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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Weapon balance proposal

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Poll: Do you agree with this proposal?
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Total 118 vote(s) 100%
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Pages (17): « Previous 1 … 13 14 15 16 17 Next »
Weapon balance proposal
Offline skoko
07-15-2008, 10:33 AM,
#141
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Posts: 508
Threads: 10
Joined: Jan 2008

I know, thing is i wasn't using Unioner guns , until month ago... No worries... And i didn't notice that while reading it for first time

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Offline chopper
07-15-2008, 04:47 PM,
#142
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Posts: 2,476
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Joined: Oct 2007

Quote:Protector Mk IV - Neutron
Hull damage - 448
Shield damage - 224
Power usage - 112
Energy efficiency - 4.0
Refire - 4.0
Speed - 600

Proposal:
Hull damage - 500
Shield damage - 250
Power usage - 120
Energy efficiency - 4.0
Refire - 4.0
Speed - 600

Actually, I think I boosted it pretty much. Sure, it's weaker then Sally, but not too much.
It got 52 damage for 8 energy, which is pretty damn good.:)

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Offline El Nino
08-10-2008, 09:47 AM,
#143
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Posts: 1,248
Threads: 25
Joined: Dec 2007

Looking over the begining thread, I reckon Buckshots shield damage is a typo, 435 instead of 235... Also Order's Reapers all of a suden fall short of corsair salamancas, when before it was the other way around,... isn't order suppose to have superior weapons?

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Offline Othman
09-29-2008, 06:28 PM,
#144
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Posts: 2,013
Threads: 49
Joined: May 2007

Took a brand new look at this and wanted to restate my support in the revision of the overall gunnery and an addition of a turret for Unioners as they currently don't have ANY.

Quote:Protector Mk IV - Neutron
Hull damage - 448
Shield damage - 224
Power usage - 112
Energy efficiency - 4.0
Refire - 4.0
Speed - 600

Proposal:
Hull damage - 500
Shield damage - 250
Power usage - 120
Energy efficiency - 4.0
Refire - 4.0
Speed - 600
This has my favor!

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Offline Eboksba
09-29-2008, 06:42 PM,
#145
Member
Posts: 89
Threads: 5
Joined: May 2007

With the increased skill everyone is showing, i guess more powerful weapons would be in order...

Not so sure about tachyon, if anything, needs to be faster.

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Offline kostash
11-08-2008, 10:58 AM,
#146
Member
Posts: 3
Threads: 0
Joined: Oct 2008

i think must made, also, for capships, to can put lower turrets on the higher capships: on cruiser to can put gunboat/train turrets, on battleships can put cruiser/gunboat/train turrets. the same like figters: in have slot class 10 wepons can put any wepon class 1-9.
is neccesary to modify damage of turrests capitalships class and rate of fire, to be in fact real that class capships. now is the same turrests differece between class capshipsturrets given' just by energy usage, not the damage, range and rate of fire.

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Offline swift
12-19-2008, 01:36 PM, (This post was last modified: 12-19-2008, 01:38 PM by swift.)
#147
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Posts: 2,838
Threads: 61
Joined: Jul 2008

How about making purple godesses and other chain guns more efficient. As it stands now, they're pretty much crap. I only use them for aesthetics. They don't have to be as good or better than other weapons. But for god sakes, they are class 10 weapons, why are they so weak?
Also I fully endorse vampires being improved. For obvious reasons, especially stopping me getting forced to use codenames against supreme outcast krakens and such. I look forward to my vamps getting boosted, and my godesses getting normal stats, not being an ultra-nerf-gun.

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Offline mjolnir
12-19-2008, 01:52 PM,
#148
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Posts: 3,774
Threads: 71
Joined: Sep 2007

Purple goddesses caused tons of lag (both with 33.33 and 16.67 refire), they have now been changed to a 6.67 gun that is better than Heavy flashpoint but worse than faction guns, so basically extra "civilian" gun.

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Offline swift
12-19-2008, 01:57 PM,
#149
Member
Posts: 2,838
Threads: 61
Joined: Jul 2008

Why only 6.67? Why not at least 8.33? And made a good weapon at least.
They are class 10 after all. They should be better, not too good, but better.

Any stats for me please if you can?

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Offline mjolnir
12-19-2008, 02:03 PM,
#150
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Posts: 3,774
Threads: 71
Joined: Sep 2007

cause they are chainguns.. so they should have some other refire :P

And as I said they do more damage per second

Heavy flashpoint does 1700 dps, faction lvl 9s (in 4.85) from 1880 and up. So they are right in the middle there;)

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