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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Capital Ship Point Defense

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Capital Ship Point Defense
Camtheman Of Freelancer4Ever
03-20-2009, 03:08 AM,
#211
Unregistered
 

mmm,its funny.
Being a good pilot doesnt matter if your weapons overload the integer of fail.
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Offline n00bl3t
03-20-2009, 03:09 AM,
#212
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Posts: 7,448
Threads: 108
Joined: Mar 2008

' Wrote:But the fighter should be strafing. The SN is a dumb fire weapon and the Nova is just suicide in a can. Yes, we have a larger powerplant, yes we can use quad codes, but that doesn't mean that it's easy to hit with 600m/s guns. Fighters can outmaneuver us, so what is your point besides the fact that some of us are good with an uberslow pwn cannon?

Yes, a Barghest or a Fafnir can kill a BS solo if the BS had no turrets, shield, or pilot. We can't solo a good pilot, which you, Tenacity, and Cam apparently are.

I am yet to avoid an SN solely by strafing, in my fighter. (I would like to see someone do that, by skill, not luck.)

Practice. Use Z kill and joust. You can force the fighter to line up.

As for your BS point, you can almost solo it, leaving it with no shield, no bats, no bots, and 40% of hull left. Against a cruiser, a bomber can easily win. (Which it should not be able to do.)

' Wrote:you said give some reference..so i give it....i am not saying you are wrong..i am just proofing your point..

I was wondering why you did not quote Mjolnir that is all.:)

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Offline X-Lancer
03-20-2009, 04:12 AM,
#213
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Posts: 1,173
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just another fact: in WW2...many bomber dont even have a chance to drop their bomb/torpedo because flak shell were fire by Cruiser's main and secondary turrets (for Battleship..their secondaries)..and it hurts like hell..and the hurt comes with epic fireworks..
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Camtheman Of Freelancer4Ever
03-20-2009, 04:25 AM,
#214
Unregistered
 

This new beta has brough capital ships no changes?
I read the changelog on the 4.85 beta 4 topic, but i dont see anything related to capship turrets................
This is

d............i..........s.............s..........a............p...........p..........o.........i.........n.........t........i..........n........g
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Offline X-Lancer
03-20-2009, 04:46 AM,
#215
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Posts: 1,173
Threads: 147
Joined: Jan 2007

the changes is..Solaris gets a speed buff..Flak gets damage buff....no change in weapon range i think...let's continue use primaries to hit bomber folks..it has way better chance to hurt enemy when your AA weapon dont even have the range to hurt the enemy..
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Offline Robert.Fitzgerald
03-20-2009, 04:53 AM,
#216
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Posts: 1,727
Threads: 32
Joined: Feb 2008

Your "AA weapons" are designed to KEEP bombers away from you, not to slaughter them. It certainly destroys them when they come close, as the bomber has made a mistake / took a risk in order to hit you easier with the supernova.

Flak and Solaris are not designed to hunt down bombers; they are designed to defend your ship against them. That's why they don't have longer range. If they did, a bomber would be forced to fight from the supernova's max range - good luck hitting with it. A single fighter / gunboat escort and primary turrets can easily deal with a bomber at over 1k distance.

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Offline MB52
03-20-2009, 05:44 AM,
#217
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Posts: 1,973
Threads: 130
Joined: Dec 2007

1k is still pretty easy to hit something with a SNAC which is stll way too over powered... it should just be a standard torp...


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Offline swift
03-20-2009, 07:41 AM,
#218
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Posts: 2,838
Threads: 61
Joined: Jul 2008

Anyways, about all that bomber talk.

If you truly believe your statement about the all powerness of bombers, I challenge you.. Find any bomber pilot, any at all, can be the best one on the server, and get him to fight my Nyx. And you shall see that I'll either beat him, or be close to it. And an average bomber pilot will plain and simple get creamed by a standard fighter pilot.

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Offline Jinx
03-20-2009, 08:19 AM,
#219
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what needs to be changed for flaks and solaris ( maybe secondaries / razors ) is an imaginary longer range ( not an actual )

right now - when a flak is fired on the zoner juggernaut for example - it launches the flak TOWARDS the player - not away from him. - which makes aiming a bit of a bugger... cause you fire into the opposite direction. - same with solaris, they criss-cross in well before they ought to hit a target.

i had some other changes suggested, but the fear is big that it is abused and too efficient... we shall see how that version works.

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Offline mjolnir
03-20-2009, 11:32 AM,
#220
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Posts: 3,774
Threads: 71
Joined: Sep 2007

' Wrote:Against a cruiser, a bomber can easily win. (Which it should not be able to do.)


Pick any bomber pilot you want *winks on ench*, and I'll take any cruiser you pick, me as an occasional capship pilot. Then we shall see how this works.

From my experience this is impossible in normal fight. Yes if the cruiser pilot sits and doesn't move and bomber has SN + Nova it is theoretically possible. Just like a VHF can solo a useless GB pilot.


@Lancer yes no changes in range for BS guns, for reasons that were explained many times by now. Defense guns should keep the enemy at range. So that your escorts can destroy them.

It was pointed many times on dev forum even by here present eppy how:
a) unescorted BS should be weak to bombers
b) escorted BS should be much stronber vs bombers


@Jinx dunno what you mean about "imaginary range"

BS solaris have no 1000m
BS secondaries 1750m
BS Razors 1500
Cruiser Razors 1500
Cruiser Solaris 800m

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