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  Discovery Gaming Community Discovery General News and Announcements
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Discovery Freelancer: Fire and Fortune Release Date Announcement

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Discovery Freelancer: Fire and Fortune Release Date Announcement
Offline LuckyOne
08-04-2023, 09:21 PM, (This post was last modified: 08-04-2023, 09:23 PM by LuckyOne.)
#21
Armed to the Teeth
Posts: 490
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Interesting, so the wheels of development turn slowly, but they can get us somewhere at last.

Hopefully we get a more detailed look at the Gunboat rework. Or have I missed some leeks that were dropped earlier?

It would be nice if this old game could get a second wind with the devs finally getting some utility from the underused features of the engine.

Also, seems BCs and Cruisers will be the next meta with battleships getting turned into ??? If the BCs are damage sponges, the cruisers DPS dealers, what exactly is the role of a slow, lumbering battleship in the new balance? Target practice for the other side ?
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Offline Spectre
08-04-2023, 09:44 PM,
#22
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Not sure how to feel about the BC rework so far. Some pros, some cons, but as long as it's better than the dumpster fire that was the cruiser rework, it's fine by me.

On the topic of BCs, if modules have such massive HP pools, how will that effect combat repairs involving repair ships? Usually the plugin doesn't recognize repairs made to anything except the hull, so are there changes being made to that? Will we finally be able to repair turrets as well as the hull? I just don't want repair ships, niche as their playerbase may be, to suddenly be out of a job as far as BCs are concerned.

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Offline Rab Rintoul
08-04-2023, 09:49 PM,
#23
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Posts: 99
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Joined: Aug 2020

Ah cannae hawp ye actually let Mollys destroy Graves - wid ne'er see that comin' - if it's true, mibbie it's aboot time we stoap cawin it Devtonia

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Offline LunaticOnTheGrass
08-05-2023, 05:42 AM,
#24
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Posts: 932
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Is there something specific that the title of the update is referencing, or will we Find Out In Game?
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Offline TheKusari
08-05-2023, 06:22 AM,
#25
Resident Editor
Posts: 2,656
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Joined: May 2020

(08-04-2023, 09:21 PM)LuckyOne Wrote: Interesting, so the wheels of development turn slowly, but they can get us somewhere at last.

Seems like this is the case. All the work has come together and will be released in a handful of weeks.
Much appreciated for your hard work, everyone. Can't wait to see what the rest of the changes and additions are!




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Offline Tenshi Kuonji
08-05-2023, 11:39 AM, (This post was last modified: 08-05-2023, 11:47 AM by Tenshi Kuonji.)
#26
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Posts: 347
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(08-04-2023, 03:34 PM)Haste Wrote:
A ship is only as good as the guns you put on it. From relatively straightforward primary turrets to devastating, apocalyptic torpedoes, battlecruisers come equipped with a wide range of weapons, but in a strictly limited configuration. Each battlecruiser has 10 turrets in total: 1 Battlecruiser Heavy Turret, 4 Cruiser Heavy Turrets, and 5 Battlecruiser Standard Turrets.
Ten turrets in total might seem like too few, but this choice allowed us to make each and every slot that much more important. Players are now required to put some thought into what they put in each slot, and with less weapons on the ship as a whole, disabling individual weapons is a more viable tactical choice than ever before.
The Battlecruiser Heavy Turret is one of the class' defining features: aimed towards the rear of the ship with a generous firing arc, this weapon is the bread and butter of battlecruiser combat. It can deliver withering firepower to anything caught in its sights, but its slow turn rate provides a potential weakness for its target to exploit. We envision smart battlecruiser play to involve the constant challenge of staying out of the enemy vessel's firing arc while keeping your own on target as much as possible.
Meanwhile, the ship's Cruiser Heavy Turrets provide frontal firepower where the Battlecruiser Heavy cannot, with a diverse range of equipment on offer for these slots. The newly rebalanced Marauder and Devastator Torpedoes allow you to apply fierce pressure at long range -- but up close, Tachyon Lances and Impact Cannons are as lethal as ever.

I am sorry but i must say the idea of weapon change is kinda ... stupid ... sorry but is true, with 10 guns available for each ship is gonna be underpowered to crusiers (the main reason why battlecrusier exist is that they are supposed to be crusier/destroyer killers, not sitting ducks as they are)
As main Battlecrusier pilot i must dis-agree this change to only 10 turrets, this are my reasons about it.

