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4.88.6 (4.88 Final) - Fall Update: Bretonia and Liberty Cleanup

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Pages (17): « Previous 1 … 5 6 7 8 9 … 17 Next »
4.88.6 (4.88 Final) - Fall Update: Bretonia and Liberty Cleanup
Offline Shaggy
10-10-2016, 06:44 PM,
#61
#BlameShaggy
Posts: 2,073
Threads: 157
Joined: Oct 2011

I have also noticed that

Carrier Malachite outside Sabah Shipyard is not dockable and sells Nyx, Pytho or Eros. but Planet Yuma sells the Atlas, Sunburst and Celestra. Sabah sells Hydra Thanatos and Zephyr. Can we get this fixed and also Baffin should also be getting a stationary Zephyr there too if im not mistaken
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Offline Mercarryn
10-10-2016, 07:10 PM,
#62
Member
Posts: 980
Threads: 55
Joined: Jul 2011

(10-10-2016, 06:18 PM)Werdackel| Wrote:
(10-10-2016, 06:04 PM)Jack_Henderson Wrote: I like the heavy transport turrets a lot. Btrans were very weak in their combat role before, but now they can - when someone lets them get close - really pack a punch. It also proved not to be op in conn tests, as more agile cerb transports easily kill it by staying at range. It is a nice nieche that this gun fills and finally Btrans can use their huge power core.

I am not sure whether 50 cargospace / gun is justified, as it makes a CAU8 Btrans with 10 heavy guns end up with less cargo space than a Serenity (which wins a 1on1 against a Btrans every time). Perhaps 25? 30? 50 feels a little excessive.

Anyway, really nice addition.
Also thank you for handing back some survivability to Btrans.
Feels a lot better now.

Jack

Just noticed the same. 50 seems bit too much. 25 sounds alright if you ask me. Would still reduce the cargo space enough, especially regarding how much energy they consume.

Well, I think the used cargo of 50 units is actually quite good, because it will give you the choice of having either a good cargo load, but inferior firepower, or almost cruiser-sitze firepower at the expense of severe cargo loss. Making the heavy transport turrets occupy less cargo space would result in an op transport with nice firepower and good cargo hold.

Furthermore, I doubt one should use pure heavy turret loadouts anyway, because they are too one-sided. Mixing them with cerbs that have a higher range should work best. And you still got some more cargo for transporting Smile

Right now, I think the 50 units occupation is fair.
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Offline Backo
10-10-2016, 07:15 PM, (This post was last modified: 10-10-2016, 07:17 PM by Backo.)
#63
Basilica Combat Patrol
Posts: 3,594
Threads: 123
Joined: Feb 2009

(10-10-2016, 07:10 PM)Mercarryn Wrote:
(10-10-2016, 06:18 PM)Werdackel| Wrote:
(10-10-2016, 06:04 PM)Jack_Henderson Wrote: I like the heavy transport turrets a lot. Btrans were very weak in their combat role before, but now they can - when someone lets them get close - really pack a punch. It also proved not to be op in conn tests, as more agile cerb transports easily kill it by staying at range. It is a nice nieche that this gun fills and finally Btrans can use their huge power core.

I am not sure whether 50 cargospace / gun is justified, as it makes a CAU8 Btrans with 10 heavy guns end up with less cargo space than a Serenity (which wins a 1on1 against a Btrans every time). Perhaps 25? 30? 50 feels a little excessive.

Anyway, really nice addition.
Also thank you for handing back some survivability to Btrans.
Feels a lot better now.

Jack

Just noticed the same. 50 seems bit too much. 25 sounds alright if you ask me. Would still reduce the cargo space enough, especially regarding how much energy they consume.

Well, I think the used cargo of 50 units is actually quite good, because it will give you the choice of having either a good cargo load, but inferior firepower, or almost cruiser-sitze firepower at the expense of severe cargo loss. Making the heavy transport turrets occupy less cargo space would result in an op transport with nice firepower and good cargo hold.

Furthermore, I doubt one should use pure heavy turret loadouts anyway, because they are too one-sided. Mixing them with cerbs that have a higher range should work best. And you still got some more cargo for transporting Smile

Right now, I think the 50 units occupation is fair.

On the contrary, as said Charons (cerbs as we call 'em) beat Heavies simply because they have LESS drain (around 2 times less) and bigger range, and they require less cargo space than Heavies. Their only downside is slower refire and lower projectile speed, but DPS wise I think they both do around 4K dps so there's not too big of a difference in the DMG output, besides the fact the guy with the heavies will have his core dead twice as fast.

