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Community Input: Heavy Fighters, Light Fighters

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Community Input: Heavy Fighters, Light Fighters
Offline Haste
06-08-2015, 01:43 PM,
#11
Lead Developer
Posts: 3,565
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

(06-08-2015, 12:18 PM)Tachyon Wrote: Since Haste is too busy to do anything and to save me some brainstorming

):

(06-08-2015, 12:25 PM)Lythrilux Wrote: Please nerf the Thresher, Tachyon-senpai~!

Have no fear, this is the number one priority of the dev team.

K for real now

(06-08-2015, 12:52 PM)Yber Wrote: Enhance the heavy fighter reverse speed to -30.

Messing around with reverse speed can potentially be somewhat interesting. Everyone who's played Neo Terra will know how much (significantly) higher reverse speeds affect snub combat.

Other ideas from the top of my head:
  • - Unhittable ships are bad. Reduce strafe force on Heavy Fighters and Light Fighters to like 15000-17000 and 13000-15000 respectively. This probably screws over the fatter ships in these classes, so they'll need some help. Simply buffing the hell out of their stats and/or giving them unique advantages (go wild and give them double mine slots for all I care) should work.
  • - Reduce responsiveness as well if need be.
  • - If this makes them too bad at turning, increase maximum turn rate to compensate.
  • - Give them other unique perks like different weapons or special 'heavy weapon' slots akin to Mini Razors unique to the class. Stuff like Yber's suggested reverse speed changes can be used as perks too.

I only just woke up so I don't have that many other ideas.
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Offline Pepe
06-08-2015, 01:45 PM, (This post was last modified: 06-08-2015, 01:47 PM by Pepe.)
#12
Moderately rare
Posts: 1,958
Threads: 111
Joined: Apr 2011

Give 2x CD slot to all HFs (like Carabela), so they can use special CDs. Or MR and CD. Or Inferno and something. Something like torps *giggles*
Oh and what Iber said. He might git gud with MR one day *more gigglings*


Give bombers 220 thrust speed, or even more. Give same to LFs as well and balance them for bomber hunting. Why? I hate seeing new brave bomber pilots dying too fast in group fights. It kinda pushes them to quit or to buy caps and revenge to that damn fighter pilots. Give them a chance to stay on snubs and git gud one day.

[Image: 3tN2x9Z.png]
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Offline nOmnomnOm
06-08-2015, 01:50 PM,
#13
Probation
Posts: 5,914
Threads: 247
Joined: May 2011

if you buff thruster speed for light fighters that would be a good thing I think.

[Image: zBEqQfl.jpg?1]
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Offline Lythrilux
06-08-2015, 01:59 PM,
#14
Edgy Worlds
Posts: 10,356
Threads: 737
Joined: Jan 2013

(06-08-2015, 01:43 PM)Haste Wrote: Have no fear, this is the number one priority of bad players who don't fly caps.
I fixed your quote too haste :3

[Image: Lythrilux.gif]
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Offline Epo
06-08-2015, 02:42 PM,
#15
Member
Posts: 1,706
Threads: 109
Joined: Jul 2014

Snoopy Wrote:LFs really do need to be made more like interceptors. Maybe more set ups like the Arrow with a greater speed? Something like 500.
I'm for

Pepe Wrote:Give bombers 220 thrust speed, or even more.
I'm against. Bombers shouldn't be fast vessels IMO

Pepe Wrote:I hate seeing new brave bomber pilots dying too fast in group fights. It kinda pushes them to quit or to buy caps and revenge to that damn fighter pilots. Give them a chance to stay on snubs and git gud one day.
That's true. It's difficult for newcommers to fight against more experienced players and everything they can receive is 2 hour system ban. Many ppl don't like flying on snubs, cuz they can die so easily. Well, it needs practise and it isn't so bad. But it's extremaly difficult to fix, cuz this server is basicaly based on PvP.

