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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Old balance issues

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Old balance issues
Offline Othman
06-27-2008, 10:38 PM, (This post was last modified: 06-27-2008, 10:39 PM by Othman.)
#91
Member
Posts: 2,013
Threads: 49
Joined: May 2007

Have this idea lately lingering through my mind. The Unioners' Protector gun has the neutron technology, which is similar to the Corsairs' Salamanca. I guess that could be connected with the past alliance they had. Now that diplomacy between the two has been revamped and Unioners are a Rheinland faction all in all, maybe reverting their neutron tech to the tachyon and giving the gun a speed and range around 700, just like the Bretonian Splitter but with slightly less damage/energy efficiency would fit better.

The reason I gave Splitter as example here is that it is the only tachyon gun with the same refire rate Protector has, which is 4.00.

On the uncharted lagoons of anguish, I sail with a canoe made of my sins.
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Offline mwerte
07-02-2008, 06:58 AM,
#92
Old Man
Posts: 4,049
Threads: 0
Joined: Nov 2007

the buying price of Pharmasuticals on Freeport 5 needs to be increased. From $680ish to $1150ish? They need all the medication due to the constaint radiation poisoning.

Also, I noticed that Cobalt is said to be used in pretty much all ship engines everywhere, but only one or two bases sell it (Freeport 11 for $125) and only a few bases actually buy it for more then $120. I think all shipyards should need this item for at least $600-$800.


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Edge
07-02-2008, 02:30 PM,
#93
Unregistered
 

For some reason, you can't sell Diamonds on Kyushu anymore. Checked that with two =CR= traders (Varsovia and another guy). It shows that "possible cheating" message and kicks the player out.
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Offline GodsFavorite
07-02-2008, 02:46 PM,
#94
Member
Posts: 84
Threads: 7
Joined: Jun 2008

ahem *looks at Edge-Minator*

http://discoverygc.com/forums/index.php?showtopic=19039

We know you meant well
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Offline mjolnir
07-16-2008, 08:06 PM,
#95
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

Liberator might need a bit turning speed decrease.

It's the smallest LF in game, has great agility and Vengeance synchronize nicely with Debilitators.

Wyrm has a bit slower turning and same "agility", it's also a bit bigger, Even with that it's still a great LF.

So maybe moving Liberator a bit towards it.


Chopper and Skoko pretty much agreed on this as well.

=================================================================

Here: http://discoverygc.com/forums/index.php?sh...=20066&st=0

is actually a thread about LFs.

I believe some others need a bit of agility increase:
Decurion, Griffin, Hyena, Sea Serpent


==================================================================
Another thing suggested before was to increase the reverse speed of LFs. To some 30-50.

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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Offline Muleo
07-16-2008, 08:53 PM,
#96
Member
Posts: 862
Threads: 38
Joined: Jan 2008

To follow up from what Eppy was saying about the Outcast battleship and the Bretonian battleship...

[Image: front.png]
[Image: top.png]

The Legate is huge, the hitbox is tall and wide from the front, crippling it in 1v1 engagements, and it's almost impossible to miss with supernova too, because it's so wide and slow.

Corsair dreadnought
Gun/Turret Mounts: 0/16 (only 13 fire forward)
Armor: 480000
Cargo Space: 1600
Max Batteries/NanoBots: 800/800
Power Output: 7000000
Max. Impulse Speed: 90
Equipment Mounts: CM, CD

Outcast battleship
Gun/Turret Mounts: 0/14 (proposed 0/16 (with 14 forward))
Armor: 410000 (proposed 450000~460000)
Cargo Space: 1500
Max Batteries/NanoBots: 800/800
Power Output: 7000000
Max. Impulse Speed: 90
Equipment Mounts: CM, CD

Bretonian battleships
Gun/Turret Mounts: 0/14
Armor: 440000
Cargo Space: 1600
Max Batteries/NanoBots: 800/800
Power Output: 7000000
Max. Impulse Speed: 90
Equipment Mounts: CM, CD


The Legate is a beautifully modelled ship, however it's quite literally crap. It can't hope to take on the Zoner Juggernaut, the Juggernaut is even larger, but it doesn't matter much as neither ships can dodge at a 1v1. The Juggernaut has 16 guns forward, and 550k hull (70k more hull than the Legate).

IMO the Legate should have 2 more turrets that fire forward, making a total of 18 turrets, with 15 forward (3 rear only). In fact, there's actually 2 spare 'slots' where turrets could be placed. A small hull boost is probably also necessary, something like 500k hull.

[Image: empty.png]
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Offline Lucend
07-16-2008, 08:58 PM,
#97
Member
Posts: 506
Threads: 29
Joined: Sep 2007

I"m personally in favor of Corsair ships having more of a "tank" feel to them. The Titan has more hitpoints than most fighters, and is slower. The Capships should mirror this, I think.

"The thirteen saloons that had lined the one street of Seney had not left a trace. The foundations of the Mansion House hotel stuck up above the ground. The stone was chipped and split by the fire. It was all that was left of the town of Seney. Even the surface had been burned off the ground.
Nick looked at the burned-over stretch of hillside, where he had expected to find the scattered houses of the town and then walked down the railroad track to the bridge over the river. The river was there."

Osaika Moto, the Fall and Rise of a Kusari Farmer

Juan Lucendez, √ Corsair
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Offline Muleo
07-16-2008, 09:00 PM,
#98
Member
Posts: 862
Threads: 38
Joined: Jan 2008

' Wrote:I"m personally in favor of Corsair ships having more of a "tank" feel to them. The Titan has more hitpoints than most fighters, and is slower. The Capships should mirror this, I think.

Yea, just look at the Corsair gunboat, big fat and slow but a crapload of guns. Then you have the Legate, big fat and slow, but not so big load of guns :/
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Offline mwerte
07-19-2008, 06:19 PM,
#99
Old Man
Posts: 4,049
Threads: 0
Joined: Nov 2007

Speaking of Battleships and capships and ect...

A recent bomber and gunboat task force hammered on a Liberty Dreadnaught but then left it pretty battered, like, 2 boxes of hull left, no bats/bots. We left it thinking that it would be more damaging to the commander to have to deal with the repair bill then it would be to deal with the "death". Well, there were a few of us in TeamSpeak, including the Dreadnaught's captain and he reported with some glee in his voice that the damage was only a few thousand credits. whereas the damage to my gunboat (which was down to about half hull) was well into the hundreds of thousands of credits. This is REALLY out of proportian and should be fixed please.


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Offline SanjitVignesh
09-20-2008, 01:38 PM,
#100
Member
Posts: 154
Threads: 2
Joined: Sep 2008

The repair costs does not depend on that. It has to do with the hardpoints that were hit. You could also have kept using NBs and SBs a lot. So though the hull was half-full, you would still have undergone plenty of damage.

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