Also mixing turret types with different projectile speed is not that good, because you will be hitting less targets that are dodging due to difference in speed.

Republic of the Sword and Sun
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Offline Mercarryn
10-10-2016, 07:21 PM,
#64
Member
Posts: 980
Threads: 55
Joined: Jul 2011

Ah, firing both turret types at the same time is stupid ofce, Bloodl1ke, but using a mix of both might work. The heavies for faster targets and the cerbs when someone will stay at range and you cannot close in as you like.
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Offline Backo
10-10-2016, 07:24 PM, (This post was last modified: 10-10-2016, 07:25 PM by Backo.)
#65
Basilica Combat Patrol
Posts: 3,594
Threads: 123
Joined: Feb 2009

(10-10-2016, 07:21 PM)Mercarryn Wrote: Ah, firing both turret types at the same time is stupid ofce, Bloodl1ke, but using a mix of both might work. The heavies for faster targets and the cerbs when someone will stay at range and you cannot close in as you like.

But then you halve your firepower which makes you worst in both things and not really any better in either. It's a waste of turret slots. It still doesn't justify 50 cargo for a turret that's just a Dulzian alternative or a weapon for busting noobs who faceplant into the enemy battletransport.

EDIT: Listen, I was also sceptical about it, until I destroyed a CAU8 Battletransport with Heavies without even having my shield drop on a Serenity with Charons.

Republic of the Sword and Sun
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Offline Cælumaresh
10-10-2016, 07:28 PM,
#66
Protector of Humanity
Posts: 1,603
Threads: 148
Joined: Feb 2012

- Xeno GB Basic Turret added

As it seems according to the ID xenos still cant use a gunboat

This Galaxy is vast; its wonders and beauty are almost unfathomable. But the galaxy also hides dark secrets, some of which have lain dormant since the beginning of time itself. There is a danger in secrets, both in seeking and in knowing. Some things are meant to be hidden from view. Some mysteries defy understanding, and sometimes even the things we think we know are untrue. Some secrets should remain untouched.


Qui desiderat pacem, praeparet bellum

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Online TheSauron
10-10-2016, 08:21 PM,
#67
Local Gaian
Posts: 2,426
Threads: 341
Joined: Aug 2013

Are the new OSC ships considered sirius civilian?


One MD Admiral
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Offline Sombs
10-10-2016, 08:29 PM,
#68
Naughty Catto
Posts: 6,790
Threads: 501
Joined: Feb 2014

Why did you remove Unknown? It was one of the most mysterious systems. I'm actually really butthurt about that change. I'm okay with the stupid merges to force players to interact (or just don't log) more, but seriously, the gate to Unknown was the only interesting thing in Kansas and now it's not usable anymore with Unknown removed. Why?




Uncharted System Stories: 18 | 32 | 34 | 37 | 38 | 85

Templates: Character | Transmissions

Alternative Soundtracks


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Offline Foxglove
10-10-2016, 08:31 PM, (This post was last modified: 10-10-2016, 08:31 PM by Foxglove.)
#69
Actually Sombra
Posts: 2,461
Threads: 169
Joined: Dec 2015

(10-10-2016, 08:29 PM)Sombra Hookier Wrote: Why did you remove Unknown? It was one of the most mysterious systems. I'm actually really butthurt about that change. I'm okay with the stupid merges to force players to interact (or just don't log) more, but seriously, the gate to Unknown was the only interesting thing in Kansas and now it's not usable anymore with Unknown removed. Why?

My characters are also still in that system. Do I now need to suicide each time I want to return to the Shrine? Can we please get that jump gate back?

[Image: maYSx8o.png]
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Offline Kauket
10-10-2016, 08:33 PM, (This post was last modified: 10-10-2016, 08:35 PM by Kauket.)
#70
Dark Lord of the Birbs
Posts: 6,549
Threads: 506
Joined: Nov 2014
Staff roles:
Art Developer

(10-10-2016, 08:29 PM)Sombra Hookier Wrote: Why did you remove Unknown? It was one of the most mysterious systems. I'm actually really butthurt about that change. I'm okay with the stupid merges to force players to interact (or just don't log) more, but seriously, the gate to Unknown was the only interesting thing in Kansas and now it's not usable anymore with Unknown removed. Why?

One of the major reasons why I HATE this update. It was actually one of the featured systems for Disco.

Reducing systems my ass.
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