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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Battleship weapon changes..

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Battleship weapon changes..
Offline Tic
06-02-2008, 11:12 PM,
#41
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Maybe 1000m/s and 1.5 turn rate...
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Offline X-Lancer
06-02-2008, 11:12 PM,
#42
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50million for 1 unit of super weapon ammo...how is that sounds like?
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Offline Tic
06-02-2008, 11:14 PM,
#43
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Thats too much...

Maybe 5 or 10
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Offline Tenacity
06-02-2008, 11:24 PM, (This post was last modified: 06-02-2008, 11:27 PM by Tenacity.)
#44
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or we could just not put any more superweapons in the mod, and then prices wont have to be debated upon.

EDIT:

The point here is to have battles where strategy, group composition, and piloting skills are the deciding factor - NOT to have point and click weapons of mass destruction that even the worst pilot could put to effective use.

[Image: Tenacity.gif]
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Offline X-Lancer
06-03-2008, 12:11 AM,
#45
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' Wrote:or we could just not put any more superweapons in the mod, and then prices wont have to be debated upon.

EDIT:

The point here is to have battles where strategy, group composition, and piloting skills are the deciding factor - NOT to have point and click weapons of mass destruction that even the worst pilot could put to effective use.



what skill you can have with a battleship? all you can have is the use of tactic..and the dodge skill...Battleship are not fighter.....they design to sit and shoot and make massive destruction...

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Offline AdamantineFist
06-03-2008, 12:27 AM,
#46
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' Wrote:YES!! Finally the right idea.. huge speed, low refire, low damage, low range (I would go even to some 800 range) - point is to make it a defensive weapon, so you need limited range so that BS doesn't hunt fighters around, with short range they can always keep distance. Off course energy/damage need balancing but still
I don't think it's really that good. No one would use it, because it's not even enough to really scare a fighter unless you mount enough of them that your capability in everything else is severely reduced. Yes, it needs high projectile speed, yes it needs low range, but it needs to be somewhat more powerful than that. I would personally say that a higher refire would be nice, but a higher damage would work as well. Remember, it does actually need to be capable of hurting fighters. Obviously, we can't really mount tons on a battleship due to the fact that their low range would mean that those point-defense turrets would have difficulty firing to the other end of the ship, so you wouldn't be able to just mount tons and rape fighters. The anti-fighter capability of a battleship is just inherently limited, due to the spacing of the turrets (based on the weapons ranges suggested: 800-1000m). It's also somewhat futile, as bombers can still fire from outside of point-defence range. Remember: fighters don't have any business being that close to the battleship in the first place. They have no reason to be there unless they are on that battleship's side.


' Wrote:Gunboats/Gunships:
-Should be the 'fighter escorts' for larger capships. Their agility and small size allows them to keep up with smaller craft in combat, and should let them effectively dodge fire from larger craft.
-Weapons should be mostly effective against fighters and bombers, but they should have a couple effective options against larger capships (though nowhere near as proficient in that area as larger caps or bombers). Basically, It's the gunboats I see having high travel rate weaponry to take down the smaller, quicker ships.
-----Medium refire / very fast travel speed turrets, but with relatively low damage. Sustained fire could bring down a larger ship, but it's difficult to maintain sustained fire while trying to dodge those heavy hitting shots from those larger ships.

Bombers:
-Should be vulnerable to gunboats and fighters, but extremely effective against larger capital ships (high firepower of torps/cannons, and decent agility to dodge fire from larger ships).
-----Primary weaponry would be torpedoes/heavy cannons (like the supernova). These weapons should have a low travel speed and very low refire rate, but hit extremely hard. Would make them primarily effective against cruisers to battleships, and good pilots would be able to take out gunboats, but ineffective against other ship types.
For the gunboats... yes, yes, YES!!! Gunboats should be for some serious anti-fighter escort, but should have a very difficult time engaging larger ships. Their capship status should make them very vulnerable to the heavy weapons fire of larger ships, and they should have difficulty damaging larger vessels, but they definitely need to be able to take down fighters very effectively, and bombers somewhat effectively. Bombers would still be pretty effective on them, so they might need some fighters to deal with good numbers of bombers. As is stands, they can do both, which is wrong.

As to the bombers, they also need some changes. Not exactly a nerf, but more of a... redefining of role. Right now, they can be used against fighters fairly well. That shouldn't work. VHFs should be able to kill them fairly well. Bombers need to be small and maneuverable enough to stand up to capship fire, and their torpedoes will have the weapon range necessary to avoid point-defense fire on their runs. However, they should be big and slow enough to be killed by fighters.

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Offline Tenacity
06-03-2008, 12:30 AM,
#47
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' Wrote:what skill you can have with a battleship? all you can have is the use of tactic..and the dodge skill...Battleship are not fighter.....they design to sit and shoot and make massive destruction...

Battleships are designed for long range combat against other heavy targets - like cruisers and other battleships.

A battleship should be exceptionally vulnerable to smaller craft, especially when they get in close. That's the entire point behind having fighter/gunboat escorts.

IMO, No one ship should be able to take on every other kind of ship and have a chance at winning. Everything needs to be specialized. Bombers kill cruisers/battleships, but should be vulnerable to fighters and gunboats. Fighters kill bombers, but should be vulnerable to other fighters and gunboats. Gunboats kill smaller ships like fighters and bombers, but should be vulnerable to cruisers/battleships.

Everything has it's place and it's role. If you try to make every ship capable of fighting every opponent, you're going to have people crying about one ship or another being too powerful. This is an online game, quit trying to work alone and start flying in groups. It's a lot more fun, trust me.

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Offline mjolnir
06-03-2008, 12:32 AM,
#48
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I was commenting that the general idea was good.. not the exact numbers.

Very high speed, low range, low to medium refire and a bit low damage. With 1.00 refire maybe it could get close to 1000 -1500 damage while keeping some 800m/s range and a lot of energy used.

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The other things are for some other thread, and sometimes it's better to check at least the first two pages of the balance section if there is not a thread about it already.

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Offline X-Lancer
06-03-2008, 12:34 AM, (This post was last modified: 06-03-2008, 12:35 AM by X-Lancer.)
#49
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@Tenacity
..we are way off topic here.....we are talking about Battleship weapons.....not about the food chain for ship classes.....
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Offline Tenacity
06-03-2008, 12:36 AM,
#50
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Guess I'll make a seperate thread for it then, since there seems to be a lot of debate on it right now.

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