• 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 … 261 262 263 264 265 … 547 Next »
Wild Hybrid Guns

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (13): « Previous 1 … 6 7 8 9 10 … 13 Next »
Thread Closed 
Wild Hybrid Guns
Offline Akura
04-07-2011, 10:50 PM, (This post was last modified: 04-07-2011, 10:55 PM by Akura.)
#71
Member
Posts: 5,367
Threads: 167
Joined: Mar 2009

' Wrote:Wild can just stick to those.

They're 600m/s, we'd like 700m/s versions of those with higher energy drain for use with 700m/s human guns.


' Wrote:Why do they have to make tech for themselves when they could jsut get the infinitessimaly superior nomad stuff?
No thanks.

Because the Wild are the Nomads, they've made Nomad-versions of human tech which can be mounted on human ships, not downgraded.

' Wrote:I dont think there is a justification for wilde getting better guns than nomad stuff.
If wilde had guns better than krakens, so would noms.

They're actually worse than Nomad Lasers, not better.

The Nomad Lasers are better than Krakens too.

' Wrote:I dont see why wilde need to have better guns than most, or guns that are as good as the best.

Arent Wilde to be mainly RP, you know... scheming rather than fighting?
You dont need better guns for that.

Because we're both combat-based factions, who need to kill a large variety of enemies on a regular bases.

And again, these guns are a downgrade from Nomad Lasers, not an improvement. We wouldn't have better guns, we'd have worse guns.

Matching those of the best available to Sirius factions publically.


' Wrote:For scheming they would use human tech so they wouldnt get detected.
For fighting they would get nomad teck cause thats allegedly the best they can get (apart from the human tech they happen to have access to)
I dotn see the need for wilde guns.

The covert ships do use full human tech.

The Wild guns are Nomad-tech adapted for use on human ships. It's a lore thing that would actually give us worse guns, that are more balanced as oppose to elitist OP.


I'm not sure why you're so against this idea when it would give the Wild factions regular guns, and make us less elite.
Offline mjolnir
04-07-2011, 10:55 PM,
#72
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

Nomad Cannons and Blasters are nomad/human hybrid guns.

Created by Nomads when they were arming their human ships with human-nomads in them (i.e. during vanilla war). After that they are supposed to be used by Order and... surprisingly the human-nomad hybrids

(Dboys post was written as explanation as to why we made them for sale on order bases, up to that point every wild ship in sirius was using them and dropped them when it exploded)

These guns are better than any human 4.00, they do as much damage aa Black Widows but at half the energy.

Agreeing with Akura's post here:
Quote:Whatever the best 4.00s are, with a tiny bit of energy knocked off per shot as they're Class 10, and the Wild produce the best human tech in Sirius.

while disagreeing here.... oh wait Akura disagrees with himself:unsure:
Quote:The Order-made Nomad guns are counterfeit, they're better than most human tech, but still nowhere near as good ad Nomad tech. Nomad tech is really far beyond humanity, it's like cavemen trying to utilise a laptop and replicate it.

About guns and stats again

Your proposed guns:

Wild Hybrid Cannon - Class 10 Gun - No type - 700m/s - 600 range - 3.03 refile - Wyrm damage (652) - Slightly better energy management (Wyrm has 165)

Wild Hybrid Blaster - Class 10 Gun - No type - 700m/s - 600 range - 4.00 refile - Kraken damage (556) - Slightly better energy management (kraken has 126)

Other guns at your disposal:

AI:

Disinfector 3 - Class 9 gun - Neutron - 600m/s - 550 range - 4.00 refire - 520 hull damage - Energy usage 105

Sunfrenzy 3 - Class 9 gun - Photon - 600m/s - 600 range - 8.33 refire - 260 hull damage - Energy usage 70


Das Wilde:

Firekiss mk II Class 9 gun - Plasma - 600m/s - 600 range - 2.00 refire - 1050 hull damage - Energy usage 212

Hornviper II - Class 9 gun - Tachyon - 700m/s - 700 range - 5.88 refire - 340 hull damage - Energy usage 88


And now the current "order" guns:

Nomad Energy Blaster - Class 10 gun - No type - 600m/s - 700 range - 4.00 refire - 585 hull damage - Energy usage 94

