• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
« Previous 1 … 7 8 9 10 11 55 Next »
Removal of Cerbs/General Capital Weaponry overhaul

Server Time (24h)

Players Online

Active Events - Scoreboard
Kusari Super Alloy Shipments - 973,000 / 2,000,000
LSF Arms Shipments - 139,690 / 2,000,000
LSF Munition Shipments - 104,431 / 2,000,000
Pirate Black Market Shipments - 411,900 / 1,000,000
Dragon Bounties - 11 / 10,000
KOI Bounties - 31 / 10,000
LSF Bounties - 26 / 10,000
Samura Bounties - 4 / 10,000

Latest activity

Poll: Replace or Remove Cerberus Turrets?
You do not have permission to vote in this poll.
Remove them totaly
30.61%
15 30.61%
Replace with House Cerbs
51.02%
25 51.02%
Make Cerberus deal only hull DMG
2.04%
1 2.04%
General Capital Ship weapons overhaul
16.33%
8 16.33%
Total 49 vote(s) 100%
* You voted for this item. [Show Results]

Pages (6): « Previous 1 2 3 4 5 6 Next »
Removal of Cerbs/General Capital Weaponry overhaul
Offline Titan*
08-09-2015, 05:16 PM, (This post was last modified: 08-09-2015, 05:16 PM by Titan*.)
#21
Developer
Posts: 1,075
Threads: 88
Joined: Jul 2013

(08-09-2015, 05:14 PM)Wesker Wrote:
(08-09-2015, 04:28 PM)Titan Wrote:
(08-09-2015, 04:22 PM)Wesker Wrote:
(08-09-2015, 04:10 PM)Titan Wrote:
(08-09-2015, 04:02 PM)SwagBunny Wrote: Point, but you have to consider the projectile speed of a Light Mortar which is easy to dodge in Light Battleships, and even Medium ones, only tanks are 99% hit chance. Also you have to consider the powerplant of a Cruiser, especially light destroyers like a Thresher or Siege Cruisers. It takes around 70%? maybe a bit less of your powerplant to fire a single Mortar from an LSC/Katsaguchi. And the damage isn't that significant against ships with CAU6 or up+regeneration rates which deny you damage when the shields bring up. Have you tried killing a CAU8 Marduk with 3 Scyllas? It takes time, and that was with support of at least 4 Dual Nova bombers. If the Scyllas had only primaries it would take A LOT longer. Without bomber support, you are screwed. Removing Cruiser Cerbs would make them useless against anything larger then a Gunboat, or an other Cruiser.

Well, Not for me. Btw why you using Mortar on LSC/Katsaguchi, You can use FW guns and takes more low energy to fire and you can fire 3-4 times before you lost all of your energy

Thresher still very small and easy to kill battleships with it.

Taking down Marduk with 3 Scylla takes time? Of course, it must take A LOT longer time. 3 Scylla with cerb setup (4+4+4) will destroy the Marduk in 2minute. One of the biggest dreadnoughts and strongest flying fish dies in 2minute? Really?

4 Cerb deals 72k DMG per second
3 Scylla can deal 216k Dmg per second.

even Single Scylla can destroy Marduk, I think you don't know how to fly capital ships, you better stay away from caps

Crusiers are made to kill battleships.

When was the last time you saw a Scylla face up against a marduk.

Also thats assuming the Scyllas have cerb setups, most dessie pilots set them up with other guns. Also energy runs out and DPS drops.

The Marduk would ruin the 3 Scyllas, Scylla is too big to dodge hit it with the FG or with secondaries and it will die.


Assuming the Marduk pilot has no skill it will take 2 mins.

Pls dont drag the thresher into this it takes no effort to fly a thresher no BS will kill a thresher.

In conn you can see marduk
Scylla too big? I was destroying whole Libertonian fleet with 1 Scylla and 2-3 gunboat. (remember tutashkhia and his squad also titanbot)

Marduk don't have FG* (only Valor can destroy any destroyer/cruiser)
If you fly carefully you don't get hit by Secondaries, I thought you know that.

3 Scylla can use Mortar instead of Cerberus, Mortar can hit Marduk everytime

Conn is a different story.

Well yea when its against the lolns 1 dessie and 2-3 gbs will ruin i was in the GNG ik that.

I swore the marduk had a FG on it.

You can dodge secondaries in smaller dessies, but up close a scylla will get nailed regardless due to its size.

Light mortars still require energy, combine them with prims and DPS can drop even lower.

Ofc if the Scylla pilots are skilled than the Marduk will die, but im taking into consideration that there are only a few cap pilots on the same level as you and I [:

Your right anyway I hope they add different cerb for different houses but I doubt they do cuz devs lazy
Reply  
Offline The.Outlaw.Star
08-09-2015, 05:25 PM,
#22
Member
Posts: 651
Threads: 80
Joined: Jul 2009

how about we just remove all guns? yea there we go, all the QQs can stop because disco has no guns.


How is it that everyone finds something to complain about?

