• 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
« Previous 1 … 61 62 63 64 65 … 547 Next »
Jump Gate Pulses

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (2): 1 2 Next »
Jump Gate Pulses
Offline Epo
11-24-2016, 12:05 PM,
#1
Member
Posts: 1,706
Threads: 109
Joined: Jul 2014

Yes, this thread again.

I'd like to bring the discussion back for a reason.

Gates to traders and small vessels:

As I think, pulses on jump gates were supposed to prevent pirate activity near gates, but they're actually doing more harm to traders than pirates themself. I can bring pirates hiding behind trader's ship making the gate shooting at the trader instead, or just NPCs appearing in the middle of nowhere forcing the gate to shoot at them (often ending in transport being shot as it's been in way of the projectile) What's more I'd like to bring all the small snubcraft that can get hurt because of those pulses, losing their nanobots for literally no purpose.

Gates against the piracy:

To be honest, I've seen as many pirates sitting at gates as in the middle of lanes. They just leave their ships in point-blank of the gate, leaving them enough time to intercept the trader and jump through if necessary (faster or slower, depending on used shiptype). And I'm typing that as a member of two trading factions. Gates doesn't really stop piracy around them.

tl : dr ==> Pulses on gates are harmful and should be removed. They're creating more problems for people they shouldn't

Discuss!
Reply  
Offline Jack_Henderson
11-24-2016, 01:30 PM,
#2
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

Ye, remove.
They proved to be useless at the intended function of discouraging cap-piracy at gates and yes, they are very annoying for snubs bc they insta-deshield them.

Add nothing.
Create problems.
=> delete, please! Big Grin

+ IMG| DISCORD: https://discord.gg/TWrGWjp
+ IMG| IS RECRUITING: Click to find out more!
Reply  
Offline Titan*
11-24-2016, 01:37 PM, (This post was last modified: 11-24-2016, 01:37 PM by Titan*.)
#3
Developer
Posts: 1,077
Threads: 88
Joined: Jul 2013

Gate Pulses also have more shield damage than battleship pulses. Nerf damage or remove pls
Reply  
Offline Skorak
11-24-2016, 01:41 PM,
#4
3x Custom User Title
Posts: 4,421
Threads: 503
Joined: Mar 2008

The funny thing is that they usually hit my transport anyways so if their intention was to discourage cap piracy it at least made it use one pulse less for my trader to die.

Remove please.

[Image: 4M4UTts.png]
[Image: IDgpvpG.png][Image: T5nJFSb.png] [Image: R2wbzfN.png] [Image: dAW1eot.png111] [Image: R2wbzfN.png] [Image: OECngVP.png77] [Image: R2wbzfN.png] [Image: 7ODm3kk.png33] [Image: R2wbzfN.png] [Image: RKgpLfI.png88]
Reply  
Offline sasapinjic
11-24-2016, 02:21 PM,
#5
Member
Posts: 1,693
Threads: 32
Joined: Apr 2015

Leave pulses , they are harmless to pirates , POB weapons are only danger if you fly to close to it .

[Image: rRK7Pya.png]
[+]Spoiler
welcome to Loberty [Image: qmJkeAC.png][Image: 546f6d6e95.gif]
^ where you can get Freelancer ISO , in emergency

These two spoilers were too big so now they're both one ~Champ
Reply  
Offline Xenon
11-24-2016, 02:29 PM,
#6
Member
Posts: 2,137
Threads: 191
Joined: Feb 2016

pirates can find victims to pirate against, EVERYWHERE on the mod ...
I actually disagree with this thread 100% and would like to see more defenses on the Jump gates to prevent camping
I actually stay at the lanes, or in open space and still find victims to pirate so i don't really know what's the point of removing the weapons from the gates!
Also, this topic became a fossil ... don't you get bored from discussing it over and over ... and over lol

[Image: 2aD52st.png]
NEBULA INFORMATION BOT ☆ NEBULA DISCORD SERVER
XENON WEAPONS MARKET ☆ NEBULA GRAND PLAZA ☆ NEBULA TECHNOLOGIES

THE DISCOVERY POBCAST ☆ DISCOVERY SERVER RULES

Reply  
Offline Tachyon
11-24-2016, 03:10 PM,
#7
Freelancer for Life
Posts: 2,664
Threads: 53
Joined: May 2011

Various solar loadouts are currently being reviewed, gate pulses included. As a result, any discussion about this subject is very much welcome.
Reply  
Offline Epo
11-24-2016, 03:15 PM,
#8
Member
Posts: 1,706
Threads: 109
Joined: Jul 2014

Quote:what's the point of removing the weapons from the gates!

Because they're creating more problems to transports (because of randomly hitting them with pulses) than to actual pirates. Pulses don't really prevent piracy in JG's closest proximity. And if they were ever meant to, they failed. That's why I see no point in keeping them on gates, as they're creating more problems than benefits.

The funny thing is, when you're getting pirated near JG, your ship gets hit more often than the pirate.
Reply  
Offline Skorak
11-24-2016, 06:30 PM,
#9
3x Custom User Title
Posts: 4,421
Threads: 503
Joined: Mar 2008

The most noticeable thing they do is when I jump:
A: With a ship hostile to the gate: Rip my shield if I don't move immediately.
B: With a transport: Take my shield immediately because of hostile npcs or players
C: With a transport: Take out the lane because of hostile npcs or players

What pulses on jumpgates don't do on my pirate: Scare me at all but make me cut rp shorter because I keep getting shot at. I think they should go away since they do nothing but be a nuissance. It's like NPCs back in the day. Very annoying but they didn't add anything to any kind of interaction.

[Image: 4M4UTts.png]
[Image: IDgpvpG.png][Image: T5nJFSb.png] [Image: R2wbzfN.png] [Image: dAW1eot.png111] [Image: R2wbzfN.png] [Image: OECngVP.png77] [Image: R2wbzfN.png] [Image: 7ODm3kk.png33] [Image: R2wbzfN.png] [Image: RKgpLfI.png88]
Reply  
Offline Haste
11-24-2016, 06:49 PM,
#10
Lead Developer
Posts: 3,652
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

(11-24-2016, 03:10 PM)Tachyon Wrote: Various solar loadouts are currently being reviewed, gate pulses included. As a result, any discussion about this subject is very much welcome.

=

(11-24-2016, 03:10 PM)Tachyon Wrote: I deleted gate pulses a second ago lol
Reply  
Pages (2): 1 2 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode