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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Poll: have you ever applied?
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Keepers
Offline Jinx
02-21-2011, 10:57 AM, (This post was last modified: 02-21-2011, 11:02 AM by Jinx.)
#51
skipasmiður
Posts: 7,685
Threads: 313
Joined: Sep 2007

scorps:

when 4.85 was released, we kindly asked all the factions who had access to the scorpion never to use more than like 2 nomad turrets on it.

since the GB is entirely restricted, it is upon the faction leadership to ensure ( no exceptions ) that such an agreement is upheld. if that doesn t work - rebalancing must be done. lately - we have seen more and more 8 nomad turret scorpions - that makes one doubt such agreements.

- if players adhere to the agreement, the scorpion is a fair enemy
- if players do not adhere to the agreement, it is vastly overpowered and easily a 1:3

voidrunner:

there were serious concerns about it having 15.5k power + torpslot and such a rediculous agility ( so agile that its almost hard to fly again ) - but those concerns were "overruled" by those in favour of this ships power - and the current version was included.

- if the player doesn t want to get hit - he won t get hit. hard to balance something like that.

assassin:

yes, as a matter of fact, it is comparable to a sabre in terms of usefulness. it is not too hard to hit - it is not too agile - and it hits like a truck ( but it is mostly a fair fight, cause it can be hit ) - and yes, the hitbox has been fixed.

- basicly a good 1:1 ... balanced vs. most public ships and doesn t need to be ganked.

nammu:

5 turrets + forward gun. - it is balanced to be equal to ~9-10 turrets on a "public" GB ( in terms of dps ) - that is also to make up for the rather large size. but we must also not forget that it is fairly agile - and that there are bigger gunboats around with a lot less pvp power ( like the conference, claymore etc. )

- comparable to the most powerful public gunboats, but still a fair fight - usually a 1:1 can do, but also a 1 vs. destroyer ( tests show that almost every public gunboat gets owned in a 1:1 - so its justified to use a destroyer against it )

nomad cruiser:

mostly below average/average. cruisers gain effectiveness by their weaponmix - keepers don t have the freedom of weapons on capital warships - so they suffer from it.

- as said before - mostly average

marduk:

easy to hit but its also dishing out the utmost dps. while in theory the dps is not a greatly higher - the lower refire / higher damage / projectile results in a lot of damage - and it can usually fight a 1:2 fight against almost all but the heaviest battleships.

we must not forget that its most common enemies are the osiris ( light ) and the mako ( light )

- its usually justified to fight it 1:2 at least - or "gank" it with bombers ( like its a good idea to gank every enemy battleship with bombers ) - 3-4 bombers should suffice

[Image: just_a_signature_by_sjrarj-d63yjsx.png]
Shipdesigns made for DiscoveryGC
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Offline Enoch
02-21-2011, 11:01 AM,
#52
Member
Posts: 1,252
Threads: 18
Joined: Oct 2010

Quote:scorps:

when 4.85 was released, we kindly asked all the factions who had access to the scorpion never to use more than like 2 nomad turrets on it.
100% of the scorps I have seen were equipped with full Nomad turrets.
Just saying that "kindly asking people not to overuse the most powerful GB weapon available without any kind of restriction" won't work.
It's like saying : "please don't steal all my money when I'm not here. The code of the safe is 3-7-9-8."

(sun) (sun) (sun)
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Offline Sanguines
02-21-2011, 11:02 AM,
#53
Member
Posts: 262
Threads: 18
Joined: Feb 2011

' Wrote:Indie nomads... So what would one do? Where one would be able to go and where not to? What it would be able to do and what not to? And why? What would it do in this or that situation, how responsive and responsible it would be to act upon or uphold thin and tiny pacts and deals made either with specific individuals or whole groups... Because at this point 'Indie nomads' is a spherical cow in vacuum, got to be something clearer and better defined than that. Go ahead, I'll just listen.
You tell me:

Why should nomad morphs who RP differently in basis of text to not be able to use nomad gear?

The only reason I would understand is that you are afraid that we still will break the ID rules by attackign anyone ea without self defence.

