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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Community Input: Nanobots on Capital Ships

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Community Input: Nanobots on Capital Ships
Offline Tabris
11-17-2016, 11:13 PM,
#11
Member
Posts: 2,710
Threads: 335
Joined: Dec 2007

It's fine as it is at present. No need for further changes at this time.
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Offline Corile
11-17-2016, 11:13 PM,
#12
C::iemka pl
Posts: 3,248
Threads: 267
Joined: Apr 2014

I quite like it, I don't need to reach to my reload keys.




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Offline Wesker
11-29-2016, 05:44 AM,
#13
Level 99 Boss
Posts: 5,296
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Joined: Nov 2014

4.87 was better

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Offline Eugen
11-29-2016, 05:55 AM, (This post was last modified: 11-29-2016, 05:56 AM by Eugen. Edit Reason: brain fart )
#14
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Posts: 210
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how about a self repair over time up to a fixed limit outside of combat if the engine alows it.
just for exemple the for a dread the max self repair is to 90% of the hull the rest only goes with repair ship support or station repair .

lore wise you could say the ship crew / damage team does fix the vital stuff like hull breaches after a combat but has not the tools /recourses/time to fix all .

also subsystems and modules will only repair able in stations .

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Offline Felipe
11-29-2016, 11:00 AM, (This post was last modified: 11-29-2016, 11:03 AM by Felipe.)
#15
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Im against the removal of nanos, at least in Cruisers and battlecruiser by a simple point: lots of ppl say its unfair use them against smaller targets, but forget skill isnt matter of those who want or not to have it, a Capital ship is. If you want a capital, you trade a lot, get the cash and buy it, then you can fight a little more efectivelly, not only a flying target.
I think most good PvP players dont realize that is frustrating get exploded again and again without any chance, and most begginers wont stay on game because of that. But hey, just my opinion, i have one cruiser, and som 15 snubs, and think talking less by me, more for people who want it. Another thing is that most newcomers dont participate much on Forums, so the voting isnt THAT balanced...

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Offline Felipe
11-29-2016, 11:04 AM,
#16
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(11-29-2016, 05:55 AM)Eugen Wrote: how about a self repair over time up to a fixed limit outside of combat if the engine alows it.
just for exemple the for a dread the max self repair is to 90% of the hull the rest only goes with repair ship support or station repair .

lore wise you could say the ship crew / damage team does fix the vital stuff like hull breaches after a combat but has not the tools /recourses/time to fix all .

also subsystems and modules will only repair able in stations .

Liked the idea Wink

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Offline Titan*
11-29-2016, 11:52 AM,
#17
Developer
Posts: 1,075
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(11-29-2016, 05:55 AM)Eugen Wrote: how about a self repair over time up to a fixed limit outside of combat if the engine alows it.
just for exemple the for a dread the max self repair is to 90% of the hull the rest only goes with repair ship support or station repair .

lore wise you could say the ship crew / damage team does fix the vital stuff like hull breaches after a combat but has not the tools /recourses/time to fix all .

also subsystems and modules will only repair able in stations .

pls no, some capital ship dont even take damage this will make them overpowered.

(11-29-2016, 11:00 AM)Felipe Wrote: Im against the removal of nanos, at least in Cruisers and battlecruiser by a simple point: lots of ppl say its unfair use them against smaller targets, but forget skill isnt matter of those who want or not to have it, a Capital ship is. If you want a capital, you trade a lot, get the cash and buy it, then you can fight a little more efectivelly, not only a flying target.
I think most good PvP players dont realize that is frustrating get exploded again and again without any chance, and most begginers wont stay on game because of that. But hey, just my opinion, i have one cruiser, and som 15 snubs, and think talking less by me, more for people who want it. Another thing is that most newcomers dont participate much on Forums, so the voting isnt THAT balanced...

removal of nanos changed nothing.
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Offline Fish
11-29-2016, 12:09 PM,
#18
Member
Posts: 820
Threads: 117
Joined: Nov 2015

I unexpectedly came to like the removal of nanobots on battleships. While it still has basically the same health as befotr if you include bots, it does make it feel more powerful. Having to use nanobots on battleships was always a moment of panic. "Wow, they managed to take 50% of my hull in one salvo. If i run out of bots, surely i will die." But now it takes much more to inflict that kind of damage, at the expense of losing the ability to regen.

It's fair. I like it
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Offline Jack_Henderson
11-29-2016, 01:04 PM,
#19
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

I think we should also include this change for Cruiser class.
Up to gunboat can have Bots, larger than that? No.

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Offline Hubjump
12-03-2016, 02:34 AM, (This post was last modified: 12-03-2016, 02:37 AM by Hubjump.)
#20
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Posts: 606
Threads: 37
Joined: Apr 2014

(11-29-2016, 01:04 PM)Jack_Henderson Wrote: I think we should also include this change for Cruiser class.
Up to gunboat can have Bots, larger than that? No.

i agree with this,i dont like seeing battle cruisers the most OP caps out their just shrug off a 5-20min duel
the power of a BS and the speed of a dessie or gunboat...whos idea was this? they do the cap killing role a little too unskillfully by just staying at range and sniping to death

also the BC's get no punishment for messing up apart from losing 10% hull maybe 20% if you get lucky against them so a hull buff isnt needed that much to compensate anyway...

and im on about generic crosshair aiming and stock BS loadouts like the 2/4 prims sometimes 2 pulses and cerbs+mortar setups and so on,missles are terrible anyway so they do not counter the BC
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