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	<title type="html"><![CDATA[Discovery Gaming Community - Discovery Mod Balance]]></title>
	<subtitle type="html"><![CDATA[Discovery Gaming Community - https://discoverygc.com/forums]]></subtitle>
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	<updated>2024-09-18T19:28:24Z</updated>
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		<author>
			<name type="html" xml:space="preserve"><![CDATA[<a href="https://discoverygc.com/forums/member.php?action=profile&uid=40845">Tenshi Kuonji</a>]]></name>
		</author>
		<published>2024-08-22T17:32:52Z</published>
		<updated>2024-08-22T17:32:52Z</updated>
		<link rel="alternate" type="text/html" href="https://discoverygc.com/forums/showthread.php?tid=204446" />
		<id>https://discoverygc.com/forums/showthread.php?tid=204446</id>
		<title xml:space="preserve"><![CDATA[Crusier Shields tooks over 50% of energy recharge]]></title>
		<content type="html" xml:space="preserve" xml:base="https://discoverygc.com/forums/showthread.php?tid=204446"><![CDATA[<div style="text-align: center;" class="mycode_align"><img style="max-width: 700px; height: auto" src="https://imgur.com/xGyhC1d.png" /></div>
<br />
I belive everyone could agree, shields should not make your ship defenseless, Yes, i can understand they have high capacity (they not) and high regen (can barely resist one fighter and unable to hold one bomber striking you actually even with basic guns)<br />
<br />
But with the brightest idea of balance while is a good thing, a crusier usually has between 30 to 50K at most of power regen force, while the shields to keep regenerating when damaged, they well ... use half or more of that power?<br />
<br />
<div style="text-align: center;" class="mycode_align"><img style="max-width: 700px; height: auto" src="https://imgur.com/VigZBNJ.png" /></div>
<br />
For a ship having 40K of Power Regen asking 22500 is kinda too much for such ... if you are under attack only letting you able to shoot with 1 turret or you will get serious core energy issues, not matter which gun you wanna use<br />
<br />
Because a gun using almost 10 times higher energy usage than damage, is kinda funny to see it, (it is supposed to be a capital gun, while i can be glad having some refirerate to better suit the thing, i belive the damage is too low and the energy usage is too high for it) 5.6K ~~ or that approximate for shoot a turret per shot (using like 26K of energy for just one turret per second)<br />
<br />
<div style="text-align: center;" class="mycode_align"><img style="max-width: 700px; height: auto" src="https://imgur.com/PJAWhgf.png" /></div>
<br />
Dunno who is behind this "Balanced things" ... but since the update, the supposed "Defense Turrets" are not actually defensive ones, just "Medium Type Turrets"<br />
<br />
I could accept having medium turrets, and heavy turrets and use high amounts of energy, but your basic guns crusier light class guns (namely basics or faction secondaries should use a lot less energy, maybe 3x lower as their damage isn't too much actually, or at least make shields do not drain almost 40-50% of your regen energy, is ridiculous, that is why are capital ships, they supposed to outpaced any class below them, or make a new formula of crusiers always take up 30% of energy core not matter what ship it is deployed, if your ship has lower energy regen output then the shield will consume less, and it will increase accordingly the power output ...<br />
<br />
This isn't an issue of just this class (Crusiers) is an issue of all classes from gunboats to any capital ship, i want a real capital ship, not that pieces of junk where it is needed just 1 annoying fighter or 1 annoying bomber using basic guns (no torpedos, no nothing) to get my shields down, c'mon, they are capitals, not weaklings]]></content>
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		<author>
			<name type="html" xml:space="preserve"><![CDATA[<a href="https://discoverygc.com/forums/member.php?action=profile&uid=40594">R.P.Curator</a>]]></name>
		</author>
		<published>2023-12-06T08:34:51Z</published>
		<updated>2023-12-06T11:26:31Z</updated>
		<link rel="alternate" type="text/html" href="https://discoverygc.com/forums/showthread.php?tid=200979" />
		<id>https://discoverygc.com/forums/showthread.php?tid=200979</id>
		<title xml:space="preserve"><![CDATA[Capital weapon projectile speed is too low]]></title>
		<content type="html" xml:space="preserve" xml:base="https://discoverygc.com/forums/showthread.php?tid=200979"><![CDATA[<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFF00;" class="mycode_color">Type:</span></span> Balance<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #FFFF00;" class="mycode_color">Bug:</span></span> Projectile speed for Capital ships is too low<br />
<br />
Reproduction Steps:<ul class="mycode_list"><li>Acquire a Cruiser, Battlecruiser or Battleship<br />
</li>
<li>View the heavy and regular weapon projectile speed <br />
</li>
<li>The speed of the projectile is too low<br />
Given the maneuverability of the capital ships in rapport with the projectile speed, a player has between 2.5 seconds and up to 7 seconds time to dodge.<br />
This creates a huge gap between veteran players - PVP focused - and the rest of the players.<br />
A new player has to learn the ship, the angles, the weapon arcs, boxing, thrusting, blind fire, intercept fire, etc. In short, invest a huge amount of time into a 20yo game.<br />
A veteran knows this because he has the time invested already - yeah I know this is going to upset veterans, but balance is for <a href="https://media.tenor.com/lD0yR0crU1QAAAAC/leon-and-stansfield-everyone.gif" target="_blank" rel="noopener" class="mycode_url">everyone</a> and the current system is setup in favor of veteran skilled players. The game should offer the same opportunities for all players - new and old - while keeping the gap difference as small as possible - which is not the case currently. <br />
