• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 527 528 529 530 531 … 547 Next »
Discovery 4.82 Beta features, bugs & suggestions

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (47): « Previous 1 … 38 39 40 41 42 … 47 Next »
Thread Closed 
Discovery 4.82 Beta features, bugs & suggestions
Offline Ant
01-01-2007, 05:16 AM,
#391
Member
Posts: 413
Threads: 18
Joined: Oct 2006

Regarding the occasional server crash problem, is it possible FLHook is in some way responsible?

I know that it crashed once at the moment I left the server while in space. Perhaps the 10 second delay somehow messes up the server when another player joins in that timeframe?
 
Offline Zukeenee
01-01-2007, 10:36 AM,
#392
Member
Posts: 1,803
Threads: 82
Joined: Mar 2006

Dab! Where have you been? You haven't posted in, like... days. That's not like you. :P

Anyway, I don't really think that LFs need any sort of weapons upgrade at all. Giving them class 10 weapon slots would make them a little too powerful, I think. Can you imagine a LF with Nomad guns or Codenames? It's just too much, I say. And besides, LF power output wouldn't be able to hold a class 10 weapon firing for long periods of time, and I really don't think that we need to go so far as to boosting LF power, either.

Also, there is a signifigant difference in Class 8 and Class 9 guns. Here's a comparison (using Kusari guns as an example):

- Disinfector 2: 265 hull, 133 shield
- Disinfector 3: 470 hull, 235 shield
AND
- Sunfrenzy 2: 133 hull, 66 shield
- Sunfrenzy 3: 206 hull, 103 shield

So as you can see, most of the new Class 9 guns are almost twice as powerful as the Class 8 guns. Class 9 guns are very powerful, and are perfect for LFs. But no higher than that. I've actually done pretty well in my Wyrm as it is. I killed at least four Cylon Raiders in one night with it alone. Of course, the pilots weren't using very wise tactics, either... but that's beside the point.

As far as I can tell, the Mk II House LFs are just fine. Some of the other high-class LFs may need to be toned down, of course, but none of them really need a boost.

[Image: Zukeenee2.gif]
 
Offline Malifico
01-01-2007, 10:57 AM,
#393
Member
Posts: 3
Threads: 0
Joined: Dec 2006

[font=Arial][size=11]Hails!!! Im new to this mod and I have to say. Its funner than Nomads Revenge!!! I love everything about it but I think that a few of the original (vanilla) ships could be balanced a bit more...

1-The Bounty Hammerheads being fully armed to their peak levels. This would make fighting them a whole lot funner.

2-Increase the Barracuda to two level 6 guns and four level 7 guns. This way the Barracudas could compete with the pirates even easier.

3-Increase the Legionarre to two level 5 and two level 6 guns because the weakest Corsair weapons are level 5.

4-Have all NPCs everywhere armed to their full potential so that killing will be more exciting.

Black Metal Ist Krieg!!!
Offline marauder
01-01-2007, 11:36 AM,
#394
Member
Posts: 1,950
Threads: 42
Joined: Nov 2005

Glad you like the mod, tell you what, go find and jump into some of the guard systems, with a fully equipped and loaded VHF.

After that, tell us if you want ALL the NPCs to be like that.

Plus, some people aren't that good at fighting, some people don't like fighting and prefer to trade instead.

Besides which you'll find the higher level mission opponents hard enough, so for now they're probably gonna stay how they are.
 
Offline Nightfall
01-01-2007, 03:22 PM,
#395
Member
Posts: 2,291
Threads: 58
Joined: Mar 2006

Back to the MK II LFs being overpowered or not...

Just for a taste of how things are with the MK I LFs - Take a Dagger and go against the Barracudas in Magellan. What can you do with it, you will need to pound the Barracuda for a decent time to kill it. I doubt you'd survive a Hammerhead.

On one hand, all the MK II LFs are actually HFs with extreme agility. On the other hand, Marauder is right, a lot of stuff depend on more factors. I'd say the house LFs (the ones with 4 guns) might pass ok but take any HF against a MK II LF - it has no chance. Again, a Slipstream or a Cylon can relatively easy beat any VHF due to their tiny hitboxes at least.

