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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Idea on Capships, Bombers, and VHFs

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Idea on Capships, Bombers, and VHFs
Offline Dab
10-17-2008, 10:41 PM, (This post was last modified: 10-17-2008, 10:42 PM by Dab.)
#111
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Posts: 9,570
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Joined: Aug 2005

Its not deranged imaginings. Its Akuma continuing his faction bashing here in a balance thread. He has always had problems with factions vs indies, so he tries to bash them whenever he can. No faction got an unfair capship just because the leader wanted it. IGISS dictates how a ship is. If its too powerful, he says so and reduces turrets, power, etc to what it needs to be. Faction leaders don't choose how powerful a ship it, Igiss decides that. Akuma should be blaming Igiss if he wants to blame anybody, but there is no one to blame. The game is never going to be perfect. EVE has dozens of people working on balance in the game, and even they make mistakes. (nano-HACs anyone?) We had 1 person on balance up till now, where we have more. That one person is Igiss, and even though he is a spectacular mod maker, he isn't perfect, and just like any other human, he makes mistakes. Since he can't test each version for a year, he doesn't know if balance will be perfect. No matter what the game is, balance can never be perfect, so there is no reason to lay blame when it is not needed.

There is simply the rebalancing of what needs it. Blame has no place here, logical and clear thinking does.

[Image: DFinal.png]
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Offline Athenian
10-17-2008, 10:45 PM,
#112
Member
Posts: 3,615
Threads: 363
Joined: Nov 2007

' Wrote:Its not deranged imaginings. Its Akuma continuing his faction bashing here in a balance thread. He has always had problems with factions vs indies, so he tries to bash them whenever he can. No faction got an unfair capship just because the leader wanted it. IGISS dictates how a ship is. If its too powerful, he says so and reduces turrets, power, etc to what it needs to be. Faction leaders don't choose how powerful a ship it, Igiss decides that. Akuma should be blaming Igiss if he wants to blame anybody, but there is no one to blame. The game is never going to be perfect. EVE has dozens of people working on balance in the game, and even they make mistakes. (nano-HACs anyone?) We had 1 person on balance up till now, where we have more. That one person is Igiss, and even though he is a spectacular mod maker, he isn't perfect, and just like any other human, he makes mistakes. Since he can't test each version for a year, he doesn't know if balance will be perfect. No matter what the game is, balance can never be perfect, so there is no reason to lay blame when it is not needed.

There is simply the rebalancing of what needs it. Blame has no place here, logical and clear thinking does.
Signed. Well said.




Former member of "the most paranoid group of people in the community"
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Akumabito
10-17-2008, 10:46 PM,
#113
Unregistered
 

' Wrote:Well?
Oh please do. Just not in every thread.


Well what? Have you made a bomber and submitted it on behalf of your faction, suggesting some uber stats?

I'm not in every thread.

The outcast dessie was submitted pretty much as it is in the mod, right? Are you really saying igiss decided on 12 turrets and the placement and shape without outcast faction input along those lines?
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Offline Athenian
10-17-2008, 10:52 PM, (This post was last modified: 10-17-2008, 10:55 PM by Athenian.)
#114
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Posts: 3,615
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' Wrote:Well what? Have you made a bomber and submitted it on behalf of your faction, suggesting some uber stats?

I'm not in every thread.

The outcast dessie was submitted pretty much as it is in the mod, right? Are you really saying igiss decided on 12 turrets and the placement and shape without outcast faction input along those lines?

Hey don't you have one of those?

edit: BUT to get back to the topic. All those turrets and only one crosshair - that is the problem with caps. The game engine is built for a ship being able to target only one enemy. A decent capital ship should be able to tackle multiple opponents.




Former member of "the most paranoid group of people in the community"
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Akumabito
10-18-2008, 12:52 AM,
#115
Unregistered
 

' Wrote:Hey don't you have one of those?

Yea, only after I was told I couldn't have one without the factions approval, same with my order tagged corsair cruiser.

' Wrote:edit: BUT to get back to the topic. All those turrets and only one crosshair - that is the problem with caps. The game engine is built for a ship being able to target only one enemy. A decent capital ship should be able to tackle multiple opponents.

