This post is directed at two 'frowned upon' turrets, the Marsflyer Side Turret & Tizona Del Cid Turrets. Both are very nice decently powered turrets, but in comparison to capital ship turrets they excel and require very little power to operate.
I know it is frowned upon by a pretty (and astonishingly) large amount of players in Discovery to equip these turrets on your capital ship because of the damage they can provide with such a low power drain.
Now my question is, since equipping these turrets is viewed as a "dishonorable" tactic by most, does this give players facing a player with these loadouts the right to disobey server rules by F1ing in combat?
Now that I have that question out there, I have alitle input to add on battleships:
I personally believe all capital ship weaponry needs to either have it's damage multiplied by 2.5, or all power drain stats need to be reduced by 65% (Not Including battlerazors & infernos on power reduction) The reason for this is, at the current time, it takes *several* hits with just about any weapon made for a capital ship just to destroy a target, and like mentioned by Korrd before, these ships according to FL Storyline *are* supposed to have the power to do system jumps without the use of a Jumphole or Jumpgate, which requires amazing amounts of power, with that said, let me address power consumtion versus damage.
At current, capital ships equipped with any kind of weapon that is decent against fighters (excluding those weapons I mentioned above) require immense amounts of power to use, with proper capital ship turrets for dispatching fighters (even missile turrets) if you get attacked by a group of 5-10 enemy fighters and you are in a cruiser, odds are by the time you get half way through them your power capacitors are going to be either completely or nearly fully drained let alone in a fight with a battleship. At the current time battleships are pretty well balanced against eachother, but they *shouldn't* have power problems. What we need is to have alitle touch of the "power drain" granted by alot of the shield busters (tizonas specificly) that actually drain an enemy cap ships power supply, what this would do is give an advantage to the player who got the enemy cap ships shields down first, by letting them drain power on the other cap ship... So here are a few ideas and I will explain my idea of what the end result would be:
Increase Cap Ship Shields to x2 current value, give them stats that are strong vs capital ship weapons, but weak vs fighters to account for the massive increase.
Increase Damage by 2.5x on all cap ship weapons. (Excluding Battlerazor) which should get a 1.5x Damage Increase)
Increase cap ship powersupplies to reduce power at a slower rate with high-consumption loadouts. (Any cap ship should be able to fire constantly for atleast 35 seconds with their highest energy consumption loadout rated for their class of ship)
Add above mentioned "drain ability" to capital ship weapons.
Improve Inferno weapons to 3x the Shield Damage as opposed to 2.5, give them the ability to drain capital ship power supplies. (This would enable them to be usefull *after* you down the enemies shields by assisting you with keeping them from firing their weaponry)
Increase all armor values of cap ships by 15% to account for hull damage increase on cap ship weapons.
What this would do is enhance capital ship battles by enabling more loadout configurations for variety, more potential to defend yourself against fighters as you would do double damage, however I present *NO CHANGES* to accuracy, or speed of the weapons meaning the fighters can dodge them at the *EXACT* same level of proficiency they can now, it would just mean when the cap ship hits them, it hurts, like it *SHOULD* Capital ship fights would be a bit more drawn out, and this would give less experienced players that don't know how to fine tune their loadouts to perfection the ability to actually hang out in a fight longer than a minute or two.
I am going to make a side mod for Discovery that changes all these values as a balance test so Igiss won't have to, I do however ask for assistance from anyone who can assist by hosting a locked test server to test the changes out, this would be a test server so it wouldn't matter on your internet ability so long as you can hold 5 players lag free for testing purposes.
Once again the work I will start doing tommorow will be purely for balance testing purposes and *will not* be released as a Discovery alternative, it will simply be given to the testers, Igiss & administration to see if it can be a good potential for future changes within the Discovery universe, once again @ Igiss, I'll do all the work for this so you don't have to, you have more important things to do and I want to donate some of my time to myself and my fellow patrons of the Discovery Gaming Community.