[Image: da0cdf1d.jpg]
[Image: I_like_it_shiny_by_ravenwoodarts.gif] [Image: duque-de-corsica.png] [Image: ghosts-of-razgriz-tr-bk-2.png] [Image: outcast-pilot-3.png] [Image: raving-outcast.png] [Image: jolly_roger_a1a.gif]
If the stars should appear one night in a thousand years, how would men believe and adore and preserve for many generations the remembrance of the city of God? - from 'Nightfall' by I. Asimov
The Outcasts consider Siniestre Nube a sacred place for several reasons. Early explorers discovered a jumphole within the depths of the cloud that leads to a strange world of ringed stars and strange craft. All ships in the burrial ground are placed facing that hole to honor the Alien Spirits. - An Outcast rumor
 
Offline Ant
01-01-2007, 11:15 PM, (This post was last modified: 01-02-2007, 04:25 AM by Ant.)
#396
Member
Posts: 413
Threads: 18
Joined: Oct 2006

Just realised I may have been contributing to the crash issues.:$

I thought I was using the patched version but a double check showed an incorrect timestamp on the shiparch.ini file(was 1 Dec 06). After downloading and installing the mod again, the shiparch.ini had the correct date(3 Dec).
Apologies to Wolfpack and Igiss if my lack of attention caused problems.

Edit: The server has been noticed to crash twice more the moment a player quit the server while in space.
 
Offline StrangeCase
01-02-2007, 09:54 AM,
#397
Member
Posts: 17
Threads: 3
Joined: Dec 2006

I'm not a particularly skilled or experienced pilot, but Discovery caters to all sorts, so I'll throw in my own opinion.

It seems to be that you really have to rely on skill when piloting a light fighter; firepower more or less takes care of itself, but you have to really know how to use the LF's maneuverability to your advantage. LFs are designed to intercept and tie up enemy fighters, so in a 1-on-1, a superior LF pilot should either win or control the fight (e.g. be able to flee). Capital ships are the exception, since a lone LF is unable to affect the capital ship in any meaningful way.
Offline BestFlyerHere
01-02-2007, 09:56 AM,
#398
Member
Posts: 1,409
Threads: 21
Joined: Sep 2006

Guys, look back and remember how long we've been talking about this. That's just crazy!

I am a long-absent Supreme Commander, Executive Commander, Grand Admiral, Fleet Admiral, and Captain in the mighty Hellfire Legion. I have returned, and am on an urgent mission from Drake Thastus to return the Legion to its former glory, and to claim the galaxy for its own. Only then will I be able to rest.


RP Story (Still deciding whether or not to finish)

http://discoverygc.com/forums/index.php?sh...=5439&st=20


 
Offline Ant
01-02-2007, 11:14 PM, (This post was last modified: 01-02-2007, 11:18 PM by Ant.)
#399
Member
Posts: 413
Threads: 18
Joined: Oct 2006

Since the speed of the capship missiles was dropped to around 100m/s, capships have a lot of trouble competing with even a single bomber.

It doesn't seem to make much sense paying 100-300 million for a capship when a well piloted 50 million credit bomber can win fairly easily.

When the missile speeds were up over 300m/s, the capships at least had a chance.

As it is now, the sensible option while piloting a capship is to refuse to engage bombers and have a fighter on standby.
 
Offline BestFlyerHere
01-02-2007, 11:53 PM,
#400
Member
Posts: 1,409
Threads: 21
Joined: Sep 2006

For the missile issue, we need to increase speed and accuracy, it sucks to be killed by a bomber. BTW, CDs suck. Battleship CDs do not work at all. I have had several occurences which i fired like 15 at 1500 meters, and a BS at cruise outran them. How is that right?

I am a long-absent Supreme Commander, Executive Commander, Grand Admiral, Fleet Admiral, and Captain in the mighty Hellfire Legion. I have returned, and am on an urgent mission from Drake Thastus to return the Legion to its former glory, and to claim the galaxy for its own. Only then will I be able to rest.


RP Story (Still deciding whether or not to finish)

http://discoverygc.com/forums/index.php?sh...=5439&st=20


 
Pages (47): « Previous 1 … 38 39 40 41 42 … 47 Next »
Thread Closed 


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode