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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Mortar/Missile Buff

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Poll: Missile/Mortar
You do not have permission to vote in this poll.
Buff Missiles only
28.13%
9 28.13%
Buff Mortars only
21.88%
7 21.88%
Buff both of them
50.00%
16 50.00%
No
0%
0 0%
Total 32 vote(s) 100%
* You voted for this item. [Show Results]

Pages (3): 1 2 3 Next »
Mortar/Missile Buff
Offline Titan*
08-14-2015, 06:26 PM, (This post was last modified: 08-15-2015, 05:23 PM by Titan*.)
#1
Developer
Posts: 1,075
Threads: 88
Joined: Jul 2013

Everybody using Cerberus loadout, because Cerberus is the most effective weapon but Mortar and Missiles are not effective

In Fleet Battle scenario, You see green projectile spam. Its very rare to see Mortar and Missiles in the fleet battle.

Discovery Wiki: Cruisers are long-range bombardment ships. Their heavy artillery is quite capable of damaging Carriers and Battleships from afar and anything smaller caught in the crossfire will be eviscerated almost instantly.

Discovery Wiki: Battleships are the floating fortresses of space. They are machines of destruction, capable of tearing apart all ships in range, glassing entire planets, but unable to defend from long ranged strikes of bombers and cruisers.

It is impossible to destroy battleship with mortars because Battleship can dodge that or even you get hit by light mortar, you can recharge your shields before you take another mortar hit.


Mortars/Forward Cannons

[+]Show
-Cruiser-

Light Mortar

Hull Damage: 150.000 ---> 225.000
Shield Damage: 75.000 ---> 112.500
Reload: 5s ---> 7s

Light Trebuchet (Gallic Mortar)

Hull Damage: 170.000 ---> 245.000
Shield Damage: 85.000 ---> 122.500
Reload: 5s ---> 7s

Nomad Cruiser Annihilator Turret

Hull Damage: 160.000 ---> 235.000
Shield Damage: 80.000 ---> 117.500
Reload: 5s ---> 7s

Blood Dragon Cruiser Forward Cannon

Hull Damage: 165.000 ---> 230.000
Shield Damage: 82.500 ---> 115.000
Reload: 4s ---> 7s
Energy: 550.000 ---> 950.000

Liberty Siege Cruiser Forward Cannon

Hull Damage: 180.000 ---> 255.000
Shield Damage: 90.000 ---> 127.500
Reload: 4s ---> 7s
Energy: 700.000 ---> 1.000.000

Nomad Tundra Siege Cruiser Forward Cannon

Hull Damage: 198.000 ---> 270.000
Shield Damage: 99.000 ---> 140.000
Reload: 4s ---> 7s
Energy: 700.000 ---> 1.000.000

-Battleships-

Mortar

Hull Damage: 280.000 ---> 370.000
Shield Damage: 140.000 (because more damage can deshield cruisers in single hit)
Reload: 5s ---> 7.5s

Trebuchet

Hull Damage: 290.000 ---> 390.000
Shield Damage: 145.000 (because more damage can deshield cruisers in single hit)
Reload: 5s ---> 7.5s

Heavy Trebuchet

Hull Damage: 540.000 ---> 830.000
Shield Damage: 270.000 (because more damage can deshield Battleships in single hit)
Reload: 10s ---> 15s

Heavy Mortar

Hull Damage: 520.000 ---> 810.000
Shield Damage: 260.000 (Because more damage can deshield a battleship in single hit)
Reload: 10s ---> 15s

Nomad Battleship Annihilator Turret

Hull Damage: 550.000 ---> 855.000
Shield Damage: 275.000 (Because more damage can deshield a battleship in single hit)
Reload: 10s ---> 15s

Gallic Battleship Forward

Hull Damage: 650.000 ---> 910.000
Shield Damage: 325.000 (Because more damage can deshield a battleship in single hit)
Reload: 10s ---> 17s
Energy: 2.400.000 ----> 2.850.000

Red Hessian Battleship Forward

Hull Damage: 520.000 ---> 810.000
Shield Damage: 260.000 (Because more damage can deshield a battleship in single hit)
Reload: 10s ---> 15s
Energy: 1.900.000 ---> 2.500.000
Missiles

