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Discovery Freelancer 4.86 Update 5 Released

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Discovery Freelancer 4.86 Update 5 Released
Offline Zukeenee
04-26-2012, 06:23 PM,
#81
Member
Posts: 1,803
Threads: 82
Joined: Mar 2006

' Wrote:Ohh! But ... that wreck gives the derelict nomad artefact and not the nomad power cell ! At least gave it last time i has there!!
Well, I think that thing still drops a "Derelict Nomad Artifact". But this line in the changelog confuses me a bit:
' Wrote:- Cloaking factory now requires the lootable "derelict nomad power cell"
Previously, we had a "Derelict Nomad Artifact" and a "Nomad Power Cell". The former was looted from the Humpback wreck in Omega-58, and the latter was sold on Nomad bases (In the firs few months of 4.86, this was reversed, but it has since been fixed).

I've got no idea what a "Derelict Nomad Power Cell" is, though. From what I gather, it's an entirely new item that gets dropped from Nomad NPCs sometimes? Or I could be entirely wrong. "Lootable" could mean that it's dropped by NPCs or looted from a wreck. And the name of the item could just be a typo.

In any case, I'm just glad that I built my cloak factory while we still knew what kind of Nomad-item it used for construction.

[Image: Zukeenee2.gif]
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Offline stupidnames
04-26-2012, 06:47 PM,
#82
Member
Posts: 56
Threads: 7
Joined: Aug 2010

' Wrote:Er, if by finetuned you mean nerfing it by 2/3, I guess...

My BS is now consuming 3 deut per second instead of 1.. Which means of the 730 fuel I can carry, I waste 180 of it just charging the thing and then only have 3 minutes of cloak instead of the 11 I had before. 3 minutes of cloak isn't enough to do anything, really..


its all fuel from wut ive noticed, which makes the only cool useful item added completely and totally useless. way to go nerfing everything to hell all because the few transports with 4k holds could cloak through whatever they wanted.

Heres how i think cloaks should have been:
(small) 10cargo, 1 fuel every 2sec, max hold 150
(medium) 150cargo, 1 fuel every 2 sec, max hold 500
(large) 350cargo, 1 fuel per second, max hold size 2000
-add-
(extra large) 600cargo, 1 fuel per second, max size 5000
Barge shouldnt get cloak.

and for jumpdrive should have been:
(mod2) 450cargo, 2mill powercore, 6 MOX/7 Oil/7 H-Fuel/8 Deuterium/8 Helium-3 per second -fuel unchanged, but add cargo size limit 1200
(mod3) 700cargo, 7mill powercore, 9 MOX/11 Oil/11 H-Fuel/14 Deuterium/14 Helium-3 per second -no cargo restriction
(mod4) 1000cargo 7mill powercore, 15 MOX/18 Oil/18 H-Fuel/20 Deuterium/20 Helium-3 per second -no cargo restriction, also still pulls other ships with you.

Those numbers seem reasonable, and make the items useable other than just saying that you have them.
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Offline Govedo13
04-26-2012, 06:58 PM, (This post was last modified: 04-26-2012, 07:08 PM by Govedo13.)
#83
Member
Posts: 4,663
Threads: 97
Joined: Jul 2009

' Wrote:...
You are almost right with your numbers- there should be 4th very specific cloak for transports- they should not use the cruiser/battleship one, the transport cloak must be 2-3 times more expensive then the rest of the cloaks and should not allow transports to stay cloaked more then 20min.
However the cloaks are so nefed now if you does not use mox that they are useless, the sad fact is that only few factions around Sirius can afford to use Mox as main cloak fuel. Cloaks do need some serious re balancing because they were bad balanced when they got released and now it is even worse. Devs should put a simple value- how much they want each ship type to stay cloaked- then apply it on the cloak stats- simple as that. The 2 attempts to introduce cloaks till now fail.
Quote:Fighter bomber- 2-5 min max. without armour max 10min. fast charge
Freighter/GB/Cruiser- 5-7 min without armour/au8 max 15 min. longer charge for cloak then fighter
BS- 10-15 min, without armour/au8 20-30min even longer charge for cloak.
Transport- 15-20 min max, give the cloak certain working time-15 min then it shut down and need to recharge with 3 min cloak charger- so transport cargo space could not be abused for 1 hour cloak.
I see it like that.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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Offline Ursus
04-26-2012, 07:04 PM, (This post was last modified: 04-26-2012, 07:05 PM by Ursus.)
#84
Member
Posts: 3,853
Threads: 249
Joined: Oct 2011