I am only asking for the weapons to be actually able to use by all nomads, and nothing changed about the ID.

I dont care about gunboats or bigger, I have fun RPING as my nomad, but I dont like seeing unfitting weapons, and others find it annoying too.

[Image: Sanguines2.jpg]
Wiki: http://discoverygc.com/wiki/User:SonyaSilverfall (My chars, etc)
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Offline SeaFalcon
02-21-2011, 11:06 AM, (This post was last modified: 02-21-2011, 11:11 AM by SeaFalcon.)
#54
Member
Posts: 3,044
Threads: 101
Joined: Aug 2009

no.
no.
other.

1 . We need trail nomad guns, weak nomie guns for our morphes.
2 . invis turrets on human ships? lol no.
3 . Make human cap variants, including GB turrets (also easier to balance then, for example the wild and kusari GB's)
4 . Order and Core max 2 guns is all fine with me.
5 . Let the keepers have their own 'cool' / 'strong' guns.

Edit: also I hope the assassins targeting will be fixed when you target it the red + is next to the ship.
if that is the same as 'hitboxed fixed' then I'm all k.:happy:
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Offline Vladimir
02-21-2011, 11:11 AM, (This post was last modified: 02-21-2011, 11:16 AM by Vladimir.)
#55
Member
Posts: 1,597
Threads: 39
Joined: Oct 2009

I'd like nomads to do two things. First, invasions, with everything burning, ships blowing up, people crying. Second, to stop thinking nomads are some special RP and you need to think hard and find a way to create some talkative nomad who explores and stuff. Nomads are Evil Aliens From Outer Space, and they are here to kill us all. Anything else is silly. "We come with peace, talk to us for 30 minutes before firing a single shot" is sooo oorp. Well, undercover wildes is another story, one could play along, but big blue floating penis should really meet one response. So, more invasions, like in SP, please.

And as long as keepers can't really put enough people into it - i've seen marduk only once, and invasions into minor once too, perhaps the closed faction system should be made like any other with indies and all. Also, "Keeper Scorpion" is the wost thing i've ever seen.

[Image: 158aufs.jpg]
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Offline Treewyrm
02-21-2011, 11:11 AM,
#56
Alchemist
Posts: 2,085
Threads: 61
Joined: Jul 2007

' Wrote:You tell me:

Why should nomad morphs who RP differently in basis of text to not be able to use nomad gear?
And that's the crux of the problem. Roleplaying different, roleplaying something else but simply using nomad ships as vehicle of that roleplay. The result is a tower of babel, where everyone ends up speaking their own language, their own dialect and nobody would understand who does what. Paired with an ID permitting attacking pretty much anything it doesn't take a lot of thinking to imagine a situation in which say an individual player approaches us with an interesting roleplay idea which requires that we don't shoot each other, so we agree. I can relay that to the faction, and they would steer clear from attacking, even in self-defense if that would be necessary. An indie player would be outside of that, may as well there be no means of contacting one outside the game at all, they do whatever they want, do their own stuff and that stuff can easily end up in a clash with whatever roleplay scenario or event that is being cooked up.

' Wrote:I'd like nomads to do two things. First, invasions, with everything burning, ships blowing up, people crying. Second, to stop thinking nomads are some special RP and you need to think hard and find a way to create some talkative nomad who explores and stuff. Nomads are Evil Aliens From Outer Space, and they are here to kill us all. Anything else is silly. "We come with peace, talk to us for 30 minutes before firing a single shot" is sooo oorp.
I've got problem with that. Nomads can be considered antagonists based on situation, but they ain't typical villains and never really were, that's just your tunnel vision makes thinking that this is all there is to be. Otherwise that would have been phantom mk2 with fluorescent ships and more purple.
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Offline Akura
02-21-2011, 11:11 AM, (This post was last modified: 02-21-2011, 11:18 AM by Akura.)
#57
Member
Posts: 5,367
Threads: 167
Joined: Mar 2009

' Wrote:Nomads are Evil Aliens From Outer Space, and they are here to kill us all. Anything else is silly. "We come with peace, talk to us for 30 minutes before firing a single shot" is sooo oorp.

