• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
« Previous 1 … 14 15 16 17 18 … 55 Next »
Discovery Mod: Balance Issues

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (28): « Previous 1 … 10 11 12 13 14 … 28 Next »
Discovery Mod: Balance Issues
Offline Syrus
03-27-2012, 12:01 AM, (This post was last modified: 03-27-2012, 12:22 AM by Syrus.)
#111
Member
Posts: 1,583
Threads: 86
Joined: Mar 2010

About ship sizes and stats...

http://img406.imageshack.us/img406/3984/...arison.png
CR BS - Jormungand - Elbe
RM BS - Liberty Dread - Bret BS
Valor - Kusari BS - Osiris
Liberty Carrier - OC Dread - OC BS
(Zoom: -15x)

For many battleships the stats are just weird. For example here the CR BS which is almost as big as the Rheinland BS. The Jormungand's small size at least has a thing which evens it out: Only one Class 10 forward (+ a mostly useless FWG), while every other Medium BS has 3 Class 10 forward.

Another BS which is way too big for its stats is - and always has been - the Sarissa (OC BS).

I suggest either shrinking them down a lot or making the CR BS a heavy BS and giving it the appropriate stats (more armor, more bots, slower...etc - as the OC already have a heavy BS shrinking the Sarissa down is probably the better choice, shrinking the CR BS would also be more fitting imo, keeping RP etc in mind).

I included some more BS, just for comparison. This is mostly about fixing the CR BS stats/size balance.

[Image: 7tAtSZe.png]
Reply  
Offline Syrus
04-01-2012, 06:25 PM,
#112
Member
Posts: 1,583
Threads: 86
Joined: Mar 2010

Cruiser turret balance:
http://img824.imageshack.us/img824/9449/cr...rretbalance.png
There are no big range or speed differences for those turrets, neither any other reasons, so why are there such big energy efficiency differences? (sorted by dmg/s btw)



Colonial cruiser agility and speed:
I know I read somewhere that it has such low agility "to make up for it's amount of turrets and the good arcs". So, 1st the agility is even lower than on ALL heavy cruisers - it's even lower than on the Necrosis battlecruiser - 2nd, the size of the thing is almost equal to the RM cruiser, 3rd, the arcs aren't that good:
2 Class 7 360° and down, 2 Class 7 forwards 180° and up, 5 class 6 forwards, 8 backwards, 7 to the sides, 7 up, but only 3 down! And that's a big weak point there.

My suggestion:
Make it a heavy cruiser, give it a bit better agility so it is equal to the other heavy cruisers, more armor, more bb. Easiest solution, even though I'd prefer to see it as a decent medium (sized and "agility'd") cruiser.

[Image: 7tAtSZe.png]
Reply  
Offline Dieter Schprokets
04-02-2012, 02:07 AM,
#113
Member
Posts: 4,394
Threads: 662
Joined: Jul 2007

The Arrow should cruise at 400 ish, yes?

It cruises at 350. Or did for me.

[Image: siggy.jpg]
Reply  
Offline Snoozzzer
04-02-2012, 02:32 AM,
#114
Member
Posts: 1,116
Threads: 75
Joined: Jan 2010

[font=Comic Sans Ms]Eeeep! Speaking of light fighters - The Nomad Morph also only cruises at 350m/s

[Image: 66tD8j6.png]
Reply  
Offline Echo 7-7
04-02-2012, 09:19 AM,
#115
Masterful Modder
Posts: 4,077
Threads: 99
Joined: Sep 2006

' Wrote:[font=Comic Sans Ms]Eeeep! Speaking of light fighters - The Nomad Morph also only cruises at 350m/s

Known bug, I believe, and being fixed in the next update.

There was a sig here, once.
  Reply  
Offline Jack_Henderson
04-02-2012, 10:06 AM,
#116
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

Balance the Gunboat class, please. I can't help but repeat it.

Give it a nemesis that is not a CAU 8 Cap because all ships have a nemesis. But not GBs.

Restore the usefulness of the bomber against GBs.

Why is this important?

Have a look at the number of unlawful gunboats. It's huge. Now compare with what law enforcers field. Many official police factions do not even allow the use of GB and bigger.

You might have noticed system lockdowns like in New Berlin that last for hours. It takes military cap-factions like 2te| to clean it up because no one can beat 4 gunboats without... great numbers (> 6-7 bombers?) or capspam.

Now, why is it necessary to somehow balance GB class?

Because it should be possible to flush out a pirate roadblock with some police units and it should not require the 3rd Mountain Armored Division.

Solutions? I have only some vague ideas.

> reduce gb agility, so that the bomber class can still snac a turret steered gb (right now it is very hard to almost impossible to snac a well commanded GB)
> lengthen shield downtime to give bombers a better chance to hit hull.
> increase turret energy consumption (right now even 75 % core gbs can fire their guns continuously and can make every approach of a bomber impossible, if you do not want to lose 5-7 bots)
> Reduce the CAU armor class that can be mounted drastically. CAU 6 max for heavy GBs only, no/very low Cau for the agile ones. If you cannot be hit and rely on agility, a hit should hurt. (this will be tried, and I am curious.)
> Discourage the exclusive use of GB for piracy (e.g. reduce thruster speed below that of transports or reduce cruise speed slightly)

Generally, gunboats have no disadvantage right now.
They combine massive firepower with good survivability.
They lack a readily available enemy that outclasses them.

And the consequence: Their massed presence in the unlawful sector is imbalancing the gameplay.

I hope that was helpful.

Jack

+ IMG| DISCORD: https://discord.gg/TWrGWjp
+ IMG| IS RECRUITING: Click to find out more!
Reply  
Offline Yber
04-02-2012, 10:36 AM, (This post was last modified: 04-02-2012, 10:38 AM by Yber.)
#117
Member
Posts: 1,665
Threads: 97
Joined: Jul 2011

Gunboats are allright as they're right now. You say they've no nemesis, that shows you've never tried to fight a cruiser on a GB. Cruisers are made to slay GBs, and they do it really nice. The problem is that there're some skilled GB pilots, and a very few who can fly a cruiser properly.

About the bomber thing. Erhm. Lolno. Gunboats are made to slay snubs, that include bombers. Therefore nerfing it isn't a choice, less on the way you proposed to. A skilled bomber pilot can snac a skilled GB pilot just fine. As I've said multiple times about complaints against the gunboats;

Train. Once you've trained some weeks your snac aiming, tell me if you can or can't snac my GB. Then, think again about the post you've made.

Note: 6-7 bombers vs 4 GBs?:Pplease go ahead, I would like to see it.

[Image: 4sFHsTF.png]
(06-19-2016, 12:06 PM)Mao Wrote: inb4 Sirius gets renamed to XTF.
Reply  
Offline Zynth
04-02-2012, 11:18 AM,
#118
Member
Posts: 1,348
Threads: 69
Joined: Apr 2010

' Wrote:Gunboats are allright as they're right now. You say they've no nemesis, that shows you've never tried to fight a cruiser on a GB. Cruisers are made to slay GBs, and they do it really nice. The problem is that there're some skilled GB pilots, and a very few who can fly a cruiser properly.

The main problem isn't Gunboats having no nemesis. The problem is that Gunboats have a nemesis that is highly restricted and cannot be used by most trading factions.

Gunboats are now widely used for piracy. Corps can't counter with a Cruiser cause they cannot have access to it. The navy can't help escort if the trader is heading into another house due to laws on Capital ship restrictions.

' Wrote:Because it should be possible to flush out a pirate roadblock with some police units and it should not require the 3rd Mountain Armored Division.

And yes, why does a pirate gunboat roadblock require military intervention in the form of a capital ship? It's just plain strange.

--

My suggestion is to reduce thruster speed on gunboats to that around transport levels. The gunboat has the same thruster speed as a snub, which makes little sense since a gunboat is about 10 times the size of a snub. Reducing it will give fighters and bombers a fighting chance in taking it down and remove the "Thrust away and turret zoom" tactic that normally overpowers fighters and bombers with little effort.

[Image: PKNeayo.png]
Reply  
Offline Syrus
04-02-2012, 12:55 PM, (This post was last modified: 04-02-2012, 01:05 PM by Syrus.)
#119
Member
Posts: 1,583
Threads: 86
Joined: Mar 2010

' Wrote:[...]
My suggestion is to reduce thruster speed on gunboats to that around transport levels. The gunboat has the same thruster speed as a snub, which makes little sense since a gunboat is about 10 times the size of a snub. Reducing it will give fighters and bombers a fighting chance in taking it down and remove the "Thrust away and turret zoom" tactic that normally overpowers fighters and bombers with little effort.
No, it doesn't.
It has 140 ms, just like the transports. And cruisers.

Also, even cruisers aren't really good weapons against them, as many lack the firepower to really do enough damage. I think cruisers need a buff in armor, shields and firepower (more turrets for some, but overall stronger guns), same with battleships (though a bit less here).


++ EDIT0: Oh, and also ... make GB turrets drain more energy. And give them anti-GB weapons. Cerberus turrets for example. Slower refire, slower speed, much more damage, higher efficiency, a bit more range.

++ EDIT1: Though, the problem with such weapons lies with the high agility of the gunboats. So, the question is: slow refire, slow speed, high damage, high efficiency Cerberus - or an even slower refiring Pulse / Razor combo for Anti-GB?
But one thing is clear: they can't be good against both snubs and GBs, so I suggest Cerberus turrets. And as I said, reducing the efficiency on the standard turrets.

[Image: 7tAtSZe.png]
Reply  
Offline Veygaar
04-02-2012, 03:33 PM,
#120
Member
Posts: 4,212
Threads: 158
Joined: Jan 2011

*sigh* You guys are confusing fights with skilled players against unskilled players as a tech imbalance.

Noob GB pilots aren't suddenly OP'd because of zoom and steer. I'm still soloing zooming Imps in my bomber. There is a very simple way to make zoom useless on GBs with your bomber. I'm surprised so few people have figured it out already. Seems instead they complain here instead of finding out they can already solve the problem by a little practice and creative thinking in-game.

As for traders/miners being upset they can't defend themselves, that IS what the military is for, protecting YOU. Although a few of your bombers do the job just as good too, or 1 bomber and GB against 1 pirate GB.

Practice to get yourselves up to the competition's level, don't try to cripple them down to yours because you lack the skill.


lil extra note: Crusiers/BSs RAPE Gunboats, Cruisers are pretty much the alpha ships in Disco at the moment. They don't need a buff at all haha.

Veygaar for Admin Moderator 2013!!!
[Image: tumblr_mhigevrWmO1qh09nho1_500.gif]
Reply  
Pages (28): « Previous 1 … 10 11 12 13 14 … 28 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode