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Fighters should be fun...

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Fighters should be fun...
Offline mjolnir
12-24-2007, 12:02 AM,
#51
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Posts: 3,774
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Joined: Sep 2007

' Wrote:...

Fighter battles on the whole are getting lengthier over time because the overall skill level of all the members is increasing.
...

There you have the main point... how to make battles between good pilots faster.....

=> make deadly weapons that are difficult to use.... there are a few already... mini razor + nukes (to an extent).. there can be more of those.

Problem with this is that once the good players get skilled in their use..fights against not so good players will become even faster => newbies wil become unhappy....


Quote:c) Beautiful, except the RP-police tell me I can have only one loadout. Had I the choice of all the weapons in the game my fights would probably be much shorter

Are you serious on this one? Whatever faction you play with you can choose from quite many different loadout styles... shieldbusters (debilitators for just about anyone)... some nomads.... maybe a few codes.... missiles...different things on torp slot....long from one loadout.

--------

About faster firing guns..... slight change might help a bit yes.... adding up to +100 to all guns.

From my experience ... I can hit just about anything with my 2.00 loadout firing at 600 m/s... but just about nothing with 2.00 loadout firing at 500. But I fail to see any big accuracy difference between 600 and 700 m/s guns. So my accuracy limit lies somewhere around 600....other people can have it more up.

It would off course need proper testing.


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Igiss says: Martin, you give them a finger, they bite off your arm.
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Offline chopper
12-24-2007, 12:25 AM,
#52
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Posts: 2,476
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There is a big difference between 600 and 700.
With Krakens, i can hit even the smallest fighters, and i'm not talking about 1v1 duels.
I'm talking about real multy fighter combats.
Same with Buckshots (but they do less damage).
I have some trouble with 8.33 (maybe because of the lag?), but i think that can be trained as well.
If you improve them all for +100, nothing changes for fights vs capital ships, but fighter fights do change a bit.
And if this proves to be ok, maybe even more speed could be added.
Or, if it is unfair for already fast weps, then improve speeds in percents.
For example, all +15%.
600 now would be 690 then, 700 would be around 805.
Opinions?

Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.

Can't let you bash folks in your sig Chopper-Del
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Offline Badger
12-24-2007, 01:37 AM,
#53
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Posts: 245
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My opinion on faster projectile speeds is that isn't a good solution either. All that does is nerf a fighter's ability to dodge gunfire, the major aspect of combat that sets fighters apart from all bigger classes. You want to reduce the time it takes to kill a fighter, not reduce a fighter's chance of survival. Yngen said in the first post, the time it takes to kill a fighter is directly determined by how much damage you're hitting it with, not how easy it is to hit the target.

I still believe the way to do this is to increase firepower on all basic guns. This doesn't include shield killers so it doesn't unbalance the fighter vs capship sheild dynamic, and fighter shields go down fast enough as they are.

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Offline chopper
12-24-2007, 02:16 AM,
#54
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Nah, if you improve firepower, then you'r messing with capital ships balance as well.
Hitting more often = More damage.

It will only affect fighter survivability when fighting other fighters.
You shouldn't be able to dodge for hours, i guess.
When fighting capital ships, all is the same, their weapons are just the same.

I still think it's a good option, but let's wait for some more arguments against it.

Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.

Can't let you bash folks in your sig Chopper-Del
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Offline Badger
12-24-2007, 02:40 AM,
#55
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' Wrote:You shouldn't be able to dodge for hours, i guess.

No, you shouldn't be able to hit a target any easier than you already can. Dodging is good piloting, you're asking to punish capable pilots to make it easier for those that can't aim as well. Lag is irrelevant, you can't balance game mechanics against anomalous network issues.

You should be able to dodge for as long as you possibly can otherwise we might as well give all weapons tracking projectiles. You want to increase damage dealt by fighters, but without increasing damage outputs of fighter weapons? Where's the logic in that? Just increase basic gun damage output. Increase capship hull as well if it makes that much difference, though I'm fairly sure it won't when specialist weapons deal many, many times the damage of basic guns already anyway.