You're wrong, the Nomads most certainly aren't evil. For one, they don't believe in xenophobia, genocide or the use violence to solve problems. The Nomads act in self defence in a war the Order started.

The Nomads goal isn't clear, but it certainly isn't the exile or destruction of mankind, the Nomads value life, they're just forced to act, humanity has crafted them into the hostile machines they now are.


' Wrote:Energy and (better) speed of the Zoner Gunboat turret.
With DPS over the Cerberus turret.

Yes, perfectly well balanced with other GB turrets. Especially on a Kusari GB or Rheinland GB or a Scorpion. A turret that's not supposed to be used outside of the Nomad GB. Which is big, slow, five turrets.

It's like mounting Cerberus turrets that have no disadvantages.

Uh, no. The Nammu only has three turrets that can fire forward.

The Kusari gunboat has a worse forward gun, and with the two or three Nomad guns the Iseijin use, it's pretty much a smaller, weaker Nammu.

The Das Wilde don't really use Rheinland gunboats, but of the few they do have, I believe they use more pulses and battle razors than Nomad guns.

Scorps don't count because they are just plain silly.



' Wrote:1 . We need trail nomad guns, weak nomie guns for our morphes.

Nomad Class 9s serve this purpose. They're essentially lower power and damage versions of say Krakens.

' Wrote:2 . invis turrets on human ships? lol no.
3 . Make human cap variants, including GB turrets (also easier to balance then, for example the wild and kusari GB's)

Doesn't need to happen, would be a waste of time. The GB guns are balanced fine to these, not including the Scorpion which is broken.

' Wrote:4 . Order and Core max 2 guns is all fine with me.

Agreed.

' Wrote:5 . Let the keepers have their own 'cool' / 'strong' guns.

Agreed.
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Offline SeaFalcon
02-21-2011, 11:13 AM,
#58
Member
Posts: 3,044
Threads: 101
Joined: Aug 2009

' Wrote:Doesn't need to happen, would be a waste of time. The GB guns are balanced fine to these, not including the Scorpion which is broken.

I name the kusari GB specially for you.
And it just looks horrible without turrets, or blubie things.
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Offline Cond0r
02-21-2011, 11:14 AM,
#59
Member
Posts: 2,499
Threads: 42
Joined: Sep 2009

' Wrote:but one simply does not win a 1:1 against a voidrunner ( lvl10 shields, fastest ship in the entire game, 15.5k power [like a super heavy fighter] torp slot and superior nomad lasers )
Thats not true. It can be easily countered.

[17:23:05] Mini Me: pls
[17:23:06] Mini Me: gtfo
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Offline Sanguines
02-21-2011, 11:16 AM, (This post was last modified: 02-21-2011, 11:19 AM by Sanguines.)
#60
Member
Posts: 262
Threads: 18
Joined: Feb 2011

' Wrote:And that's the crux of the problem. Roleplaying different, roleplaying something else but simply using nomad ships as vehicle of that roleplay. The result is a tower of babel, where everyone ends up speaking their own language, their own dialect and nobody would understand who does what. Paired with an ID permitting attacking pretty much anything it doesn't take a lot of thinking to imagine a situation in which say an individual player approaches us with an interesting roleplay idea which requires that we don't shoot each other, so we agree. I can relay that to the faction, and they would steer clear from attacking, even in self-defense if that would be necessary. An indie player would be outside of that, may as well there be no means of contacting one outside the game at all, they do whatever they want, do their own stuff and that stuff can easily end up in a clash with whatever roleplay scenario or event that is being cooked up.
You seem to not have read 2 posts ago where I posted I was actually RPING as a nomad and instead, I get another comment on the way just because I rp different then you do.

That is not my problem, but rather yours, as you're trying to make up rules how nomads should be rped to your liking.

At Akura: I have refrained from using those guns due to keepers saying that morphs arnt allowed to use lesser nomad guns ea.

[Image: Sanguines2.jpg]
Wiki: http://discoverygc.com/wiki/User:SonyaSilverfall (My chars, etc)
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