That's not really an issue, you would still want to throw everything at one target at a time to take it down as quickly as possible when you do hit it.
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Offline bluntpencil2001
10-18-2008, 01:39 AM,
#116
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' Wrote:That's not really an issue, you would still want to throw everything at one target at a time to take it down as quickly as possible when you do hit it.
No, Athenian has a point. By all right, capships should be controlled by multiple players. One would be the main pilot, others would have control over various gun batteries. For instane, some capital ships have, let's say 12 turrets, 9 of which fire forwards. That means 3 turrets aren't getting used a lot of the time, when they could be firing independently of the main ones.

Even if they were able to all fire forwards at the same target, there is still the problem that some capital ships have individual guns which are 1000m apart. One crosshair controlling all of the guns, taking into account average distances and speeds etc really screws with accuracy. If they were separated into individual guns, or batteries, accuracy would increase dramatically. This isn#t a problem on small ships, but even on some cruisers, the distance between the guns, as well as using varying types of guns, makes it impossible to aim in certain situations.

Certain situations might include the following...

A battleship is in a large tangle with allied and enemy ships. It fires its infernos and mortars at the enemy capital vessels. Why can't it's missiles target fighters as it does so?

[Image: sig-9566.jpg]
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Offline n00bl3t
10-18-2008, 02:30 AM,
#117
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' Wrote:As it stands, an OC Dessie with two missile turrets and a capable pilot can tear bombers apart. I know this from experience.

*Smiles.*

' Wrote:Bombers need to be optimized such that they are more alike anti-cap effective.

Things that could be done are,

Decrease bomber's agility, speed, strafing, response (To make it near impossible to beat fighters).
Decrease the speed of SN (To make it near impossible to SN fighters).

Increase bomber's armor and firepower (Same reason with below).
Increase the damage done by SN (To make the bomber more cap effective).
Increase the range of SN (To make caps need fighter wings to take care of bombers).

Bombers should be basicly heavy meats with heavy firepower. But they should be prone to any kind of attack and bound to fighter support and cover. They will become tactical ships to use this way.

/signed.

' Wrote:Whatever gets done, the Kusari (red catamarans too) bombers should get an epic nerf.

They will. Yes. I agree with you. Mercs in NY really should not be using them.

' Wrote:edit: BUT to get back to the topic. All those turrets and only one crosshair - that is the problem with caps. The game engine is built for a ship being able to target only one enemy. A decent capital ship should be able to tackle multiple opponents.

We need the source code really badly.

[Image: hG0lGaj.png]
Anything I say is not intended as offensive, and to try and deliberately misinterpret it as such would be an attempt at trolling via misrepresentation.

It's not a conspiracy, it's localised bias. They're not intelligent enough to form a conspiracy.
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Akumabito
10-18-2008, 02:51 AM,
#118
Unregistered
 

' Wrote:If they were separated into individual guns, or batteries, accuracy would increase dramatically.

But you get the same effect by increasing gun damage.

' Wrote:A battleship is in a large tangle with allied and enemy ships. It fires its infernos and mortars at the enemy capital vessels. Why can't it's missiles target fighters as it does so?

You can get pretty close to that with weapon grouping, and simulate it entirely by increasing damage and decreasing fire rate, but it's all mute anyway, freelancer is a one man one ship game. If you want to buck that take 12 players and fly in formation and call it a battleship.
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Offline Fellow Hoodlum
10-18-2008, 04:30 AM, (This post was last modified: 10-18-2008, 04:30 AM by Fellow Hoodlum.)
#119
Bodacious Cowboy
Posts: 6,386
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Actually as I remember, the Outcast Destroyer , or Heugenot as it was known, had 16 turrets, 2 forward guns,
a cruise disruptor, counter measures, mines, and a large thrust capacity when it got here. And it was hardly
even Outcast specific.
Boy, would we love that ship now ...
Any way, let get back on topic, as the troll is being asked politely to get the hell out of this thread as well
please ...

[Image: sighoodlumkb4.jpg]
Some say he is a proud member of: "The most paranoid group of people in the Community."
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Offline RingoW
10-18-2008, 11:08 AM,
#120
Member
Posts: 1,399
Threads: 65
Joined: Aug 2007

"should, would and could"

There is no need to make troubles yourself or others as long as the new versions balancing was not tested by whole community in an official beta yet.

4.85 will be not to compare with 4.84. Expect to face stuff you like and you don't like. Even experienced players will have to learn again. A single player ideas cannot be the solution for all. There are too much differences and preferations.

I know most of the new features and i can say i don't like them all, while others like them. So its not me who is right and all others are wrong. It is simply a different way.

So stop the useless stress until 4.85 is available for all.

AoM
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