[Image: tumblr_lyor3jybjk1qfwzeuo1_r1_500.gif]
Reply  
Offline SnakeLancerHaven
08-09-2015, 05:28 PM,
#23
Volgograd Industrial
Posts: 2,873
Threads: 238
Joined: Feb 2012

Well you guys saw the video, right? Do you see them having trouble Mortaring others? I think the "Defense Turrets" nowadays the Secondary ones are kinda enough to deal significant dmg imho. I mean weren't Capital Ships always like that? A matter of skill and perfect timing when exactly you shoot a Razor or a Mortar so that it hits the enemy Cap Vessel. Else it's like assuming that a Capital Ships main guns are Aimbots and just wherever you point Cerberus like guns will deal the dmg. Also, I say again we still have Primaries that deal alot of dmg already, even without Cerbs.

Just look at the people that use their own fitting style, some use Missiles, some use Mortars, some use Razors on that Video, everyone has their own fighting style and the battles look very Epic! Nowadays all you see is Cerberus spam around and Caps going down way faster. I mean if you want to deal more dmg just call in some Bombers. Now imagine you have Cerberus Turrets + Bombers on your side, how are you supposed to strategically even succeed dealing any significant dmg to your enemy at all? I say Bombers are already the Cerberus Turrets of the Capital Ships and if you want to deal such dmg call in Bombers, if not try it out with your own preferred loadout and your fighting style, be it Razor or Mortar or Missiles.

I think you can agree too, back I myself took down bigger caps in my Ku Destroyer with a single Mortar, yes it's possible (Of course KuDessie was small and all but with the range of the Mortar even bigger Cruisers can deal dmg from afar). I don't realy think that without Cerbs that Cap battles are completely inbalance, quite the opposite I realy think it would finaly put some Balance into Cap Battles.

[Image: ?key=dc385ef2304f0cab6f94da42bc2ff703cf5...5BS0UucG5n]
R.I.P Tabris...
Youtube - Twitch - My old Account
  Reply  
Offline Titan*
08-09-2015, 05:34 PM, (This post was last modified: 08-09-2015, 05:34 PM by Titan*.)
#24
Developer
Posts: 1,075
Threads: 88
Joined: Jul 2013

In 4.85 you had to do different tactics to destroy capital ships or hit a capital ship

now you don't need to do anything, use your cerberus turret to do damage on battleship

This is very easy, people likes easy
Reply  
Offline Lythrilux
08-09-2015, 05:37 PM, (This post was last modified: 08-09-2015, 05:38 PM by Lythrilux.)
#25
Edgy Worlds
Posts: 10,358
Threads: 737
Joined: Jan 2013

It's not easy. I can still kill people who are worse than me. If anything, it's more accessible - which is a good thing. Not necessarily because it makes fights easier, but it makes them more fast paced and fun. If you remove cerbs capital ship combat will just be as 'easy' as it is now.

[Image: Lythrilux.gif]
Reply  
Offline SnakeLancerHaven
08-09-2015, 06:03 PM,
#26
Volgograd Industrial
Posts: 2,873
Threads: 238
Joined: Feb 2012

"Fun" lol Lyth. The actual fun is in using tactics according to your loadout and ship setup, not spamming Cerberus. Think again, having to aim better, no sudden "Uncloak full Cerb" deaths, but a mean of defense.

Especially now that people would uncloak behind you, it would be risky. Not to mention cloak attacks should be risky at some point and not an advantage as if you would put CAU8 over a CAU8 on your Capital Ship.

But anyway, if the House Cerbs could be managed like Primaries too (dmg, speed and all) the outcomes might look different, though I still saw Secondaries as some kind of AA guns and the main turrets are something like Missile Batteris, Mortar/aka Canons or Razors, Charge weapons. Not to mention, Primaries already serve as some kind of Cerberus anyway.

[Image: ?key=dc385ef2304f0cab6f94da42bc2ff703cf5...5BS0UucG5n]
R.I.P Tabris...
Youtube - Twitch - My old Account
  Reply  
Offline Wesker
08-09-2015, 06:18 PM,
#27
Level 99 Boss
Posts: 5,294
Threads: 457
Joined: Nov 2014

(08-09-2015, 06:03 PM)Snake Wrote: "Fun" lol Lyth. The actual fun is in using tactics according to your loadout and ship setup, not spamming Cerberus. Think again, having to aim better, no sudden "Uncloak full Cerb" deaths, but a mean of defense.

Especially now that people would uncloak behind you, it would be risky. Not to mention cloak attacks should be risky at some point and not an advantage as if you would put CAU8 over a CAU8 on your Capital Ship.

But anyway, if the House Cerbs could be managed like Primaries too (dmg, speed and all) the outcomes might look different, though I still saw Secondaries as some kind of AA guns and the main turrets are something like Missile Batteris, Mortar/aka Canons or Razors, Charge weapons. Not to mention, Primaries already serve as some kind of Cerberus anyway.

If your smart there are ways to counter cloakers behind you.

