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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Gunboat Balance

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Pages (11): « Previous 1 … 3 4 5 6 7 … 11 Next »
Gunboat Balance
Offline bluntpencil2001
12-05-2007, 04:43 PM,
#41
Member
Posts: 5,088
Threads: 66
Joined: May 2007

' Wrote:Nice.... CoRP
- problem is that with two weapons classes the GB will become a customizable swiss army knife.... everyone will simply fly GBs and change loadouts... or make a balanced loadout somewhere in the middle.
Not to mention two GBs operating together one anti-fighter and one anti-capshis.....uber combo :)

I don't see any real problem with this. As it is, bombers are similar. You can customise them for owning fighters, for instance, but they'll suck at their main job.

[Image: sig-9566.jpg]
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Offline mjolnir
12-05-2007, 04:52 PM,
#42
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Posts: 3,774
Threads: 71
Joined: Sep 2007

@galaktik: Solaris fire at 5.00 I wouldn't call it really fast....when all other turrets fire at 4.00. No big difference.

@Blunt: So you think it's ok with two weapon types?

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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Offline Equinox
12-05-2007, 04:58 PM,
#43
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Posts: 1,066
Threads: 14
Joined: May 2007

This thread is pretty pointless i think, Igiss has already said that the faster gunships will be broght inline with the other gunboats, IE no more bomber agility for the Lane Hacker gunship and BH gunship.

He has also said that cerbs will be pretty much back to how they where in the last mod which was fine, no more mounting 4-6- even 8 cerbs because you wont have the power to sustain it.

Now with those 2 things being fixed gunboats/ships will be fine.

Also the keepers ive come across use 4 Cerbs and 4 nomad weaps.

[Image: avatardo2.png][Image: 8898078.png][Image: avatardo2.png]
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Offline Dab
12-05-2007, 06:21 PM,
#44
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Posts: 9,570
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Joined: Aug 2005

Okay, I'm at school, so no time to read the whole thread or see fi anyone already said what I'm about to say. Sorry in advance if someone already pointed this out..

Igiss Wrote:Gunboat agility - will be equalized in the next release, so there won't be any gunboats too agile compared to others. Some of the gunboats with weaker hull will have higher agility, but not as high as they are now.

Gunboat/Cruiser turrets - Cruiser turrets will become more powerful than gunboat ones. You'll be able to check the final damage values in the next beta.

Cerberus - balance will be fixed, as with other capital ship weapons that were mentioned. Not sure about missiles though.

Cerberus for gunboats will eat up more energy, around 12000-14000 for 1500-1600 damage. Damage for all gunboat turrets was reduced 10-15%, so that's a fair exchange.

These are changes that are going to be implemented in the next betas/final according to Igiss (first two pages of Balance Thread).

Now the cerbs will be balanced so GBs can no longer rape cruisers. Agility will be redone so people can't take 1 GB vs 3 and win (BHG [old Rogue] GB vs 4 Corsair GBs won't be a win for the BHG GB anymore).

Cruisers will have more firepower so the few shots they get on the GBs (they are quite a bit more agile than they were versions past) will hurt them much much more.

Cerbs for Cruisers and BSs will also be fixed.

And before anyone says 12-14k energy usage is too much for a Cerb, the damage is also update.

[Image: DFinal.png]
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Offline Jamez
12-05-2007, 07:23 PM, (This post was last modified: 12-05-2007, 07:24 PM by Jamez.)
#45
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Threads: 80
Joined: Feb 2006

Right, i've seen a few people say that gunboats should be anti-cap, and it's driving me insane.

Gunboats are N O T anti-cap ships. And they shouldnt be used as anti-cap either.

Cerbs are being spammed so much because they dont use enough energy, and they are easy to aim. No-one used cerbs when thier refire was 2.00.

I said this freaking ages ago, gunboats should have rapid-fire weaponry for VHF annihalation. NOT CRUISERS.



Gunboats where a rare anti-fighter speciality not so long ago. I preferred it like that.

Andrew Skye
Starflier thrill-seeker

Evangeline Knight
Seasoned fighter pilot

Shinji Takeda
Renzu Corp ex-COO
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Offline DivineKiller
12-05-2007, 07:53 PM,
#46
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Posts: 73
Threads: 14
Joined: Nov 2007

' Wrote:Right, i've seen a few people say that gunboats should be anti-cap, and it's driving me insane.

