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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Old balance issues

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Old balance issues
Offline bluntpencil2001
03-10-2008, 01:20 PM,
#51
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Posts: 5,088
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Anyway, can ammo take up cargo space? Would this break balance?

[Image: sig-9566.jpg]
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Offline marauder
03-10-2008, 01:25 PM, (This post was last modified: 03-10-2008, 01:26 PM by marauder.)
#52
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Cargo holds were alot smaller in freeworlds.

Not to mention do you really want to try pirating someone who has half the cargo hold of his adv. train full of CM flares?

Then theres fighting people in a bomber thats full of mines, dodging 70 nuc mines is hard enough, let alone someone with a cargo hold of 80+ crammed full of the things.

It'll need alot of balancing, playtesting, rebalancing etc.
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Offline Horon
03-10-2008, 01:29 PM,
#53
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Posts: 1,485
Threads: 52
Joined: Sep 2007

Just listen to the voice of the computer when you add ammunition. It would seem that they have their own ammo space separate from the cargo hold.

While being quite funny, your sig was the biggest one i've ever seen so far. No more than 700x250 please. ~utrack
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Offline bluntpencil2001
03-10-2008, 01:32 PM,
#54
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Posts: 5,088
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' Wrote:Cargo holds were alot smaller in freeworlds.

Not to mention do you really want to try pirating someone who has half the cargo hold of his adv. train full of CM flares?

Then theres fighting people in a bomber thats full of mines, dodging 70 nuc mines is hard enough, let alone someone with a cargo hold of 80+ crammed full of the things.

It'll need alot of balancing, playtesting, rebalancing etc.

Good points, but I still think it is worth trying... yes? No? Maybe? If playtesting says it sucks, well, then, dont use it, right?

[Image: sig-9566.jpg]
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Offline mjolnir
03-10-2008, 02:11 PM,
#55
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Posts: 3,774
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Joined: Sep 2007

Well I read all the replies since I posted .. and basically it's all in this one:

' Wrote:I'd just like to point out that players that do this really have no idea what they're doing...mounting more than two missiles on a Capship is generally a very stupid thing to do, since the minute you come up against other capships you're effed. If you want to make Capship missiles more effective I'm all for it, make them suck ammo. Otherwise, those babies need some help...

Did you really read what I said?

They are useless against other caps yes.... but they are abused by people mounting 4 or more and then going around hunting fighters as their main goal.... well yes answer is.. bring another capship against that one... well that doesn't really help against cap-whoring does it?

So make them use ammo.. so that mounting more of them makes you go trough your ammo really fast or costs you a lot of money.

Quote:Figther missiles I would also like to see more effective, for those of us who can't shoot -.-

Indeed.. make missiles "hit the button and enemy is dead weapons" for newbs...that would be great....

I know a lot of people that know how to use them....you just have to time when you fire them.. i duels they are quite easy to use.... but no just spamming them won't work.

@marauder.. if missiles don't track use CTR+T and then T to re-target the enemy....
Paralyzers don't work against caps.. since the explosion radius need to inlude the shield generator (and I don't really know where that is on like 95% of ships).
They are great against bombers.... as well as Cannonballs (some 4 CBs blast the guns off).

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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Offline bluntpencil2001
03-10-2008, 02:14 PM,
#56
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To be fair, I see a cruiser loadout of 3 or 4 Infernos with the rest being missiles a legit loadout for ripping off cap guns...

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Offline mjolnir
03-10-2008, 02:46 PM,
#57
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Well.. I'm just saying it's unfair that they can spam those missiles indefinitely.


[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
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Offline marauder
03-10-2008, 03:13 PM, (This post was last modified: 03-10-2008, 03:14 PM by marauder.)
#58
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Only if that ship is bait and has backup.

I've fought about three gunboats when I had one. Not one of them had any gunboat infernos mounted and I beat two of them.

The only reason I think I lost to the other gunboat is that I think he had a full cerb loadout (rhienland gunboat + cerb's = dead opponent, they can't tell that your using cerbs without a scan).

Anyway, the point is I rarely see any gunboats using infernos, why?

Cruisers without a forward gun, fine, I can see them mounting two to drop other capship shields faster, but more then that on anything other then a battleship or dread just kills your power way too fast.
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Offline Mr_3ppozz
03-10-2008, 03:47 PM,
#59
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Posts: 451
Threads: 15
Joined: Jun 2007

A long time ago, when i had my albatross battlecruiser. I had 2 gun-setups...

1: 2BS inferno's, 2 Flak turrets and the rest Basic Cruiser turrets.
2: 4CR Inferno's, 2 BS Mortars and the rest Basic Cruiser turrets...

Layout 1, simply beat everything smaller then a BS, on a few occassions i had 4 Flak turrets, but that was mostly for stripping BS's of guns, or making sure that fighters didnt get too close.

Layout 2, was a battleship killer. The most important problem you get when fighting a BS is the frakking shield. You must keep your distance, so you can dodge enemy inferno's. The moment you rip the shield, start firing all your (low-energy drain) guns and fire the mortars the moment you can.

As for Gunboat inferno's, these are not worth the energy that they use. Any layout sporting a full turret-setting can deal major damage too any shield.

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Offline me_b_kevin
03-10-2008, 03:58 PM,
#60
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MISSLES

missles do need some work. the arguement that you need to learn how to aim missles just sounds weird. i could see having to aim rockets but not missles. not trying to take away from those that are good at aiming but i'm nearly convinced that my bad aim is terminal whether it's because of lack of skill or varing lag from being 1/2 way across the world from the server. the point of missles being better would be to level the playing field. why do you think people fly so many capships? one of the main reasons (i think) is the extremes in skill level in fighter sized craft. your either good or you suck, plain and simple. missles could level that gap in skill out so that people don't jump straight to capships.

missles should track 100 times better....but in return lower the max ammo you can carry. i know there is a universal ammo amount but i'm fine with seeing all ammo reduced. i can't realistically see a lightfighter carrying 70 missles/mines.

capship missles are weak in my experience. sure they do nice damage, if they hit. i never scored a hit with my missle turrets in the months i had them on my destroyer and i fought plenty of bombers/fighters. as for them using ammo...i don't like the idea, capships would have hundreds of missles in reserve for extended fights. if missles become better, the only thing that would limite their use would be high energy consumption.

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