I'm thinking that it might also have to do with the ship models themselves too. Hence why AD was interested in what ships were present to begin with. I know some of those models aren't optimized very well from listening to Hades and Duncan on Skype banter about models.
Is it battleships firing on the base that makes the lag or is it the defenders showing up to fire on the battleships, and the battleships firing at the same time. You can change battleship weapons, fact is when two hostile groups come together the number of projectiles is going through the roof, and every ship within 15k has to be told of the projectiles and their direction and velocity and the impacts etc. The server has to calculate all of that stuff because its internet game and there are cheaters, so lag more lag keerash. 4.85 used to crash with huge snub fights sometimes too, its the number of projectiles that do it, I'm almost certain.
I do like the idea of removing BS cerbs entirely though. Force them to use artillery. That's actually a helluva idea for totally different reasons.
What if the BSs shooting the base....moved closer?
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' Wrote:I do like the idea of removing BS cerbs entirely though. Force them to use artillery. That's actually a helluva idea for totally different reasons.
That is a very good and easy solution of the problem, I must say!
Right now people mostly use the Cerbs on the battleships, rarely missiles. Razors and mortars (both of them) can be seen VERY rarely.
' Wrote:remove primarys and cerbs, more projectiles, more lag.
There's another, rather easy way to sort this which, to my knowledge, won't affect balance:
Quadruple the cooldowns and damage of all cruiser and BS primary turrets, and the Cerb.
Double the cooldowns and damage of the BS/Cruiser mortars, missiles and battlerazors.
The only minor point would be that it'll become easier for cruisers and battleships to singleshot-snipe a gunboat, which all in all isn't a bad thing. If the issue is the amount of projectiles floating around, this should reduce it by a factor of 4 without affecting DPS at all.
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' Wrote:There's another, rather easy way to sort this which, to my knowledge, won't affect balance:
Quadruple the cooldowns and damage of all cruiser and BS primary turrets, and the Cerb.
Double the cooldowns and damage of the BS/Cruiser mortars, missiles and battlerazors.
The only minor point would be that it'll become easier for cruisers and battleships to singleshot-snipe a gunboat, which all in all isn't a bad thing. If the issue is the amount of projectiles floating around, this should reduce it by a factor of 4 without affecting DPS at all.
Snub oneshotting will also be back. As one wise old man once said, not fanny.
I'd vote for making capship battles really slow. That is, long cooldowns, slow projectiles, fixed arcs for guns, like, 15-30 degrees of turning for them max, so that ships would have to maneuver like in old sea combat, and also that would help with not affecting snubbattles much.
I've even made a thread about it, or two, or three...
I swear that would work great, but it would, yes, require quite a lot of work. I'd help or even do the most if that would ever be considered.
Make the protectives more simple- no need of flashy things when you lag as hell. However I would love to see the guns with slower refire useful- I find normal BS motar together with BS razor useless now. It is not bad thing if you can motar snubs or cerb snipe them- if they make mistakes. On cruisers the Light Motar is more useful vs snubs as Razor, razor makes the snubs to dodge more and to keep their distance expecting sniping while razor is too slow to be effective, the LM on the other hand is quite cool way to kill snubs, just bring them in your trap, make them to make mistakes.
(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.)
' Wrote:Snub oneshotting will also be back. As one wise old man once said, not fanny.
I'd vote for making capship battles really slow. That is, long cooldowns, slow projectiles, fixed arcs for guns, like, 15-30 degrees of turning for them max, so that ships would have to maneuver like in old sea combat, and also that would help with not affecting snubbattles much.
I've even made a thread about it, or two, or three...
I swear that would work great, but it would, yes, require quite a lot of work. I'd help or even do the most if that would ever be considered.
I like this idea but the problem imo here is with the balance between "light" BS (shrimps, Dreadnaughts)and heavier BS (Valor, Turtle).
For example if a Valor and a Shrimp meet and wanto start a fight
they normaly face each other with a distance of ~5k.
Right now the Shrimp would keep his distance with turning away and just fire his Cerbs and Mortars while evading the fire of the Valor.
With the new system the Shrimp would need to get around the Valor which can pound the shrimp at the meantime.
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Actually the proposed system would give more advantage of the smaller ships. I would explain why but I guess you wont understand.
(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.)