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
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
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?
(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.
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?
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
(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.
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)
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.
(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)
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.
(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