• 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
« Previous 1 … 520 521 522 523 524 … 547 Next »
Class 9 gun analysis (take 2)

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (5): « Previous 1 2 3 4 5 Next »
Class 9 gun analysis (take 2)
Offline Commodore
03-21-2007, 02:51 AM,
#31
Member
Posts: 515
Threads: 45
Joined: Jan 2007

1 word: colada

Also we dont need one.
Reply  
Offline sunergos
03-21-2007, 04:45 AM, (This post was last modified: 03-21-2007, 05:12 AM by sunergos.)
#32
Member
Posts: 45
Threads: 1
Joined: Dec 2006

' Wrote:Well, we kinda already have one.

And, unfortunately, not really...


T'is unfortunate, the Inferno is cool and all, but there are the glaringly obvious drawbacks... cost availability refire rate power requirements mount type.... unless you meant the cloada which deosn't really act like a codename... nvm


EDIT:
Using a slight modification of igiss' formula, I updated the table to calculate efficiency like this:

(((shield.dmg.ps+hull.dmg.ps)/pwr.ps)*((range/550)*(speed/500)))

using 550 as the base speed and 500 as the base range. This feels like a good direction for this, as the pulse weapons no longer appear to be the most efficient of the vanilla weapons, with even the tizona being beat out by the kraken 2.
anyone have an idea as to how the recharge rate of the power supply could be taken into account?

[Image: scra_cp_005.jpg]
Reply  
Offline Yngen
03-22-2007, 01:32 PM,
#33
Member
Posts: 637
Threads: 41
Joined: Oct 2006

Recharge rate of the powersupply would be a ship balancing issue, not a weapon balancing issue I believe. I was mentioning early on that we might adjust faction weapons to 'fit' their faction ship counterparts but Igiss said that he wanted all weapons to be basically equal.

So we must talk about ship balance seperate from weapon balance.

[Image: Tex3.jpg]
[AU]Anton_Blix
-Signature by Doom
  Reply  
Offline Dab
03-22-2007, 04:14 PM,
#34
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

I think recharge simply recharges a percentage of the total per second. Not a set amount that is changed from fighter to fighter. Thats why a starflier recharges the same speed as the VHFs.

[Image: DFinal.png]
Reply  
Offline kiggles
03-24-2007, 06:05 PM,
#35
Member
Posts: 436
Threads: 13
Joined: Feb 2006

Hey all long time no post...

Anyway can you add the Adv. Splitter to the table as all the other houses have 2 weapons listed.

Kiggles:laugh:

I've been mildly miffed by one-shot weapons since their implementation, oh so long ago. I remember the days when fights were a matter of who could aim better, rather than who could aim a single shot. - Virus
  Reply  
Offline Sidewinder
03-27-2007, 07:38 AM,
#36
Member
Posts: 97
Threads: 9
Joined: Jul 2006

Umm what dimensions/units does this formula produce? Or does everything cancel out? (aka. Ratio) That way, we can check to see if recharge rate should be applied to your equation.

[Image: yakuza_f2_gold.jpg]

  Reply  
Offline Yngen
03-27-2007, 11:54 AM,
#37
Member
Posts: 637
Threads: 41
Joined: Oct 2006

As far as I can tell, the formula Igiss is using now takes into account every attribute of the weapon. Recharge rate is derived from the ship's power core, and as Dab pointed out, is the same for all ships. The difference (in terms of power) between one fighter and another would be its power capacity-but again, this thread is about weapon balance, not ship balance.

[Image: Tex3.jpg]
[AU]Anton_Blix
-Signature by Doom
  Reply  
Offline sunergos
03-27-2007, 02:17 PM, (This post was last modified: 03-27-2007, 02:20 PM by sunergos.)
#38
Member
Posts: 45
Threads: 1
Joined: Dec 2006

Added the Adv. Splitter to the spread.

I was thinking that the power supply recharge may come into to play as a constant; for a 2.0 refire weapon you have a power "impact" of PwrUsgPerSec-RechargeRate(0.5) where as for a purple goddess, you would have a power impact of PwrUsgPerSec-RechargeRate(0.03)

This wouldn't be as useful in balancing as it would in picking weapons for personal use. Does anyone know if all power supplies recharge the same number of power point per second, and if so, how many power points per second do they recharge?

[Image: scra_cp_005.jpg]
Reply  
Offline Dab
03-27-2007, 04:19 PM,
#39
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

' Wrote:Does anyone know if all power supplies recharge the same number of power point per second, and if so, how many power points per second do they recharge?
*Points down*

' Wrote:Recharge simply recharges a percentage of the total per second. Not a set amount that is changed from fighter to fighter. Thats why a starflier recharges the same speed as the VHFs.

[Image: DFinal.png]
Reply  
Offline fwolf
03-29-2007, 11:27 PM,
#40
Member
Posts: 306
Threads: 28
Joined: Jan 2007

Edit.
  Reply  
Pages (5): « Previous 1 2 3 4 5 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