By comparison with GBs and Snubs, where the min difference between range and proj. speed is 1.1- 1.25 max, the same difference is huge for capital ships.<br />
Off topic: Dev team and Test team are going to reply they spent months testing this. Agreed. Thank you for your efforts.<br />
All those working on this balance are veterans, so I will say this: the weapons are <span style="text-decoration: underline;" class="mycode_u">calibrated</span> for veteran skilled players with PVP focus. New players have a hard time hitting NPCs, not to mention other players - this was attested in the Omi Theta combat where a lot of new players (either to the game or to PVP) complained that they cannot hit anything and just quit fighting. Yes, people will quit if they can't hit a ship the size of a barn. And they have a valid point: If I have a gun, I want to "Han Solo" and shoot first. You can't expect a travel time of up to 7 seconds to be "balanced" and allow a new player a fighting chance.<br />
If you decide to fix this issue by increasing capital ship maneuverability (which will mean easier travel and less travel time) and increase the projectile speed, so we will see other weapons being used - heavy mortar, storm cannons, etc. - be aware that it will affect the NPC missions - it will be a major increase in difficulty if the NPCs use any weapons that are not primary / secondary.<br />
</li>
</ul>
]]></content>
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		<author>
			<name type="html" xml:space="preserve"><![CDATA[<a href="https://discoverygc.com/forums/member.php?action=profile&uid=38239">Kaisershadow34</a>]]></name>
		</author>
		<published>2023-11-04T01:37:33Z</published>
		<updated>2023-11-04T01:38:15Z</updated>
		<link rel="alternate" type="text/html" href="https://discoverygc.com/forums/showthread.php?tid=200214" />
		<id>https://discoverygc.com/forums/showthread.php?tid=200214</id>
		<title xml:space="preserve"><![CDATA[Ship Energy]]></title>
		<content type="html" xml:space="preserve" xml:base="https://discoverygc.com/forums/showthread.php?tid=200214"><![CDATA[Since when does the ship's energy only regenerate when you have the shield at 100%? <br />
I am using the "Pelican" Civilian Armored Transport and when I do not have 100% of shield I can spend energy but it does not recover, could someone confirm me if it is in all ships? and if so why doing that?]]></content>
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			<name type="html" xml:space="preserve"><![CDATA[<a href="https://discoverygc.com/forums/member.php?action=profile&uid=11806">Saronsen</a>]]></name>
		</author>
		<published>2023-10-30T13:44:58Z</published>
		<updated>2023-10-30T13:57:22Z</updated>
		<link rel="alternate" type="text/html" href="https://discoverygc.com/forums/showthread.php?tid=200073" />
		<id>https://discoverygc.com/forums/showthread.php?tid=200073</id>
		<title xml:space="preserve"><![CDATA[POLL: Carrier idea thread]]></title>
		<content type="html" xml:space="preserve" xml:base="https://discoverygc.com/forums/showthread.php?tid=200073"><![CDATA[Hello. I've already complained about battleships, but now I'm here to suggest something for carriers that makes them (somewhat) more than just battleships with a different name<br />
Here we go<br />
<br />
A. Docking modules allow 2 snubcraft to dock by default. This is technically a buff for every ship that can strap on a docking module, but definitely so for carriers.<br />
B. To go with A, 5 docking modules per carrier. Simple<br />
C. Expanded Docking Modules that can only fit a single ship, but can also fit gunboats. Maybe limit to 1 or 2 per ship, or incur a hull reduction in trade for the internal capacity needed to fit a gunboat. 100,000 hull or 5% or whatever seems adequate.<br />
D. Dedicated flak. Turrets that can't be swapped out, and have dedicated, highly efficient/ammo/ammo+cargo dependent flak for defense against smaller vessels. Lower impulse effect and EMP damage, higher refire/hull damage with moderate range. Slower tracking turrets and smaller blast radius to make it a deterrent and not 'everything denial'. (Unless bombers arent buffed, bombers have it hard enough as it is)<br />
E. 1-2 module slots that allow carriers to sell ammo and/or loadouts. Eats up cargo/hull/both. Fighters need to change to torpedoes and bombers need to change their setup? Get the ammo module and the heavy weapons module, or whatever you could call it. (No B/B from any)<br />
<br />
Thats all that came to me in the shower today thanks for coming<br />
vote for some, vote for all, or vote for nothing if you hate change even more than me]]></content>
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		<author>
			<name type="html" xml:space="preserve"><![CDATA[<a href="https://discoverygc.com/forums/member.php?action=profile&uid=31236">Hawksmoor</a>]]></name>
		</author>
		<published>2023-10-27T00:31:51Z</published>
		<updated>2023-10-27T00:31:51Z</updated>
		<link rel="alternate" type="text/html" href="https://discoverygc.com/forums/showthread.php?tid=199968" />
		<id>https://discoverygc.com/forums/showthread.php?tid=199968</id>
		<title xml:space="preserve"><![CDATA[NPC nerf]]></title>
		<content type="html" xml:space="preserve" xml:base="https://discoverygc.com/forums/showthread.php?tid=199968"><![CDATA[I can't do missions anymore. I was in a light fighter last week on my LPI, i tried to do a &#36;1500 LPI mission in Colorado and it was impossible, so i got a VHF and it was still impossible and i got taken out in no time. I went to Pennsylvania and found some &#36;400 to &#36;500 missions for LPI. They were easier but still impossible i didnt get destroyed but i had to abort mission and retreat. These missions need to be easier, especially when you're only getting &#36;500. Reduce the NPC toughness back to prepatch.]]></content>
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	<entry xmlns="http://www.w3.org/2005/Atom">
