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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery 4.83 Beta 1 Release

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Discovery 4.83 Beta 1 Release
Offline Fellow Hoodlum
02-17-2007, 01:05 PM,
#121
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Posts: 6,386
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Verg, the bomber has always had this feature. Thats why its price is as high as it is ... The fire power is as
good firing back as forwards, hence the twin turrets.
Its a bomber and its manouverability lacks now, thats its defensive advantage.

Hoodlum

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Offline Korrd
02-17-2007, 03:52 PM, (This post was last modified: 02-17-2007, 03:52 PM by Korrd.)
#122
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Joined: Aug 2005

Correct. As it can't outmanoeuvre faster ships, it needs to fire in all directions to defend itself.

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Offline alexande-s5rf7g
02-18-2007, 08:07 PM, (This post was last modified: 02-18-2007, 08:10 PM by alexande-s5rf7g.)
#123
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I liked the RHB, with twin swarms back in the old days
even the Huggys could mount them
funny times
Offline fwolf
02-20-2007, 10:18 PM,
#124
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BUG: RH battleship at Stutgart. Was testing on Open SP. The ship explodes when undock.
 
Offline pchwang
02-21-2007, 12:50 AM,
#125
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Joined: Dec 2006

@F-Wolf: If you read readme(hence, readme) it says that the Rheinland battleship is no guaranteed safe undocking from planets.

@Korrd/Hood: Personally, I think that the bomber should have minimal defenses, and maybe three torp slots.

The reason it can mount class ten guns, as many people pointed out before is a huge factor in making the bomber "unfair", or too powerful. I think that the bomber's sole purpose should be to dive into the fray, fire off a few novas, and fly out.

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Offline fwolf
02-23-2007, 07:42 PM,
#126
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I dont known if this is a bug, but the Spyglass is being stopped by wasp cruise disruptors shoted by npcs.

I known the disruptors are more fast in this new version, but my large train is not being stopped by wasp cruise disruptors (except when they are shoted at front).
 
Offline endlessvoid
02-23-2007, 09:52 PM, (This post was last modified: 02-23-2007, 09:53 PM by endlessvoid.)
#127
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' Wrote:I dont known if this is a bug, but the Spyglass is being stopped by wasp cruise disruptors shoted by npcs.

I known the disruptors are more fast in this new version, but my large train is not being stopped by wasp cruise disruptors (except when they are shoted at front).

I think there's a large train cruise disruptor made especially for them, but I didn't knew about wasp cruise disruptors disrupting battleships, I thought that was the purpose of battleship cruise disruptors... then again this information isn't 100% sure, I've been out for a while.

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Offline BestFlyerHere
02-24-2007, 12:24 AM,
#128
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F Wolf... again, read the readme or the weapon description. Obviously, the Spyglass being disrupted is a bug. Nothing smaller than a train CD will disrupt a train from behind, and a lucky shot from a wasp, or a mosquito, may hit it. But most of the time not. Really man.

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Offline Koolmo
02-24-2007, 03:00 AM,
#129
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Posts: 1,662
Threads: 65
Joined: Sep 2006

' Wrote:I think that battleship missle and flack turrets need to deal more damage. A missle launched from a battleship should to MORE damage than an energy weapon, not less. They're huge, slow moving projectiles that should completely destroy an enemy fighter in a single blow, not give it a small dent equivilant to being hit a few times with a codie.

For example, a Cerebus turret deals 7120 hull dps for 110000 power. IF fired at max rate, 4020 dps (assuming you fire them at the quickest possible rate) Firing 1 shot from a cerebus moves the bar a little less than firing the missle, but the missle moves VERY slowly, and can barely turn, wheres the cerebus moves quite quickly, and you can fire them twice per second, rather than about once every 1.5 seconds. Even the cerebus, which is fairly slow for a BS turret, is 6.8 times faster than a missle turret.

Even the Bret. tertiary turret deals 3880 hul damage per second... but at a fully recharging rate of power loss. 200 less damage per second, but 8 of them can be fired continously with no adverse affect. Try doing that with 8 missle turrets.

So, an average fighter with mk. VIII armour can probably take 3 or 4 missle hits. From something that supposedly would be about 1/5 the size of the fighter, packed full of explosives. Even a banshee with a Mk. VIII will take at least 2, assuming the shields are already down.

Missles should be the heavy ships only defence against fighters, but as they are they're outdated and useless, good only against NPC's. And slow moving, dumb ones at that.

I think that if the damaged were increased to 10000 per shot, that would balance the massive power drain, and make them power effective. Oh, and increase the refre rate to .75, rather than .67, so you actually can fire them every 1.5 seconds.

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