Nomad Energy Cannon - Class 10 gun - No type - 600 m/s - 700 range - 3.03 refire - 705 hull damage - Energy usage 112

==========================================

Current Hybrid guns already have similar (a bit better) damage as Kraken/Wyrm at much better energy efficiency
- so they are much better than human tech while worse than nomad tech satisfying the criteria you list for hybrid guns

Current Hybrid gun match in speed with 3 out of 4 guns that Nomad-Humans should primarily use

Let's go back to vanilla gain:

Kusari - Blood Dragons with Order fight human-nomad part of KNF, no mention anywhere of Blood Dragon hybrids

Rheinland - Bundschuh with Order fight human-nomad RM, no metion anywhere of Rheinland unlawfull

=> The largest part of both Kusari and Rheinland hybrids would come from KNF or RM, so they would use KNF and RM guns.

- the current hybrid guns match extremely well for AI in speed and refire, a bit less for Das Wilde

=======================================================

"We want 700 m/s" is a nice argument that I don't see any background for.

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
Offline Akura
04-07-2011, 11:02 PM, (This post was last modified: 04-07-2011, 11:05 PM by Akura.)
#73
Member
Posts: 5,367
Threads: 167
Joined: Mar 2009

' Wrote:"We want 700 m/s" is a nice argument that I don't see any background for.


We use far more 700m/s guns, Hornvipers, Daitos, Suncannons, than we do the 600m/s ones. It's why we use so many Nomad Lasers instead.

The Kraken and Wyrm damage is a suggestion, really, we'd like 3.03 and 4.00 refires on those hybrids, to match the Blasters and Cannons.

So we'd then have 3.03 and 4.00 guns of 600 and 700m/s, for use with both 600 and 700m/s human guns that we use.

Afterall, Nomad Lasers are silly, we just want 700m/s versions of the Blasters and Cannons that actually belong to the Wild, as the Wild would produce guns to adapt to their situation. It's a lore thing as much as a shootyshooty thing, if we're not using Lasers, we want some kind of replacement 700m/s to use instead, one that's better balanced for us.
Offline Boss
04-07-2011, 11:05 PM,
#74
Member
Posts: 5,125
Threads: 101
Joined: Jan 2008

We're trying to nerf ourselves and you won't let us?

What the hell have you done with the real Mjolnir.

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.
Offline mjolnir
04-07-2011, 11:11 PM,
#75
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

' Wrote:So we'd then have 3.03 and 4.00 guns of 600 and 700m/s, for use with both 600 and 700m/s human guns that we use.

So you already have 2 guns.. and want 2 more?

Why should you get 2 extra 700 m/s guns when you have 600 m/s ones that fit with the human guns that you should be using?


-----------------------------------------------------------------

' Wrote:We're trying to nerf ourselves and you won't let us?

What the hell have you done with the real Mjolnir.

If you think that Wilde ships with 6 Nomad lasers and/or 6 Krakens with current stats is an option here you are wrong.

Either you won't be allowed to use them or the guns themselves will be nerfed so that the resulting combination won't be overpowered.

[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
Offline Akura
04-07-2011, 11:15 PM, (This post was last modified: 04-07-2011, 11:18 PM by Akura.)
#76
Member
Posts: 5,367
Threads: 167
Joined: Mar 2009

' Wrote:So you already have 2 guns.. and want 2 more?

Why should you get 2 extra 700 m/s guns when you have 600 m/s ones that fit with the human guns that you should be using?


We have 7 Nomad guns currently, we want to swap 5 of them for 2 new ones.

And we use 3 700m/s guns, and 3 600m/s guns. So we'd like Nomad guns of both speeds to work with out loadouts.

' Wrote:If you think that Wilde ships with 6 Nomad lasers and/or 6 Krakens with current stats is an option here you are wrong.

Either you won't be allowed to use them or the guns themselves will be nerfed so that the resulting combination won't be overpowered.

We will only be using a couple of Blasters or Cannons of either speed in each loadout.

Right now, the Iseijin can actually use Wyrms and Krakens. We just don't.