[+]Show
-Cruiser-

Basic Cruiser Missile Turret

Hull Damage: 112.000 ---> 150.000
Shield Damage: 56.000 ---> 75.000
Reload: 10s

Council Cruiser Missile Turret

Hull Damage: 140.000 ---> 180.000
Shield Damage: 70.000 ---> 90.000
Reload: 10s

GRN Cruiser Missile Turret

Hull Damage: 178.000 ---> 210.000
Shield Damage: 89.000 ---> 105.000
Reload: 10s

Liberty Cruiser Missile Turret

Hull Damage: 120.000 ---> 160.000
Shield Damage: 60.000 ---> 80.000
Reload: 10s

Bretonia Destroyer Missile Turret

Hull Damage: 170.000 ---> 200.000
Shield Damage: 85.000 ---> 100.000
Reload: 10s

Order Cruiser Missile Turret

Hull Damage: 141.000 ---> 183.000
Shield Damage: 70.500 ---> 91.500
Reload: 10s

Rheinland Cruiser Missile Turret

Hull Damage: 185.000 ---> 220.000
Shield Damage: 92.500 ---> 110.000
Reload: 10s

Red Hessian Cruiser Missile Turret

Hull Damage: 190.000 ---> 230.000
Shield Damage: 95.000 ---> 115.000
Reload: 10s

Kusari Cruiser Missile Turret

Hull Damage: 105.000 ---> 140.000
Shield Damage: 52.500 ---> 70.000
Reload: 10s

-Battleships-

Basic Battleship Missile

Hull Damage: 180.000 ---> 370.000
Shield Damage: 90.000 ---> 135.000
Reload: 20s

Council Battleship Missile

Hull Damage: 200.000 ---> 415.000
Shield Damage: 100.000 ---> 150.000
Reload: 20s

GRN Battleship Missile

Hull Damage: 220.000 ---> 450.000
Shield Damage: 110.000 ---> 170.000
Reload: 20s

Liberty Battleship Missile

Hull Damage: 200.000 ---> 415.000
Shield Damage: 100.000 ---> 150.000
Reload: 20s

Bretonia Battleship Missile

Hull Damage: 220.000 ---> 450.000
Shield Damage: 110.000 ---> 170.000
Reload: 20s

Rheinland Battleship Missile

Hull Damage: 220.000 ---> 450.000
Shield Damage: 110.000 ---> 170.000
Reload: 20s

Kusari Battleship Missile

Hull Damage: 180.000 ---> 370.000
Shield Damage: 90.000 ---> 135.000
Reload: 20s
Forward cannons eat more energy because they do more damage also their projectile speed is very high.
Maybe this BUFF can lower usage of Cerberus Turrets

Numbers can be high
Reply  
Offline Antonio
08-14-2015, 06:58 PM,
#2
PvP = RP
Posts: 3,194
Threads: 196
Joined: Nov 2009
Staff roles: Systems Lead

Don't quote the wiki on such things. Cerberuses are op, the devs are aware of it, and the other heavy turrets will get buffed in the next update. Just be patient.

[Image: BMdBL0j.png]
SNAC Montage Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Thruster SNAC
Reply  
Offline Titan*
08-14-2015, 07:03 PM,
#3
Developer
Posts: 1,075
Threads: 88
Joined: Jul 2013

(08-14-2015, 06:58 PM)Antonio- Wrote: Don't quote the wiki on such things. Cerberuses are op, the devs are aware of it, and the other heavy turrets will get buffed in the next update. Just be patient.

How do you know that?
Reply  
Offline Epo
08-14-2015, 07:34 PM, (This post was last modified: 08-14-2015, 07:36 PM by Epo.)
#4
Member
Posts: 1,706
Threads: 109
Joined: Jul 2014

Because it's most likely true. Whatever the community thinks, devs are listening to us and as everyone knows patch will hit Discovery in the future. And patch = updates, buffs, nerfs
Just be patient, as Antonio- has said. There is no point to direct fix everything, everyone is just a human and every change needs time to proceed.

Cheers
Epo
Reply  
Offline Titan*
08-14-2015, 08:18 PM, (This post was last modified: 08-14-2015, 08:18 PM by Titan*.)
#5
Developer
Posts: 1,075
Threads: 88
Joined: Jul 2013

(08-14-2015, 07:34 PM)OCV-(M)E(ow)pona Wrote: Because it's most likely true. Whatever the community thinks, devs are listening to us and as everyone knows patch will hit Discovery in the future. And patch = updates, buffs, nerfs
Just be patient, as Antonio- has said. There is no point to direct fix everything, everyone is just a human and every change needs time to proceed.