They also need to be interruptable with CD and/or pulse. If you know one is nearby you should be able to reveal it, and once revealed you should be able to fully exploit its combat weakness. If you dont want to be revealed, dont get so close.

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
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Offline Lusitano
04-26-2012, 07:12 PM,
#85
Storm Chaser
Posts: 1,864
Threads: 197
Joined: Feb 2011

' Wrote:Well, I think that thing still drops a "Derelict Nomad Artifact". But this line in the changelog confuses me a bit:
Previously, we had a "Derelict Nomad Artifact" and a "Nomad Power Cell". The former was looted from the Humpback wreck in Omega-58, and the latter was sold on Nomad bases (In the firs few months of 4.86, this was reversed, but it has since been fixed).

I've got no idea what a "Derelict Nomad Power Cell" is, though. From what I gather, it's an entirely new item that gets dropped from Nomad NPCs sometimes? Or I could be entirely wrong. "Lootable" could mean that it's dropped by NPCs or looted from a wreck. And the name of the item could just be a typo.

In any case, I'm just glad that I built my cloak factory while we still knew what kind of Nomad-item it used for construction.


Your confusion is my confusion!!! What you said is what i tought!
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Offline stupidnames
04-26-2012, 07:20 PM,
#86
Member
Posts: 56
Threads: 7
Joined: Aug 2010

' Wrote:They also need to be interruptable with CD and/or pulse. If you know one is nearby you should be able to reveal it, and once revealed you should be able to fully exploit its combat weakness. If you dont want to be revealed, dont get so close.

i like that idea, someway to disrupt cloak if u know sum1 there, but then i think there shouldn't b an actually time limit, cause i for one enjoyed being able to feed a ship fuel to remain cloaked and scout, but then if it is possible after a period of time, say 15min, the fuel consumption is doubled, and allow it to repeat(so 30min cloaked, at normal 1per sec, ur now using 4per sec to remain cloaked) staying like that till say 10min uncloaked.
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Offline Trogdor
04-26-2012, 10:12 PM,
#87
Member
Posts: 1,236
Threads: 64
Joined: Feb 2009

Apparently you're supposed to use Mox for cloak fuel now. From the numbers Gheis gave, all fuel uses 3 per second except Mox which still uses 1.

So, if you have access to Leeds or NB lawful, you're good. If not..

[Image: i4h0ll.gif]
[Image: zonerzonerzoner.gif]
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Offline Zahas
04-26-2012, 10:16 PM,
#88
Member
Posts: 818
Threads: 30
Joined: Aug 2010

' Wrote:Apparently you're supposed to use Mox for cloak fuel now. From the numbers Gheis gave, all fuel uses 3 per second except Mox which still uses 1.

So, if you have access to Leeds or NB lawful, you're good. If not..
expect to be nerfed now
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Offline Tommeh
04-26-2012, 10:51 PM,
#89
Member
Posts: 1,596
Threads: 31
Joined: Jan 2009

Mox is perishable, so it drains itself anyway while you are not using it.
I agree with Govedo, whole cloaking stuff needs good rebalancing, transports are getting way to much cloak time, no matter the armor, while all others except battleships maybe fail.

[Image: final3.png]
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Offline Prysin
04-26-2012, 11:36 PM,
#90
Apex Predator
Posts: 3,101
Threads: 165
Joined: Jul 2009

' Wrote:They also need to be interruptable with CD and/or pulse. If you know one is nearby you should be able to reveal it, and once revealed you should be able to fully exploit its combat weakness. If you dont want to be revealed, dont get so close.

nah, just hit it with a SNAC or LM, it'll do the trick

[Image: v1zVWKX.png]
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