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Offline chopper
12-24-2007, 03:23 AM, (This post was last modified: 12-24-2007, 01:19 PM by chopper.)
#56
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Good pilots will still be able to dodge, if you ever fought a Gunboat, you will know what i mean.
And even if it's impossible to dodge everything, you will still be able to dodge more then less skilled pilots.
For example, you are flying a Blood Dragon HF. That ship is all about agility.
I managed to survive in it near 3 gunboats, 1 fighter and 1 bomber, and even take down a bomber.
With using 20 bots only.
And then i got away.
And i'm not too much skilled.
100 speed will not make that much difference, trust me.
And guessing is not the way to know it, i think it has to be tested.

And if we all had +100 speed, i would get hit more often yes. But i would hit more often as well. So i would most prolly kill the bomber anyway.

I'm all for your proposal, don't get me wrong. I have been trying to do the same thing for months.
I simply can't fight for hours.
I don't have that time. If i see few skilled fighters in my scanners (like M.K-s the other day), i will most prolly dock, because i can't have a 2-3h battle.
But people don't like it, because it breaks the balance.
If people agree with you'r proposition, i see no reason why not to.
Improve damage for all guns for 15-20%:P

Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.

Can't let you bash folks in your sig Chopper-Del
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Offline X-Lancer
12-24-2007, 03:37 AM,
#57
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' Wrote:Wrong. There are ways to counter this.



hmm? how? they flying around in circle and how can you hit them.if you aim at the + is nerver going to hit as far as i know..where should i aim at?

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Offline Virus
12-24-2007, 05:02 AM,
#58
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' Wrote:WRONG!!!!

It will help very much, if properly implemented.
I have nothing against Fighter giving bots/bats to another fighter.
But, here is an example.
We are having a 3v3 fighter fight.
Enemy battleship comes. It is too strong for 3 fighters to take him down.
He gives bots/bats to all enemies, even though we spend 1 whole hour trying to kill 1 of them, he got bots/bats from his fighter buddies, which is ok, but when all were on like 1/3 of bots/bats, Battleship comes and we have no way to win that battle.
Simple as that.
No way to kill anyone. Not a single one.
Because, BS has like 800-1000 bots/bats, he can feed them whole day long.

Rule about this would help a lot. Capital ships shouldn't feed fighters with bots/bats.
It is boring.

<snip>


.... I'd like to say.... KILL THE BLOODY BATTLESHIP, THEN!

*ahem* That's all for now.

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Offline chopper
12-24-2007, 11:31 AM, (This post was last modified: 12-24-2007, 01:20 PM by chopper.)
#59
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We couldn't kill a battleship.
Don't be so frustrated, no need for that.

It is a legit tactic, as blunt said.
But it kills a rivals motive to fight. Because, you can't kill a single one.

Lucendez Wrote:
It is every Corsair's responsibility to die a beautiful death in defense of Crete, regardless of how OORP or how capwhoring the opposition is. Launch your fighter, joust the battlecruisers and die a beautiful death. Then, drink it down in the bar.

Can't let you bash folks in your sig Chopper-Del
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Offline mjolnir
12-24-2007, 01:34 PM,
#60
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Posts: 3,774
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Joined: Sep 2007

@chopper
Nah... I was so used to hitting everything with 600m/s (Disinfectors/Codes) that when I made an outcast with Krakens I couldn't hit a thing... as you witnessed in your Viper :)... but I got used to then after a while.
--------------------------
' Wrote:hmm? how? they flying around in circle and how can you hit them.if you aim at the + is nerver going to hit as far as i know..where should i aim at?
Look where your shots fly and aim accordingly:) ..... this works best with lower refire... because with high refire your shots fly everywhere and you don't see where you aim properly.... look at my signature:P

--------------

Small increase in speed can help .. but there is a limit in that as well... I'd say +100m/s max... if you make them too fast LFs will become useless.

Increase all fighter weapon damage... all caps would need increased armor/shield....then they would need increased damage on their guns as well....so that their fights will not become much longer...not sure if that's a good idea.




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Igiss says: Martin, you give them a finger, they bite off your arm.
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