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Offline Fab
06-21-2024, 01:43 PM,
#11
The Terror
Posts: 615
Threads: 107
Joined: Sep 2013

(06-21-2024, 01:39 PM)Devil's Weapon Wrote: I used a Praefect to farm a wraith cannon... it's not impossible.

so did I. I didn't say it was impossible. using a battlecruiser or battleship even will allow you to finish encounters significantly faster than on a cruiser.

[Image: B.png]
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Offline Devil's Weapon
06-21-2024, 02:24 PM,
#12
Oni no Buki
Posts: 25
Threads: 8
Joined: May 2024

Oh no doubt the larger the ship the easier it is. Just wanted to point out that energy management is very important with cruisers now.
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Offline TheSauron
06-21-2024, 06:03 PM,
#13
Local Gaian
Posts: 2,199
Threads: 271
Joined: Aug 2013

The way cruiser weapons work was changed, in 5.1 especially. You're not really supposed to be mixing and combining different weapon types, like prims and heavies, to do damage. They're now separate tools for separate situations. For a simplistic breakdown, it goes like this:
  • Heavy and Defense - these are your primary sources of damage against targets of Gunboat size and larger. They function similarly, but Heavy turrets only fire forward and to the sides, while Defense turrets fire backwards and to the sides.
  • Pulse turrets - for stripping shields of Gunboats and above.
  • Normal cruiser turrets - these are now your "point defense" weapon, meant to zap nearby Fighters, Bombers and incoming Torpedoes. You don't need more than 2-3 for 360 degree coverage, and they're no longer meant to be used as a damage tool against large ships.
  • Flak turrets - new 5.1 addition, can knock incoming Torpedoes off-course and strips shields from nearby fighters, though they have a minimum range before detonation. Must have, one or two for 360 coverage.

With these changes in mind, you're not really supposed to be using more than one of these weapon types at a time, and their energy consuption was balanced around that fact. If you try going in firing everything you got, you'll be out of energy in no time, as you noticed. Now you have to pick the right tool for the task and use it specifically. If you're shooting Fighters, Flak their shields away then use Prims. If Gunboats and above, deshield with Pulses and use Heavies and Defense for hull damage.


One MD Admiral
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Offline Vlad
06-21-2024, 07:58 PM,
#14
Member
Posts: 141
Threads: 41
Joined: Dec 2014

(06-21-2024, 06:03 PM)TheSauron Wrote: The way cruiser weapons work was changed, in 5.1 especially. You're not really supposed to be mixing and combining different weapon types, like prims and heavies, to do damage. They're now separate tools for separate situations. For a simplistic breakdown, it goes like this:
  • Heavy and Defense - these are your primary sources of damage against targets of Gunboat size and larger. They function similarly, but Heavy turrets only fire forward and to the sides, while Defense turrets fire backwards and to the sides.
  • Pulse turrets - for stripping shields of Gunboats and above.
  • Normal cruiser turrets - these are now your "point defense" weapon, meant to zap nearby Fighters, Bombers and incoming Torpedoes. You don't need more than 2-3 for 360 degree coverage, and they're no longer meant to be used as a damage tool against large ships.
  • Flak turrets - new 5.1 addition, can knock incoming Torpedoes off-course and strips shields from nearby fighters, though they have a minimum range before detonation. Must have, one or two for 360 coverage.

With these changes in mind, you're not really supposed to be using more than one of these weapon types at a time, and their energy consuption was balanced around that fact. If you try going in firing everything you got, you'll be out of energy in no time, as you noticed. Now you have to pick the right tool for the task and use it specifically. If you're shooting Fighters, Flak their shields away then use Prims. If Gunboats and above, deshield with Pulses and use Heavies and Defense for hull damage.

I did not fired all at once. I used different weapons group. Used the groups one by one as I mentioned. Even so, the energy drawn insanly fast. Or!.... I am just stupid and have no idea how to fly these useless ships anymore!
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Offline Moonwalker
06-21-2024, 08:10 PM, (This post was last modified: 06-21-2024, 08:23 PM by Moonwalker.)
#15
Don Moonwalker
Posts: 116
Threads: 18
Joined: Nov 2008

Yes Vlad gote a point
Was flying a Coalition Destroyer and even 2 Repeaters didn't work run out of energy way to fast, and thats with the IMG cruiser the same.
The smaller capital ships would be more fun if they had a little more energy .
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Offline DragonRider
06-21-2024, 08:24 PM,
#16
Cardamine Consigliere
Posts: 661
Threads: 153
Joined: Apr 2012

I vote with Vlad.

Having to do energy management is fine, great even. However it has swung too far in one direction. Having to fire your weapons for a few seconds, running out of energy and twiddling your thumbs for double or triple that amount is not engaging or fun.

[Image: E82kM7s.png]
Ultimate Freelancer Graphics and SFX Pack
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Offline TheSauron
06-21-2024, 08:51 PM,
#17
Local Gaian
Posts: 2,199
Threads: 271
Joined: Aug 2013

(06-21-2024, 07:58 PM)Vlad Wrote:
(06-21-2024, 06:03 PM)TheSauron Wrote: The way cruiser weapons work was changed, in 5.1 especially. You're not really supposed to be mixing and combining different weapon types, like prims and heavies, to do damage. They're now separate tools for separate situations. For a simplistic breakdown, it goes like this:
  • Heavy and Defense - these are your primary sources of damage against targets of Gunboat size and larger. They function similarly, but Heavy turrets only fire forward and to the sides, while Defense turrets fire backwards and to the sides.
  • Pulse turrets - for stripping shields of Gunboats and above.
  • Normal cruiser turrets - these are now your "point defense" weapon, meant to zap nearby Fighters, Bombers and incoming Torpedoes. You don't need more than 2-3 for 360 degree coverage, and they're no longer meant to be used as a damage tool against large ships.
  • Flak turrets - new 5.1 addition, can knock incoming Torpedoes off-course and strips shields from nearby fighters, though they have a minimum range before detonation. Must have, one or two for 360 coverage.

With these changes in mind, you're not really supposed to be using more than one of these weapon types at a time, and their energy consuption was balanced around that fact. If you try going in firing everything you got, you'll be out of energy in no time, as you noticed. Now you have to pick the right tool for the task and use it specifically. If you're shooting Fighters, Flak their shields away then use Prims. If Gunboats and above, deshield with Pulses and use Heavies and Defense for hull damage.

I did not fired all at once. I used different weapons group. Used the groups one by one as I mentioned. Even so, the energy drawn insanly fast. Or!.... I am just stupid and have no idea how to fly these useless ships anymore!

Did you disable your shield regeneration? Cruisers are a bit of a binary class in 5.1, as they were given turbo shields with turbo regen, but which consume the bulk of your power output to regenerate. If you disable your shield regen, you should basically double the amount of power your ship puts out.


One MD Admiral
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Offline Nodoka Hanamura
06-21-2024, 11:21 PM,
#18
Member
Posts: 1,303
Threads: 154
Joined: Jul 2016

(06-21-2024, 12:51 PM)NOVA-5 Wrote: i was 107 years old

I'm sorry, what

[Image: NodokaDisco.gif]
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