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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 An'shur
06-18-2014, 12:03 PM, (This post was last modified: 06-18-2014, 12:10 PM by An'shur.)
#21
Banned
Posts: 578
Threads: 37
Joined: May 2013

So, people, I have some ideas.

At first. I read here about making capital weapons more usefull at all. So I would rise primaries range to 3,0-3,2k and make them more powerfull by 10%. I am unsure if caps can mount primary turret on heavy slot. If not, I would make it possible (e.g. Turtle with 8 primary turrets) This idea calculates with cerbs removal

I said I would keep cerbs, but it depends on devs. I have some weapons idea to replace or as addition. I think about bs and cr weapons too:

Heavy cruiser pulse cannon type I
HDPS: very low
SDPS: 110 000
Speed: 550m/s
R. rate: 0,25
Range: 4k
Power used per shot: 1 200 000
Effect: Bigger version of battleship pulse turret effect with not too long, yellow tail. Maybe with some particles around.

Heavy cruiser pulse cannon type II
HDPS: very low
SDPS: 55 000
Speed: 550m/s
R. rate: 0,5
Range: 4k
Power used per shot: 600 000
Effect: Bigger version of battleship pulse turret effect with not too long, yellow tail.

Heavy battleship pulse cannon type I
HDPS: very low
SDPS: 200 000
Speed: 550m/s
R. rate: 0,25
Range: 4,5k
Power used per shot: 2 500 000
Effect: Bigger version of battleship pulse turret effect with long, yellow tail. Maybe with some particles around.

Heavy battleship pulse cannon type II
HDPS: very low
SDPS: 100 000
Speed: 550m/s
R. rate: 0,5
Range: 4,5k
Power used per shot: 1 250 000
Effect: Bigger version of battleship pulse turret effect with yellow tail.

Medium battleship missile launcher (basic, not concept for house capweapon)
HDPS: 18 000
SDPS: 9 000
Speed: 290m/s
R. rate: 1,0
Range: 3k
Turn rate: Don't know, usable against fighters, but not CD turning Smile
Power used per shot: 300 000
*Classified as medium battleship turret.

Light cruiser missile launcher (basic, not concept for house capweapon)
HDPS: 10 000
SDPS: 5 000
Speed: 250m/s
R. rate: 1,0
Range: 2k
Turn rate: Don't know, usable against fighters, but not CD turning Smile
Power used per shot: 100 000
*Classified as light cruiser turret.


---So, my pulse weapons aren't efective with their power requirements, but they are pulse based weapons, which requires it.
---What do you think about my ideas? Like them, dislike them, whatever you wish Wink Absinthe

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Offline Fat_Mendoza
06-18-2014, 12:05 PM,
#22
Member
Posts: 84
Threads: 18
Joined: Sep 2013

maby make cerb more power use?
Offline An'shur
06-18-2014, 12:28 PM, (This post was last modified: 06-18-2014, 12:44 PM by An'shur.)
#23
Banned
Posts: 578
Threads: 37
Joined: May 2013

(06-18-2014, 12:05 PM)BigLimon Wrote: maby make cerb more power use?

Cerbs are 2x stronger than battleship turrets. I would make them their energy requirement balanced to primaries. So 2x more. This would be overkill to all cap-lovers like me, but I agree! xD
Also I would make faction versions of cerbs, like primaries are. I found this thread: http://discoverygc.com/forums/showthread...t=cerberus I am inspired by it in this way, because all faction using same gun? Agree it is odd.

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Offline Highland Laddie
06-18-2014, 01:04 PM,
#24
Member
Posts: 2,082
Threads: 21
Joined: Mar 2013

My thoughts (or agreements with others' ideas):

1. Make Cerb RANGE lower to compensate for its hitting power
2. Make Cerb use more energy
3. Increase range of Primaries/Secondaries to greater than Cruiser Range
4. Double the BS missile max loadout
Offline An'shur
06-18-2014, 02:08 PM,
#25
Banned
Posts: 578
Threads: 37
Joined: May 2013

(06-17-2014, 09:55 PM)SkyNet Wrote: About the RP: Cerbs are manufactured in Rheinland, Liberty and even Gallia got acces to cerbs. Sounds a bit strange, becouse Rheinland is in a economic crysis and Liberty is in war with Rheinland and would never sell weapons to them. Whats more Rheinland cant supply whole Sirius and Gallia with cerberus technology.

I am sure you are thinking about that economic crysis which I want to solve by RP http://discoverygc.com/forums/showthread.php?tid=116710 but sadly without response Sad You have idea about disallowing indies to use OP tech. I think all indie and offical members must have access to all their faction technology. But agree with Snake, cerb is overpowered to be generic weapon.

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Offline Lonely_Ghost
06-18-2014, 04:43 PM, (This post was last modified: 06-18-2014, 04:44 PM by Lonely_Ghost.)
#26
Member
Posts: 1,217
Threads: 48
Joined: Nov 2010

Change Cerb with Pulse cannon. Downgrade Cerberus to 9 class weapon, and turn it from "heavy" to "normal". Primary turrets could be used well against cruisers, cerbs against battleships.

