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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 … 4 5 6 7 8 … 11 Next »
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Removal of Cerberus Turrets or Replacement?
Offline Fluffyball
07-18-2014, 10:32 AM, (This post was last modified: 07-18-2014, 10:41 AM by Fluffyball.)
#51
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I would replace it with weaker, less accurate but high refire-rate cannons. Why not to bring back 16.88 refire rate? It would look damn epic on the capital vessels. ( Reaver vs Alliance fleets in Serenity anyone?)

About the thing that Zen_Mechanics pointed out: why there are ship classes? Well, in particular it was to work like extended paper-stone-scissors. Anyone played the Homeworld 2?

Battleships<Cruisers<Bombers<Fighters<Gunships/Gunboats<Battleships...

And Battleships, as I mentioned somewhere before, shouldn't be on the first line of battle. They would fit more into artillery role as they do in real life, or being covered by fighter wings - than first-line offensive material (with few exceptions).

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Offline Occam Razor
07-18-2014, 02:03 PM,
#52
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(07-18-2014, 10:13 AM)Zen_Mechanics Wrote: I think most would agree that battleships against cruisers are no fair match, though people will always come up with reasons why it is. None the less, even they could atleast agree that battleships need a variety of weapons that actually effective toward smaller sized vessels.
No, they are still only supposed to have a huge amount of firepower against slow targets, not shred through everything else. As said before, battleships should be vulnerable at closer range, but good artillery platforms at long range.

"Common sense is the best distributed commodity in the world, for every man is convinced that he is well supplied with it."
René Descartes
Offline Mímir
07-18-2014, 04:07 PM,
#53
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(07-18-2014, 02:03 PM)Occam Razor Wrote: No, they are still only supposed to have a huge amount of firepower against slow targets, not shred through everything else. As said before, battleships should be vulnerable at closer range, but good artillery platforms at long range.

Well that's swell but how do you propose that could be done?

For a weapon to be effective at long ranges in the Freelancer game, it needs high velocity to be able to actually hit.

If it has high velocity, it will be effective against snubs as an insta-weapon, no matter how low the refire.

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Offline glassofwater
07-18-2014, 04:10 PM,
#54
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I think it'd be an interesting change of pace, that's for sure.
Offline Occam Razor
07-18-2014, 04:20 PM,
#55
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(07-18-2014, 04:07 PM)Mímir Wrote:
(07-18-2014, 02:03 PM)Occam Razor Wrote: No, they are still only supposed to have a huge amount of firepower against slow targets, not shred through everything else. As said before, battleships should be vulnerable at closer range, but good artillery platforms at long range.

Well that's swell but how do you propose that could be done?

For a weapon to be effective at long ranges in the Freelancer game, it needs high velocity to be able to actually hit.

If it has high velocity, it will be effective against snubs as an insta-weapon, no matter how low the refire.
Something that was proposed were long range missiles. They would fly for a reasonable long time and be rather slow-turning. They should hit rather well though, forcing the enemy faction to focus the battleships at short range to prevent them from shredding through your ships.

Would be nice if they had two or three different kinds of missiles then, against snubs, medium vessels/capital ships and large vessels/capital ships. It would certainly add an interesting mechanic and tactic to the game.

I am not sure how doable that is, though.

"Common sense is the best distributed commodity in the world, for every man is convinced that he is well supplied with it."
René Descartes
Offline Nerva
07-18-2014, 04:22 PM, (This post was last modified: 07-18-2014, 04:32 PM by Nerva.)
#56
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(07-18-2014, 04:07 PM)Mímir Wrote: For a weapon to be effective at long ranges in the Freelancer game, it needs high velocity to be able to actually hit.

If it has high velocity, it will be effective against snubs as an insta-weapon, no matter how low the refire.

Very slow rotation of the turret coupled with a small dispersion angle should make it unable to hit snubs neither at close nor at long range. Needs to be tested if it works, though.

Edit: Nope, hitting snubs is way too easy because of the way Freelancer's autoaim works ...
Maybe using force_gun_ori can fix that.
Offline Titan*
07-19-2014, 05:33 PM,
#57
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remove em and add more primary cannons to the battleship/carriers
Offline Protton
07-19-2014, 08:43 PM,
#58
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I would say yes to removing them.
Everyone is using Cerbs and have you ever seen a cruiser fighting a battleship? He uses ONLY cerbs, because of their range. And there is no way for the battleship to do anything.

Cap fighting is sort of boring with cerbs... I would like a cap fight to look more like Warhammer 40k fights... Or maybe like Victorian era ship fights, which is actualy what WH 40k navy is based upon. That actualy makes more sence than anything else. Having HUGE damage output on your broadside, smaller on your front and back. Having maybe ONE awesome gun that can tear a second rectum to someone, other than that... primary fire that will take a while to tear a ship apart.

This way, it would actualy make it more fun. Fighting a battleship would be little more like fighting a gunboat is now. You have to draw its fire and aproach it where you can hit it and where it cannot shoot you. With the broadsides, that would be front, back and so on...

The smaller caps would use agility against the big ones. Not range, like they do now.
Offline Lonely_Ghost
07-19-2014, 10:12 PM,
#59
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Actualy, BS Cerbs and Prims has big enough range, to hit a cruiser or destroyer, when he cerbin BS. Problem is, that cruiser can easely dodge Cerberuses fire, and very quicly pull out from primary's range, or dodge them too.

Cruisers already using their agility, add afterburn, and it's damn hard to hit especialy light cruisers, like Tresher, Reshpher, Kusari Destroyer, before he eat steroids.
Offline Titan*
07-20-2014, 02:02 AM, (This post was last modified: 07-20-2014, 02:12 AM by Titan*.)
#60
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Remove Cerberus turrets, So every capital ship will use mortars&missiles or Razor thats would be cool anyway.

Cruisers no more danger for Battleships, thats the another good thing for Battleship lovers. Also People use pulse cannnos more often. Cerberus turrets must be deleted. We don't need them

Cerberus turrets are op, People only using the Cerberus turrets now. I see green projectiles flying around in the space.

Battleship destroys a battleship in 10-20 second( without nanos ofcourse). Without Cerberus turrets, will take 40-50 even 1min to destroy a battleship

Destroying a Battleship in 10-15 sec, thats really unrealistic. How is that possible? A massive ship dying in 10 sec.
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