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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Light BS vs Heavy BS Balance

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Light BS vs Heavy BS Balance
Offline Titan*
02-16-2016, 12:35 AM, (This post was last modified: 02-16-2016, 12:48 AM by Titan*.)
#1
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Posts: 1,075
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Yep another about thread capital ships, deal with it

So, Light Battleships and Medium Battleships are way more better than a Heavy Battleship why?

Light Battleships have 5 Primary Turret (Togo,Mako,Osiris,Murmillo)
Light Battleships are small and faster
Light Battleships can dodge most of the incoming projectiles
Light Battleships can do same DPS with other Medium and Heavy Battleships and maybe more (cos 5x Turret)
Medium Battleships small but bigger than Light Battleships and can dodge most of the incoming projectile easly
Medium Battleships also have same DPS with Heavy Battleship
Heavy Battleships are big and it is nearly impossible to dodge primary/mortar rounds
Heavy Battleships only good at close combat (if Light BS pilot is know what he doing, he never get close)
Heavy Battleships have only 4 primary turret that means less DPS than a Light Battleship

Idea is giving Heavy Battleships more better primary guns. I already done every projectile effect for Dreadnought Turret (except for Hellfire one)
Dreadnought Turret will have less range than Battleship Turret but more DPS than a Battleship Turret

Here how Dreadnought turret stats should be(with @Wesker @Thunderer @TheShooter36 help);

Rheinland Dreadnought Turret as example;
Damage: 18.100
Range: 2.800
Refire: 2.00
Speed: 700
Energy: 58.250
DPS: 36.200
EPS: 116.500

Battleship Turrets must have 3.2K Range

Also only Heavy Battleships will use Dreadnought Turrets;

Rheinland Bismarck Battleship
Gallic Valor Battleship
Outcast Ranseur Dreadnought
Corsair Legate Dreadnought
Zoner Nephilim Juggernaut/Dreadnought/Colony Ship (whatever it is)
Kusari Togukawa Battleship
Hellfire Arbiter Battleship
Council Redemption Battleship

Here is the Dreadnought/Battleship Turret DPS Table (4x Turret DPS)

[+]Spoiler
GRN Dreadnought Turret 148.800 DPS
Corsair Dreadnought Turret 148.000 DPS
Outcast Dreadnought Turret 147.200 DPS
Rheinland Dreadnought Turret 144.800 DPS
Council Dreadnought Turret 144.000 DPS
Hellfire Dreadnought Turret 142.400 DPS
Kusari Dreadnought Turret 140.000 DPS
Zoner Dreadnought Turret 132.000 DPS
Basic Dreadnought Turret 124.800 DPS
Corsair Battleship Turret 108.000 DPS
GRN Battleship Turret 104.000 DPS
Outcast Battleship Turret 103.200 DPS
Colonial Battleship Turret 102.560 DPS
Council Battleship Turret 100.800 DPS
Rheinland Battleship Turret 100.800 DPS
Core Battleship Turret 100.000 DPS
Bretonia Battleship Turret 98.400 DPS
Coalition Battleship Turret 98.400 DPS
IMG Battleship Turret 98.400 DPS
Order Battleship Turret 98.400 DPS
Hessian Battleship Turret 97.600 DPS
Liberty Battleship Turret 96.000 DPS
Hellfire Battleship Turret 91.200 DPS
GMG Battleship Turret 91.200 DPS
Kusari Battleship Turret 91.200 DPS
Dragon Battleship Turret 89.600 DPS
Zoner Battleship Turret 88.000 DPS
Basic Battleship Turret 86.400 DPS
Also current GRN Primary turrets should have same stats with other Battleship Primary Turrets because New Dreadnought Turret will arrive for Valor
GRN Battlecruiser will use GRN BS Primary Turret
Same goes to Hellfire Legion Capital Ships (BS Turret for Judicator - Dreadnought Turret for Arbiter)

Here is the Projectile Effects for Dreadnought Turrets
I can change these effects if the faction leaders doesnt like it
Note: Most of the Effects are actually for House Cerberus but yeah that is not going to happen so I'll use these effects for Dreadnought Turret, I'll try my luck here

[+]Spoiler
Zoner Dreadnought Turret Effect
https://www.youtube.com/watch?v=r8ZNfeaz-eQ

Basic Dreadnought Turret Effect ( It fits to current basic gun line)
https://www.youtube.com/watch?v=6nE2kDdMQ2E

Rheinland Dreadnought Turret Effect
https://www.youtube.com/watch?v=0qc2QS2zR-Y

Outcast Dreadnought Turret Effect (It is more smaller now, video is old too lazy to record new one also turet zoom is broken)
https://www.youtube.com/watch?v=eP-UwyRIiN8