		<author>
			<name type="html" xml:space="preserve"><![CDATA[<a href="https://discoverygc.com/forums/member.php?action=profile&uid=49686">Dr. Richard Batsbak</a>]]></name>
		</author>
		<published>2023-04-12T13:38:02Z</published>
		<updated>2023-04-12T13:38:02Z</updated>
		<link rel="alternate" type="text/html" href="https://discoverygc.com/forums/showthread.php?tid=196816" />
		<id>https://discoverygc.com/forums/showthread.php?tid=196816</id>
		<title xml:space="preserve"><![CDATA[Reduce Cargo on Liners to make them Available for Freelancer?]]></title>
		<content type="html" xml:space="preserve" xml:base="https://discoverygc.com/forums/showthread.php?tid=196816"><![CDATA[I think Liners should be available to Freelancers.<br />
Not many people use them anyway. Expect OS&amp;C.<br />
<br />
That would mean that those ships : <br />
L-584 "Enterprise" Luxury Liner<br />
TTR-1130 Series Pilgrim Liner<br />
"Shukensha" Renzu Luxury Liner<br />
"Lucullus" Gallic Liner<br />
<br />
Would get their Cargo reduced to 3600 or what ever.<br />
<br />
<br />
And if the Argument is : "<span style="font-weight: bold;" class="mycode_b">NO </span>Freelancer should not fly such "big" ships!!!!"<br />
<br />
You can already fly a Bustard or the Bretonia Liner or the "Liberty" Passenger Liner..<br />
<br />
I dont belive that more than 5 ppl use those ships to trade anyway... so it woudnt be to hard to them.]]></content>
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	<entry xmlns="http://www.w3.org/2005/Atom">
		<author>
			<name type="html" xml:space="preserve"><![CDATA[<a href="https://discoverygc.com/forums/member.php?action=profile&uid=25255">Glaceau-SW</a>]]></name>
		</author>
		<published>2023-01-07T02:48:40Z</published>
		<updated>2023-01-07T02:49:13Z</updated>
		<link rel="alternate" type="text/html" href="https://discoverygc.com/forums/showthread.php?tid=195522" />
		<id>https://discoverygc.com/forums/showthread.php?tid=195522</id>
		<title xml:space="preserve"><![CDATA[Battlecrusiers need love too <3]]></title>
		<content type="html" xml:space="preserve" xml:base="https://discoverygc.com/forums/showthread.php?tid=195522"><![CDATA[For long time it has been a nice idea of a Rework of the Crusier class ships<br />
Here is the tick<br />
Crusiers actually possess a extremely variety of guns and range like having 2K+ range on every gun, lets be real, while crusiers are converted to be more agile (i am thankfully for it) we forgot the issues have a battlecrusier, which should be the opposite, Battlecrusiers as name indicates, are meant to Battle, Tank and Counter the Crusiers and Destroyers (that is why is called actually a Battlecrusier) ... but with the lack of guns available at disposal (before a Battlecrusier could use Crusier guns with a Mix of some Prims and only few as secondary battleship type)<br />
Have you seen the range? His secondaries have 1.5K of range which makes useless against Destroyers/Crusiers (and seriously with only low amount of guns available) the issue is just that ...<br />
Let's put a battle in example ... (Every with 4x Armor Upgrade)<br />
<br />
Triumph Gallic Destroyer vs Obstinate Gallic Battlecrusier<br />
<br />
Gallic Destroyer have to shoot 12 Guns (3 of them being Heavy and some heavy are seriously heavy for any ship) at disposal<br />
Gallic Battlecrusier have to shoot in the same range 6 Guns (4 Prims + 2 Heavy) guns which of course are slower than the enemy counterpart<br />
<br />
Statistically the Destroyer have almost every match to win and here are the reasons:<br />
1.- Destroyer could evade more thanks to faster impulse speed, thruster speed and being sleeky (which is fine because that is how IRWL are to be meant, agile and damn dangerous)<br />
2.- Destroyer possess Shield Upgrades (Which is fine, is nice addition seriously that is how is meant to be)<br />
3.- Destroyer have 12 Guns with 2K of Range (but 3 of them can reach to literally 2.8K of range with ease)<br />
4.- Crusier possess 2'880,000 units of Armor Health + 275,000 units of Shield + 45,000 units of Shield<br />
<br />
What about the Battlecrusier?<br />
1.- Battlecrusier have a disadvantage here having only 6 Guns available with a range of 2K or more (Cerberus have 1900 of range, Breaker have 2.5K but is damn slow, Mortar is heavy energy consumption) leaving the ship with only 4 guns to handle rightfully to counter a pretty agile ship<br />
2.- Battlecrusier have a shield that is moderately heavier than crusier counterpart, but easily breakable that have only 100K more than crusier counterparts (375,000 units of Shield)<br />
3.- Battlecrusier have 5'400,000 units of Armor Health, but that remain useless if the destroyer equip a merely "basic dps setup", armor remains as paper in it.<br />
4.- For some strange reason every battlecrusier i have played i feel it need range ... after all his guns are meant to be heavier ...<br />
<br />
Uses to each ship<br />
<br />
- In the past the Gunboat were to counter the Fighter or Bomber groups (Never worked seriously, but the idea has been improved a little bit at this day)<br />
<br />
- The Destroyers and Crusiers are meant to destroy battleships which supposed don't have the ability to defend against smaller treats, remember Destroyers and Crusiers are supposed to be build for Speed and use a Hit n' Run Tactic (In the past with the guns having almost 900-1300 of range make it really dead point cause you can only support with EMP Guns and heavies, not participate in battle like we can do now, thanks for the feedback of everyone wanted this change)<br />
<br />
