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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Balance: Unkillable Battleships

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Balance: Unkillable Battleships
Offline Antonio
06-02-2014, 03:07 PM,
#1
PvP = RP
Posts: 3,192
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Joined: Nov 2009
Staff roles: Systems Lead

Battleships with large cargo and a jumpdrive mk3 have 0 counterplay.
The basic principle is to get in a fight, wreck things and when close to dying jump to a safe location and come back into the same fight in around 10 minutes. Rinse and repeat, it's a win win situation. Something has to be done and here are a few ideas:
1. Increase the mk3 charge time by 2 or 3 times. This will give us a bigger window in which they can be taken out.
2. Make the mk3 easily destructible by a few novas, something like thrusters. Bombers with novas and capships with missiles would be proper counterplay to this.
3. Increase the cargo it requires or hfuel needed to jump. That way they won't have a cap 8 aswell, but something like a cap 4.
P.S. I don't consider 10 cloaking battleships ambushing the BS with mk3 and killing him in less than 30 seconds "counterplay".

Discuss.

(06-06-2014, 06:50 PM)Exterminator Wrote: Jumpdrives are a cool feature. Before 4.86 I never dreamed something like that could be implemented, same with PoBs.

You could say that jumping out of battle is a tactic, fine. But rejoining the fight with a fully restocked ship, jumping out again near death and repeating the process again and again just gets annoying for the other side and it doesn't make any sense. If there are multiple jump ships, it really becomes frustrating.
The only way to kill a jumping BS is by heavy ganking, there is no other way to do it in 30 seconds.

Jumpdrives are also usable only on some battleships, those with largest cargo space. Battleships with smallest cargo space can't even use the jumpdrive without sacrificing armor, few turrets and even downgrading the shield or you must have someone to carry the fuel for you... while those with largest cargo space, such as Rheinland BS and few Carriers can combine it even with a CAU5-CAU6 and still jump without anyone's help.
Jumpdrives really need some tweaking, as now, on some caps they're OP and on most others they're useless.

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Offline Jack_Henderson
06-02-2014, 03:09 PM,
#2
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

Yep. It is stupid if BS just jump out, then sundive, then undock in the same system again and come in "Hello, it's me again. I'll kill you."

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Offline Freeroamer
06-02-2014, 03:15 PM,
#3
Member
Posts: 1,126
Threads: 90
Joined: Jul 2013

Yes Thats is sort of Exploiting the Rules..
Also a Balance Problem

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Offline Krmloo
06-02-2014, 03:20 PM,
#4
Economy Developer
Posts: 541
Threads: 44
Joined: Apr 2013
Staff roles:
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Make new rule: Jumping out of battle counts as PvP death.

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Offline SnakThree
06-02-2014, 03:20 PM,
#5
Member
Posts: 9,092
Threads: 337
Joined: Mar 2010

Make them CDable. Just like cloaks are.

[Image: rTrJole.png][Image: LJ88XSk.png]
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Offline Connor
06-02-2014, 03:20 PM, (This post was last modified: 06-02-2014, 03:31 PM by Connor.)
#6
Nomadmin
Posts: 3,606
Threads: 327
Joined: Aug 2012

I think someone is alittle annoyed about not getting his blue. But that is not the point. Theres and easy way round this. At the moment, when you type /jump and you start to jump, you lose 400k of core. Why not increase the core usage to about 5/6 Million? Otherwise whats the point of seriously nerfing stuff weve given? This will allow people to preform "rescue missions" and theyd only be able to jump out with most of their core (ie at the start of the fight).

Edit: Or, make a new "Gravity Well Generator" that produces a jump drive inhibbiting field

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Offline Jonas Valent
06-02-2014, 03:37 PM,
#7
Member
Posts: 292
Threads: 26
Joined: Jun 2013

(06-02-2014, 03:20 PM)Snoopyman Wrote: Edit: Or, make a new "Gravity Well Generator" that produces a jump drive inhibbiting field

That is a great idea
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Offline lIceColon
06-02-2014, 03:41 PM,
#8
Member
Posts: 878
Threads: 89
Joined: Feb 2013

I thought running away already counts as a pvp death?
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Offline Nerva
06-02-2014, 03:41 PM,
#9
Member
Posts: 460
Threads: 6
Joined: Sep 2012

(06-02-2014, 03:20 PM)Snoopyman Wrote: I think someone is alittle annoyed about not getting his blue.

It's not about bluemsgwhoring.
It's just that if the other side has one or more jump capable caps there is almost zero chance for your side to ever win a fight. There's nothing to stop them from jumping out at the first sight of danger, suiciding and coming back in 5-10 minutes. Repeat that a few times and your side won't even bother logging.

Taking out a battleship in 30 seconds is almost impossible without ganking it horribly. As mentioned in the OP, capspamming shouldn't be the solution.

Draining the power core, even to zero, won't do anything.
Adding a proper counter to a JD, that needs some effort to use, would be great.
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Offline SnakThree
06-02-2014, 03:43 PM,
#10
Member
Posts: 9,092
Threads: 337
Joined: Mar 2010

We managed to kill Jumping Turtle with two uncloaking Dreads the moment his shields were downed.

If 2 battleships are needed to down 1 without using any skill from both sides, something is wrong.

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