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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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NPC Balance

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Pages (10): « Previous 1 … 6 7 8 9 10 Next »
NPC Balance
Offline Rashnok
09-01-2008, 08:44 AM,
#71
Member
Posts: 213
Threads: 4
Joined: Mar 2008

I will, considering that I beat it too. It wasn't all that hard. Hardest part was having enough cash towards the end to repair... I ended up defeating the nomads without loading up on bats or CMs... torpedoes are your friend!
  Reply  
Offline Rmlavine
09-04-2008, 05:28 AM,
#72
Member
Posts: 10
Threads: 0
Joined: Jul 2008

Their weird health set up is asinine. Shots that hit and are not registered are no fun to fire; and NPCs with health tanks that are seemingly unending make combat an exercise in rote. It hurts to drop a rather expensive high-end missile on an NPC, see it hit soundly, and then their health bar not register the hit.

It's just not that fun. It improves with flying a better ship, but I would like to be able to enjoy myself in a VHF.

Coriando [TBH]-- Corsair; Titan
Ace_Eightly-- Independent Trader; Kushan Freighter
  Reply  
Offline Stealthbreed
09-05-2008, 11:33 PM,
#73
Member
Posts: 2
Threads: 0
Joined: Aug 2008

erm... okay, yeah, this is my first post, yes I'm new to discovery, but I'm not new to Freelancer in any form...

anyway...

the npcs here are just rather ridiculous... just flying around i see nearly every player who's not trading in a capship. does this really make sense? but yeah, it does, because I've tried taking missions and the NPCs have some godlike armor that makes them nearly immune to my 2 lvl 10 and 4 lvl 9 guns (also, missiles don't do anything, but this has always been a problem with FL). this doesn't make any sense at all, and it doesn't make npcs any more 'fun,' it's not really fun at all, it's just frustrating.

someone commented that fighting one player takes 20 minutes, so fighting a whole group of npcs should take 20 minutes (sorry, this thread's sort of long and I didn't want to go back and hit quote)... well, that logic doesn't really make sense for me at least... why? because NPCs simply aren't intelligent and never will be no matter what you do to their equipment, and the whole point of playing MP is so that you can get out of the tedium of not having any real interaction. PVP will always be more fun than fighting NPCs, and that's why most people enjoy having huge clan wars whereas they usually aren't that excited by a giant NPC fight.

anyway... so I feel that fighters are rather useless for making money in any way other than escorting, and as many others have already commented, that's why nearly everyone I see uses a capship. the balance needs to be fixed on the NPCs to fix ship balance.

/rant
Reply  
Camtheman Of Freelancer4Ever
09-13-2008, 08:40 PM,
#74
Unregistered
 

Those freakin freelancers are SO ANNOYING. I have my breonia gunboat, for some odd reasons freelancers are hostile.

It takes 5 forward gun hits (19500 damage) to their hull to kill them. THATS REDICULUS.
1 forward gun hit to a normal NPC hull would be a insta kill (player fighters too...)

But then again, thats what i have the battlestar with 2 missle turrets for.

BWAYHAHAHAHA
Reply  
Offline Koolmo
09-15-2008, 04:21 AM,
#75
Member
Posts: 1,662
Threads: 65
Joined: Sep 2006

High Level NPC's, especially freelancers, are supposed to represent player-type ships running around in fighters. You would not be suprised to have to sling out a lot of effort to kill a hostile fighter, why are you suprised that it takes the same energy to kill a freelancer that it would take to kill a player?

<span style="color:#FFFF00">&quot;General Solo, is your strike team assembled?&quot;
&quot;Barely, they're pretty drunk.&quot;
</span>
SCRA Recruiting--SCRA Feedback--SCRA Message Dump--SCRA Faction Status
Jack Handey Wrote:I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it.
  Reply  
Offline bluntpencil2001
09-15-2008, 04:25 AM,
#76
Member
Posts: 5,088
Threads: 66
Joined: May 2007

' Wrote:High Level NPC's, especially freelancers, are supposed to represent player-type ships running around in fighters. You would not be suprised to have to sling out a lot of effort to kill a hostile fighter, why are you suprised that it takes the same energy to kill a freelancer that it would take to kill a player?
Well, they have armour on their Eagles that embarass pilots of Rheinland Battleships.

I want fighter armour like that!

[Image: sig-9566.jpg]
  Reply  
Offline Koolmo
09-15-2008, 04:40 AM,
#77
Member
Posts: 1,662
Threads: 65
Joined: Sep 2006

Yea, so you can put it on your bomber and take on the gottkanzler single-handed..

<span style="color:#FFFF00">&quot;General Solo, is your strike team assembled?&quot;
&quot;Barely, they're pretty drunk.&quot;
</span>
SCRA Recruiting--SCRA Feedback--SCRA Message Dump--SCRA Faction Status
Jack Handey Wrote:I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world, because they'd never expect it.
  Reply  
Offline ferongr
09-15-2008, 01:17 PM,
#78
Member
Posts: 139
Threads: 1
Joined: Jan 2008

I dont have a problem with the NPC's as they are set up right now (excluding Freelancers and Wilds). The NPC's of Flak88, those are freaking hard to kill, but not because of armor or weapons, but because of the extremely good job done on their AI. They even tractor nanobots to use them in battle >.>

[Image: sigsg8.gif]
  Reply  
Offline SanjitVignesh
09-20-2008, 02:05 PM,
#79
Member
Posts: 154
Threads: 2
Joined: Sep 2008

I want you guys to also consider this. I started freelancer multiplayer a few weeks ago. And till now, I've created some 8 characters or do. Everytime, I had to delete the character, just because I'm left with some $10 and nil NB/SB. All the missions I take are out of system. Once I took a mission in Manhattan, I had to destroy some lvl 2 Xenos in Hudson and thats 2 systams away. And added to that, after the mission, while returning to NY, I had to fight with some lvl 8 Xenos and near the Texas jumpgate, I had to battle some 10 liberty rogues and 8 outcasts. I just went mad on a rampage left with 1 nanobot left and one justice MK III left.

The last time I played, I was returning with a barracuda from Kusari to Liberty, and in Galileo I was destroyed like more than 5 times by just 5 lvl8 bloodhounds. I stopped playing for 4 days, and now I've started out with another character!

[Image: thedragon777.png]
<span style="color:#FFFFFF">Current Characters</span>

<span style="color:#FF0000">BAF|Sanjit.Vignesh : Templar</span>

[Image: j8jrjo.jpg]

<span style="color:#FF0000">Bs|TheDragon777 : Nephthys</span>

<span style="color:#FF0000">RepEx-Shipping|777 : Train</span>

<span style="color:#FF0000">TheEternal7 : Avenger</span>
  Reply  
Offline Rpgdudester
10-28-2008, 02:11 PM,
#80
Member
Posts: 58
Threads: 6
Joined: Mar 2008

I've been playing the game for a while, yeah I keep an eye on the postings around the forum but I don't post much. my main complaint, is the corsairs on a difficulty mission of 20, i'm not sure how high the missions actually go, but on the level 20 mission for killing off the corsairs, it is a PAIN IN THE REAR to kill them, especially in sigma 13 (one of my guys is a dragon affiliate) and i have a border world ship heavy fighter (don't ask) along with five class 9 weapons, and hitting the corsairs a few times, i get rid of their shields with np, but when I come even close to dropping their hull down, it bounces right back up. it gets really annoying. and their flying techniques are way off the scale, even for being better pilots, the way those guys fly are unbelievable. Is there any way to possibly get this fixed in 4.85? i mean, alot of people are complaining about it.
  Reply  
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