Reasons:
"A normal battlecrusier has around 17 items for such, lets explain in detail, but i will explain on Tirpitz since is what i use the most

1.- Between 2 to 4 Battlecrusier heavies (Tirpitz have the nice ability in be the sweet spot, 3 of heavy turrets)
2.- As far i know, 4 of such turrets are for primary battlecrusier guns (And for uknown reason they have lesser range than crusier heavy/normal weapons, making crusier getting the best change to kill a battlecrusier because they will outperform in every aspect)
3.- That leaves with only 8 such guns as Secondaries ... (And considering Flaks are kinda weak and sometimes useless cause torpedo detonation deal same damage just cause AoE is kinda stupid if you don't keep at least 2-3 guns with flaks to defend yourself) that leaves you with only 5-6 guns to defend yourself
4.- 1 of that slot is Countermeasure
5.- 1 of that slot is Cruise Disruptor

A proposed change to the Dev Team would be ...

- Make Flaks to really push threats (cause they usually make blow a nova torpedo and even damage the ship with max damage instead a reduced one (because isn't a direct hit) or make them more useful, is incredible you need kinda 6 flaks to push a battleship missile outside place ... my ship who get 3 flaks can't push a missile warhead coming at him if is too close to me to even turn up or target it with a CD

- Leave the amount of turrets as they are, changing it, will only to reduce the player base on this ships

- Don't come here to "disabling individual weapons is a more viable tactical choice than ever before" cause is a non-sense, no one disable 1 gun by 1 gun while in battle ... and we know some players arent playing that "Fair" and we use the "Gun amount strategy" cause we get some more "Ping (Lag)" than other players cause we are in another place of the game and the game should be a germany or finland location, somewhere between that places in general, having more guns allow to create a barrier in battle more than having more DPS, and let me say it, having to think above 150ms a player is kinda hard when doing a dogfight or fleet battle, where every action counts!, plus ... everyone on here use Groupping Weapons

- If that should be effective then let's revamp every ship in game, LF and Interceptors only can mount 1 weapon, HF up to 2 Weapons, VHF/SHF Up to 3 Weapons, Bombers Up to 4 Weapons, Gunboats 5 Weapons, Crusiers Up to 8 Weapons, Battlecrusier Up to 10 Weapons, Battleships Up to 11 Weapons, Carriers/Dreadnoughts Up to 12 Weapons, that is all

Nah ... is gonna be boring, but is sad our "Development Team" takes to such desition considering how underwhelming the battlecrusier is actually against to what is supposed to stop (The crusiers), they lack the range and speed (this speed stat is kinda okay, since they can be tankier but if don't have even the range well, there is nothing to do, 4 Primary+Some Heavy can't beat any amount of crusier weaponry that tend to be impressive in range than his battlecrusier counterparts (Crusier Normal Turret has 2K Range, Heavy Weapon usually 2.5K Range), while the Battlecrusier side (Primary Guns 2.5K Range [But damn slow in Refire or Speed], + Heavier has 2.5-2.6K Range [And slowest as hell], any crusier player should be too dump to make 1.3K or less to be in range of your secondaries, and this weapons feels kinda underwhelming against them ...

- I propose if you are gonna make the ship with lesser weaponry, you buff that guns up to 250% of Damage per Shot to compensate this, or the Crusier will keep the reign in the table and world of freelancer (and we know that should not be making that way, since the game show us you need to overwhelm a battleship/dreadnought/carrier defenses to even make damage on battleships [As seen in M4 in Lore])

For example:
Rheinland Secondary Battlecrusier Turret Stats
Hull Damage per Shot : 2240 ---> 4500
Shield Damage per Shot : 1120 ---> 2250
Range : 1499 ---> 2100
Speed : 1300 ---> 1400 (Actually speed is kinda normal ranges)
Rate of Fire : 4.0 ---> 4.00 (Decent though)
Energy Usage : 8800 ---> 10000

Rheinland Primary Battlecrusier Turret Stats
Hull Damage per Shot : 8950 ---> 10000
Shield Damage per Shot : 4475 ---> 5000
Range : 2500 ---> 2750
Speed : 900 ---> 1200 (Actually speed is kinda normal ranges, a small buff can contribute to be useful against destroyers/crusiers)
Rate of Fire : 2.0 ---> 3.00 (Decent though)
Energy Usage : 60000 ---> 50000

