longer due to the aspect of dodging, not necessarily the bot-bat usage. A capital ship cannot dodge fire, so it takes more hits thus more damage.

I'm all for capital ships being boosted, but it should be solved by that method. Boosting the ship's shields hull whatever, not destroying fighters by reducing nanobots/batteries to a very low amount.

Agreed about bombers vs fighters though. Bombers need a turning reduction, so they cannot combat fighters as effectively as they can now. Boosting fighters to become bomber killers may result in a lot of other balance issues, while a blanket increase in capital ship capacity should not have too much effect (bombers and other capitals would be balanced around it, while fighters may become too effective as anti-anti capital defence).

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Offline X-Lancer
06-10-2008, 07:10 PM,
#14
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' Wrote:Ships have bots and batteries for balance. If we were to include realism here, capital ships would not even have shields. The Freelancer background states they are too big to shield effectively, so let's remove shield generators for them.



actually there are shield on Cap ship....(Osiris,,a big shield generators on top of the ship.)

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Offline kingvaillant
06-10-2008, 08:22 PM,
#15
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Keep everything as it is...

Just need to practice your aim.

And Yes, Fights can last during a long time. That is what I like, Because at the end of it you can say "That was an Epic fight!"

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Offline Varyag
06-13-2008, 11:30 PM,
#16
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leave em!

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Offline Lunaphase
06-14-2008, 11:59 PM,
#17
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/signed.

when a fighter can regen past 17 direct all gun cap salvos, its too damn much, fighters shouldent be able to take cruiser guns for a while and live, dont forget it IS a capital fellas, thats why bombers exist. as it is, its already too hard for say a lib cruiser vs a bomber, why? because we cant hit the thing often enough to matter since it regens so fast, and if we do hit it? WHAM bots bats full. I find it kinda imbalanced as it is right now when a capital class vessal takes 6 hits from a bomber to kill, takes like 60 all guns hitting to kill the bomber even WITH anti fighter setups.

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Offline timmychen
06-15-2008, 01:04 AM,
#18
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How about just increasing capship B/Bs instead? (If so, also increase repari ship b/bs)
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Offline Tenacity
06-15-2008, 01:06 AM,
#19
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' Wrote:How about just increasing capship B/Bs instead? (If so, also increase repari ship b/bs)

the repair ship should be removed completely, that thing is haxxorz >.<

not to mention it's useless, you cant 'repair' allied ships without risking the enemy picking up the bots/bats you drop. You cant 'trade' bats/bots during a fight without risking the trade target getting shot to *&$^.

They need to put in that repair-ship gun where you shoot someone to repair them, and remove the stupidly high stores of bats/bots.

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Offline timmychen
06-15-2008, 01:47 AM,
#20
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' Wrote:the repair ship should be removed completely, that thing is haxxorz >.<

not to mention it's useless, you cant 'repair' allied ships without risking the enemy picking up the bots/bats you drop. You cant 'trade' bats/bots during a fight without risking the trade target getting shot to *&$^.

They need to put in that repair-ship gun where you shoot someone to repair them, and remove the stupidly high stores of bats/bots.

Meh, it's not that useless, just learn to trade fast. It takes six clicks, and if you're fast enough, five seconds. You can still dodge while trading (capships can't dodge anyways).
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