Corsair Dreadnought Turret Effect
http://ft.trillian.im/474cb487d190698924...zklEix.jpg

Council Dreadnought Turret Effect (similar to current one but longer and maybe lil big)
http://ft.trillian.im/474cb487d190698924...8HbltJ.jpg

Kusari Dreadnought Turret Effect
https://www.youtube.com/watch?v=tZSrdo4Ht7g

Gallic Dreadnought Turret Effect
https://www.youtube.com/watch?v=stHakKncP5s

what you guys think?
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Offline Jack_Henderson
02-16-2016, 05:44 PM,
#2
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Posts: 6,103
Threads: 391
Joined: Nov 2010

I am far from anybody who should be speaking in cap balance - so far for the necessary disclaimer.

But the "fat = dead" motto of Disco is bad.
Why is everything that is small (biggest advantage!) also agile (2nd biggest advantage) and in this case, it even seems to have the same/more firepower?

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Offline SeaFalcon
02-16-2016, 05:46 PM,
#3
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Posts: 3,044
Threads: 101
Joined: Aug 2009

(02-16-2016, 05:44 PM)Jack_Henderson Wrote: I am far from anybody who should be speaking in cap balance - so far for the necessary disclaimer.

But the "fat = dead" motto of Disco is bad.
Why is everything that is small (biggest advantage!) also agile (2nd biggest advantage) and in this case, it even seems to have the same/more firepower?

Fat / slow = dead due to the way Freelancer mechanics work and it's really hard to work around and still make stuff balanced in a way.
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Offline Epo
02-16-2016, 06:26 PM, (This post was last modified: 02-16-2016, 06:31 PM by Epo.)
#4
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Posts: 1,706
Threads: 109
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More prims could be the key.

Anyway, I am not the person to speak about it as well... My skill is... ekhm... problematic :p Take my voice as a low-priority opinion of the worst players sticking around. Someone has to represent us, eh?

[+]For brave people, chest of Pandora
Looking deeper into the problem on another hand is like
The main problem with solving this situation is that disco wants everything to be balanced. Lets say to give everything same chances to win the duel. Also, balance changes are done after listening only the most experienced players there, so kinda aces in flying who know everything much better than regular guys sticking around, even not speaking about noobs like me who don't know what to do or can't do it properly due to some reasons. It's only my feeling, but if everything is balanced to aces, it makes things even worse for new people around. There also comes the skill gap, more experienced guy will always kill the less experienced one, due to better timing, kiting and whatever. Simply adding more prims and higher powercore for heavy battleships would be the best solution, but then light battleships will cry about being underpowered and unable to counter. It also forces a nerf on big guys, due to the keep everything balanced idea. The simplest solutions just won't fit disco as it is right now.

TL: DR version of Pandora's Chest: There is no place for things being better from others at start in Disco
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Offline Wesker
02-16-2016, 06:28 PM, (This post was last modified: 02-16-2016, 06:30 PM by Wesker.)
#5
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Posts: 5,296
Threads: 457
Joined: Nov 2014

(02-16-2016, 05:44 PM)Jack_Henderson Wrote: I am far from anybody who should be speaking in cap balance - so far for the necessary disclaimer.

But the "fat = dead" motto of Disco is bad.
Why is everything that is small (biggest advantage!) also agile (2nd biggest advantage) and in this case, it even seems to have the same/more firepower?

Its not that way atm currently, infact dreadnoughts have a massive upper hand in cap combat when weilded properly due to the amount of armor and speed behind each one. As they are I think the legate and the Bismarck have the fastest turn rates and REALLY tanky armor. And you can see just how deadly they are in combat, with cloaks and JDs being a thing, dreadnoughts rule cap combat with no equal.

[Image: P6DLUCr.png?4][Image: AX5RcTh.png?4]
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Offline Wesker
02-16-2016, 06:32 PM,
#6
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I do like these Ideas, I do think that dreads should have more primary slots however, so that they are capable of really fulfilling their role in close quarters combat with no equal because thats how a massive dreadnought should fight in the game. (imo)

[Image: P6DLUCr.png?4][Image: AX5RcTh.png?4]
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Offline Thunderer
02-16-2016, 06:53 PM, (This post was last modified: 02-16-2016, 06:54 PM by Thunderer.)
#7
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I don't think that more prims will solve the problem because the heaviest core can't even support those 4. I agree that noob dreadnoughts will win over noob battleships and that they are capable of dominating the battlefield if simply forced forward together, like we've seen in Magellan. A skilled captain with a light BS will mostly kill a skilled heavy BS, though.

I am against the "fat = dead" motto, so I am not exactly sure of what should be done. I think that the current stats are balanced, but I think that what was proposed here is balanced too. It gives heavy battleships an even greater advantage from close, but as their guns have a shorter range than conventional BS prims, an even greater disadvantage at long range.

I think that this is interesting, but I also think that what is not broken should not be fixed. That is why I am not sure.

[Image: 396AUfe.png]
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Offline Titan*
02-16-2016, 07:58 PM, (This post was last modified: 02-16-2016, 08:01 PM by Titan*.)
#8
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Posts: 1,075
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Joined: Jul 2013

(02-16-2016, 06:26 PM)Epo Wrote: More prims could be the key.

More prims can cause lag in the battle

(02-16-2016, 06:53 PM)Thunderer Wrote: I don't think that more prims will solve the problem because the heaviest core can't even support those 4. I agree that noob dreadnoughts will win over noob battleships and that they are capable of dominating the battlefield if simply forced forward together, like we've seen in Magellan. A skilled captain with a light BS will mostly kill a skilled heavy BS, though.

I am against the "fat = dead" motto, so I am not exactly sure of what should be done. I think that the current stats are balanced, but I think that what was proposed here is balanced too. It gives heavy battleships an even greater advantage from close, but as their guns have a shorter range than conventional BS prims, an even greater disadvantage at long range.

I think that this is interesting, but I also think that what is not broken should not be fixed. That is why I am not sure.

It is not easy to hit a Light BS from 3K range anyway, Optional Range is 2.2k(and Less) for HVY BS.
Having less range than Battleship turrets not gonna change anything

(02-16-2016, 06:53 PM)Thunderer Wrote: It gives heavy battleships an even greater advantage from close, but as their guns have a shorter range than conventional BS prims, an even greater disadvantage at long range.

This.

Also it is not easy to hit a Light BS with only primaries from 3K - 3.2K Range so having less range but more powerfull weapons for Dreadnoughts not gona cause any problem

And Light Battleships can deal enough damage to Heavy Battleship before HVY BS get close to optimal range and destroy a light and medium battleship but there is no firepower to destroy it because same DPS, you will lose your HVY bs before they do


(02-16-2016, 06:28 PM)Wesker Wrote: Its not that way atm currently, infact dreadnoughts have a massive upper hand in cap combat when weilded properly due to the amount of armor and speed behind each one. As they are I think the legate and the Bismarck have the fastest turn rates and REALLY tanky armor. And you can see just how deadly they are in combat, with cloaks and JDs being a thing, dreadnoughts rule cap combat with no equal.

Legate is the second fastest Capital Ship in the mod
Bismark is fifth

However they have really bad primary arcs, Bismark fires only 2 primary to sides and Legate can fire only to forward with 4 primary
It is easy to disrupt a cloak device with CD and Cloak distruptors and soon Jump drives will be same

Jump Drives are good for Bismarck and Heavy Carriers because of their cargo capacity other Heavy BSs can't use them
You neeed atleast 1750 Cargo hold to mount cau6 or higher armor (except Cau8)

(02-16-2016, 06:32 PM)Wesker Wrote: I do like these Ideas, I do think that dreads should have more primary slots however, so that they are capable of really fulfilling their role in close quarters combat with no equal because thats how a massive dreadnought should fight in the game. (imo)

More prims can cause lag in the battle
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Offline Shizune
02-17-2016, 05:43 AM,
#9
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Posts: 1,256
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Or, you know, its just the fact light battleships are made to take on their heavier brothers and sisters
Medium ones are the middle ground for a mixture and what not
and all that fun stuff.

While I didn't take time to read this, I don't agree with it in the slightest, and the reason is dang simple, are you honestly suggesting to give heavier warships even more toys that light ones can't use? I'd be for it, if say, light battleships got a toy that let them counter their heavier brother guns

Because, I mean, as I see it, giving them 'a dreadnought gun' while all other warships get nothing, is sad, I rather see something all warships get, then just a select few.
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Offline Titan*
02-17-2016, 07:53 AM,
#10
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Posts: 1,075
Threads: 88
Joined: Jul 2013

(02-17-2016, 05:43 AM)Shizune Wrote: While I didn't take time to read this, I don't agree with it in the slightest, and the reason is dang simple, are you honestly suggesting to give heavier warships even more toys that light ones can't use?

Even more toys? Nah actually dreads cant mount pulses if they get dread turrets cos new gun class

I forgot to mention that

But ye if thats the case then just add more primary slot to hvy battleships
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