- The battlecrusier class are supposed to meant and defend the Battleship/Carrier fleets against crusiers why? because that is how they called, "BATTLECRUSIERS" they are not meant for Speed, but to Battle against ships a larger ship are unable to even reach but right now, the battlecrusier class is just outclassed by Crusiers, that is why i feel the Battlecrusier needs an improvement like Destroyers had. While his enemies as crusiers have Speed, Agility and Smaller profiles (hit-boxes) the Battlecrusier should be able to counter them, but it can't, a destroyer just need keep a distance 2.1~K from any ship making the Battlecrusier almost unable to defend, the Battlecrusier can't Thrust as fast as crusier (it should not), can't use Guns due slower speed (and when the gun should reach the crusier have advantage due normal impulse speed and the battlecrusier guns are damn slow as battleship primaries), the Battlecrusier can't unleash firepower (as it should be) because only having 4 Primaries that deal little more damage to equal the 12 Crusier guns, but way more slower so any DPS advantage is actually lost, plus his secondaries with 1500 of range, if a DD get into secondary range, you could do a huge kick, but i belive they do to make you feel a little more entertained. And let's don't talk about the Solaris of each one, Battlecrusier lost again, so, seriously?<br />
only 4 guns to beat a ship that usually have every advantage?<br />
Bad idea ...<br />
<br />
<span style="font-weight: bold;" class="mycode_b">- What i would recommend to the Dev-Team and Balance Team -</span><br />
Crusiers are damn perfect as they are right now, they are so funny, and is a pleasure to play with them, but can i request a balance for battlecrusier? i mean, they should fit in some way, do something in battles (cause right now are only small tankers of damage and maybe a counter for ... erhm ... gunboats maybe and just maybe a bomber who dare get in your range of secondaries with again, are patethic in lot of ways that even the secondaries on a destroyer are more dangerous and faster ... (really?)<br />
Some people will not agree with me, but maybe some others will do ...<br />
Where i take about this?<br />
The wiki says the following (and i belive that is true)<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>-- Destroyers are lightly-powered cruiser-class vessels with two or less Class 6 Turrets. These ships have no choice but to squeeze the maximum benefit from their agility and Class 7 Turrets to take down enemy ships. Destroyers are particularly suited to eliminating Gunboats, since they have similar speed but much more firepower and significantly more hull strength. Against other ships in the cruiser class, Destroyers must take advantage of their agility to exploit weaknesses in the enemy's weapon coverage. Destroyers can also perform anti-cap functions by utilizing long-range artillery, but are likely to be obliterated if they get in range of the opponent.<br />
<br />
-- Cruisers are the middle-weight ships in the cruiser class, being stronger than Destroyers in overall power and armaments, but with more speed and agility than any of the Battlecruisers. Some of the smaller ships in this sub-class can be quite agile, or have a shape that makes them hard to hit. Meanwhile, some of the larger Heavy Cruisers are on par with Battlecruisers in terms of overall damage output potential.<br />
<br />
-- Battlecruisers are the heaviest ships in the Cruiser class, combining Battleship-level firepower with Cruiser performance. These ships are often used as Battleship-killers, since they can sit at range and return fire, while also avoiding damage themselves, and using thrusters to speed away if things turn sour. However, most battlecruisers have slower thrusting speed than other ships in the cruiser class, which exposes them to increased risk from Bombers and other cruisers, especially as their size limits them to repairs at shipyards, with modern nanobots unable to cope with the sheer mass of vessel to repair mid-combat.</code></div></div><br />
Even makes the thing in here<br />
<a href="https://allthedifferences.com/cruiser-vs-destroyer/#:~:text=A%20cruiser%20is%20smaller%20than,%2C%20air%2C%20and%20land%20attacks." target="_blank" rel="noopener" class="mycode_url">Destroyer vs Crusier</a><br />
<a href="https://www.quora.com/What-was-the-difference-between-a-battlecruiser-and-a-heavy-cruiser" target="_blank" rel="noopener" class="mycode_url">Crusier vs Battlecrusier</a><br />
<br />
for the finest way<br />
<br />
Battlecrusier Definition tell as follows : Battlecruisers are a unique type of vessel that has a smaller displacement than Battleships but have a larger displacement than Cruisers, generally armed with battleship-caliber guns and a minimal amount of torpedo launchers<br />
<br />
Crusier Definition tell as follows : Cruisers are large surface warship built for high speed and great cruising radius, capable of not only defending its own fleet and coastlines but also threatening those of the enemy.<br />
<br />
Destroyer Definition tell as follows : In naval terminology, a destroyer is a fast, manoeuvrable, long-endurance warship intended to escort larger vessels in a fleet, convoy or battle group and defend them against powerful short range attackers.<br />
<br />
---<br />
<br />
Yes, this isn't a Naval Terminology in Freelancer, but if we use the name convention then there should be a reason!<br />
Why not bring the Battlecrusiers some love? dunno, a Battle Razor for Battlecrusiers, more weapons to use (cause is too limited in difference a crusier and even his code weapons) more versatility, make then punchier following some designations, or bring them back as they were in the past, able to use some crusiers and battleship guns with all the disadvantages it involves of using them.<br />
<br />
---<br />
<br />
I will just leave this as a memorial of something should be done too, You did a really good path in rework the crusiers and destroyers, now is the turn of some of the ships that Discovery Freelancer and his Community has forgot they ever exist (See how much players play with crusiers compared to the battlecrusier class, you find some way of 8:1)<br />
<br />
Have nice day <img src="https://discoverygc.com/forums/images/smilies/happy_smiling.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /><br />
<br />
(Just because i really hate not put an image in my post in this cases, i will just leave ... hmm ... this one)<br />
<br />
<div style="text-align: center;" class="mycode_align"><img src="https://qph.cf2.quoracdn.net/main-qimg-53a2550d8add50544eb4e26059af9790" loading="lazy"  alt="[Image: main-qimg-53a2550d8add50544eb4e26059af9790]" class="mycode_img" /></div>]]></content>
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		<author>
			<name type="html" xml:space="preserve"><![CDATA[<a href="https://discoverygc.com/forums/member.php?action=profile&uid=25255">Glaceau-SW</a>]]></name>
		</author>
		<published>2022-12-30T03:46:15Z</published>
		<updated>2022-12-30T03:46:15Z</updated>
		<link rel="alternate" type="text/html" href="https://discoverygc.com/forums/showthread.php?tid=195434" />
		<id>https://discoverygc.com/forums/showthread.php?tid=195434</id>
		<title xml:space="preserve"><![CDATA[Bustard Guns and cargo]]></title>
		<content type="html" xml:space="preserve" xml:base="https://discoverygc.com/forums/showthread.php?tid=195434"><![CDATA[It could be a stupid topic, or a mess about it, but ... ¿is there a way to add bustard 1 gun placement (for battleship secondary) on the lower side?<br />
The bustard is quite large, and some people "Ah, but it is a transport" ... man, a transport that is kinda useless it at least bringing enemies a little match, if a bomber get your lower side you are death with a nice wave of torpedos<br />
It has the power of a light battleship (7M with 220K of Recharge)<br />
Adding it 1 gun (Secondary Battleship Gun) will not be a deal-breaker to improve his strike capabilities but to improve his defensive capabilities, the lower side of a bustard is seriosly defenseless<br />
<br />
About cargo, i could understand about "Cargo things" on carrier, but man, Bustard is kinda a Transport-Carrier ship, is possible to little improve the Bustard cargo space?<br />
Because adding it with a Survey Module you only are able to sustain 1 survey before fuel get depleted ... people use Bustard as a Farey ship to survey and do bustard things, but personally i belive this 2 changes will aid to the literally most costly ship<br />
Thing about it, with a UAU (which don't take cargo) + Survey Module MK II you get left 1125 of cargo left, if using H-Fuel need 7*100 = 700 units, can we make it holds 1400 units? is just a 275 units more of cargo<br />
Or bring at least it could carry 1200 units of MOX that will increase about 75 units in cargo (considering MOX is also 1 unit of cargo per unit of mox)<br />
I don't know, at least i could like use a little better ship, even if is still so basic for people ... <br />
but to make something fun on it.]]></content>
		<draft xmlns="http://purl.org/atom-blog/ns#">false</draft>
	</entry>
	<entry xmlns="http://www.w3.org/2005/Atom">
		<author>
			<name type="html" xml:space="preserve"><![CDATA[<a href="https://discoverygc.com/forums/member.php?action=profile&uid=11806">Saronsen</a>]]></name>
		</author>
		<published>2022-04-23T07:39:44Z</published>
		<updated>2022-04-23T07:39:44Z</updated>
		<link rel="alternate" type="text/html" href="https://discoverygc.com/forums/showthread.php?tid=192221" />
		<id>https://discoverygc.com/forums/showthread.php?tid=192221</id>
		<title xml:space="preserve"><![CDATA[Missile Buffs Poll]]></title>
		<content type="html" xml:space="preserve" xml:base="https://discoverygc.com/forums/showthread.php?tid=192221"><![CDATA[Hello. I think missiles (particularly cruisers) are still pretty bad. Here, have some balance changes. They're probably good maybe. Do you want these changes? Do you not want them? Tell me, I don't know what you want. I'll list some of my anecdotal reasoning but it could all be made up nonsense.<br />
<br />
<br />
<br />
DEVASTATOR<br />
<br />
Since the cruiser rework, an effective cruiser vs cruiser missile has been rendered more or less useless with the newfound agility in all cruisers. With that, I made it faster and more agile while making it have less mass, meaning it's easier for BCrs and battleships to flak away. Cruisers should (probably) no longer be able to just strafe out of the way now, and will have to put in a little effort.<br />
<br />
[Motor]<br />
lifetime = 9 &#x26;t <span style="color: #FFFFFF;" class="mycode_color">5</span><br />
accel = 20 &#x26;t <span style="color: #80BF00;" class="mycode_color">50</span><br />
<br />
[Munition]<br />
seeker_fov_deg = 175 &#x26;t <span style="color: #80BF00;" class="mycode_color">190</span><br />
max_angular_velocity = 0.22 &#x26;t <span style="color: #80BF00;" class="mycode_color">0.32</span><br />
mass = 85 &#x26;t <span style="color: #FF0000;" class="mycode_color">80</span><br />
<br />
[Gun]<br />
refire_delay = 20 &#x26;t <span style="color: #80BF00;" class="mycode_color">16</span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[Motor]<br />
nickname = dsy_devastator_torpedo_motor<br />
lifetime = 5<br />
accel = 50<br />
delay = 0<br />
<br />
[Explosion]<br />
nickname = dsy_devastator_torpedo_explosion<br />
effect = dsy_devastator_torpedo_impact<br />
lifetime = 0, 0<br />
process = disappear<br />
strength = 100<br />
radius = 205<br />
hull_damage = 275000<br />
energy_damage = 120000<br />
impulse = 0<br />
<br />
[Munition]<br />
nickname = dsy_devastator_torpedo_ammo<br />
explosion_arch = dsy_devastator_torpedo_explosion<br />
loot_appearance = ammo_crate<br />
units_per_container = 5<br />
hp_type = hp_torpedo<br />
requires_ammo = true<br />
ammo_limit = 50<br />
hit_pts = 3000000<br />
one_shot_sound = fire_missile_regular<br />
const_effect = dsy_devastator_torpedo_drive<br />
detonation_dist = 1<br />
lifetime = 25<br />
Motor = dsy_devastator_torpedo_motor<br />
force_gun_ori = false<br />
HP_trail_parent = HPExhaust<br />
seeker = LOCK<br />
time_to_lock = 0<br />
seeker_range = 2750<br />
seeker_fov_deg = 190<br />
max_angular_velocity = 0.32<br />
DA_archetype = equipment&#92;models&#92;weapons&#92;bs_missile.3db<br />
material_library = equipment&#92;models&#92;weapons&#92;bs_missile.mat<br />
ids_name = 520149<br />
mass = 80<br />
volume = 0.000100<br />
<br />
[Gun]<br />
nickname = dsy_devastator_torpedo<br />
ids_name = 520147<br />
ids_info = 520148<br />
DA_archetype = equipment&#92;models&#92;turret&#92;cc_missile.cmp<br />
material_library = equipment&#92;models&#92;cc_missile.mat<br />
HP_child = HPConnect<br />
hit_pts = 50000<br />
explosion_resistance = 0.14<br />
debris_type = debris_turret_small<br />
parent_impulse = 20<br />
child_impulse = 80<br />
volume = 5.000000<br />
mass = 10<br />
hp_gun_type = hp_turret_special_7<br />
damage_per_fire = 0<br />
power_usage = 1100000<br />
refire_delay = 16<br />
muzzle_velocity = 55<br />
toughness = 32<br />
light_anim = l_gun01_flash<br />
projectile_archetype = dsy_devastator_torpedo_ammo<br />
separation_explosion = sever_debris<br />
auto_turret = true<br />
turn_rate = 35<br />
lootable = false</code></div></div><br />
<hr class="mycode_hr" />
<br />
MARAUDER<br />
Sort of just overall bad. High energy cost with low damage output coupled with the motor delay that has been the bane of missiles being useful literally at all, its only use was for killing small stuff flying in a straight line. It costs less to fire and fires faster, but has less agility, meaning gunboats can still wiggle away from it. Just make sure it's actually lost its lock, it's at 230 degrees now. Also less mass, making it easier to flak, and with less explosion radius, making it half as scary as before to small targets.<br />
<br />
[Motor]<br />
lifetime = 6 &#x26;t <span style="color: #80BF00;" class="mycode_color">8</span><br />
accel = 22.5 &#x26;t <span style="color: #80BF00;" class="mycode_color">25</span><br />
delay = 2 &#x26;t <span style="color: #80BF00;" class="mycode_color">0</span><br />
<br />
[Explosion]<br />
radus = 180 &#x26;t <span style="color: #FF4000;" class="mycode_color">96</span><br />
<br />
[Munition]<br />
ammo_limit = 50 &#x26;t <span style="color: #80BF00;" class="mycode_color">60</span><br />
seeker_range = 1700 &#x26;t <span style="color: #80BF00;" class="mycode_color">2300</span><br />
seeker_fov_deg = 180 &#x26;t <span style="color: #80BF00;" class="mycode_color">230</span><br />
max_angular_velocity = 0.45 &#x26;t <span style="color: #FF4000;" class="mycode_color">0.40</span><br />
mass = 85 &#x26;t <span style="color: #FF4000;" class="mycode_color">75</span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[Gun]<br />
power_usage = 600000 &#x26;t 400000<br />
refire_delay = 15 &#x26;t 10<br />
<br />
<br />
[Motor]<br />
nickname = dsy_marauder_missile_motor<br />
lifetime = 8<br />
accel = 25<br />
delay = 0<br />
<br />
[Explosion]<br />
nickname = dsy_marauder_missile_explosion<br />
effect = dsy_marauder_missile_impact<br />
lifetime = 0, 0<br />
process = disappear<br />
strength = 100<br />
radius = 96<br />
hull_damage = 150000<br />
energy_damage = 0<br />
impulse = 0<br />
<br />
[Munition]<br />
nickname = dsy_marauder_missile_ammo<br />
explosion_arch = dsy_marauder_missile_explosion<br />
loot_appearance = ammo_crate<br />
units_per_container = 5<br />
hp_type = hp_torpedo<br />
requires_ammo = true<br />
ammo_limit = 50<br />
hit_pts = 3000000<br />
one_shot_sound = fire_missile_regular<br />
const_effect = dsy_marauder_missile_drive<br />
detonation_dist = 1<br />
lifetime = 25<br />
Motor = dsy_marauder_missile_motor<br />
force_gun_ori = false<br />
HP_trail_parent = HPExhaust<br />
seeker = LOCK<br />
time_to_lock = 0<br />
seeker_range = 2300<br />
seeker_fov_deg = 210<br />
max_angular_velocity = 0.40<br />
DA_archetype = equipment&#92;models&#92;torpedoes&#92;li_plasma_torpedo.3db<br />
material_library = equipment&#92;models&#92;li_equip.mat<br />
ids_name = 520145<br />
mass = 75<br />
volume = 0.000100<br />
<br />
[Gun]<br />
nickname = dsy_marauder_missile<br />
ids_name = 520143<br />
ids_info = 520144<br />
DA_archetype = equipment&#92;models&#92;turret&#92;cc_missile.cmp<br />
material_library = equipment&#92;models&#92;cc_missile.mat<br />
HP_child = HPConnect<br />
hit_pts = 50000<br />
explosion_resistance = 0.14<br />
debris_type = debris_turret_small<br />
parent_impulse = 20<br />
child_impulse = 80<br />
volume = 5.000000<br />
mass = 10<br />
hp_gun_type = hp_turret_special_7<br />
damage_per_fire = 0<br />
power_usage = 500000<br />
refire_delay = 10<br />
muzzle_velocity = 75<br />
toughness = 32<br />
light_anim = l_gun01_flash<br />
projectile_archetype = dsy_marauder_missile_ammo<br />
separation_explosion = sever_debris<br />
auto_turret = true<br />
turn_rate = 35<br />
lootable = false</code></div></div><br />
<hr class="mycode_hr" />
<br />
ANNIHILATOR<br />
The novas of the gunboat world. Well, old novas. Extremely high energy costs (80-99% of your power core), extremely long cooldowns, and it takes up the very important heavy slot of your gunboat to deliver pain to capital ships at short range. If they would ever make it to their destination. They last a little longer, go a little faster, and might make it to a ship impulsing away from you.<br />
<br />
<br />
[Motor]<br />
accel = 15 &#x26;t <span style="color: #80BF00;" class="mycode_color">20</span><br />
delay = 2 &#x26;t <span style="color: #80BF00;" class="mycode_color">1</span><br />
<br />
[Munition]<br />
lifetime = 12 &#x26;t <span style="color: #80BF00;" class="mycode_color">16</span><br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[Motor]<br />
nickname = dsy_annihilator_torpedo_motor<br />
lifetime = 9<br />
accel = 20<br />
delay = 1<br />
<br />
[Explosion]<br />
nickname = dsy_annihilator_torpedo_explosion<br />
effect = dsy_annihilator_torpedo_impact<br />
lifetime = 0, 0<br />
process = disappear<br />
strength = 100<br />
radius = 150<br />
hull_damage = 150000<br />
energy_damage = 0<br />
impulse = 0<br />
<br />
[Munition]<br />
nickname = dsy_annihilator_torpedo_ammo<br />
explosion_arch = dsy_annihilator_torpedo_explosion<br />
loot_appearance = ammo_crate<br />
units_per_container = 5<br />
hp_type = hp_torpedo<br />
requires_ammo = true<br />
ammo_limit = 50<br />
hit_pts = 3000000<br />
one_shot_sound = fire_missile_regular<br />
const_effect = dsy_annihilator_torpedo_drive<br />
const_effect_delay = 2<br />
detonation_dist = 1<br />
lifetime = 16<br />
Motor = dsy_annihilator_torpedo_motor<br />
force_gun_ori = false<br />
HP_trail_parent = HPExhaust<br />
seeker = LOCK<br />
time_to_lock = 0<br />
seeker_range = 2000<br />
seeker_fov_deg = 180<br />
max_angular_velocity = 0.11<br />
cruise_disruptor = false<br />
DA_archetype = equipment&#92;models&#92;torpedoes&#92;3-launcher-missile.3DB<br />
material_library = equipment&#92;models&#92;torpedoes&#92;3-launcher-missile.mat<br />
ids_name = 520193<br />
mass = 100000<br />
volume = 0.000100<br />
<br />
[Gun]<br />
nickname = dsy_annihilator_torpedo<br />
ids_name = 520191<br />
ids_info = 520192<br />
DA_archetype = equipment&#92;models&#92;turret&#92;dualtorpedo.cmp<br />
material_library = equipment&#92;models&#92;dualtorpedo.mat<br />
HP_child = HPConnect<br />
hit_pts = 75000<br />
explosion_resistance = 0.330000<br />
debris_type = debris_turret_small<br />
parent_impulse = 20<br />
child_impulse = 80<br />
volume = 0.000000<br />
mass = 10<br />
hp_gun_type = hp_turret_special_5<br />
damage_per_fire = 0<br />
power_usage = 195000<br />
refire_delay = 25<br />
muzzle_velocity = 45<br />
toughness = 32<br />
light_anim = l_gun01_flash<br />
projectile_archetype = dsy_annihilator_torpedo_ammo<br />
separation_explosion = sever_debris<br />
auto_turret = true<br />
turn_rate = 15<br />
lootable = false<br />
dispersion_angle = 6<br />
LODranges = 0, 3000</code></div></div>]]></content>
		<draft xmlns="http://purl.org/atom-blog/ns#">false</draft>
	</entry>
	<entry xmlns="http://www.w3.org/2005/Atom">
		<author>
			<name type="html" xml:space="preserve"><![CDATA[<a href="https://discoverygc.com/forums/member.php?action=profile&uid=16173">Goddess Astra</a>]]></name>
		</author>
		<published>2021-09-08T15:49:33Z</published>
		<updated>2021-09-08T15:49:33Z</updated>
		<link rel="alternate" type="text/html" href="https://discoverygc.com/forums/showthread.php?tid=189637" />
		<id>https://discoverygc.com/forums/showthread.php?tid=189637</id>
		<title xml:space="preserve"><![CDATA[Condor Turret Arcs]]></title>
		<content type="html" xml:space="preserve" xml:base="https://discoverygc.com/forums/showthread.php?tid=189637"><![CDATA[Despite the fact that there's nothing blocking the turret, the Condor's top turrets can't turn all the way backward, which limits it to firing only three turrets to the rear at any given time. Would it be possible for their arcs to be slightly improved in this regard, or are they just already OP as it is?]]></content>
		<draft xmlns="http://purl.org/atom-blog/ns#">false</draft>
	</entry>
	<entry xmlns="http://www.w3.org/2005/Atom">
		<author>
			<name type="html" xml:space="preserve"><![CDATA[<a href="https://discoverygc.com/forums/member.php?action=profile&uid=41547">StyleR</a>]]></name>
		</author>
		<published>2021-06-17T22:43:28Z</published>
		<updated>2021-06-17T22:46:22Z</updated>
		<link rel="alternate" type="text/html" href="https://discoverygc.com/forums/showthread.php?tid=188563" />
		<id>https://discoverygc.com/forums/showthread.php?tid=188563</id>
		<title xml:space="preserve"><![CDATA[Is there a database on all ship sellpoints?]]></title>
		<content type="html" xml:space="preserve" xml:base="https://discoverygc.com/forums/showthread.php?tid=188563"><![CDATA[Really so many balanced and new ships and i have no way of knowing where to buy each. The only reference is the old wiki that made me waste hours only to find the listed ships are nowhere to be found on the designated bases?]]></content>
		<draft xmlns="http://purl.org/atom-blog/ns#">false</draft>
	</entry>
	<entry xmlns="http://www.w3.org/2005/Atom">
		<author>
			<name type="html" xml:space="preserve"><![CDATA[<a href="https://discoverygc.com/forums/member.php?action=profile&uid=27556">Binski</a>]]></name>
		</author>
		<published>2021-04-22T20:57:54Z</published>
		<updated>2021-04-22T20:57:54Z</updated>
		<link rel="alternate" type="text/html" href="https://discoverygc.com/forums/showthread.php?tid=187675" />
		<id>https://discoverygc.com/forums/showthread.php?tid=187675</id>
		<title xml:space="preserve"><![CDATA[Chainguns]]></title>
		<content type="html" xml:space="preserve" xml:base="https://discoverygc.com/forums/showthread.php?tid=187675"><![CDATA[Chainguns are removed!? They were the best bomber weapon, I need that sound! We can't have both? <br />
<br />
Can we get them back as an alternative option? If anything they should have added a high incendiary round to give them more of a punch against shields.]]></content>
		<draft xmlns="http://purl.org/atom-blog/ns#">false</draft>
	</entry>
	<entry xmlns="http://www.w3.org/2005/Atom">
		<author>
			<name type="html" xml:space="preserve"><![CDATA[<a href="https://discoverygc.com/forums/member.php?action=profile&uid=42777">Lord Helmchen</a>]]></name>
		</author>
		<published>2021-04-21T23:01:15Z</published>
		<updated>2021-04-21T23:14:27Z</updated>
		<link rel="alternate" type="text/html" href="https://discoverygc.com/forums/showthread.php?tid=187652" />
		<id>https://discoverygc.com/forums/showthread.php?tid=187652</id>
		<title xml:space="preserve"><![CDATA[Nova Torpedos are Broken.]]></title>
		<content type="html" xml:space="preserve" xml:base="https://discoverygc.com/forums/showthread.php?tid=187652"><![CDATA[The Last Bomber overhaul was a nice idea. but there was made a big Mistake by Touching the NOVA TORPEDOS. I just tried it in Conn against a Corsair Cruiser and I had to Fly Close to under 300m to make a nova HIT. this is in a Fleet Fight absolutely Suicidal. Please Change the Nova Range back to what it was before the Patch. Like this, it makes no Sense to Fly a Bomber. the Job of a Bomber is to Give Fire Support to Friendly Caps from Long Range. but like this it is Useless in that Role. a Good Cap Player will shoot down the Bombers like nothing.<br />
