• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
« Previous 1 … 6 7 8 9 10 55 Next »
GB Razors

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (6): « Previous 1 2 3 4 5 6 Next »
GB Razors
Offline Haste
01-06-2016, 06:26 PM,
#21
Lead Developer
Posts: 3,565
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

I find it ironic that everyone is accusing this change of being caused by "VHF bias" or something, while I specifically set the damage values so that two BRs still instakill VHFs, but not bombers. It's almost as if bombers are supposed to be better against larger ships than VHFs.

They've been given a refire buff to make sure that they still deal deeps, a small speed increase to compensate the burst damage reduction, and their energy use has been lowered to maintain efficiency.

The range nerf is a "theme" of sorts: you'll find that Gunboats have lost their ability to solo capital ships from well outside their effective range. Maybe that just wasn't such a great feature.

If more buffs are required to compensate the burst damage reduction I'll certainly look into it. But let's give it some time and avoid knee-jerk reactions.

[Image: cdSeFev.png]
Reply  
Offline Antonio
01-06-2016, 06:27 PM,
#22
PvP = RP
Posts: 3,194
Threads: 196
Joined: Nov 2009
Staff roles: Systems Lead

Deserved nerf. Even though it's not as bad as people make it. They got a speed, refire rate and efficiency buff. The only thing that essentially changed is that you now have to land 2 razors instead of 1, which does more damage than before + the projectile speed is faster.

Edit: Haste said it.

[Image: BMdBL0j.png]
SNAC Montage Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Thruster SNAC
Reply  
Offline Yber
01-06-2016, 06:43 PM,
#23
Member
Posts: 1,665
Threads: 97
Joined: Jul 2011

what part of this is a nerf against VHFs

lol just quit

[Image: 4sFHsTF.png]
(06-19-2016, 12:06 PM)Mao Wrote: inb4 Sirius gets renamed to XTF.
Reply  
Offline The Savage
01-06-2016, 07:20 PM, (This post was last modified: 01-06-2016, 07:23 PM by The Savage.)
#24
Probation
Posts: 1,034
Threads: 60
Joined: Nov 2015

I think there's one problem, which all keep to forget about:

VHF are not space superiority vessels. If you can recall correctly, there was a nice thread regarding turning HF into support fighters. The whole idea about HF becoming support role vessel was rejected by community, because their main goal is to counter VHF with speed and agility.
Reply  
Offline Redcroft
01-06-2016, 08:18 PM,
#25
Freedom Fighter
Posts: 425
Threads: 43
Joined: Aug 2013

(01-06-2016, 05:58 PM)Snoopy Wrote: As Pavel said it's a VFH orientated game. Anything that's not a fighter needs to be nerfed to hell and made useless.

If something like that happens you found yourself alone on the server

[Image: fOfERPX.jpeg]
Reply  
Offline James Greed
01-06-2016, 10:31 PM,
#26
okay
Posts: 1,124
Threads: 99
Joined: Mar 2013

What bugs me a little is the placement of these heavy slots. It's always the last two slots. It would be fine, if one could place then anywhere.

Also, the pulses will not be used like this. Or, just in some rare cases.

[Image: Greed.gif]
Greedback

  Reply  
Offline Haste
01-06-2016, 11:12 PM,
#27
Lead Developer
Posts: 3,565
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

They're not "always the last two slots" - they're generally the two turrets with the best arcs on the 'boat.

[Image: cdSeFev.png]
Reply  
Offline Durandal
01-06-2016, 11:17 PM,
#28
Member
Posts: 5,106
Threads: 264
Joined: Apr 2009

I think what he means is that they always show up last due to their weapon class, even if they were previously slots 3/4 or whatever.
Reply  
Offline James Greed
01-06-2016, 11:22 PM,
#29
okay
Posts: 1,124
Threads: 99
Joined: Mar 2013

(01-06-2016, 11:12 PM)Haste Wrote: They're not "always the last two slots" - they're generally the two turrets with the best arcs on the 'boat.

Nevertheless, it would be neat if one could freely decide where to put them. Oh well.

[Image: Greed.gif]
Greedback

  Reply  
Offline Haste
01-07-2016, 03:08 PM,
#30
Lead Developer
Posts: 3,565
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

(01-06-2016, 11:22 PM)James Greed Wrote:
(01-06-2016, 11:12 PM)Haste Wrote: They're not "always the last two slots" - they're generally the two turrets with the best arcs on the 'boat.

Nevertheless, it would be neat if one could freely decide where to put them. Oh well.

It's an intentional mechanic. If you opt to place two missiles on the heavy slots, for example, you're giving up two of your best turrets for that. Previously players would generally use turrets with poor arcs for those (all the turret has to be able to do is shoot forward, basically).

The whole idea behind GB heavies is specialization and variety. You can't have everything exactly where you want it, you have to choose what you want your boat to do. That's the concept, anyways. It may require tuning to actually work out that way.
Reply  
Pages (6): « Previous 1 2 3 4 5 6 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode