• 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 The Community Flood
« Previous 1 2 3 4 5 6 … 386 Next »
[Equipment] Nightmare Torpedo stats are bugged.

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (2): 1 2 Next »
[Equipment] Nightmare Torpedo stats are bugged.
Offline Dark Chocolate
10-06-2024, 06:16 PM, (This post was last modified: 10-06-2024, 06:23 PM by Dark Chocolate.)
#1
Cardamine Consigliere
Posts: 229
Threads: 30
Joined: Apr 2018

====================
Type: Equipment
Bug: Nightmare Torpedo is doing mostly Shield Damage instead of Hull Damage
====================

Reproduction Steps:
  • Buy Battleship, Equip Nightmare Torpedo, Load Ammo
  • Fire Nightmare Torpedo
  • Witness a legendary and intimidating torpedo doing only shield damage.

Additional Information:

Silo Missiles was a feature many people loved. Ever since it was removed in 5.0, Almost everyone wanted it back. And Nightmare Torpedoes is the most iconic Torpedo. Probably the most feared. It's massive damage was balanced as it was extremely slow. Ain't no way they would be neutered. Why would anyone come up with an idea to make it an EMP ordinance?
This has to be a bug. This cannot be intentional.
Maybe you guys wanted to introduce a new and different Anti-shield Silo missile and accidently mixed up it's stats with the legendary Nightmare Torpedo. It's allright, mistakes happen.
Please do fix Nightmare Torpedoes in the coming hotfix.


Witness the glorious Nightmare Torpedo and it's bugged stats.
Reply  
Offline Chronicron
10-06-2024, 06:24 PM,
#2
Assuming direct control
Posts: 1,480
Threads: 133
Joined: Aug 2017

Intended

[Image: uXIwfFB.png]
  Reply  
Offline Dark Chocolate
10-06-2024, 06:32 PM,
#3
Cardamine Consigliere
Posts: 229
Threads: 30
Joined: Apr 2018

(10-06-2024, 06:24 PM)Chronicron Wrote: Intended

Reply  
Offline Fab
10-06-2024, 06:59 PM,
#4
The Consul's Terror
Posts: 770
Threads: 136
Joined: Sep 2013

100% intended as during playtesting a two missile salvo of hullbuster nightmares would kill or mission kill every single player caught inside its radius
those who survived would lose all their equipment.

ARES / Faction Information / Feedback
Reply  
Offline Haste
10-06-2024, 07:35 PM,
#5
Lead Developer
Posts: 3,600
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

(10-06-2024, 06:16 PM)Dark Chocolate Wrote: And Nightmare Torpedoes is the most iconic Torpedo. Probably the most feared. It's massive damage was balanced as it was extremely slow.

I admire the passion here but the only thing I ever saw a Nightmare do was get cruise disrupted somewhere halfway down its trajectory because it was slow, people had 50-90 CDs and CDs could track and hit missiles.

Making it a colossal EMP lets it actually fulfil a novel function of trying to "disperse crowds" without being as insanely toxic as a giant AoE hullbuster instakilling machine. Over half the classes in the game don't outrange its radius, even fewer can hit the thing while it's moving at 1500+ meters distance. It's not very cool to die without any reasonable counterplay, to be honest.

[Image: cdSeFev.png]
Reply  
Offline The_Godslayer
10-06-2024, 07:42 PM,
#6
Troll Mastermind
Posts: 912
Threads: 115
Joined: Mar 2019

(10-06-2024, 07:35 PM)Haste Wrote: It's not very cool to die without any reasonable counterplay, to be honest.

(10-06-2024, 07:35 PM)Haste Wrote: people had 50-90 CDs and CDs could track and hit missiles.

I'll do something about my superiority complex when I cease to be superior.

"Whatever happened to catchin' a good old-fashioned passionate ass-whoopin and gettin' your shoes, coat, and your hat tooken?"

Reply  
Offline Haste
10-06-2024, 08:16 PM,
#7
Lead Developer
Posts: 3,600
Threads: 107
Joined: May 2012
Staff roles:
Balance Dev

That would be intentionally making them dead on arrival equipment which seems a little silly.

[Image: cdSeFev.png]
Reply  
Offline The_Godslayer
10-06-2024, 09:02 PM,
#8
Troll Mastermind
Posts: 912
Threads: 115
Joined: Mar 2019

It would make them a skill-check like nukes in StarCraft or the scholars mate in chess. If you're not paying attention, you die fast and hold a massive L. If you are paying attention, it's basically not there or you end up in an even better position.

Given the number of extra keybinds that have been added already, I don't think missile micromanaging is all that big of a APM increase.

But what do I know, I don't really play capships above gunboats anymore. It's simply not a fun experience.

I'll do something about my superiority complex when I cease to be superior.

"Whatever happened to catchin' a good old-fashioned passionate ass-whoopin and gettin' your shoes, coat, and your hat tooken?"

Reply  
Offline Tenshi Kuonji
10-06-2024, 09:18 PM,
#9
Rheinland Night Knight
Posts: 346
Threads: 46
Joined: Feb 2019

Man, 2500 of hull damage is kinda a joke!
Add missile some hull damage, dunno, maybe 100K, but 2500 of damage seems it is pathetic for not saying other thing specially considering it takes more than 75% of powercore have kinda low speed and has an arc of shooting, something personally isn't easy to master it ...
but it can be done as a "UNIQUE" weapon, that mean, only 1 of nightmare torpedo can be at same time, why i see a nuclear nice blast but not even a hull scratch, as this kind of missile isn't intended to blow a fighter, but to hit the biggest targets (battleships/dreadnoughts/carriers), as for fight against BC and Crusiers this type of weapon is practically useless as they can avoid being hit thanks to their powerful thrusters can double the energy.

So, High energy usage, high reward, and don't make it too fragile, make it some resistant to flaks (just make it harder to pull out of course so you need fire some flaks to counter it)

[Image: bVCB4sP.gif]
Discord : Tenshi Kuonji#3786 ✙|✙ Other Networks : Tenshi Hidden Links
Best Ranks Ever: 1|IC Kaiserliche Polizei Rheinland (KPR| Tagged Vessels)
The Arctic Trickster:Tales of Foxy Tenshi ✙|✙ Links: (soon)
Blogger | Amino | Medium | WordPress | DevArtStories

And so shall they fall, all who bear our mark. No matter who they are, no rank, nor title, nor power shall shield them. When the mark finds them, their time is nigh.
Reply  
Offline John'DTR'Grey
10-07-2024, 07:35 AM,
#10
Malta's Misery
Posts: 251
Threads: 59
Joined: Feb 2023

Hi there.

I am mostly a "only legate player". Yesterday at the Omega-5 battle I really tested in action the nightmares, and I like them this way to be honest, so they "ruin no party" It needs a bit more of speed and fixing the flight path, but for the rest? all is fine. The mistake here seems to call it "nightmare" and not "[insert_any_name]" :/.

Have a good day.
Reply  
Pages (2): 1 2 Next »


  • 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