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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Cap vs. Fighter/Bomber weapons.

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Cap vs. Fighter/Bomber weapons.
Offline Eternal
01-03-2009, 04:42 PM,
#31
Member
Posts: 863
Threads: 35
Joined: Mar 2008

Shaking , not SO bad ? Realy now , I can't aim at a planet with my Osiris when the hull is being hit. It's awfull.

[Image: Sabre_Kopie.png]
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Offline Nightwind
01-03-2009, 05:34 PM,
#32
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Posts: 309
Threads: 6
Joined: Apr 2006

Flak Cannons...
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Offline Markam
01-03-2009, 11:17 PM,
#33
Templar Enthusiast
Posts: 1,865
Threads: 122
Joined: Aug 2008

Think of a SNAC as a plane dropped bomb, and imagine the mortar "shells" as a battleship long range fire, the plane dropped bomb is much smaller, but it has the advantage of hitting the target at angles of which the capital ship is not designed to be hit at, hitting weak sub systems, engines and so forth, and mortars tend to hit the front of the capship as they tend to face eachother while firing, say, two battleships could shoot at eachother for a long time at long range, but a bomber could come in and drop a bomb or torpedo and hit the battleship in a weak spot accurately. (not ingame bs, i mean say WW1 stuff).

this is the only remote logical explanation for the damage differences, sure a mortar can technialy score a "critical hit", but lets say it doesnt, just cause it cant be replicated in game.

thats all i could possibly use to explain to those that want realism.

perhaps a more realistic system would be to make Battleships patheticly slow, make SN's much much weaker, but make the Battleships weapons too slow to ever hope to hit anything smaller than a gunboat (low retfire) and low shield recharge, battles would last longer (especialy with bs vs bs), but people would say its boring, and so its fine as it is.
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Offline Hades
01-04-2009, 02:18 AM,
#34
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Posts: 513
Threads: 15
Joined: Aug 2008

Quote:Think of a SNAC as a plane dropped bomb, and imagine the mortar "shells" as a battleship long range fire, the plane dropped bomb is much smaller, but it has the advantage of hitting the target at angles of which the capital ship is not designed to be hit at, hitting weak sub systems, engines and so forth, and mortars tend to hit the front of the capship as they tend to face eachother while firing, say, two battleships could shoot at eachother for a long time at long range, but a bomber could come in and drop a bomb or torpedo and hit the battleship in a weak spot accurately. (not ingame bs, i mean say WW1 stuff).
This is Freelancer, in space, not World War One. :P
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Offline Grumblesaur
01-04-2009, 08:45 AM,
#35
Fleet Tender
Posts: 2,742
Threads: 56
Joined: Sep 2008

' Wrote:Taking into consideration the size of the bomber, the SNAC is overpowered. Imo. The only reason the SNAC packs the power it does is to level the playing field against capships. People who are unwilling to pilot a capship for one reason or another want to be able to wield some devastating firepower on their own terms. The SNAC gives them that opportunity.

The game engine doesn't take overall energy consumption into account. We "know" that all ships have a finite energy supply. They burn fuel and use energy-based weapons. Fortunately, gameplay overrides reality in this situation.

If the game engine could take the energy consumption factor into account, a bomber would probably be able to fire the SNAC three times. After that the ship would be floating in space, without power. But this is just my speculation.

I wonder what would happen if the next mod converted the SNAC into a munitions-based weapon system, with the same stats but with some slight tracking ability? Would there be more or fewer bomber pilots?

Things that make you go "hmmmmmmmm".

As for the power, all ships regenerate. it's the extra power that isn't being used to fly the ship. Bombers can choose between the godawfully slow Nova Torpedo, which often involves killing oneself to use, and the Supernova, which is a bit overpowered for it's size, in my opinion.

As for the shaking that was brought up, it is awful. Being hit with anything over 2.00 refire will make it impossible to track anything.

Quote:one must not compare powerplants of each shipclasses. - they are not balanced against each other - but only balanced within. ( thats why the battlecruiser class is somewht problematic ) - you must measure percentages of what a weapon takes and how much damage is dealt for the percentage. - then you have to check how much time is needed to replenish the energy that was needed to do that damage.
Tenacity posted something along the lines of this, but not to the point of fully involving refire.

Quote:For the love of god, just wait for 4.85. And don't tell me you've waited enough, 4.85 will come eventually. Mkay? Mkay.

For the love of god, give us a straight answer. Would you leave your fellow man in the dark?

Quote:perhaps a more realistic system would be to make Battleships patheticly slow, make SN's much much weaker, but make the Battleships weapons too slow to ever hope to hit anything smaller than a gunboat (low retfire) and low shield recharge, battles would last longer (especialy with bs vs bs), but people would say its boring, and so its fine as it is.

Battleships already are pathetically slow. They have an impulse of 90 and no thrust. Making the weapons too show will only throw this into a cataclysmic unbalance and render battleships nothing more than RP ships.

I'm not talking about a full nerf here, maybe knock 10,000 damage off the SN or an extra 20,000 on the light mortar.

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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Offline Tenacity
01-04-2009, 09:15 AM,
#36
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Posts: 9,496
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Right now most battleships are pretty well off, if you get armor upgrades and are decent at flying the ship, you can last quite a long time against other capships and even bombers. The battleships with armor upgrades have enough hull and shield strength/regen to have basically zero issue with bombers unless theres 2-3 or more at a time (a single bomber will never kill a decent battleship player).

