1. physical impossibility to ram capitals ship without taking damages.
2. bombers less strongs or let's say give a chance for caps to fight them and win.
3. New goods to trade with rarity factor, or something making unwise to use big transports to transport those. Making smaller transports or freighters interesting again.
To resume: trying to make all ships really complementary and necessary.
Anyway, the revision of faction rights could be cool too.
I'd like to see my freighter equations implemented.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
More variety in civilian guns. They don't have to be uber powerful, just ANYTHING other then 8.33 and 6.67 refire. Think of the poor freelancers in light fighters. Some 2.0, 3.03 and 4.0 choices would be nice even if they had crap stats.
Two... Hmm...
HAHAHHAHAHAAHHAHAH! Bombers are fine. You merely want their guns to be better so its easier to target fighters.
#2 Capship buff (coming, larger # of turrets, if Mjolnir keeps his promises, heavy BS solaris which makes me Q_Q_Q_Q_Q_Q_Q_Q)
#3...
Greater variety. In everything in general. Ships, systems, what have you.
the bomba ballance issue is kinda 2-dimensional, cause its not only about making them worse against one type of ship, there is two types, fighters and caps, that they need to be closely ballanced against.
I'd make them better against fighters, but not in all aspects.
Make bombers easier to hit for fighters, so fighters can actualyl do something against them before they kill a cap.
Make bomber normal guns a bit faster, so they arent totally useless agaisnt fighters.
Make snac less suitable for instaklling fighters. Maybe give it the same damage as minirazor, but higher refire rate. like two shots per joust possible, although same speed as snac.
Then ballance the refire rate of the nerfed snac so it gets the damage output per minute that you want on caps.
Main problem with bombers is that they always lose against a fighter if the fighter knows how to dodge a snac, Its just a yes/no kind of fight, skill doesnt change the outcome.
Quote:Main problem with bombers is that they always lose against a fighter if the fighter knows how to dodge a snac, Its just a yes/no kind of fight, skill doesnt change the outcome.
Exactly how it should be.
It is extremely hard for a bomber to kill a fighter.
It is the same difficulty in a cap to kill a bomber (if the bomber isn't a tard and uses guns against a battleship instead of SNACKING)
Quote:the bomba ballance issue is kinda 2-dimensional, cause its not only about making them worse against one type of ship, there is two types, fighters and caps, that they need to be closely ballanced against.
Do you fly bombers often? Guns aren't meant to be used against large caps (Cruisers ++) It even says they were used to keep up with gunboats (and they do effectively) SNAC's are a much better way to go against large caps as you can fly out of their range (of the guns that are -designed- to kill bombers, kinda self defeating really) and attack.
' Wrote:Make snac less suitable for instaklling fighters.
' Wrote:higher refire rate. like two shots per joust possible,
Wait, what? Contradicting statements... There is a reason the Mini Razor can't be mounted on Bombers any more, you know that, right? Dual Mini Razor Bombers sound familiar?