Battlecrusier Solaris/Mitrailleuse

Only make from 1340 of range to 1500 of range
While keeping the 5.0 Refire rate

This way a battlecrusier probably get a chance against a crusier who has the ability to be sleeker and more agile to evade shots, as battlecrusier that usually is build to be more armed, armored and tankier than a crusier and even more than a destroyer, that means, crusier can still outplay a battlecrusier having more guns and armor at disposal, while a destroyer should use the ability to be sleek and even more agile than crusiers to make it to the battlecrusiers, the fight will be only "Armor vs Raw Firepower vs Agility"
So this way, Battlecrusier having less weapons are more tankier, Crusiers have more firepower in the tier and the Destroyers have more agility making them more on Hit-n'-Run tactic to kill his enemy

Of course every ship able to carry Shield Harmonics for his type, More powerful for Battlecrusier and less powerful as the class goes down, for Example in a 250K -> 125K (For BattleCrusiers and Crusiers - Destroyers)

And if this don't proof anything, i must ask the @Admins and @Developers to try beat my Crusier with any Battlecrusier you want from the game in a 1 vs 1 Combat using any equipment available to players for your setup (MK VI+Guns selled from Conn Shop *Only the ones available to players, not the test and admin versions of the guns* to make them feel the real pain is when you take to fight a crusier and not even able to push some damage against it ... In exchange i will use any crusier i have available between the accounts or shared accounts to make you see what is wrong with a class should get some serious firepower pack and tankier instead of having it sitting ducks and not even readily available to defend themself against a lower but still capital ship class)

Don't be kinda bad people, give battlecrusier some love, but not that hate in nerfing them that much, cause seriously? 1 Battlecrusier Heavy Turret (With only shooting fallback), 4 Crusier Heavy Turrets (That are OK, but i don't see the need for this change), and only 5 Turrets as Battlecrusier where you need 2-3 Flaks on your ship to make it defendable and having only 2 guns as Secondaries or worst more, 5 Primary Turrets with no secondary turrets, or that means the Primary turrets of a battleship will dissapear?!
Oh, C'Mon!!


P.D: You maybe should push out Battecrusier equipment and make the battlecrusier as it was in the past, with a Battleship Primary Weapon, a Battleship Secondaries, Crusier Turrets and a good Arc for his CD (Maybe somewhere 180° Arc) people tend to love more that way but to the new times, let the crusier turrets be able to be too battleship secondaries too) that way we could see a Battlecrusier filled with Secondaries instead of Crusier Turrets making this change a kinda special love for the ship type

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Offline Toaster
08-05-2023, 11:54 AM,
#27
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Posts: 3,136
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(08-05-2023, 11:39 AM)Tenshi Kuonji Wrote: snip

You absolutely do not understand the scope of the battlecruiser rework (the announcement is admittedly somewhat light on detail as it serves only as a teaser) and should wait until the patch is out before coming to any conclusions in that regard.

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Offline Haste
08-05-2023, 12:06 PM,
#28
Lead Developer
Posts: 3,565
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Joined: May 2012
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(08-05-2023, 11:39 AM)Tenshi Kuonji Wrote: Don't be kinda bad people, give battlecrusier some love, but not that hate in nerfing them that much

Toaster already pointed this out, but the OP is a teaser. You're missing a lot of context. Every capital ship in the game, and every capital ship gun in the game, has had adjustments to their stats. BC weapons are no different. I would be more concerned that Battlecruisers are going to dominate once people figure them out, than I am concerned that they are going to underperform.

We'll likely be posting a few "dev blog"-esque posts to put things in perspective.

If it helps, the standard prim setup of a Battlecruiser during testing has had two flaks, two prims and one pulse. This same loadout could nearly 1v3 some very competent bomber players. That should tell you those two primary turrets are nothing to scoff at (and neither are the flaks).
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Offline Nika
08-05-2023, 01:07 PM,
#29
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Posts: 1,714
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(08-05-2023, 11:39 AM)Tenshi Kuonji Wrote: snip

You clearly have no clue. This is not a nerf, either. To add to the above (assuming I may since quite a few people have access to it) - this is the new battlecruiser gameplay. To say they are underpowered is a huge exaggeration.

Do some proofchecking before you post walls of text with such complaints.

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Offline pillow
08-05-2023, 02:09 PM,
#30
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(08-05-2023, 01:07 PM)Yazov Wrote:

Let me briefly apologize for some of the audio hiccups in this video, I forgot to turn off the in-game music so when Greed (i do not know his forum account name) spliced the footage together some of my audio ended up on Haste's pov and viceversa. I saw some people speculate that there may be some audio issues with the guns so I figured I'd mention it. The audio's fine, the video is just a wee bit scuffed.
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