I had one idea in past, it's how it goes:
Fighter pilots (not bomber ones) can reengage after death if there's carrier in the battlefield. It will encourage ppl to shoot down carriers first and they will behave more like carriers. Well this idea will need to add "base" rule for carriers, but I think it's worth it.
Anyway, I know it's wild idea and it won't pass.
But if it pass, it will also need probably to remove heavy slots (cerbs/razors/msls) from Carriers and maybe remove mines from snubs and lock them only to bombers? It will also give them bigger chance to survive. And if every my idea is granted: I'm also for boosting bomber's speed then. Due to they won't be able to "reengage" after death, they need to be faster. Also LFs could be fast-vessels-with-low-damage to shoot bombers.
Anyway, as I've told: My idea won't pass, but I hope you will enjoy it Smile

Cheers,
Cat~
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Offline Richard Longstar
06-08-2015, 02:51 PM, (This post was last modified: 06-08-2015, 02:52 PM by Richard Longstar.)
#16
Member
Posts: 3
Threads: 1
Joined: Jun 2015

give heavy bombers 6 forward-fire slots instead of 4 fw 2 re (they are slow so they need firepower+armor for survive)

boost HF (not VHF) cruise speed to 385 and LF s to 450 (also increase their cruise charge time to 3 sec from classic 5 sec), raise impulse to 115 and thrust to 230 and reduce their HP by %30-40. Gıve them a damage buff(%20-25)

I know im taking LF s to extreme glass cannons but for me LF s are for that role+intercept.
Edit: Wrong acc

This is roleplay account of TheShooter36. I will be in TheShooter36 when im RPing as Order(at least when im not lazy to switch accs)
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Offline sindroms
06-08-2015, 02:53 PM,
#17
Member
Posts: 9,434
Threads: 985
Joined: Feb 2008

This whole discussion is doomed from the start, since if you give LFs and HFs something that makes them at least equally dangerous as VHFs, then the VHF pros will get them nerfed again anyway.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
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Offline Misfit
06-08-2015, 02:54 PM,
#18
Member
Posts: 449
Threads: 21
Joined: Jan 2013

Just like give me 6 years to figure out that LF speed boost plugin I was thinking of.

[Image: 0RSV22Y.png]
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Offline Quetz
06-08-2015, 03:05 PM,
#19
Member
Posts: 161
Threads: 8
Joined: May 2015

HFs with Class 7 hardpoints are weaker than VHF and even LF. They cannot stand the heavier damage and powerplant of VHF, they also have problem with the agility and high damage of Class 6 weapons of LF. Pulse-missile combination also doesn't work effectively because LF and VHF are able to use the said combination too, especially class 7 pulse weapons are inferior to their class 6 & 8 brothers.

I suggest that HF's hardpoint capability should be turned into that of 'multi role fighter' or 'jack of all trades' class like this:

3x class 7 guns hardpoints
2x class 8 guns hardpoints
1x light missile or CD hardpoint
1x light missile or torpedo hardpoint

This light missile is a damage reduced version of the current missile in disco(cannonball, paralyzer, etc). This hardpoint capability allows variety of combinations of weapons in HFs while not considered OP at the same time.
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Offline Arbs
06-08-2015, 03:14 PM,
#20
Member
Posts: 1,215
Threads: 66
Joined: Nov 2013

Problem with them is that a lot of people don't know how to use them. They don't get advantage of the speed and such, I've even seen some using them as VHFs, boxing and jousting and such. On the other side you also have people who know how to use them, aand they kinda wreck havoc with them.

(06-08-2015, 01:45 PM)Pepe Wrote: I hate seeing new brave bomber pilots dying too fast in group fights.

Uhh.. bombers are for anti-cap usage mostly. If you wanna get in a group fight with fighters, try not going into one in a bomber, cause it is very possible for that too happen.

(06-08-2015, 01:43 PM)Haste Wrote: Messing around with reverse speed can potentially be somewhat interesting. Everyone who's played Neo Terra will know how much (significantly) higher reverse speeds affect snub combat.
  • - Unhittable ships are bad. Reduce strafe force on Heavy Fighters and Light Fighters to like 15000-17000 and 13000-15000 respectively. This probably screws over the fatter ships in these classes, so they'll need some help. Simply buffing the hell out of their stats and/or giving them unique advantages (go wild and give them double mine slots for all I care) should work.
  • - Reduce responsiveness as well if need be.
  • - If this makes them too bad at turning, increase maximum turn rate to compensate.
  • - Give them other unique perks like different weapons or special 'heavy weapon' slots akin to Mini Razors unique to the class. Stuff like Yber's suggested reverse speed changes can be used as perks too.

I only just woke up so I don't have that many other ideas.

That's interesting suggestions, I'm curious to see how they will fare out Tongue
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