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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Auxiliary Guns

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Auxiliary Guns
Offline Black Widow
01-25-2017, 10:56 PM, (This post was last modified: 01-25-2017, 10:59 PM by Black Widow.)
#21
Totally no longer on probation
Posts: 2,351
Threads: 230
Joined: Jun 2008

(01-25-2017, 10:03 PM)Stone21 Wrote:
(01-25-2017, 09:41 PM)Black Widow Wrote: That chaingun sucks it does no damage and has a dispersion on it. Poor replacement for torpedoes.

I say revert snubs to the old setup this overhaul is out of scope of vanilla since you have removed a vanilla weapon

They didn't remove (a) vanilla weapon, they removed all fighter tracking torpedoes and missiles.
They did this because nowadays players feel that Freelancer is an unfair game regarding guided projectiles.
These being very hard to avoid.
Therefore it has been decided to remove half of this game's potential and fun to make the game easier for today's players.

I dont buy that sorry, first off the weapons they have removed namely tracking torpedoes and missiles are vanilla weapon concepts. The reason for doing so to make people enjoy pvp more also doesnt wash since it is a game and you should have / develop the skill to overcome them. CDs are a great blocker of missiles and torps when launched correctly.

Skill is in the timing of it.

Going by your logic we should remove every weapon that people complain about because it makes pvp unfair? Really..

Also before the development of the stupid auxiliary weapon mount and overhaul of snub weapons, people hardly used torpedoes. In fact the development of the auxillary weapon mount and removal of missiles forced people to use torps since it was then the only ammo based projectile available..


I think the developers should be held to account for these changes as they are taking upon themselves to change the fighting dynamic of the game as it suits them.

Removing cannon pvp weapons like torps and missiles is just a big nono, especially since said weapons are vanilla in origin!

In fact by doing such, discovery is moving away from its original mission statement of being a RP Expanded version of vanilla freelancer. With its own storyline and lore, one can only claim to be the next chapter of vanilla freelancer if vanilla mechanics / weapons of the game are maintained and not removed!

This latest update has pushed the discovery mod further into obscurity as it has gone down a completely different path!

Eventually we may end up with a game completely unrecognizable. Is that what you want?


Changes to basic game and fight mechanics should be put to a public vote instead of being implemented without prior approval.

I tell you the day they screw up Cap Weapons will be the day I remove myself completely from this mod.

I refuse to play in a poorly developed mod. No matter how prestigious its history is.
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Offline Vendetta
01-25-2017, 10:57 PM,
#22
Technocrat Overlord
Posts: 2,695
Threads: 230
Joined: Sep 2013

The gun isn't designed to be effective against shields.

Currently unable to consistently be present in the Community due to life constraints.

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Offline Stone21
01-25-2017, 11:08 PM, (This post was last modified: 01-25-2017, 11:10 PM by Stone21.)
#23
Member
Posts: 303
Threads: 5
Joined: Jan 2009

(01-25-2017, 10:56 PM)Black Widow Wrote:
(01-25-2017, 10:03 PM)Stone21 Wrote:
(01-25-2017, 09:41 PM)Black Widow Wrote: That chaingun sucks it does no damage and has a dispersion on it. Poor replacement for torpedoes.

I say revert snubs to the old setup this overhaul is out of scope of vanilla since you have removed a vanilla weapon

They didn't remove (a) vanilla weapon, they removed all fighter tracking torpedoes and missiles.
They did this because nowadays players feel that Freelancer is an unfair game regarding guided projectiles.
These being very hard to avoid.
Therefore it has been decided to remove half of this game's potential and fun to make the game easier for today's players.

I dont buy that sorry, first off the weapons they have removed namely tracking torpedoes and missiles are vanilla weapon concepts. The reason for doing so to make people enjoy pvp more also doesnt wash since it is a game and you should have / develop the skill to overcome them. CDs are a great blocker of missiles and torps when launched correctly.

Skill is in the timing of it.

Going by your logic we should remove every weapon that people complain about because it makes pvp unfair? Really..

Also before the development of the stupid auxiliary weapon mount and overhaul of snub weapons, people hardly used torpedoes. In fact the development of the auxillary weapon mount and removal of missiles forced people to use torps since it was then the only ammo based projectile available..


I think the developers should be held to account for these changes as they are taking upon themselves to change the fighting dynamic of the game as it suits them.

Removing cannon pvp weapons like torps and missiles is just a big nono, especially since said weapons are vanilla in origin!

In fact by doing such, discovery is moving away from its original mission statement of being a RP Expanded version of vanilla freelancer. With its own storyline and lore, one can only claim to be the next chapter of vanilla freelancer if vanilla mechanics / weapons of the game are maintained and not removed!

This latest update has pushed the discovery mod further into obscurity as it has gone down a completely different path!

Eventually we may end up with a game completely unrecognizable. Is that what you want?


Changes to basic game and fight mechanics should be put to a public vote instead of being implemented without prior approval.

I tell you the day they screw up Cap Weapons will be the day I remove myself completely from this mod.

I refuse to play in a poorly developed mod. No matter how prestigious its history is.

Relax, I agree with you, I said the same things in other topics but don't you see? We're in inferiority here, people dislike guided projectiles now. Also, what I posted in my message was 80% sarcasm in order to "explain" the logic behind this, which belongs to some players who whined around here quite hard against missiles and torpedoes.
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Offline Kalhmera
01-25-2017, 11:08 PM,
#24
Sadistic Tentacle
Posts: 3,211
Threads: 547
Joined: Nov 2015

(01-25-2017, 10:57 PM)Vendetta Wrote: The gun isn't designed to be effective against shields.

it isnt effective at all... its utter fail.
Reply  
Offline Enkidu
01-25-2017, 11:19 PM, (This post was last modified: 01-25-2017, 11:22 PM by Enkidu.)
#25
UN| Unioners
Posts: 4,215
Threads: 399
Joined: Apr 2013

(01-25-2017, 06:17 PM)Durandal Wrote:
(01-25-2017, 05:14 PM)Sombra Hookier Wrote: SHFs can mount two Maxims, for example, but are still only able to carry 2000 units instead of 4000 of ammo for it with them. Is that intentional?

Also, do nomads get an equivalent of that gun?

The ammo likely will not be doubled on SHFs until we know what impact it will have on the game. Remember that this is the first test of the weapon live.

(01-25-2017, 05:50 PM)Inferno Wrote: Can we make the default sound 'BRRRRRRRRRRT'?

We tried. It doesn't really work with such a low refire.



Durandal, rename Freespace 2 weapons and concepts before porting the idea of an ammo based fast firing hullbuster into disco, please. I know it was you. I will deliberately refer to it as something else InRp and not mount the damn thing if it violates immersion.

Edit: There's enough FS, BSG and god knows what imports in this game already. Can we be subtle about it?

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Offline Haste
01-25-2017, 11:22 PM,
#26
Lead Developer
Posts: 3,667
Threads: 107
Joined: May 2012
Staff roles:
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(01-25-2017, 11:19 PM)Tanith Wrote: Durandal, rename Freespace 2 weapons and concepts before porting the idea of an ammo based fast firing hullbuster into disco, please. I know it was you.

https://en.wikipedia.org/wiki/Maxim_gun
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Offline Omi
01-25-2017, 11:23 PM,
#27
By Unpopular Demand
Posts: 1,716
Threads: 87
Joined: Aug 2007

(01-25-2017, 11:22 PM)Haste Wrote:
(01-25-2017, 11:19 PM)Tanith Wrote: Durandal, rename Freespace 2 weapons and concepts before porting the idea of an ammo based fast firing hullbuster into disco, please. I know it was you.

https://en.wikipedia.org/wiki/Maxim_gun

(sun)

[Image: omicega.gif]
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Offline Enkidu
01-25-2017, 11:23 PM, (This post was last modified: 01-25-2017, 11:24 PM by Enkidu.)
#28
UN| Unioners
Posts: 4,215
Threads: 399
Joined: Apr 2013

(01-25-2017, 11:22 PM)Haste Wrote:
(01-25-2017, 11:19 PM)Tanith Wrote: Durandal, rename Freespace 2 weapons and concepts before porting the idea of an ammo based fast firing hullbuster into disco, please. I know it was you.

https://en.wikipedia.org/wiki/Maxim_gun

I'm aware of the original usage, durr. Point still stands in function and implementation.

[Image: XTF1d6x.png]
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Information | Recruitment | Message Dump |
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(Links pending redevelopment).
Reply  
Online Kauket
01-25-2017, 11:34 PM,
#29
Dark Lord of the Birbs
Posts: 6,628
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Joined: Nov 2014
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it isn't an import if both of them are based off a real thing


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Offline Black Widow
01-25-2017, 11:34 PM, (This post was last modified: 01-25-2017, 11:37 PM by Black Widow.)
#30
Totally no longer on probation
Posts: 2,351
Threads: 230
Joined: Jun 2008

(01-25-2017, 11:22 PM)Haste Wrote:
(01-25-2017, 11:19 PM)Tanith Wrote: Durandal, rename Freespace 2 weapons and concepts before porting the idea of an ammo based fast firing hullbuster into disco, please. I know it was you.

https://en.wikipedia.org/wiki/Maxim_gun

Haste what have you done?? You screwed our game! Please quit now

Your teams handling of PVP mechanics is really bad. Do you have any idea what you are doing?

At best you are a meme lord nothing more
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