Cheers
Epo

there arent any sign from devs, I am not sure about that but we will see

Just tell me what you guys thinkin about this buff like
Any ideas?
Reply  
Offline Traxit
08-14-2015, 08:37 PM, (This post was last modified: 08-14-2015, 08:37 PM by Traxit.)
#6
Sourdough
Posts: 1,185
Threads: 50
Joined: Dec 2012

Could you stop posting this unnecessary stuff like "admin will fix" and other bullcrap? the guy asks if we should buff mortars and/or missiles, don't come and just bash on his suggestions with such a simple shutdown, discuss the topic.

I, personally, would make Mortars and Missiles more deadly against caps, but try to not give them too much range(for missiles, not mortars) and/or speed, because then people will use Missiles/Mortars instead of cerbs.

And the current status of cap battles is basically having a weapon group of Cerbs and Primaries and just shooting the hull of the enemy target till he dies while dodging.

[Image: eitgNHT.gif]
The best Video Game OST
Just Got Better
Reply  
Offline Wesker
08-14-2015, 08:58 PM, (This post was last modified: 08-14-2015, 08:59 PM by Wesker.)
#7
Level 99 Boss
Posts: 5,294
Threads: 457
Joined: Nov 2014

Mortars should be buffed to the point were they can Insta cau8 crusiers plz. [:

[Image: P6DLUCr.png?4][Image: AX5RcTh.png?4]
Reply  
Offline Wesker
08-14-2015, 09:01 PM,
#8
Level 99 Boss
Posts: 5,294
Threads: 457
Joined: Nov 2014

(08-14-2015, 08:37 PM)Traxit Wrote: Could you stop posting this unnecessary stuff like "admin will fix" and other bullcrap? the guy asks if we should buff mortars and/or missiles, don't come and just bash on his suggestions with such a simple shutdown, discuss the topic.

I, personally, would make Mortars and Missiles more deadly against caps, but try to not give them too much range(for missiles, not mortars) and/or speed, because then people will use Missiles/Mortars instead of cerbs.

And the current status of cap battles is basically having a weapon group of Cerbs and Primaries and just shooting the hull of the enemy target till he dies while dodging.

Lol you clearly haven't flown a light bs.

Heavy mortars are used even in duels.

[Image: P6DLUCr.png?4][Image: AX5RcTh.png?4]
Reply  
Offline Antonio
08-15-2015, 09:53 AM,
#9
PvP = RP
Posts: 3,194
Threads: 196
Joined: Nov 2009
Staff roles: Systems Lead

Cerberuses should always have the highest dps, because if they don't we can delete them altogether. However, the dps and "consistency" of hitting an enemy cap is too big. I'd suggest tuning down the projectile speed or spread before any large dps nerfs.

On the other hand, I'd like to see someone start using Razors on Battleships. They used to be quite popular but ever since they got nerfed (or cerberuses are so strong, rather) nobody even bothers.

Missiles? Buff the ammo by double and make them non-cdable. Problem solved.
Mortars are high risk - high reward. Hit and win, miss and lose 250 - 500k damage. That's why cerberuses are superior, but if they get tuned down mortars will be fine.

[Image: BMdBL0j.png]
SNAC Montage Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Thruster SNAC
Reply  
Offline Titan*
08-15-2015, 10:08 AM, (This post was last modified: 08-15-2015, 10:10 AM by Titan*.)
#10
Developer
Posts: 1,075
Threads: 88
Joined: Jul 2013

(08-15-2015, 09:53 AM)Antonio- Wrote: Cerberuses should always have the highest dps, because if they don't we can delete them altogether. However, the dps and "consistency" of hitting an enemy cap is too big. I'd suggest tuning down the projectile speed.

On the other hand, I'd like to see someone start using Razors on Battleships. They used to be quite popular but ever since they got nerfed (or cerberuses are so strong, rather) nobody even bothers.

Missiles? Buff the ammo by double and make them non-cdable. Problem solved.
Mortars are high risk - high reward. Hit and win, miss and lose 250 - 500k damage. That's why cerberuses are superior, but if they get tuned down mortars will be fine.


Cerberus needs serious nerf maybe range or add spread

Cerberus hits directly where you aim but if you add spread you cant hit same location everytime

Missiles needs huge buff about damage
I mean battleship and cruiser missiles are very big and deals very low damage
Reply  
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