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Battle Razors..

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Battle Razors..
Offline obnoxious1
03-28-2009, 07:52 AM, (This post was last modified: 03-28-2009, 07:52 AM by obnoxious1.)
#91
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I kinda agree with Dab to a point,
The Battle Razor on a cruiser & up is a massive energy weapon. I have no problems with it's speed as it is now & yes you can pop a bomber with it & should rightfully be able to for defense, But I think the re-fire rate is a tad, if not overly, too fast. An energy weapon of that type should have a least a 2 or 3 second recharge rate to build up enough energy to fire another salvo. A possible compromise could be :
Leave the speed as is, make the projectile a little bigger covering a lil more area of spread & change the re-fire rate to 2.5 to 3.5 seconds.
Seeing the mortar is based on same antimatter principles, It would make sense to have it take longer & draw more power to recharge & fire.

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Offline Eternal
03-28-2009, 07:59 AM, (This post was last modified: 03-28-2009, 08:00 AM by Eternal.)
#92
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Actually , I completely agree with you Dab. I'm a Battleship pilot , my favourite class is that. Not to mention the fact that I pilot an Osiris , wich is considered to be one of the smallest battleships around. Well , I have been flying my ship for one year now , aldo I don't have nearly as much experience with the ship like Jure , I can say that I'm pretty decent with it , yet I have trouble actually "snipping" bombers with my battleship.

Honestly , this is just another shining example of "who shouts more in the dev. team" gets what he wants. Many people who post here , probably not you Dab , just want to return to the old "oh a capital ship , ahahha , quick let's kill it and see how cool we are without even braking a sweat" and then start spamming the capital ship pilot with PM's like "noob , get a fighter!" . Yes , I personaly have received such PM and they are very hurtful for someone who enjoys flying a capital ship.

Why do so many people insist on making only 2 classes of ships , maby 3 if we count the GB , useful ? Don't the other classes and people who enjoy playing with them deserve to have some fun out of the game ? Instead of just watching helplessly how there ship and role play are easily , EASILY killed by 2 bombers who don't even bother to RP , because they are too busy fighting the mean capital ship. A lot of people in this community still live with old and unnecessary fears of capital ship killing everything. Those days are over and for the last one year + , capital ship pilots where completely , COMPLETELY useless to anyone.

So yes , I agree with this argument/proposal. Capital ships should NOT have an "instakill" weapon against their counter , wich are bombers. But in one condition , bombers should also NOT have the same instakill ability for their , like Blodo said "hard counter" , thus the SNAC should be "fixed" to deal damage of 10 000 or less. Why ? Because , like stated above , not everyone should be obliged to purchase a VIII armor , why where the others created and put into the mod ? So the SNAC , should not be able to instakill a fighter with it's basic armor. Thus 10k is more then enought to harm the fighter , but not kill it. This is balance and this is fair play.

Eternal

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Offline Derkylos
03-28-2009, 08:06 AM, (This post was last modified: 03-28-2009, 08:07 AM by Derkylos.)
#93
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Wait...so what you're saying here, Eternal, is that bombers should not fulfill their intended role? A 10k SN is hardly gonna dent a capship...even with current SNs, a hit does not drop that much hull...

SNs are balanced by being exceptionally slow. If I ever hit anything below cruiser size, even, with a SN, I am amazed.

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Offline Rudo
03-28-2009, 08:07 AM,
#94
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I dunno about splash damage. I didn't even know that at the time.

Do gunboat razors have this splash? The GB razor, despite its intended anti-cap purpose, is weak against caps (I don't have my files to verify this, but it does less damage than a mini razor by my recollection) and a bit too slow to hit fighters and bombers.

Again, this is my opinion.

Another opinion: Tenacity, go for a walk or something. There are differences of opinion settled through logical discussion and personal experiences, and there is what your temper is doing to this thread.

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Offline Tenacity
03-28-2009, 08:09 AM,
#95
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Eternal has some good points, but theres still something to consider... the battleship razor was DESIGNED and INTENDED to counter bombers and other small, manuverable ships - that's why it's as fast as it is.

Cruiser razors were designed and intended for use against small cruisers, gunboats, and gunships, because those craft are too fast for the mortar to effectively hit.

The problem here isnt the weapons, its that we're trying to balance one weapon among a range of ships that varies in size from near-gunboat to near-battleship. The kusari destroyer is a powerful ship because of it's size - yes - but you've got ships 10 times as large using the same weaponry. You change the balance to nerf one, and severely nerf the others. You change the balance to buff the others, and severely buff the smaller ship.

The same issue occurs with the BHG gunship, and even with all the nerfs it's taken, it's still a very formidable craft.

Just let it go, one ship, even two or three out of twenty+, making effective use of a weapon is not going to wreck the server as a whole. The only thing that would allow us to balance ship for ship is if each individual ship in the game had it's own unique weaponry, and that just isnt going to happen due to game mechanicsmitations.

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Offline Eternal
03-28-2009, 08:14 AM,
#96
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' Wrote:Wait...so what you're saying here, Eternal, is that bombers should not fulfill their intended role? A 10k SN is hardly gonna dent a capship...even with current SNs, a hit does not drop that much hull...

SNs are balanced by being exceptionally slow. If I ever hit anything below cruiser size, even, with a SN, I am amazed.

Really now ? Do you fail to see the irony of your own logical thoughts , Derk? SNAC'ing a fighter is not a dream born from some brain dead individual. It's a known fact that bombers are still able to successfully remove their "hard counter" with only one shot. Why do bombers receive special treatment ? They are just one class of the many in the mod , yet they are alowed to complain about capital ships who successfully defended themselves against them and still turn a blind eye on the fact that they can still do good against any other ship class. Someone mentioned the "swiss army knife" phrase , I like that expression , suits the bomber very good. Pilot error? Perhaps , then again it was by sheer pilot error that 3 bombers got destroyed by a Kusari Destroyer.

Eternal

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Camtheman Of Freelancer4Ever
03-28-2009, 08:16 AM,
#97
Unregistered
 

Eternal... You captured my points! and for that.

[Image: kudos.jpg]

And wow, tenacity, I never knew you could be so vocal.

This is just like the Carrier thread, and as tenacity said.

Trying to balance a ship that is larger/smaller than other ships creates an imbalance.
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Offline Derkylos
03-28-2009, 08:46 AM,
#98
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An extremely lucky bomber may destroy a fighter with a weapon that is designed to kill caps. An extremely lucky cap may destroy a bomber with a weapon that is designed to kill caps.

To give a cap a weapon that can easily 1 shot a bomber? the only logical response is to give a bomber a weapon that can easily one shot a cap.

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Offline Tenacity
03-28-2009, 08:48 AM,
#99
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' Wrote:An extremely lucky bomber may destroy a fighter with a weapon that is designed to kill caps. An extremely lucky cap may destroy a bomber with a weapon that is designed to kill caps.

To give a cap a weapon that can easily 1 shot a bomber? the only logical response is to give a bomber a weapon that can easily one shot a cap.

I'm still trying to figure out what's bending the laws of physics and making a 35k damage projectile do more than 35k damage.

[Image: Tenacity.gif]
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Offline Derkylos
03-28-2009, 08:55 AM,
#100
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Posts: 1,410
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' Wrote:I'm still trying to figure out what's bending the laws of physics and making a 35k damage projectile do more than 35k damage.

I can only say that both bombers went from full hull to dead with no intermediate visible changes in hull status. This is the result of ingame observation and testing.

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