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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Removal of Cerberus Turrets or Replacement?

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Poll: Replace or Remove Cerberus Turrets?
You do not have permission to vote in this poll.
Yes.
35.40%
40 35.40%
No.
54.87%
62 54.87%
Will post my own idea...
9.73%
11 9.73%
Total 113 vote(s) 100%
* You voted for this item. [Show Results]

Pages (11): « Previous 1 2 3 4 5 … 11 Next »
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Removal of Cerberus Turrets or Replacement?
Offline SkyNet
06-17-2014, 10:10 PM,
#11
Lord K'tesh
Posts: 517
Threads: 47
Joined: Oct 2011

Quote:http://i.imgur.com/B6SZhMw.png

It is unpossible to dodge missiles anymore. It's like you would fly a battleship.
How about we reset the old cap stats from 4.85?
Offline Lonely_Ghost
06-17-2014, 10:19 PM,
#12
Member
Posts: 1,217
Threads: 48
Joined: Nov 2010

(06-17-2014, 10:10 PM)SkyNet Wrote:
Quote:http://i.imgur.com/B6SZhMw.png

It is unpossible to dodge missiles anymore. It's like you would fly a battleship.
How about we reset the old cap stats from 4.85?

YES
Offline An'shur
06-17-2014, 10:22 PM,
#13
Banned
Posts: 578
Threads: 37
Joined: May 2013

What about some heavy equivalent of pulse cannons? For cruisers and for battleships. With long range, refire rate like light mortar and schield damage half more than mortars? Only an idea... Smile

User was banned for: Requested
Time left: (Permanent)
Offline Omicron
06-17-2014, 10:22 PM,
#14
The Order
Posts: 4,746
Threads: 386
Joined: Nov 2009

Turret splitting, while in theory supposed to improve variety of weapons mounted and used on capital ships had unfortunatelly opposite effect. Now every cap owner looks for the most efficient way to accomodate few precious heavy slots instead of sacrificing that primary turret in exchange for mortar or other artillery/auxilary weapon as it used to be in 4.85. I am not saying we should return to it but proper fine tunning is crucial for all capital ships and its equipment to restore the variety.

[Image: E9d8RnV.jpg?1]
Offline AshHill07
06-17-2014, 10:24 PM,
#15
Member
Posts: 896
Threads: 28
Joined: Feb 2010

Anything that increases the loadout variety would be good, the issue right now is despite how many turrets that are available there are only a couple of loadouts that are actually any good, and as a result 99% of the time all you'll see is people using those loadouts. I don't know if removing cerbs will help this, I still say that adding ammo limits to cap missiles was a terrible idea.

Adding more variety in weapons would definitely be an improvement.

[Image: AshHill07.gif]
\\ CDR David Roberts \\ CAPT Steven Eversman \\ VADM Ash Hill // RDML Chris Murray // CDR Mick Connors //
\\ SFC| Patrol-7 \\ SFC| LNS-California \\ SFC| LNT-Century // SFC| LNS-San.Francisco // SFC| Patrol-5 //
Offline EisenSeele
06-18-2014, 12:09 AM,
#16
Herder of Cats
Posts: 3,120
Threads: 228
Joined: Jan 2010

How about instead of removing DPS, which is the one thing that caps have left to their benefit, we talk about adding in more competitive alternative weapon types?

FEEDBACK
Offline Titan*
06-18-2014, 12:40 AM,
#17
Developer
Posts: 1,077
Threads: 88
Joined: Jul 2013

Remove cerbs, Use primaries and missiles only and razor of course, would be awesome, battles will be long like realistic. Massive ship vs Massive ship battle ending in 1 min. where is the realistic in it? Cerberus turrets needs to be removed. We need different weapons on capital ships also
Offline Misfit
06-18-2014, 12:56 AM, (This post was last modified: 06-18-2014, 01:27 AM by Misfit.)
#18
Member
Posts: 449
Threads: 21
Joined: Jan 2013

Remove cerbs, make capital ship wrecks with cap codes that do less damage than cerbs.

solididea/10

[Image: 0RSV22Y.png]
Offline Syrus
06-18-2014, 02:25 AM,
#19
Member
Posts: 1,583
Threads: 86
Joined: Mar 2010

Weird when you miss the old "mount whatever you want wherever you want". I always said we need to have faction primaries be actually be the actual anti-cap turrets. But heh...

Ironically, with trying to give more loadouts to chose from, it pretty much reduced the loadout choice(s) to:
Cerberus, Primaries and whatever you feel like does work best against snubs.
Obviously some BS have a bit different loadouts, but still, if you want to do alright, there is only "one choice".


The Cerberus was put in to give an anti-cap loadout. But it's just so overpowered that either you have Cerberus turrets, or you're gonna have a bad time.
But heh. I dunno if the caps are anywhere near the top of the "to be rebalanced" list.

[Image: 7tAtSZe.png]
Offline Trogdor
06-18-2014, 03:31 AM,
#20
Member
Posts: 1,236
Threads: 64
Joined: Feb 2009

I would rather see the other cap weapons made to be more useful first. Then we can talk about what to do with Cerbs.

Eisen is right. Battleship is already weak, without talking about nerfing its one strong point.

[Image: i4h0ll.gif]
[Image: zonerzonerzoner.gif]
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