• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
« Previous 1 45 46 47 48 49 … 55 Next »
Cruiser Balance

Server Time (24h)

Players Online

Active Events - Scoreboard
Kusari Super Alloy Shipments - 542,500 / 2,000,000
LSF Arms Shipments - 77,750 / 2,000,000
LSF Munition Shipments - 62,830 / 2,000,000
Pirate Black Market Shipments - 290,625 / 1,000,000
Dragon Bounties - 6 / 10,000
KOI Bounties - 13 / 10,000
LSF Bounties - 11 / 10,000
Samura Bounties - 3 / 10,000

Latest activity

Pages (13): « Previous 1 2 3 4 5 6 … 13 Next »
Cruiser Balance
Offline mjolnir
08-12-2008, 12:32 AM,
#31
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

Cruiser weapons do have range that's more than enough.

Light Mortar has 3.5 which is enough to bombard any BS out there.
Infernos have 2k.
Normal guns 2k as well.

Don't really know what cruiser forward guns have, but I believe it's 2k, so it can be upped to 3.5 as well.

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
Reply  
Offline Blodo
08-12-2008, 12:37 AM,
#32
No Pilot
Posts: 2,852
Threads: 128
Joined: Jan 2008

Perhaps have normal guns upped to 2.5k though? So it's easier to keep range for it? Or would that unbalance it too much?
  Reply  
Offline Tenacity
08-12-2008, 12:43 AM,
#33
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

light mortars are useless on cruisers. They take too much energy, and at that kind of range you cant even hit another cruiser with one. The only target you'll be hitting is a battleship that isnt moving.

you should also keep in mind that maintaining distance from a target is very difficult in a cruiser. Even with your thrusters, you dont have the manuverability to get distance and face your opponent like a gunboat does (with the exception of obvious more agile cruisers, like the kusari destroyer and talarca).

I tried using light mortars on my zoner destroyer when I was using one for aki.kimura for the order... it was ineffective. I do more damage more consistently with a full 9 order cruiser turret setup than I do using -any- of the 'special' weapons (cerbs, razors, infernos, mortars).

Really, all those weapons need to be entirely rebalanced.

[Image: Tenacity.gif]
Reply  
Offline Blodo
08-12-2008, 12:45 AM,
#34
No Pilot
Posts: 2,852
Threads: 128
Joined: Jan 2008

Well, if Mortars would be made any faster, they would be used for sniping fighters which would be ridiculous...
  Reply  
Offline Tenacity
08-12-2008, 12:49 AM,
#35
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

' Wrote:Well, if Mortars would be made any faster, they would be used for sniping fighters which would be ridiculous...

speed isnt entirely the issue, though they are pretty slow and difficult to aim at any distance over 1k.

The issue is energy cost for damage output. Compare the mini razor to a gunboat or cruiser razor... it does more than twice the damage, for about a tenth of the energy cost. That is not balanced.

The light mortar costs 500,000 energy to do something like 48,000 damage. A cruiser (at least, my zoner destroyer) is only able to fire two light mortars before being run dry of energy, and the energy regen rate on cruisers is absolutely laughable.

when my zoner dessie's setup was 2 light mortars + 7 order cruiser turrets, those two light mortars dropped my energy bar to about 10-15%. If I fired all 7 of the cruiser turrets after that, my energy would drain further... basically it allowed me to use those mortars -once- in a fight, and after that I had either significant downtime while waiting for my energy to regen, or was stuck using normal turrets (and less than most other ships have) for the rest of the fight.

All of the capship 'special' weapons need to be remade. They cost too much energy for too little damage at the moment.

[Image: Tenacity.gif]
Reply  
Offline ScornStar
08-12-2008, 01:06 AM,
#36
Member
Posts: 1,128
Threads: 69
Joined: Jan 2008

' Wrote:Cruiser weapons do have range that's more than enough.

Light Mortar has 3.5 which is enough to bombard any BS out there.
Infernos have 2k.
Normal guns 2k as well.

Don't really know what cruiser forward guns have, but I believe it's 2k, so it can be upped to 3.5 as well.

Damage on criuser weapons are almost universally weaker than fighter CODE names however. Corsair cannons do about 830

Zoner cannons (arguably the best) 1200 There are some who do more damage but fire much slower.

I'm happy with projectile speed. Just get agravated waiting on my turrets to catch up.

The upper end cannons fire slower but even the anti fighter guns Solaris and Corsair cannons are weaker than weapons mounted on fighters.

SOmething to be considered. Since they take more energy and a bomber with the micro Criuser guns can fire them indefinately, while flying circles faster than the mechanics of the turrets allow for tracking.

Just a note to folks turrets are NOT slow. We have very good turret tech now and NO ONE can out manuver a turrets traverseing capabilities. Can we make the thurrets here traverse as fast as the player at least?

Eat Babies!!!!!!!!!!
Join our cause for a baby free world.
Harvester diplomacy
[Image: Harvester00acopy.jpg]
  Reply  
Offline Tenacity
08-12-2008, 01:15 AM,
#37
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

I just think it's ridiculous that a fighter or bomber can mount more firepower, with more energy efficiency and manuverability, than a capship can. Mini razors should not be doing more damage than gunboat/cruiser/battleship razors.

Right now the only thing that makes capships more powerful than bomber or VHF counterparts is that they have better shields and more armor - other than that everything about them is worse.

[Image: Tenacity.gif]
Reply  
Offline ScornStar
08-12-2008, 02:36 AM,
#38
Member
Posts: 1,128
Threads: 69
Joined: Jan 2008

Yeah MINI means better in Latin.:crazy:

Eat Babies!!!!!!!!!!
Join our cause for a baby free world.
Harvester diplomacy
[Image: Harvester00acopy.jpg]
  Reply  
Offline n00bl3t
08-12-2008, 04:14 AM, (This post was last modified: 08-12-2008, 04:15 AM by n00bl3t.)
#39
Member
Posts: 7,448
Threads: 108
Joined: Mar 2008

' Wrote:Well, if Mortars would be made any faster, they would be used for sniping fighters which would be ridiculous...

Corsair Vs Outcast fight in Eta some time ago. (The one where Aki came out.)

One of the Corsairs flew between me and one of the OPG GB's and got creamed.

Edit: By a Light Mortar.

[Image: hG0lGaj.png]
Anything I say is not intended as offensive, and to try and deliberately misinterpret it as such would be an attempt at trolling via misrepresentation.

It's not a conspiracy, it's localised bias. They're not intelligent enough to form a conspiracy.
Reply  
Offline Colonel Z.e.r.o.
08-12-2008, 05:05 AM, (This post was last modified: 08-12-2008, 05:08 AM by Colonel Z.e.r.o..)
#40
Member
Posts: 1,065
Threads: 111
Joined: Dec 2007

The only ship I even care about about putting light mortars on is the BH BC. the light mortar in terms f stats is equal to 2 razors (BS I think). I would like to be able to see more skill being necessary to win against another of it's class. Instead of it being who has the higher armor upgrade + turrets.

I don't know if you seen the anime "Nadia secret of blue water", but seeing the way captain nemo handled things definately made me feel like capital ships overall could be more than just moving targets.

[Image: Blood__Gold_250_no_feather.png]
Nathan's Log || The "Real Story" of Lenox Casper
  Reply  
Pages (13): « Previous 1 2 3 4 5 6 … 13 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
2 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode