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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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LF balance. What happened?

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LF balance. What happened?
Offline Blodo
07-31-2015, 12:44 PM,
#21
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(07-31-2015, 12:34 PM)TheFreelancer Wrote: That kinda defeats the pourpose of an LF then, being slow turning with powerful guns (also weak and crappy!) , I think you should keep the turning rates the same, and slightly buff the damage of the guns!

As said, we'd basically be changing light fighters into another class. See this for more info: https://en.wikipedia.org/wiki/Interceptor_aircraft

I was a long proponent of changing the types of light/heavy/very heavy fighter into something more akin to what Shattered Worlds used to have, which is multirole (VHF), interceptor (LF) and something else for HFs and SHFs that would fit into all this (never quite figured out what, toyed with idea of missile corvette for SHFs but it would probably be impossible to achieve in balanced manner), which would basically make the classes a bit more interesting than current progression of small fighter, less guns -> big fighter, more guns. This way each class would have a clearly defined strength and weakness, and encourage more combined arms approaches.

But yeah, it's just an old idea really.

(07-31-2015, 12:44 PM)sindroms Wrote: Actually, here's an idea.
Have you considered merging LFs with HFs and freeing up the current LF class (And gear class) for some completely different type of ship?

Two issues: a lot of LF models are too small to be used as HFs, would likely need to be discarded altogether. I'm not sure if a bunch of factions would be happy about that. Second one is we don't really have an idea of what new class we'd introduce, nor do we have models for it Big Grin
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Offline TheFreelancer
07-31-2015, 12:50 PM,
#22
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(07-31-2015, 12:44 PM)Blodo Wrote:
(07-31-2015, 12:34 PM)TheFreelancer Wrote: That kinda defeats the pourpose of an LF then, being slow turning with powerful guns (also weak and crappy!) , I think you should keep the turning rates the same, and slightly buff the damage of the guns!

As said, we'd basically be changing light fighters into another class. See this for more info: https://en.wikipedia.org/wiki/Interceptor_aircraft

I was a long proponent of changing the idea of the monikers of light/heavy/very heavy fighter into something more akin to what Shattered Worlds used to have, which is multirole (VHF), interceptor (LF) and something else for HFs that would fit into all this (never quite figured out what), which would basically make the classes a bit more interesting than current progression of small fighter, less guns -> big fighter, more guns. This way each class would have a clearly defined strength and weakness, and encourage more combined arms approaches.

But yeah, it's just an old idea really, not getting put into practice now unless there is interest maybe.

I undestand where you're coming from, but tbh, it wouldnt fit wth the game, you could have a VHF with more guns and armour for the same price(a bit more acually) as a LF with less, but more powerful guns, and less armour, roughly the same agility and everything, they would just be a bit too underpowered tbh, but, im not a dev, so i guess its up to you!
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Offline Pepe
07-31-2015, 12:57 PM,
#23
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I'd suggest buffing LFs and bombers thrust speed to over 200 (but I have no idea how much over). So LFs could intercept bombers trying to punch through by speed, or ones trying to flee away. LFs would be able to intercept fighters even easier, but not to win them in 1 to 1 (in case of pilots with same skill). Further balance could be achieved by tuning LFs guns speed up/down.

Side-effect would be longer lifespan for bombers. Average bomber pilot is just a free blue atm, at least from my point of view. We are losing new players at that point, as many of them start with bombers and get frustrated too fast.

Another side-effect would be LFs and bombers can flee away when VHFs start ripping them apart and no LFs on other side to intercept.
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Offline TheFreelancer
07-31-2015, 01:08 PM, (This post was last modified: 07-31-2015, 01:10 PM by TheFreelancer.)
#24
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(07-31-2015, 12:57 PM)Pepe Wrote: I'd suggest buffing LFs and bombers thrust speed to over 200 (but I have no idea how much over). So LFs could intercept bombers trying to punch through by speed, or ones trying to flee away. LFs would be able to intercept fighters even easier, but not to win them in 1 to 1 (in case of pilots with same skill). Further balance could be achieved by tuning LFs guns speed up/down.

Side-effect would be longer lifespan for bombers. Average bomber pilot is just a free blue atm, at least from my point of view. We are losing new players at that point, as many of them start with bombers and get frustrated too fast.

Another side-effect would be LFs and bombers can flee away when VHFs start ripping them apart and no LFs on other side to intercept.
good idea, but really bombers are heavy ships, so they dont need anymore thrust speed, and theyre already hard to hit as a cap pilot(which is what bombers were designed to take on!), but LF's yes, increase it to 225 or somthing, and really, you shouldnt be bringing your bomber to a fighter fight!
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Offline Corile
07-31-2015, 01:19 PM,
#25
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Quote:I'd suggest buffing LFs and bombers thrust speed to over 200

(06-08-2015, 04:04 PM)Haste Wrote: People suggesting thrust speed buffs: this is most probably a bad idea. It means lighter and heavier fighters will essentially be as "incompatible" in combat as gunboats and snubs: the fastest ship will have the ability to disengage at will. This works for larger ships because they have significantly different weaponry and much higher stats (plus turret zoom and all that) but I doubt it'll be very pleasant with the smaller differences between fighter classes.




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Offline Antonio
07-31-2015, 01:22 PM,
#26
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Then making it only a bit faster, like 205 for bombers and 210 for LFs?

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Offline Corile
07-31-2015, 01:27 PM,
#27
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I don't think buffing speeds is the way to go, considering htting an escaping light fighter is already borderline impossible and when something runs away they can just cruise up to it most of the time.




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Offline Haste
07-31-2015, 01:35 PM,
#28
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(07-31-2015, 09:31 AM)sindroms Wrote: Okay, so, since I was taking a break back then, what was the reason for reverting the short-lived buff for LFs, where they got their highly-damaging, short-ranged burstfire guns?

Some LFs are so miniscule that a competent pilot in one is practically invincible. Others are (almost) as big as VHFs. The former were powerhouses with no equal with the old weapons. The latter were as useless as ever.

The class is just a mess when it comes to balance. Ships like the Liberator are borderline impossible to balance correctly. Either they're entirely useless or they're the best ship available. Even after several nerfs, I would still argue that the Liberator is possibly the single most powerful fighter in the mod if used correctly. A decent pilot can 1v3+ equally skilled pilots in it with relative ease.

I think it's easy enough to make the larger, hittable LFs have some sort of niche. When the smallest LFs are taken into account, however, things get a lot more difficult.

There's also simply nothing fun about shooting a ship that can render itself invulnerable by twirling around a little. That needs to be 'fixed' before the class can be granted new, cool toys in my opinion.
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Offline sindroms
07-31-2015, 01:37 PM,
#29
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I still do not get what is so hard about killing LFs though, I am not even joking.
People have mines. People have missiles. Is it really THAT big of an issue these days, when we moreso than ever use explosive ordinance..

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Offline Swallow
07-31-2015, 01:37 PM, (This post was last modified: 07-31-2015, 01:38 PM by Swallow.)
#30
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The point is that LFs have no role clearly defined. People say "interceptors" but I have never met a LF used solely for this purpose. But I have seen and tried myself fighting LFs.

EDIT: Haste, do ships.

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