Upgrade Pulse cannon to "heavy" weapon, and make missiles as alternative. Amoless EMP missiles would have greater range, and requires little aiming, pulse cannon would be clouse range EMP weapon, but with larger DPS than missiles.

Battle razor would be alternative to Mortar&HMortart. Mortars as "range" weapon, BR as shotgun, pretty much they are now, but with proper balancing. Mortar has lover damage, significantly lover projective speed, in same time, less energy consuming, and faster refire rate. BR pretty same, but in oposite way.
Offline SnakeLancerHaven
06-18-2014, 04:54 PM, (This post was last modified: 06-18-2014, 05:01 PM by SnakeLancerHaven.)
#27
Volgograd Industrial
Posts: 2,873
Threads: 238
Joined: Feb 2012

(06-18-2014, 01:04 PM)Highland Laddie Wrote: My thoughts (or agreements with others' ideas):

1. Make Cerb RANGE lower to compensate for its hitting power
2. Make Cerb use more energy
3. Increase range of Primaries/Secondaries to greater than Cruiser Range
4. Double the BS missile max loadout

THe problem is, it doesn't change the fact that people can insta you by uncloaking, he can just sit at your "back-yard" and after that insta kill you with those Cerbs. With simple Primaries you'd still have a chance to escape but be like horribly damaged, still it would give you this option, but with the Cerbs you have none absolute death. <- No need to nerf Cloaks just an opinion about the Cerbs, if there would be no Cerbs there is no need to nerf the Cloaks imho. Also I don't think we need more Pulse cannons... In real it's the Hull which gets damaged very quick not the shield, so don't make shields more unusuable +_+ but I'd agree to EMP Missiles, 2 Different types of Missiles, why not? Or Something like the Shock Ray (Or Ray Cannon), but well fixed lol not slow turning like the first one, finaly it'd be able to turn quick and actually deal alot of dmg, more than Razor which would make it useful. Srsly the old Shock Rays were meh, slow turning realy useless maybe fix this.

(06-18-2014, 03:31 AM)Trogdor Wrote: 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.

If you've read closely it would remove Cruiser Cerbs too, how does this make the Battleships weak? It'd be for once Balanced.

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Offline Lonely_Ghost
06-18-2014, 05:10 PM,
#28
Member
Posts: 1,217
Threads: 48
Joined: Nov 2010

(06-18-2014, 04:54 PM)Snake Wrote: Also I don't think we need more Pulse cannons... In real it's the Hull which gets damaged very quick not the shield, so don't make shields more unusuable +_+ but I'd agree to EMP Missiles, 2 Different types of Missiles, why not? Or Something like the Shock Ray (Or Ray Cannon), but well fixed lol not slow turning like the first one, finaly it'd be able to turn quick and actually deal alot of dmg, more than Razor which would make it useful. Srsly the old Shock Rays were meh, slow turning realy useless maybe fix this.

That would be another step, to make weapons much less "multirole". Like again, we have cerbs as main antisheild and antihull. Why not to nerf SDPS for all non EMP weapons to 60-70%, but keep HDPS. Kinda...nearly same things happens with snubs, we have sheildbusters, and we have hullblasters, except full shotgun settup.
Oh, well, btw, would be nice, to add all BS + 2 Primary slots, and + 1 for Heavy
Offline SkyNet
06-18-2014, 05:20 PM, (This post was last modified: 06-18-2014, 05:22 PM by SkyNet.)
#29
Lord K'tesh
Posts: 517
Threads: 47
Joined: Oct 2011

(06-18-2014, 02:08 PM)Absinthe Wrote: I think all indie and offical members must have access to all their faction technology.

All indies should have somekind of MK1 equipment and official factions MK2.
Officals should be rewarded for their efforts in RP. Thats why they should have better equipment than indies.
An indie dosn't cares much for RP or fair play, even less a bunch of them. For example: You can't give a boy a handgun and hope he will just play with it. Sooner or later he will hurt somebody.
Stuff getting nerfed becouse of the abuse of a single person and the whole community have to pay for it. Thats the anoying point!

I can't use the cloak for RP purposes anymore becouse i don't have enough time to use it. I have to watch for the fuel, that means i have to decide about my next step very quickly. So you don't need to expect that i write walls of RP text while i am cloaked. And that's also anoying!

If you don't like it to be an weak indie, join a faction. You won't regret it. It is good for the faction activity and good for the gameplay itself.
Just look at the K'hara. They got the infinite cloak. It is time to give all officials better stuff.
Offline An'shur
06-18-2014, 05:27 PM,
#30
Banned
Posts: 578
Threads: 37
Joined: May 2013

(06-18-2014, 04:54 PM)Snake Wrote: Also I don't think we need more Pulse cannons... In real it's the Hull which gets damaged very quick not the shield, so don't make shields more unusuable +_+

I agree with you, because my "Heavy battleship pulse cannon type I" is able to disable battleship shield in 8 seconds after first hit. With help of other weapons possibly in 3-4 seconds... Quite OP idea Big Grin

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