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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Cap vs. Fighter/Bomber weapons.

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Pages (10): « Previous 1 2 3 4 5 … 10 Next »
Cap vs. Fighter/Bomber weapons.
Guest
01-03-2009, 07:58 AM,
#11
Unregistered
 

The bombers powerplant is specially designed for high powered weapons with high damage and so on and so on.

A battleship however has much more systems to upkeep from that powerplant.


Not to mention if this gets fixed people will forget bombers and capspam and i think you dont want that.
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Offline Grumblesaur
01-03-2009, 08:24 AM,
#12
Fleet Tender
Posts: 2,742
Threads: 56
Joined: Sep 2008

' Wrote:I'd love to see you try that on my cruiser. You see if a few seconds of Imp. Debilitator fire can down my shield. I can guarantee it doesn't.. And Infernos still take awhile to drop a cruiser shield. The cruiser's shield regen is almost enough to nullify the inferno's shield damage when a fighter is using it. Bomber has better luck, yet it still takes awhile to drop that shield, and energy as well.

And about the refire rate, thats not that important, since the cruiser has a good chance of hitting its target. The projectile speed of over 1,000 sees to that. If a bunch of battleships with 2.00 refire manage it, surely you can with 3.03 in a smaller and faster ship.. If not, its not because balance is messed up.

Also, the damage to energy of those two OC destroyer turrets is similar. Of course the faster refire takes a bit more energy, but also gives more damage.

And I use fighters, bombers, and capships all. And since before 4.80.. So I've seen the bombers that were too good, bombers and fighters that were absolutely useless, and ones that were at least proficient at their job. That is what bombers are for, killing capital ships.

If your cruiser has trouble against a bomber, which by all rights it SHOULD, get some fighters to escort you, because they DO help.

And that Redcat that killed the BHG BC in Sig-13. Well he had to have had a full load of Imp Debs along with an SN and the BHG BC had to have been a very bad pilot, because I could beat a RedCat with an Inferno, Imp Debs, and SN all together with little damage..
Now if you want to compare strength of capships to bombers, go ahead.. But don't try to compare bomber weaponry with capship weaponry. It can't be compared and trying to won't get you anywhere. If we balanced it in the way you guys seem to want, either bombers wouldn't be able to fire their anti-capship weaponry, or capships would be able to chainfire mortars every 2 seconds.

I didn't mean full shield, just that tiny bit that pops up when it recovers.

Of course. I can hit the crazy NPCs that do barrel rolls with 2.00 turrets.

My cruiser doesn't have trouble with bombers, so log as they aren't 20m behind me or right below me. Stop making this personal.

Yes, yes, you thinking you could kill a Red Cat is all nice, and wonderful, you egomaniac, you.

Cap weapons are based off fighter weapons. Solaris Turrets: SOLARIS CODE. Cerberus Turret: CERBERUS CODE. Battle Razor: Mini-razor. Mortar series: Supernova Antimatter cannon.
With an increase in power and energy for cap weapons proportionate to the fighter version, we might have some more interesting fights.

You're taking this way out of proportion.

@Tenacity: Chainfiring? That might take me a while to learn.

@sindroms: I don't mean this in the drastic change you and Dab seem to take it for.

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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Offline Tenacity
01-03-2009, 08:46 AM,
#13
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

Quote:@Tenacity: Chainfiring? That might take me a while to learn.

It's easy, set your hotkeys like so:

1 key - fire weapon 1
2 key - fire weapon 2
3 key - fire weapon 3
4 key - fire weapon 4

Now, equip all 'normal' capship turrets. When you start to shoot at an enemy, hit 1, 2, 3, 4, all in rapid succession and then hold down your right mouse button to fire all guns. The individual 'cooldown' on each gun will put a delay inbetween each firing, meaning your guns will continue to fire one after the other as long as you hold down the right mouse button to keep firing.


[Image: Tenacity.gif]
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Offline Grumblesaur
01-03-2009, 08:52 AM,
#14
Fleet Tender
Posts: 2,742
Threads: 56
Joined: Sep 2008

' Wrote:It's easy, set your hotkeys like so:

1 key - fire weapon 1
2 key - fire weapon 2
3 key - fire weapon 3
4 key - fire weapon 4

Now, equip all 'normal' capship turrets. When you start to shoot at an enemy, hit 1, 2, 3, 4, all in rapid succession and then hold down your right mouse button to fire all guns. The individual 'cooldown' on each gun will put a delay inbetween each firing, meaning your guns will continue to fire one after the other as long as you hold down the right mouse button to keep firing.

So basically, mash the buttons as if they were fret buttons on guitar hero during the song Welcome to Paradise.

I'll try it sometime.

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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Guest
01-03-2009, 09:13 AM,
#15
Unregistered
 

' Wrote:So basically, mash the buttons as if they were fret buttons on guitar hero during the song Welcome to Paradise.

I'll try it sometime.

IF you have an OC dessie, slide your finger across like this

12345678 and in the end press right mouse button, this is called chain gunning. Works
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Offline Kambei
01-03-2009, 10:42 AM, (This post was last modified: 01-03-2009, 10:42 AM by Kambei.)
#16
Member
Posts: 1,115
Threads: 21
Joined: Feb 2008

you (cap) have much MUCH MUCH bigger hull, much MUCH MUCH stronger shields, much MUCH MUCH more guns

isnt that enough? if not, sell your cap, buy bomber and supernova and you will have gun with highest dmg in game:)

[Image: velryba5eo0.jpg]
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Offline Tenacity
01-03-2009, 10:43 AM,
#17
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

' Wrote:you (cap) have much MUCH MUCH boger hull, much MUCH MUCH stronger shields, much MUCH MUCH more guns

isnt that enough? if not, sell your cap, buy bomber and supernova and you will have gun with highest dmg in game:)

And much MUCH MUCH less manuverability =P

[Image: Tenacity.gif]
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Offline Kambei
01-03-2009, 10:45 AM,
#18
Member
Posts: 1,115
Threads: 21
Joined: Feb 2008

' Wrote:And much MUCH MUCH less manuverability =P

naah BHG dildocruiser is slim enough to be missed few times if he do manuvers while thrusting (I sugest aim on egines)

[Image: velryba5eo0.jpg]
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Offline Tenacity
01-03-2009, 10:51 AM,
#19
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

' Wrote:naah BHG dildocruiser is slim enough to be missed few times if he do manuvers while thrusting (I sugest aim on egines)

I know, i just about solo'd one with my bomber in delta tonight. Only reason I didnt win is because he ran all the way to the kappa jump hole while I shot at him, and jumped through. Wasnt worth the effort to follow him -_-

Still, I only missed one supernova during the fight, all the while dodging his missiles and gunfire, and im not exactly a good shot with that thing.

[Image: Tenacity.gif]
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Offline Blackvertigo1
01-03-2009, 10:58 AM,
#20
Member
Posts: 679
Threads: 40
Joined: Jun 2008

About those Fire Weapon keys, as long as you don't move your mouse around while firing like that... it will stay that way (for a while, depends on what ship your flying), when you start to move the mouse the shots will become closer in seconds to each other. So you would need to do that a lot, I personally prefer the old numeric finger sliding. It can apply to both non-capital ships and capitals.

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