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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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Cap vs. Fighter/Bomber weapons.
Offline swift
01-07-2009, 02:44 PM,
#61
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Posts: 2,838
Threads: 61
Joined: Jul 2008

' Wrote:Chances are that cruiser was Varyag, a very experienced piot, and really, because your big ship failed to kill one of the most underpowered ones in the mod at the moment is not a call for a nerf.

And people, we do have a perfectly working balancing scheme, for the millionth time >_>

I. Too. Am. Unhappy. With. Some. Current. Stats.
But.
Yes. There. Is. A. But.
Wait. For. 4.85.
Why?
Because. You. Can't. Change. Anything. Anymore. At. This. Time.
So. Sit. Back. Play. Enjoy. Don't. Think. About. It.

So. /signed.

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Offline Grumblesaur
01-07-2009, 11:29 PM,
#62
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Posts: 2,742
Threads: 56
Joined: Sep 2008

' Wrote:Ok, First, Supernova is not the highest damage weapon in the game. Heavy Mortar is. Cap ship special weaponry is out of balance, It takes wayyyy to much energy. Cruiser Battle Razors however, are very potent. Im not a bad battleship pilot, but this red hessian cruiser took my hull to 50% and no bats (but some bots left) before i compeltely and utterly anihalated him, he had 3 Cruiser infernos.

IMO, 2 bombers should NOT be able to solo a battleship, 1 bomber > cruiser (bad pilot) 3 bombers > Battleship (good-med pilot)

Note that I centered this around mainly Bombers and Cruisers. Of course the Heavy mortar is the most powerful, but it sucks power. Anyway, an Inferno is an anti-shield weapon. The only way I can see it hurting your battleship that badly is probably because it attacks your powerplant when your shields are down.

Quote:And people, we do have a perfectly working balancing scheme, for the millionth time >_>

Perhaps the scales are off a bit. It might be hard to see, but even the smallest fraction can throw things off.

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 Derkylos
01-08-2009, 12:14 AM, (This post was last modified: 01-08-2009, 12:16 AM by Derkylos.)
#63
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Posts: 1,410
Threads: 48
Joined: Sep 2008

In terms of battleship shielding, with a large-planted bomber, you need to hit every SN as soon as the energy recharges in order to have a hope of dropping the shield...and that's only the first time 'round.

Not to mention that that battleship is spewing out thousands of DPS at speeds of up to 2k m/s. 2 bombers will have a chance against a poor battleship captan, to really kill a decent one, you need 3.

As for GBs, the simple fact is that a bomber cannot refire fast enough to drop the shield, then hit hull, assuming the GB pilot knows the slightest thing about what he's doing (I can hold off a single bomber in a GB...).

And we all know that cruisers in this version are not worth the investment...

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Offline Ocampo
01-08-2009, 03:44 AM,
#64
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If you are to put an SN on the Sabre, does anyone think it would be effective. I also want to know is it better to have 2 SN on a Faltca or a SN and an Inferno, or just an SN and CD

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Offline Ocampo
01-08-2009, 03:48 AM,
#65
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One more combo I'm wondering about. A SN and a Nova torp. I'm saying a nova trop because it can lock on things and move with the target even though it is slow.

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Offline Tenacity
01-08-2009, 04:01 AM,
#66
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' Wrote:If you are to put an SN on the Sabre, does anyone think it would be effective. I also want to know is it better to have 2 SN on a Faltca or a SN and an Inferno, or just an SN and CD

a sabre cannot fire a supernova, it doesnt have nearly enough energy. Most VHF's have something like 9000-10000 energy, while the supernova requires something like 38,000 energy to fire.

No bomber can fire two supernovas either, so most bombers use 1 supernova + 1 inferno, or cruise disruptor.

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Offline Ocampo
01-08-2009, 04:06 AM,
#67
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What would a Nova trop be good for than

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Offline JakeSG
01-08-2009, 04:17 AM,
#68
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Roughly half the DPS of an SN, very slow moving, but has a 1k AoE explosion, and can dual fire from bombers. Makes things go boom.

For the Core.
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Offline Mercenary Guild
01-08-2009, 06:07 AM,
#69
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Posts: 16
Threads: 1
Joined: Dec 2008

There is make caps more realistic against fighter-bombers without totally ruining it for the lighter ships.

Take flak and make it an almost zero damage weapon but give it this effect: it throws the ship around violently that it hits (smaller ones only hopefully can be done).


A big advantage smaller ships have when attacking a larger one is to fight back the larger ship has to fly in a straight line in order to fire turrets.

This gives fighters--which are already a hard target--a real advantage in hit ratio. Flak would even it out.

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Offline Tenacity
01-08-2009, 06:28 AM,
#70
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Posts: 9,496
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you dont have to fly in a straight line to use turret view in a cap, just hotkey your turn, pitch, and strafe buttons and use them while you shoot =P

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