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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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The Mako Is really bad/primary turret diversity

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The Mako Is really bad/primary turret diversity
Offline Hidamari
12-25-2015, 09:54 PM,
#11
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well I cant promise anything but i'll try and see whats up.

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Offline An'shur
12-25-2015, 09:57 PM, (This post was last modified: 12-25-2015, 09:57 PM by An'shur.)
#12
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(12-25-2015, 09:30 PM)Wesker Wrote: Getting into combat range means certian death for it against literaly -ANY- battleship in the mod. It can only fire 2 primaries backwards 2 up and 2 down the only direction it can fire all 4 of its prims is foward and because of its weak armor it cannot tank into anything.

-needs better arcs.

I agree.

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Offline Wesker
12-25-2015, 10:03 PM,
#13
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(12-25-2015, 09:54 PM)Hidamari Wrote: well I cant promise anything but i'll try and see whats up.

My hero

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Offline Connor
12-25-2015, 10:39 PM,
#14
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Buff the cert range to 2.5k. And I will remind you wesker. Don't worry.

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Offline FallenKnight
12-25-2015, 10:55 PM, (This post was last modified: 12-25-2015, 10:58 PM by FallenKnight.)
#15
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(12-25-2015, 09:30 PM)Wesker Wrote: I still think primary turrets should be more diverse/flexible so it allows certian caps to have loadouts unique to others in terms of primary turrets. As it is all houses have basic prims and their house prims. There should be a wider range of house primary turrets.
+1

The cerb nerf was good thing to make battles longer and more interesting but it lead to another issue. Currently the "primaries" are the only generic weapon to use vs most BBs. Mortars are fine but they consume a lot of energy in light/medium BBs and are not able to provide constant dps.
What you've said is similar to what I had in mind about each primary turret per faction with BB to be unique considering that BB they own.
- Light BBs that are more maneuverable but lack armor and good power core should have faster primaries, that do less damage but have slightly longer range and drain less energy.
- Medium BBs that are not so maneuverable and yet can do a lot to survive, have more armor than light BBs and are slightly heavier with better core should have the current primaries but with slightly more damage to represent a heavier class of ship.
- Heavy BBs that are not maneuverable but have tons of armor and best cores with max number of turrets should have their primaries with slower speed but doing around 50% more damage than light primaries on top of slightly limited range.

So if we take the "basic" primary as basis:
hulldmg: 10,800 shdmg: 5400 drain: 37,800 speed: 800 range: 3000 refire: 2.00
Then new ones should be something like:
- Light BB Primary: hulldmg: 9,500, shdmg: 4750, drain: 27,500, speed: 900, range: 3300, refire: 2.80
- Medium BB Primary: hulldmg: 12,500, shdmg: 6250, drain: 30,500, speed: 800, range: 3000, refire: 3.00
- Heavy BB Primary: hulldmg: 15,500, shdmg: 7750, drain: 43,500, speed: 700, range: 2800, refire: 3.20

There must be some kind of distinctiveness between faction primary turrets to add more flavor during battles. Currently its "all are same with +/- few hundred HullDMG, which leads to +/- some ShDMG and etc, but overall they are mostly the same.

So, the Mako as light BB should simply have better primaries similar to what I proposed as rough example. As for the "refire rate" I typed to be around "~3.00" - I believe, after many battles during the years, that 2.00 is simply too little to compensate for the lack of hits against cruisers and even gunboats in clsoe range. The more refire the more projectiles - the more chances to land a single hit.
Overall: Primary Turrets should be balanced considering a Battleship and its stats alone per faction that owns a Battleship.
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Offline Durandal
12-25-2015, 11:08 PM,
#16
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Each battleship will need to be looked at following the cerb change. All light and medium BSes, at least until if/when we decide to rework BSes for broadside combat, will have four primary guns firing backwards, and all heavies should have four firing forward.

As for varying stats per gun, we'll see. Right now we need to get the ships working first before we can consider any additional gun changes.
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Offline FallenKnight
12-25-2015, 11:17 PM, (This post was last modified: 12-25-2015, 11:18 PM by FallenKnight.)
#17
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@Durandal Cerb nerf was good step forward in fixing caps. Hope you guys have more to give with this "broadside combat" changes but can you give some info like what is to be expected, what kind of broadside are you referring to? Small tease info would be enough.

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Offline Wesker
12-25-2015, 11:22 PM, (This post was last modified: 12-25-2015, 11:23 PM by Wesker.)
#18
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(12-25-2015, 11:08 PM)Durandal Wrote: Each battleship will need to be looked at following the cerb change. All light and medium BSes, at least until if/when we decide to rework BSes for broadside combat, will have four primary guns firing backwards, and all heavies should have four firing forward.

As for varying stats per gun, we'll see. Right now we need to get the ships working first before we can consider any additional gun changes.

Should be nice for lighter/medium battleships though for dreadnoughts I think that they should maintain their foward firing profiles (valor, Ransuer etc).

However for heavy battleships like the council battleship it would be interesting as it is the council bs is already an extremely power broadside battleship.

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Offline Haste
12-26-2015, 01:33 AM,
#19
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Broadside battleships only exist as a concept right now. Nothing's been playtested to see if balancing the whole thing against existing ships is doable.

If you've ever tried Rebel Galaxy (look up a quick gameplay video if not, if you want), the combat in that game would be a pretty good example of what I'd be aiming for with battleships. Basically heavy weapons are put on limited arcs that fire only to the side of the ship. The weapons themselves would obviously be balanced accordingly (if you simply put our current cerbs/mortars/etc on limited arcs to the side of most BS', they'd be utter garbage).

The idea is that there's more decision making (and aiming, but with the ship like you do with a forward gun) involved in BS combat this way to make it a bit more enticing than just pointing your nose at/away from an enemy. For example, you could have different loadouts on two sides. Let's say, cannonball-esque ammo-based dumbfire missiles on one end and something energy-based on the other. You'd be trying not to use up all your ammo while still maximizing damage output / minimizing damage taken. Plus in general you'd have to balance showing a smaller profile to someone versus putting out more damage.

Obviously a change like this requires a rebalance of pretty much the entire class, and loads and loads of play testing to make every ship viable from the tiny little Osiris to the Turtle. Hence why the recent cerb changes happened; broadside battleships are a lot of work and a very long-term thing, and we wanted to try and make battleship combat just a bit more varied and interesting for the time being.

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Offline Lythrilux
12-26-2015, 01:39 AM, (This post was last modified: 12-26-2015, 01:50 AM by Lythrilux.)
#20
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I am extremely sceptical if broadsides could work with a ship like the Mako given its shape. It's not designed for that sort of thing.

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