The same goes for gunboats, they're small enough and manuverable enough to avoid supernovas and larger capship weaponry, while having enough shielding/weaponry to survive most normal fighter/bomber fire, giving them pretty outstanding survivability in pvp situations except against things like battleships which can both outlast them and have more firepower.

IMO, the most problem-plagued ship type among caps right now is the cruiser. It doesnt have much more manuverability than a battleship (with a few exceptions like the talarca, BH dessie, or kusari dessie) - but it has much less powerful hull, much less powerful shielding, and less powerful weaponry. It cant dodge like a gunboat or soak up hits like a battleship.

Basically, cruiser-class vessels (even battlecruisers, tbh) are crap right now. From what I hear they're getting some much needed buffs in 4.85, but I guess we'll have to wait and see. I just always got frustrated flying my zoner destroyer and having issues with almost every ship type I had to fight against. Battleships/battlecruisers could destroy me with little effort due to more powerful weaponry and hull/shielding, and for a bomber almost every cruiser in the mod is a joke to take out, they're floating targets with neon bullseyes over them.


[Image: Tenacity.gif]
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Offline Grumblesaur
01-04-2009, 09:44 AM,
#37
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Posts: 2,742
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Joined: Sep 2008

' Wrote:Right now most battleships are pretty well off, if you get armor upgrades and are decent at flying the ship, you can last quite a long time against other capships and even bombers. The battleships with armor upgrades have enough hull and shield strength/regen to have basically zero issue with bombers unless theres 2-3 or more at a time (a single bomber will never kill a decent battleship player).

The same goes for gunboats, they're small enough and manuverable enough to avoid supernovas and larger capship weaponry, while having enough shielding/weaponry to survive most normal fighter/bomber fire, giving them pretty outstanding survivability in pvp situations except against things like battleships which can both outlast them and have more firepower.

IMO, the most problem-plagued ship type among caps right now is the cruiser. It doesnt have much more manuverability than a battleship (with a few exceptions like the talarca, BH dessie, or kusari dessie) - but it has much less powerful hull, much less powerful shielding, and less powerful weaponry. It cant dodge like a gunboat or soak up hits like a battleship.

Basically, cruiser-class vessels (even battlecruisers, tbh) are crap right now. From what I hear they're getting some much needed buffs in 4.85, but I guess we'll have to wait and see. I just always got frustrated flying my zoner destroyer and having issues with almost every ship type I had to fight against. Battleships/battlecruisers could destroy me with little effort due to more powerful weaponry and hull/shielding, and for a bomber almost every cruiser in the mod is a joke to take out, they're floating targets with neon bullseyes over them.

Perhaps the hand behind the puppet of the problem I have brought up?
Cruiser, and overall anti-cap weaponry should get something of a buff, in all aspects.

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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Offline Kambei
01-04-2009, 11:17 AM,
#38
Member
Posts: 1,115
Threads: 21
Joined: Feb 2008

flaks make game more funny:)Caps with flaks should be easier targets than ever before hehe even bomber noobs like me can be dangerous :laugh: cant wait for them.

Full flak setup can be used as indicator of noobness:laugh:

[Image: velryba5eo0.jpg]
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Offline NonSequitor
01-04-2009, 01:30 PM,
#39
Member
Posts: 911
Threads: 116
Joined: Dec 2007

@Kurosora: Not to quibble over hypothetical details, but the idea behind my energy usage statement was to point out the impossibility of a something as small as a bomber being able to repeatedly fire a SNAC. Yes, all ships' energy reserves regen over time in the game, but in a "realistic" situation, every ship would need to get refueled as well. If I remember correctly the GMG's role is to provide fuel to the Houses, so fuel is needed - according to game lore.

@Tenacity: Amen. I currently fly the BH BS. The reason for my choice is partly dictated by necessity. The BH dessie is underpowered at 8 turrets. So, you either have to go with a totally anti-cap setup or a totally anti-fighter setup. No tactical flexibility. It has difficulty taking out 1 lunchbox, and will get blasted to bits by 2. The dessie's fairly maneuverable but it's no gb. It's still a big target.

The BC aspires to be a BS, but falls short on survivability. It doesn't have the firepower of a BS, nor can it soak up damage like its big sister. I has more maneuverability than the BS, thanks in part to the thruster, but it's so big, it doesn't really matter much.

But maybe the new mod will give the smaller cappies a more useful role. We'll just have to wait and see.

@Kambei: The new flak turrets will use a lot of energy (from what I've heard), so only a maximum of 2 flak turrets can be installed. Well, you could install more, but it wouldn't do you much good. Missile boats of all classes will be a thing of the past. But you won't need many either. Bombers are going to have to be more careful when attacking BSes.
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Offline Kambei
01-04-2009, 01:56 PM, (This post was last modified: 01-04-2009, 02:36 PM by Kambei.)
#40
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Posts: 1,115
Threads: 21
Joined: Feb 2008

Megido: I heard missiles are pretty nerfed in 4.85 (delay between release and max speed of missile) so missiles wouldnt be right main guns for caps.

[Image: velryba5eo0.jpg]
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