What we're looking for is four guns that we can use, two of each speed, to throw a couple on a Wild fighter, and as they'll be class 10, the Chimaera and Katanas we use will only be able to use two per ship anyway.


' Wrote:If you think that Wilde ships with 6 Nomad lasers and/or 6 Krakens with current stats is an option here you are wrong.

I was thinking more, whatever the 4.86 Wyrm and Kraken stats are.
Offline komet
04-07-2011, 11:19 PM,
#77
Member
Posts: 259
Threads: 15
Joined: Aug 2008

' Wrote:So you already have 2 guns.. and want 2 more?

Why should you get 2 extra 700 m/s guns when you have 600 m/s ones that fit with the human guns that you should be using?
-----------------------------------------------------------------
If you think that Wilde ships with 6 Nomad lasers and/or 6 Krakens with current stats is an option here you are wrong.

Either you won't be allowed to use them or the guns themselves will be nerfed so that the resulting combination won't be overpowered.

Could we just get carbon copies of Krackens with slightly purplish projectiles?

Or are we asking too much?

My new proposal: All Wild and Nomad factions now fly starfliers with Justice Mk I's As soon as said faction encounters other players, they roll over and die for them.

Look. NO ONE in any Wild faction cares about having overpowered weapons or loadouts. We'll take carbon copies of other weapons, but we would like *some* variety in weapons available to us. That's all.
 
Offline mjolnir
04-07-2011, 11:21 PM,
#78
Member
Posts: 3,774
Threads: 71
Joined: Sep 2007

' Wrote:We have 7 Nomad guns currently, we want to swap 5 of them for 2 new ones.

You "have" 2 guns, you "use" another 5, that will either change or the 5 other guns themselves will change. They are meant to work on nomad ships, that can be achieved in different ways.

Quote:And we use 3 700m/s guns, and 3 600m/s guns. So we'd like Nomad guns of both speeds to work with out loadouts.
We will only be using a couple of Blasters or Cannons of either speed in each loadout.

Right now, the Iseijin can actually use Wyrms and Krakens. We just don't.


What human guns you use is one thing. What human guns you should be using is another.

Ex. LN got a deal with zoners for using Furys, if most LN will start using Furys now and then ask next day to get extra gun that matches with speed/refire with Furys would they get it?



[Image: sigiw102.jpg]
Igiss says: Martin, you give them a finger, they bite off your arm.
Offline Vladimir
04-07-2011, 11:22 PM,
#79
Member
Posts: 1,597
Threads: 39
Joined: Oct 2009

Quote:Wild Hybrid Cannon - Class 10 Gun - No type - 700m/s - 600 range - 3.03 refile - Wyrm damage - Slightly better energy management
Wild Hybrid Blaster - Class 10 Gun - No type - 700m/s - 600 range - 4.00 refile - Kraken damage - Slightly better energy management


Wild Hybrid Gunboat Turret - Same stats as GRN Gunboat Primary guns - No type
Wild Hybrid Cruiser Turret - Same stats as GRN Cruiser Primary guns - No type
Wild Hybrid Battleship Turret - Same stats as GRN Battleship Primary guns - No type

So, basically, you want overpowered guns for your "can kill everything" ID. Right. What a great idea do we have here.

[Image: 158aufs.jpg]
Offline Akura
04-07-2011, 11:24 PM, (This post was last modified: 04-07-2011, 11:29 PM by Akura.)
#80
Member
Posts: 5,367
Threads: 167
Joined: Mar 2009

' Wrote:What human guns you use is one thing. What human guns you should be using is another.


I'm sorry, but we choose what guns we are meant use. mwerte and I.

We have one piece of Wild tech in the whole mod, asking for two guns on top of that is not unreasonable. A dev who knows nothing about our factions trying to dicate our roleplay is unreasonable however.


' Wrote:So, basically, you want overpowered guns for your "can kill everything" ID. Right. What a great idea do we have here.

No, we want balanced guns that are carbon copies of other human guns that are actually worse than the guns we currently use. Get the hell out of my thread, you lost the right to post here the moment you stepped in with your sarcastic waste of forum space.
Pages (13): « Previous 1 … 6 7 8 9 10 … 13 Next »
Thread Closed 


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode