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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Can we please change the snub changes back?

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Poll: Should the snub changes be reverted again?
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Yes
72.00%
54 72.00%
No
28.00%
21 28.00%
Total 75 vote(s) 100%
* You voted for this item. [Show Results]

Pages (17): « Previous 1 2 3 4 5 6 … 17 Next »
Can we please change the snub changes back?
Offline Traxit
01-21-2017, 02:46 PM,
#31
Sourdough
Posts: 1,186
Threads: 50
Joined: Dec 2012

yo wtf haste why you adding torp/MR+CD combo to every VHF

now every VHF is a well-rounded chaser and instakiller


do u even Blance bro!??!?!!?

On a more serious note, it is sad that VHFs no longer have the significant sacrifice they had to make between choosing a Cruise Disruptor, Torpedo or Mini-Razor. It really takes out the cons of having each of the three loadouts and rips out the unique stat each VHF loadout had.

Though all I see in this thread are noobies whining that torps are too op because they can't use CMs or CDs to their advantage. Sooooooo I have one thing to say.

[+]Spoiler
GIT GUD SKRUB
Infact, I think this change just makes it easier to kill noobies because they can't use torpedoes properly and will only harm themselves than their enemy.

[Image: eitgNHT.gif]
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Offline Corile
01-21-2017, 03:06 PM, (This post was last modified: 01-21-2017, 03:07 PM by Corile.)
#32
C::iemka pl
Posts: 3,248
Threads: 267
Joined: Apr 2014

(01-21-2017, 02:37 AM)Foxglove Wrote: I read several times now that this change would make shieldrunning worse. Are there any ideas on how to make it less attractive to shieldrun? One idea I had would be making thrusters less effective, so you'll deplete your thrust meter quicker. If you can't thrust profusely, you can't shieldrun.

Disable vertical strafing on snubs, increase gun damage, lower the nanobots on snubs. Either one will work.

Quote:-Make all LF able to equip maximum that 800 HP Shield Capacity ,
-Make all HF/VHF able to mount maximum that 2000 HP Shield Capacity ,
-Make all SHF/Bombers be able to equip maximum that 5000 HP Shield Capacity ,
-Reduce Shield batteries number to be able to completely restore shield 1 time only .

(cwl)

no

(01-21-2017, 02:45 AM)Bloodl1ke Wrote:
(01-20-2017, 09:05 PM)Corile Wrote:
Quote:EDIT: The current torps are a double edged sword. If the enemy is more skilled at fighting them than you, you'll be losing more hull than him from using them, but if you're more skilled than the enemy at using torpedoes you will be causing damage.

Note that this doesn't work if you have the train CD.

>train CD
>being a pvp whore

you gotta pick one, Prot, you can't just have both Sad

Also I invite anyone who thinks torps can get him an easy kill to fight me and my MCD Smile

yeah but people shout at me for not cding caps???????????




Reflections on the Revolution in Gallia
Custodi // High City of Heraklion // The Cult of Archangels
Log Filter // Post Creator // Manhattan
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Offline Backo
01-21-2017, 03:15 PM,
#33
Basilica Combat Patrol
Posts: 3,594
Threads: 123
Joined: Feb 2009

(01-21-2017, 02:46 PM)Traxit Wrote: On a more serious note, it is sad that VHFs no longer have the significant sacrifice they had to make between choosing a Cruise Disruptor, Torpedo or Mini-Razor. It really takes out the cons of having each of the three loadouts and rips out the unique stat each VHF loadout had.

To be honest before the change roughly 90% of the VHFs I fought had either TCD or MCD because they were objectively better with their multiple utility uses (mine traps, stopping people, exploding enemy ordinance). I guess this was an attempt for Haste to make the other weapons just as usable without nerfing the holy CD.

Republic of the Sword and Sun
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Offline nOmnomnOm
01-21-2017, 03:24 PM,
#34
Probation
Posts: 5,914
Threads: 247
Joined: May 2011

Disabling vertical straifing is probably the worst idea I have seen in a while around here.