<br />
ok let me Explain, the Nova Torpedo had before the Patch a range of 3k at best but even they had a low hit chance, now you have to Fly Suicidal Close to a target that will likely just shoot you down before you can even Fire. so that the People better understand what I mean I have made a Screenshot that shows the range in that a Nova Hits a Cap. it's nowhere near the 1.4k that the Infocard for the Nova Says.<br />
<br />
<img src="https://i.imgur.com/Ifysr5e.png" loading="lazy"  width="600" height="300" alt="[Image: Ifysr5e.png]" class="mycode_img" />]]></content>
		<draft xmlns="http://purl.org/atom-blog/ns#">false</draft>
	</entry>
	<entry xmlns="http://www.w3.org/2005/Atom">
		<author>
			<name type="html" xml:space="preserve"><![CDATA[<a href="https://discoverygc.com/forums/member.php?action=profile&uid=19694">Pepe</a>]]></name>
		</author>
		<published>2021-03-30T19:12:10Z</published>
		<updated>2021-03-30T19:12:10Z</updated>
		<link rel="alternate" type="text/html" href="https://discoverygc.com/forums/showthread.php?tid=187140" />
		<id>https://discoverygc.com/forums/showthread.php?tid=187140</id>
		<title xml:space="preserve"><![CDATA[Oh no. SNAC again.]]></title>
		<content type="html" xml:space="preserve" xml:base="https://discoverygc.com/forums/showthread.php?tid=187140"><![CDATA[Problem with snac is not about power, but tracking - imho. Barrel can move to lead the target even if it's small. So it can hit small ones and remove them from the game instantly (if not plugged in ofc). That's bad, ok I agree.<br />
<br />
So... why don't we wield snac in/on bomber's fuselage and make it be forward gun? Aiming would be possible by pointing our ships, making only large ships hittable. Snubs would be hittable only if they want to. Also heavy guns have a recoil and would be logical to build bombers around them (like A-10 Warthog for iRL example).<br />
<br />
How could I know that? I tried Claymore SHF and it's FG.<br />
<br />
Please? Make snac be a FG and remove incriminated plugin?<br />
<br />
Ofc, constructive debate is open.<br />
<br />
Thanks!]]></content>
		<draft xmlns="http://purl.org/atom-blog/ns#">false</draft>
	</entry>
	<entry xmlns="http://www.w3.org/2005/Atom">
		<author>
			<name type="html" xml:space="preserve"><![CDATA[<a href="https://discoverygc.com/forums/member.php?action=profile&uid=36630">Baphomet</a>]]></name>
		</author>
		<published>2021-01-07T13:25:14Z</published>
		<updated>2021-01-07T13:40:39Z</updated>
		<link rel="alternate" type="text/html" href="https://discoverygc.com/forums/showthread.php?tid=185497" />
		<id>https://discoverygc.com/forums/showthread.php?tid=185497</id>
		<title xml:space="preserve"><![CDATA[I would like to purchase a useless gun please!! Thank you.]]></title>
		<content type="html" xml:space="preserve" xml:base="https://discoverygc.com/forums/showthread.php?tid=185497"><![CDATA[Greetings<br />
<br />
I know this is gonna be a drag, and i know ppl will hate me more than they already do.......no wait, thats not possible.<br />
<br />
kek.wew.lawl<br />
<br />
In any case, i wont post a story like i usually do, i'll just come right out with it. Achem * clears throat * Im GAY!!<br />
<br />
No wait, thats not the right thread for this discussion * keeps whisteling to make it go away *<br />
<br />
Now for the real deal, the fraking mothercracking Scatter gun for bomber class<br />
Lets change it finally, because frankly i havent seen much ppl fly bombers with it. There is probably a good reason for it = useless. As in: <br />
<br />
What good is a giant torpedo between your legs if u dont have any ignition, or fuel to support it??......<br />
<br />
Ok, ok, maybe the example is not quite on spot, but still. Il try again, no sexual indictions this time.<br />
What good is a dynamite stick if the fuse is too short?? heheh, nailed it<br />
<br />
<br />
So then, the 150 meters range for a Scatter gun. U are right when u are reluctant to extend the range at this damage potential, that would be redicilous, and it was redicilous.<br />
<br />
We have 2 main bomber weapons (non ammo based)<br />
The EMP-Lacerator and<br />
Energy " Render" cannon<br />
<br />
One is good for shileds and one is good for hull. Why not make a Scatter gun hit middle ground between the 2, but with shorter range. So if someone wants to use it, sure but you still wont fight caps with it<br />
<br />
Imagine if it was :<br />
<br />
Hull dmg-575<br />
Shield dmg-575<br />
Range-333 meters<br />
Speed-515 meters/sec<br />
Refire-4:0<br />
Energy usage-212<br />
<br />
<br />
These kind of stats would do several things:<br />
<br />
1. you would have some defense vf fighters, but they still outgun  and outrange a bomber<br />
2. your scatterguns would be utterly useless vs caps or even transports<br />
3. you are in a bad position vs bombers and risk getting deshielded fast and then SNAC'd/Nova'd<br />
4. This setup probably wont help vs SHF also as they will eat u alive with their multiple gun advantage<br />
<br />
But at least we wouldnt have a 150 meters range USELESS weapon. And the speed is deffinitely nothing to brag about either<br />
The DPS comes to 2300 for both shiled and hull, which is also nothing special.<br />
Energy consumption is a little large yes, it consumes the Light bomber core in 11 seconds, but thats rthe tradeoff.<br />
<br />
*******************<br />
<br />
But i probably dont understand stats enough to do any of this tight, all i know is that in the current state, is utter shit of a weapon, so lets change it.<br />
<br />
Are you with me?? Yei or Ney?!<br />
<br />
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