• 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 … 14 15 16 17 18 … 55 Next »
Discovery Mod: Balance Issues

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (28): « Previous 1 2 3 4 5 … 28 Next »
Discovery Mod: Balance Issues
Offline Thexare
03-20-2010, 11:11 PM,
#21
Ominously Humming
Posts: 3,821
Threads: 340
Joined: Apr 2008

' Wrote:Unless you are proposing that it should be 5.33 refire rate, those guns are both actually 5.88.
Call it a mental screwup. 5.88. Point is, same refire on each.

Quote:Another thing, in my opinion the differences are so minimal, so why even bother, have some variation...
There's a difference between "variation" and "blatant superiority".

And as I've made very clear in the past, I disagree with the notion that widely available guns should automatically be weaker. Especially when they're faction guns so you therefore don't have the (frankly BS) "civilian must be weaker" excuse.
Reply  
Offline mjolnir
03-20-2010, 11:24 PM,
#22
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

' Wrote:Zoner guns are only available to seven IDs. They aren't civilian guns. Heavy Flashpoints are wide-spread, available civilian guns. Zoner guns are not.

This wasn't true last time an update was released.

I'm lowering the power use of Fury 5s a bit as well as chaning Fury 4 to lvl 8 (cause it really is a lvl 8)

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
Reply  
Offline ... kur nubėgo?
03-21-2010, 11:09 AM,
#23
Member
Posts: 3,019
Threads: 114
Joined: Jul 2008

I would like to ask to re-view thor once more. That bomber is very very easy to hit and total mini razor magnet. I fully understand that it is heavy bomber and has 5 forward guns, but rhienland bomber (lawful counterpart of it) is much much much much.. way to much better than it, carring quite the same firepower while being a pain to hit even with natters sometimes.

For my expierences, and from other hessian players who had quite a time using thor struggles in group fightis like they would be using Waran or Barghest size ship. (it's arse it huge!). That's why we have so much falcatas used by hessians.

I do not claim that it definitly needs a boost since hessians already has BW alternative for bombers, but I rather use my own faction tech, than some other. At this moment I'm forced to use falcata to be competative.

Can you please re-view this?

Omega Pirates Guild
History of OPG | Antonio "Vilkas" Devivar
Reply  
Offline UFC-Surfer
03-21-2010, 03:20 PM,
#24
Member
Posts: 34
Threads: 2
Joined: Sep 2008

' Wrote:Issue: SNAC can hit at 3k if the situation is right.. Solaris turrets have half that range on the big ships.

Interm solution: Increase max solaris range, but lower speed, at least on the BS.

Or reduce the range of the snac to 1k.

[Image: rom77.png]
  Reply  
Offline grover
07-25-2010, 08:59 PM,
#25
Member
Posts: 8
Threads: 4
Joined: Apr 2010

just a small issue i've found.

if you use the gallic restart, its almost impossible to get going, you dont have good enough weapons to fight to make money and gein rep, to make it possible to buy weapons to do it, so if you buy a cruiser or gunboat, you dont have any weapons.

solutions include:
1) better weapons on the CSV after using /restart gallia
2) lower rep requirement for gallic weapons
3)certain missions against lower difficulty ships

thanks guys!


hmm, that's an awful big ship ahead... I wonder if its a pirate... yes, definitely a pirate... damn, this is gonna cost me, wheres the damned navy when you need em? too busy scanning noobs in pensilvania to save me 15 mil.
Reply  
Offline hypermauler
07-25-2010, 09:20 PM,
#26
Member
Posts: 553
Threads: 14
Joined: Feb 2010

' Wrote:Or reduce the range of the snac to 1k.

No way! , bombers still need hope against dodging anti-fighter cruisers.


[Image: signatirebycrusader.png]

<span style="color:#FF9900">The Desari's lore</span>
  Reply  
Rapur
07-25-2010, 09:44 PM,
#27
Unregistered
 

Remove the launch delay from the sunslayer torpedo. I mean it does less damage than the razor, moves slowers can be cd-d works with ammo and even uses energy (?). The only good thing about it is that you can fire it more often, but with the launch delay you wont hit anyone.

In the case of the snac and nova, at least the nova does more damage, but I dont ask for that since nobody wants instakiller guns on discovery. That's why I say remove the delay so people might actually use them. It would make battles more interesting, and new tactics could be developed.

And it wouldn't be an overpowered weapon since you can cd it, or drop some cm, unlike with the razor where the only thing you can do is the dodge and hoping it wont hit you with it's 380m/s.
And maybe give it +0.10 turning rate.

You can even increase the launcher price to 1-2 million, but..I mean, what's good on a weapon if nobody uses it? About 10 people use torpedos on the entire server, most of them starkillers since the sunslayer is useless.

( I know I already made a thread about this, but I would like to remove the launch delay completely)
Reply  
Offline Shardphoenix
09-04-2010, 10:12 AM,
#28
Member
Posts: 190
Threads: 2
Joined: Aug 2010

' Wrote:About 10 people use torpedos on the entire server, most of them starkillers since the sunslayer is useless.
Yes, noticed that too. IMHO, if 99,9% of players prefer Mini-Razors to torpedoes, it means that something is broken.

There is NO problem that can`t be solved by the use of high explosives.
  Reply  
Offline Slartibartfast
09-04-2010, 10:38 AM,
#29
Member
Posts: 942
Threads: 11
Joined: Nov 2009

' Wrote:Fury 5: 324 Damage, 700m/s speed, 95 energy, 5.88 refire. Photon.
Natterturn Zwei: 325 Damage, 750m/s speed, 83 energy, 5.88 refire. Laser.

I don't think I need to explain the problem here.

Can I do the same with Gaia's Angel?

Gaia's Angel: 320 damage, 750 m/s speed, 90 energy, 5.88 refire. Photon.

As you can see, it's inferior to Natters in just about every way... Whilst being just about as exclusive last I checked. Sorry if this was reviewed already, just thought I'd throw it in the mix.
Reply  
Offline Shardphoenix
09-04-2010, 12:05 PM, (This post was last modified: 09-04-2010, 12:07 PM by Shardphoenix.)
#30
Member
Posts: 190
Threads: 2
Joined: Aug 2010

' Wrote:As you can see, it's inferior to Natters in just about every way... Whilst being just about as exclusive last I checked. Sorry if this was reviewed already, just thought I'd throw it in the mix.
<strike>Well, Natters are lasers, which means they deal 20% less damage to extremely popular graviton shields.</strike>
Disregard that. Photon belongs to the same category in terms of effectiveness vs shields.

There is NO problem that can`t be solved by the use of high explosives.
  Reply  
Pages (28): « Previous 1 2 3 4 5 … 28 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