What you really need to do is move these changes for the HF instead of the VHF.
Example: the gladiator

[Image: zBEqQfl.jpg?1]
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Offline Corile
01-21-2017, 03:33 PM,
#35
C::iemka pl
Posts: 3,248
Threads: 267
Joined: Apr 2014

Quote:Disabling vertical straifing is probably the worst idea I have seen in a while around here.

Reasoning?




Reflections on the Revolution in Gallia
Custodi // High City of Heraklion // The Cult of Archangels
Log Filter // Post Creator // Manhattan
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Offline Vendetta
01-21-2017, 03:37 PM,
#36
Technocrat Overlord
Posts: 2,690
Threads: 231
Joined: Sep 2013

(01-21-2017, 03:33 PM)Corile Wrote:
Quote:Disabling vertical straifing is probably the worst idea I have seen in a while around here.

Reasoning?

Because this isn't vanilla. Limiting ones ability to move slightly up or down is pretty illogical.

Currently unable to consistently be present in the Community due to life constraints.

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Offline nOmnomnOm
01-21-2017, 03:38 PM,
#37
Probation
Posts: 5,914
Threads: 247
Joined: May 2011

(01-21-2017, 03:33 PM)Corile Wrote:
Quote:Disabling vertical straifing is probably the worst idea I have seen in a while around here.

Reasoning?

practical reasons of being able to control your ship in pvp and out of pvp.
being able to control your ship in going x y z is the basics/foundation
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Offline Corile
01-21-2017, 03:42 PM,
#38
C::iemka pl
Posts: 3,248
Threads: 267
Joined: Apr 2014

(01-21-2017, 03:38 PM)nOmnomnOm Wrote:
(01-21-2017, 03:33 PM)Corile Wrote:
Quote:Disabling vertical straifing is probably the worst idea I have seen in a while around here.

Reasoning?

practical reasons of being able to control your ship in pvp and out of pvp.
being able to control your ship in going x y z is the basics/foundation

I don't really see how that impacts your ability to move your ship out of pvp. It makes dodging slightly more challenging and accomplishes the goal of making shieldrunning less viable.




Reflections on the Revolution in Gallia
Custodi // High City of Heraklion // The Cult of Archangels
Log Filter // Post Creator // Manhattan
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Offline Vendetta
01-21-2017, 03:43 PM,
#39
Technocrat Overlord
Posts: 2,690
Threads: 231
Joined: Sep 2013

(01-21-2017, 03:42 PM)Corile Wrote:
(01-21-2017, 03:38 PM)nOmnomnOm Wrote:
(01-21-2017, 03:33 PM)Corile Wrote:
Quote:Disabling vertical straifing is probably the worst idea I have seen in a while around here.

Reasoning?

practical reasons of being able to control your ship in pvp and out of pvp.
being able to control your ship in going x y z is the basics/foundation

I don't really see how that impacts your ability to move your ship out of pvp. It makes dodging slightly more challenging and accomplishes the goal of making shieldrunning less viable.

Another counter to shieldrunning - shooting. People don't have a hard time of countering it in group fights.

Currently unable to consistently be present in the Community due to life constraints.

Youtube
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Offline Corile
01-21-2017, 03:45 PM,
#40
C::iemka pl
Posts: 3,248
Threads: 267
Joined: Apr 2014

(01-21-2017, 03:43 PM)Vendetta Wrote:
(01-21-2017, 03:42 PM)Corile Wrote:
(01-21-2017, 03:38 PM)nOmnomnOm Wrote:
(01-21-2017, 03:33 PM)Corile Wrote:
Quote:Disabling vertical straifing is probably the worst idea I have seen in a while around here.

Reasoning?

practical reasons of being able to control your ship in pvp and out of pvp.
being able to control your ship in going x y z is the basics/foundation

I don't really see how that impacts your ability to move your ship out of pvp. It makes dodging slightly more challenging and accomplishes the goal of making shieldrunning less viable.

Another counter to shieldrunning - shooting. People don't have a hard time of countering it in group fights.

I dunno, last groupfight I was in I was practically invincible with shieldrunning, despite fighting against people who I would think knew what they were doing. Maybe something has changed since two days ago.




Reflections on the Revolution in Gallia
Custodi // High City of Heraklion // The Cult of Archangels
Log Filter // Post Creator // Manhattan
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