Gunboats are N O T anti-cap ships. And they shouldnt be used as anti-cap either.

This is also my point of view. The GB could have limited wep JUST for anti-fighter role>specific tuerets/flaks
* I never saw a GB/GS armed with missles. All use full almost cerberus and play as capital ship killers. Non-sense!
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Offline alance
12-05-2007, 07:59 PM,
#47
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Posts: 511
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Joined: Jul 2007

Well part of that is because capship missiles suck, but i agree in theory.

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"To gain a hundred victories in a hundred battles is not the highest excellence;
to subjugate the enemy's army without doing battle is the highest of excellence."
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Offline McNeo
12-05-2007, 09:11 PM,
#48
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Posts: 3,424
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Gunboat missiles own fighters if you use them correctly, and on a agile destroyer (BHG destroyer, Kusari destroyer) the same tactic works against fighters too. I did it to Dab and Razr while they were in RT's against my BHG destroyer. Mind you, I had to work very hard to stay alive and every dodge counted. However, I played defensively when my shield was down (not shield thrusting, it doesn't work in a cap...) and I eventually managed to come out on top.

If missiles did damage to capital ships, other than the kusari gunboat which has an insane weakness to them, then I am sure they would be used more. However, their large energy consumption (rightly so, it takes a lot of energy to fabricate matter...) and slow rate of fire nullify them in this role. Still, the GB ones are good against fighters.

GB's, apart from the Cerbs are good now. I just thing Gunships should be given GB stats with their only advantage being small size, for which they lose armour for.
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Offline frozen
12-05-2007, 09:40 PM,
#49
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Posts: 1,948
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from what i see here is, someone got owned by a teamwork of gunboats, and wants them nerfed so that he doesnt die that fast as he did. sorry to sound like a (put your fav fourlettered word here), but im really sick and tired of the way people are going about on a blooming nerfing spree.

3 gunboats CAN take out an osiris fer god sake. granted, it was taken out fast, but thats cuz of the cerbs. once the cerbs are fixed (they should remian as they were in 4.83 i.e; 14k energy drain per shot) it will just take a bit longer to kill battleships. just because you cant fly the bs properly, doesnt mean you go on a nerfing spree.

i play mostly in gunboats, and i can say for a fact, the gunboats are fine as they are. its only the gunships that need a change in their maneuverability and the cerbs that need a higher energy drain. i havent said anything before, but this is bloody ridiculous. everytime you get killed you go about crying that the ship was too powerful?

its the way the ships are flown which makes it dangerous. the loadout does have a part in it, but not much.

seriously, apart from the gunship and the cerbs, there is nothing that needs to be fixed. seriously. you died, so what? get over it. dont go about trying to get everything nerfed just cuz you cant handle it.


there. my rant is over. i will have another one soon if this discussion is taken to another extremely stupid level. :angry:

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Offline Denelo
12-05-2007, 09:41 PM,
#50
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Posts: 1,816
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Joined: Feb 2007

Now, I'll say right now I didn't read this whole thread, but I can tell you right now that MOST gunboats are NOT overpowered. Sure, two CAN blown anything up, but only if you let them, just like anything else. The fact of the matter is, two good fighters and two good bombers can completely wipe the floor with any gunboat, AND gunboats are useless alone.

For example, the SA used to completely pound HF's elite Gunboat wing with their fighters. The gunships are the only really unbalanced ones. Gunboats are ALL ABOUT teamwork. If you have two gunboats that aren't working with each other, you might as well have a pair of SHFs with Gunboat shields.

Basically, the problem is that no one knows how to kill a gunboat. They aren't easy to hit like big caps, or easy to dodge. They also hit more accurately than those larger ships, but they have one huge weakness. See if you can figure it out.

The fact of the matter is, it's the person, not the ship. There are a few groups that happen to be excellent in gunboats, and not so good in other things. Do I see you nerfing VHFs because they can kill caps and your fighters (Yeah, they can kill caps, with ease, if you fly them right. Once I saw a 14-ship capital ship fleet decimated by two bombers and a fighter, and the fighter got quite a few of those kills.)?

I rest my case. Particularly since I don't wish to continue completely mutilating the English language.
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