Even with cerbs a group of BS still requires tactics and coordination, if that were not true, the O'Rhu's fleet of lolgebs would have rekt the 4 makos in lost the other day.

People uncloaking 2 feet behind you is much more risky to them vs the person being hit by the cloaker.

Taking away cerberus for house prims would make ships like the valor and RM BS 1000000000000000000000000000000000000000000000000000000000000000000000000000x more OP than they already are. Think, how long would a Bret BS with no cerbs last against a Valor with fancy house prims and pulses? Cerbs somewhat take away shipclass superiority and makes it more skill based.

As for crusiers, I dont really care since crusier duels are always a matter of ship class and loadout.

[Image: P6DLUCr.png?4][Image: AX5RcTh.png?4]
Reply  
Offline Lythrilux
08-09-2015, 06:22 PM,
#28
Edgy Worlds
Posts: 10,358
Threads: 737
Joined: Jan 2013

(08-09-2015, 06:03 PM)Snake Wrote: "Fun" lol Lyth. The actual fun is in using tactics according to your loadout and ship setup, not spamming Cerberus. Think again, having to aim better, no sudden "Uncloak full Cerb" deaths, but a mean of defense.

Especially now that people would uncloak behind you, it would be risky. Not to mention cloak attacks should be risky at some point and not an advantage as if you would put CAU8 over a CAU8 on your Capital Ship.
I do use tactics when I command capital ship fleets however. I tell people to shoot at a target, or to defend a friendly, or to hug together to avoid cloakers etc.
If your topic revolves around uncloaking full cerb caps being problematic, then that's the issue that should be addressed. I agree that uncloaking caps is a really lame form of cap pvp, and requires no skill nor is it fun for the other side.

[Image: Lythrilux.gif]
Reply  
Offline Highland Laddie
08-09-2015, 06:49 PM,
#29
Member
Posts: 2,082
Threads: 21
Joined: Mar 2013

Is there just no way/solution to tone down Cerbs to not make them the go-to obvious choice for cap combat? Maybe make them more energy hungry? Shorten their range? Give them some real negative quality so that benefiting from them produces the player to take some other major tactical considerations into account?

Also, I thought cruisers/destroyers are more for killing GBs and maybe carriers, not BSs...?

Also, how does making Cerbs a house-specific weapon change how they affect combat? Seems like that solution changes nothing unless you only fly caps for the pretty colors of the guns...

There also seems to be a disconnect between some peoples' notions of what "fun" combat is supposed to be in a cap. For some, they'd like them to be longer.....how long should a fun cap fight take? And are we talking 1v1 or fleets there? For others, they already hate how long some snub fights take, and don't want to see cap fights go in the same direction.

Maybe we need to take better stock of what players here are really looking for in all of this before just jumping to all the #remove this and #buff that options. There seems to be a wide gap in the common ground that needs to be more settled first.
Reply  
Offline Titan*
08-09-2015, 07:02 PM, (This post was last modified: 08-09-2015, 07:03 PM by Titan*.)
#30
Developer
Posts: 1,075
Threads: 88
Joined: Jul 2013

(08-09-2015, 06:49 PM)Highland Laddie Wrote: Is there just no way/solution to tone down Cerbs to not make them the go-to obvious choice for cap combat? Maybe make them more energy hungry? Shorten their range? Give them some real negative quality so that benefiting from them produces the player to take some other major tactical considerations into account?

Also, I thought cruisers/destroyers are more for killing GBs and maybe carriers, not BSs...?

Also, how does making Cerbs a house-specific weapon change how they affect combat? Seems like that solution changes nothing unless you only fly caps for the pretty colors of the guns...

There also seems to be a disconnect between some peoples' notions of what "fun" combat is supposed to be in a cap. For some, they'd like them to be longer.....how long should a fun cap fight take? And are we talking 1v1 or fleets there? For others, they already hate how long some snub fights take, and don't want to see cap fights go in the same direction.

Maybe we need to take better stock of what players here are really looking for in all of this before just jumping to all the #remove this and #buff that options. There seems to be a wide gap in the common ground that needs to be more settled first.

Actually I like the idea of Shorten range for Cerberus turrets, Maybe 1.8k? or just add different cerbs for different house

You are right, Cruisers and Destroyers are meant to destroy GBs and Carriers (not against atlantis cuz 22x secondary op) but they can destroy Battleships with Long-Range weapons like Mortars/Missiles
But you don't need them because cerberus turret is enough to destroy Battleship at 1.1k range, just use 2x cerberus turrets

Nerfing Cerberus turrets range can work tho

1.000m Range for Cruiser Cerberus turret
1.800m Range for Battleship Cerberus Turret

Oh also we are talking about fleet battles
It is sad to see capital ships dying first in Fleet Battle (especially Battleships not Cruisers) even Fighters/bombers hvae more survivability than Battleship
so Remove Cerberus turrets or Nerf range of it
Reply  
Pages (6): « Previous 1 2 3 4 5 6 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode