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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Missiles

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Missiles
Offline Jordi
01-08-2009, 06:26 PM,
#11
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Posts: 118
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Joined: Feb 2008

In my oppinion it is a matter of balance between Missile Power vs Max # of missiles in bay.
With current setup, it is OK because up to 70 missiles are allowed per Bay.

If missiles or Torps are going to be buffed, they Fighters/Bombers should not be able to carry so many.

Also it makes no sense to use Torps to kill fighters. It's like kill a mosquito with a machine-gun. But hey not many things are realistic in Disco, because everything has been balanced to increase gameplay/fun


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Offline ... kur nubėgo?
01-08-2009, 06:31 PM,
#12
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Posts: 3,019
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Joined: Jul 2008

As I said missile should do 1/3 or 1/2 damage most of the time. And how you evade them is your own skill. You can always shoot train to kill misiles near the shooter.

Omega Pirates Guild
History of OPG | Antonio "Vilkas" Devivar
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Offline Primus Avatar
01-08-2009, 06:31 PM,
#13
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Posts: 1,046
Threads: 52
Joined: May 2008

' Wrote:Target is skill.


Skill? SKILL? You think everyone drives a VHF in this community? What about battleship or cruiser missiles?
It takes no skill, it automatic, and its bad. (the reason should be obvious, i hope i dont have to explain it again)


Yes...a missilewhore will spam it...but it still serves him no good since it only takes one 80 degrees turn to dodge them

wassup
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Offline ... kur nubėgo?
01-08-2009, 06:43 PM,
#14
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Posts: 3,019
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' Wrote:Skill? SKILL? You think everyone drives a VHF in this community? What about battleship or cruiser missiles?
It takes no skill, it automatic, and its bad. (the reason should be obvious, i hope i dont have to explain it again)


Yes...a missilewhore will spam it...but it still serves him no good since it only takes one 80 degrees turn to dodge them

THe gunboat missiles are to tought, thats it. Furthemore, simple fighter missiles gains the speed of a fighter not like just simple gb missiles.

Yes skill. You can not just spam cannonballs and hope that it hits the target easily. The are used only in moments than your chance to hit is the highest. (not only in jousting).

Omega Pirates Guild
History of OPG | Antonio "Vilkas" Devivar
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Offline Kambei
01-08-2009, 08:51 PM,
#15
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Posts: 1,115
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Joined: Feb 2008

Missiles are good as they are now, only what should be nerfed is antiweapon dmg... 4 cannonball hits and weapons are gone, it is too soon. DMG is high enough.

But this topic is now in fact worthless because missiles are already changed in 4.85.

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Offline Grumblesaur
01-08-2009, 10:55 PM,
#16
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Posts: 2,742
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' Wrote:i've come to consider missiles in Discovery to be more of a guided rocket. they can turn "some" but are more of a straight shooter, therefore requiring you to still fall into the jousting fighting technique employed by the majority.

and with the lag associated with playing the game online, i doubt there is much anyone can do about it.

Actually, the firestalker and sidewinder have excellent homing capabilities, and combined with a cannonball, you can take just about any fighter.

No, I don't whore missiles, but when combined, the cannonball will track at the same rate as the firestalker.

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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Offline Friday
01-08-2009, 11:11 PM,
#17
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Posts: 1,897
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Joined: Aug 2007

Ammunition can be assigned a cargo value? I ask this because that would be a way of limiting the use of heavier ammo types across ship classes.

As for torpedoes - there is a balance between using them against capships and smaller craft.

It would be nice to make torps able to track better - but that would make them unbalanced against fighters. What if an alternative could be found?

How about this:

Remove torpedo explosion radius.

It sounds heretical I know - but here me out!

Without an explosion radius, a direct hit is needed to cause damage. This means a small ship can dodge them effectively - whilst larger, slower targets still get hit.

You could then make the torps have an increased tracking arc - making them a 'smarter' weapon (but not any faster or more maneuverable).

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Offline Fletcher
01-08-2009, 11:41 PM, (This post was last modified: 01-08-2009, 11:44 PM by Fletcher.)
#18
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Posts: 5,473
Threads: 952
Joined: Apr 2008

Missiles are powerful against anything smaller than a gunship to me. I shield break them, then I let my Firestalkers loose from my Liberator, if I rip off the thruster, my enemy is pretty much done for.

Missiles against LF's and HF's are going to be tricky due to their agility, anything larger and you score kills, especially when they try to run.

It just takes practice, good connection and a hint of luck. Luck does help...

Missiles are getting a buff? My Sentinel will be most pleased.:D

EDIT: I find Paralyzers to be a waste of time these days, slam on Firestalkers for sub-system targetting and if you can place a Sidewinder INSTEAD of a Cannonball. What is the point of that firepower if you can't hit the target?

My doctrine is accuracy over sheer power.

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"Oh chuffing blimey, another day, another person being whiney!"
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Offline Primus Avatar
01-08-2009, 11:57 PM,
#19
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Posts: 1,046
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Joined: May 2008

' Wrote:My doctrine is accuracy over sheer power.

*points at his own post*

I couldn't agree more.

wassup
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Offline Saigo.Watanabe
01-09-2009, 12:00 AM,
#20
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Posts: 847
Threads: 41
Joined: May 2008

' Wrote:Missiles are good as they are now, only what should be nerfed is antiweapon dmg... 4 cannonball hits and weapons are gone, it is too soon. DMG is high enough.

But this topic is now in fact worthless because missiles are already changed in 4.85.
I say let the discussion carry on eventhough missiles are already changed as surely a community opinion is useful?

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