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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery 4.83 beta 2 Release

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Discovery 4.83 beta 2 Release
Offline Koolmo
03-06-2007, 05:20 PM,
#51
Member
Posts: 1,662
Threads: 65
Joined: Sep 2006

Yea, thats my plan for this feature, i just wish you could avoid reinstalling the mod every time, because thats not really an effective switch between chars.

<span style="color:#FFFF00">&quot;General Solo, is your strike team assembled?&quot;
&quot;Barely, they're pretty drunk.&quot;
</span>
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Offline Korrd
03-08-2007, 12:24 AM, (This post was last modified: 03-08-2007, 12:27 AM by Korrd.)
#52
Member
Posts: 3,714
Threads: 241
Joined: Aug 2005

As usual, i bring up the battleship problem...

The battle razor and the heavy mortar are unbalanced regarding each other..

Battle Razor:
Hull damage: 30.500
Shield damage: 15.250
Speed: 450
Refire Rate: 0.5
Energy Usage: 450.000


Heavy Mortar:
Hull damage: 92.000
Shield damage: 46.000
Speed: 400
Refire Rate: 0.25
Energy Usage: 2.500.000

The heavy mortar is useless as it is. I suggest to do the following change:

Heavy Mortar:
Hull damage: 92.000
Shield damage: 46.000
Speed: 450
Refire Rate: 0.50
Energy Usage: 1.350.000

Price = BR Price * 6

Mortar = heavy mortar / 2

It does three times more damage, but costs 6 times more. It would be a worthy but hell of expensive weapon.

[Image: 3cfefe54.jpg]

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Offline Sid
03-14-2007, 10:39 AM, (This post was last modified: 03-14-2007, 10:41 AM by Sid.)
#53
Member
Posts: 97
Threads: 8
Joined: Jan 2006

Heavy Mortar:
Hull damage: 92.000
Shield damage: 46.000
Speed: 400
Refire Rate: 0.25
Energy Usage: 2.500.000

well since it fire's slower and less rate i think it should do way more damage as a change to keep it a good ballence between the 2 but olny fire slightly slower like this.

Heavy Mortar:
Hull damage: 130.000
Shield damage: 70.000
Speed: 430
Refire Rate: 0.25
Energy Usage: 2.500.000

this way it's well worth the money and if people are to careless well yea they will go boom faster..

i think for taking 2mill engery it should have a kick the people should be tramatized by it, but still be slower since it's a charged shot.

those are my 2 pennys

[Image: 212440.jpg]
 
Offline BestFlyerHere
03-14-2007, 02:54 PM,
#54
Member
Posts: 1,409
Threads: 21
Joined: Sep 2006

No, it should have a faster refire, but like Korrd's. I have 2 on my BS, and it's hard enough to hit stuff as it is. I'd like a faster refire.

Korrd, the only problem with yours it that it completely outclasses the BR. Sure, it's more expensive, but for most clans, money's not really a problem.

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Offline Korrd
03-14-2007, 03:19 PM, (This post was last modified: 03-14-2007, 03:19 PM by Korrd.)
#55
Member
Posts: 3,714
Threads: 241
Joined: Aug 2005

We can then make them stupidly expensive...

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(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit Smile)
 
Offline Virus
03-14-2007, 03:26 PM,
#56
Member
Posts: 4,311
Threads: 257
Joined: Oct 2005

They don't outclass the BR's in the least bit. Even with the reduced energy usage, the Mortars would still be VERY hard to hit with. Not to mention, it would still use a crap load of energy.

It is a lot easier to hit with a BR, especially if fighting a smaller, faster ship. Such as a Cruiser or a gunboat.

Besides, the way it is now, I can do more damage (overall) using Corsair turrets that I can with a pair of Mortars.

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Offline endlessvoid
03-14-2007, 04:36 PM,
#57
Member
Posts: 98
Threads: 13
Joined: Jan 2007

Uhm, I've been testing around with some systems ive been doing, and I've noticed that the loadout of some ships is actually higher than some factions, for example, Dlevel 19 for Rheinland's Military (Wrath) loadout is all class 9 weapons, however for Gas Miner's Guild is 2 class 9, 1 class 8, and 3 class 7. I'd suggest increasing the loadout for the other factions, to all class 9 weapons at Dlevel 19, and adding an additional Dlevel 20 with class 10 shields.

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