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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Fighters should be fun...

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Fighters should be fun...
Offline chopper
12-27-2007, 02:53 PM,
#111
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Posts: 2,476
Threads: 31
Joined: Oct 2007

Nah, that would be needed if we would want to change the fighter fights totally.
Yes, they would be more dangerous then, and more fun prolly. But too much work.
I believe if we upgrade wep. speed and leave agility as it is, we could speed up fights a bit.
It's only about reducing time for fighter fights, not changing the whole mod.
At least that's what i thought.

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 bluntpencil2001
12-27-2007, 03:00 PM,
#112
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Posts: 5,088
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Joined: May 2007

' Wrote:Nah, that would be needed if we would want to change the fighter fights totally.
Yes, they would be more dangerous then, and more fun prolly. But too much work.
I believe if we upgrade wep. speed and leave agility as it is, we could speed up fights a bit.
It's only about reducing time for fighter fights, not changing the whole mod.
At least that's what i thought.

I think you have some good points, but doing this would make them sitting ducks, I feel. One rebalance like this would need another, and we'd keep breaking things.

Simply increasing weapon damage for instance, would make Light Fighters in the right (or wrong) hands utter death machines.

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Offline StarButt
12-27-2007, 04:04 PM, (This post was last modified: 12-27-2007, 04:07 PM by StarButt.)
#113
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Posts: 199
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' Wrote:I think you have some good points, but doing this would make them sitting ducks, I feel. One rebalance like this would need another, and we'd keep breaking things.

Simply increasing weapon damage for instance, would make Light Fighters in the right (or wrong) hands utter death machines.


Lets just increase fighter weapons re-fire and projectile speds? As it is, most light-fighters in competent hands, are virtually un-hittable anyway...
And let's cut nanobots/shieldbatteries to half on all vesseles?

Your Image exceeds Forum Regs, Please replace.......BULLDOGNK
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Offline Epholl
12-27-2007, 04:10 PM,
#114
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Posts: 640
Threads: 9
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what about making armor upgrades ocuppy nanobot space?

example:
no armor + 64 nanobots
armor mk 3 + 49 nanobots
armor mk 7 + 15 nanobots

or something similar..?..possible?

[Image: ephollsigs.png]
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Offline bluntpencil2001
12-27-2007, 04:40 PM,
#115
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Posts: 5,088
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The proposed rebalances mentioned would bring their own, larger problems as they are sugeested, particularly altering weapon speeds.

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Offline chopper
12-27-2007, 05:14 PM,
#116
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Posts: 2,476
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' Wrote:I think you have some good points, but doing this would make them sitting ducks, I feel. One rebalance like this would need another, and we'd keep breaking things.

Simply increasing weapon damage for instance, would make Light Fighters in the right (or wrong) hands utter death machines.

Yes, but for instance, 2,3 good hits would kill an LF as well. Especially if you had 800 speed weps to counter LF's.
It would still be a fair fight. And i'm more for increasing speed then damage, because, damage messes with capital ships balance as well.
As i said, we can only think until we test it. It can't hurt, i think.

Nanobots/bats are messing with capital ships balance as well. No can do.
Leave them as they are.
Unless... Improve fighter weps damage (+ against caps), decrease fighter bots/bats (- against caps), and stay on 0, but speed up the battle: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 StarButt
12-27-2007, 07:48 PM,
#117
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Posts: 199
Threads: 5
Joined: Sep 2007

' Wrote:The proposed rebalances mentioned would bring their own, larger problems as they are sugeested, particularly altering weapon speeds.


PROBLEMS are already there and are HUGE....so I can't see upgrading fighter weapons projectile speeds, doing anything WORSE that it is already with fighter battles lasting for hours...

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Offline Ascendancy
12-27-2007, 07:57 PM,
#118
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Posts: 227
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Not that I have anything more to contribute to this discussion as I still think my point remains valid, but...

There is a turret for a fighter that has the fastest weapon speed of all energy based weapons, yes, it's greater than 750 m/s, perhaps you should use it for a model.

The Vengeance Mk III Turret Liberty produces has a range of 680m and its velocity is a staggering 850 m/s. Add your thruster going at 200 m/s and you have a weapon that is flying at 1,050 m/s. If velocity is going to be increased, I'd look at that turret first...

[Image: AscendancySig.png?ex=68b4bad1&is=68b3695...cef5bd024&]
Thanks to Cattman2236 of E-Studios Forums for the signature.
' Wrote:The Kalashnikov. Still sees use in the hands of Coalition-aligned anthropomorphic cats Sirius-wide.
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Offline chopper
12-27-2007, 08:06 PM,
#119
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Posts: 2,476
Threads: 31
Joined: Oct 2007

I don't think energy weapons get +200 from thruster.
Only balistic, like supernova, missiles, etc.
Try flying backwards and shoot energy weps, you'l see what i mean.

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 Carlos_Benitez
12-28-2007, 03:17 PM,
#120
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Posts: 829
Threads: 45
Joined: Aug 2007

Currently, I hate my fighter with a passion. Titans have become awful since the new mod. They've always had some disadvantages to other fighters such as Sabres and Eagles due to lack of agility, but lately, with the mod-wide fighter nerf, they can barely hold their own against BHG NPCs.
Admittedly, its mostly about weapon energy. My Titan has 4 salamanca II (Level 9) and 2 Coloda Del Cids (Level 10). The slots for a Titan are Level 10x4 and Level 9 x2. This means im under-using the slots by 2 1 level on 2 out of 6 slots, yet I can shoot my guns continuously for only about 5 seconds.

We've been phasing out nomad guns for RP reasons, but the Salamanca IIs are difficult for me to use as I have aiming difficulties, and the Sallys have big fluffy projectiles with a small cross-sectional area of effect. -This makes it yet more difficult for me to aim with them. Ive gone round allied bases, there are no Del Cid-compatible alternatives that are suitable.

Fighters definitely need to be improved. It takes far too long to achieve hull damage lately. Lets not forget that Missiles barely work on this mod, so guns need to compensate.

Fighters lack of power is encouraging capital ship whoring. Im seeing most independents in Gamma flying cruisers, and even I have moved my rarely used Gunboat to Gamma because my Titan is so inadiquate.
....Come to think of it, shouldn't a group of fighters be capable of taking down a transport? Ive never felt comfortable going pirating in a fighter...

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