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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Removal of Cerberus Turrets or Replacement?

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Poll: Replace or Remove Cerberus Turrets?
You do not have permission to vote in this poll.
Yes.
35.40%
40 35.40%
No.
54.87%
62 54.87%
Will post my own idea...
9.73%
11 9.73%
Total 113 vote(s) 100%
* You voted for this item. [Show Results]

Pages (11): « Previous 1 … 7 8 9 10 11 Next »
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Removal of Cerberus Turrets or Replacement?
Offline Hidamari
04-12-2015, 03:55 PM,
#91
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Posts: 2,100
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(04-12-2015, 03:17 PM)Punisher5431 Wrote:
(04-12-2015, 01:40 PM)Hidamari Wrote: how have i not seen this thread yet.

yes remove cerberus they have made battleship combat as uninteresting as the cap combat their creation was supposed to resolve...

Cap combat is very interesting, and very fun and requires skill. Not sure how you find it boring given just how epic pews In caps can be. Cerbs kinda did resolve it. Fighting prims only is stupid.

No it didnt resolve it at all. it went from everyone having one loadout, to the system being changed to make it more interesting, meaning everyone had the exact same or as close to the loadout they had before that was 'boring' as they could get.

they decreased the number of guns that you could have that did loads of damage, but inceased the damage by 10 on each of those guns, those being the current prims and cerbs.

absolutely nothing has changed.
Offline SnakeLancerHaven
04-12-2015, 04:45 PM,
#92
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Posts: 2,873
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(04-12-2015, 02:55 PM)nOmnomnOm Wrote: Maybe if you just decrease range of cerbs so that they are only effective at close range? Then you would use other guns at long range and if you took the risk to go more hard then you would have to come close?

Well, if you do that, not much will change anyway.

Because literally, Cloak engages will still deal great dmg, that's what many do.

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Offline Highland Laddie
04-12-2015, 05:02 PM,
#93
Member
Posts: 2,082
Threads: 21
Joined: Mar 2013

Well, with cloak engaging, the attacker risks being shieldless if his target has any support, so that's all part of the tradeoff. What needing the Cerberus DOES affect would be very part of the fight that happens after the ship has decloaked.

Maybe, make shield recharge time after a cloak take longer? Or make uncloaking use up a good portion of energy?
Offline Wesker
04-12-2015, 06:41 PM,
#94
Level 99 Boss
Posts: 5,324
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(04-12-2015, 03:55 PM)Hidamari Wrote:
(04-12-2015, 03:17 PM)Punisher5431 Wrote:
(04-12-2015, 01:40 PM)Hidamari Wrote: how have i not seen this thread yet.

yes remove cerberus they have made battleship combat as uninteresting as the cap combat their creation was supposed to resolve...

Cap combat is very interesting, and very fun and requires skill. Not sure how you find it boring given just how epic pews In caps can be. Cerbs kinda did resolve it. Fighting prims only is stupid.

No it didnt resolve it at all. it went from everyone having one loadout, to the system being changed to make it more interesting, meaning everyone had the exact same or as close to the loadout they had before that was 'boring' as they could get.

they decreased the number of guns that you could have that did loads of damage, but inceased the damage by 10 on each of those guns, those being the current prims and cerbs.

absolutely nothing has changed.

More balanced that way I'd rather have that then have house based heavies that are op for some houses and crap for others.

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Offline Pacific
04-12-2015, 09:32 PM, (This post was last modified: 04-12-2015, 09:35 PM by Pacific.)
#95
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(04-12-2015, 12:13 PM)Crackling Wrote:
(04-12-2015, 11:47 AM)Pacific Wrote: This is what I can come up with a idea, remove cerberus and give capital vesssels more variaty of gun like for example a big beam cannon that deals massive damage but with a slow fire rate. Also remove ammo for the missles or allow players more ammo because 20 battleship missles is not enough.

At first they whine about missile spam, then ask to return it.

I wonder why 20 is not enough for you. Do you like to fire them at fighters?

Quite frankly no I only did shoot fighters with missles in cases of self defence, I mainly use'd missles against caps as torpedos, since I can focus on dodging and don't worry about aim nor getting in range of the enemy, not to metion immersion. Also I don't have anything in mind for more capital ship weapons like spazzy offered.

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Offline Fluffyball
04-12-2015, 10:46 PM, (This post was last modified: 04-12-2015, 10:57 PM by Fluffyball.)
#96
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What about making separate House versions of guns for caps that are in effect either like Cerbs and Solarises with slight firerate/damage differences?

Commercial tech shouldn't be better than military tech in my opinion, by the way. It should make military tech try harder to surpass the stronger competition.

It's like, "So, I saw Liberty Navy vessel with Rheinland-born technology on board... Did Ageira lose its contract with Navy or something?"

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Offline Titan*
04-15-2015, 09:46 PM, (This post was last modified: 04-15-2015, 10:04 PM by Titan*.)
#97
Developer
Posts: 1,077
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Maybe add more primary turrets to Battleships, 5-6 to Light caps 6-7 to medium 8-10 to heavy caps. Why every faction firing green lasers? This suck, .85 was better... They just copied projectile effect from vanilla freelancer, Just look at the rheinland battleship in vanilla, its firing with cerberus turrets.
Offline Hidamari
04-16-2015, 06:59 PM,
#98
Member
Posts: 2,100
Threads: 217
Joined: Jul 2009

less spam guns.

increase the speed and range of the skill shot guns.

that is the way forward, removing cerbs and adding a million primarys instead is not a resolution.

in actual fact if you did that you would have gone from .85, to now, back to .85 again.
Offline AceofSpades
04-16-2015, 07:38 PM,
#99
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Posts: 491
Threads: 86
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(04-16-2015, 06:59 PM)Hidamari Wrote: less spam guns.

increase the speed and range of the skill shot guns.

Do this please.
It'd be much more fun to get insta'd in a bomber by a sly Razor shot than to spend the obligatory 10 minutes dodging a wall of green while you keel.
Offline Crackling
04-18-2015, 04:01 PM,
#100
Member
Posts: 138
Threads: 7
Joined: Sep 2014

Vanilla had 3 types of guns, as I remember. Primary, secondary, teritary. And there were guns with 2 or 3 barrels. Why not to do something like that and remove cerbs?
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