Dis3

Discussion / Announcement area for Dark Nebulae Core development.
Buyo
Posts: 907
Joined: Mon Jan 22, 2007 10:31 pm

Post by Buyo »

Ok, just for geekery purposes, I'm gonna put calculations to this, but I need to know some stuff before I do that, on the ICE program, under parts properties, there is this thing called, time ready, and shot interval, my questions is, what does that mean, and what are those numbers, lets say one of those are numbers are "0.12", whats that

EDIT. Nevermind, I just read on another thread what's that /laugh.gif" style="vertical-align:middle" emoid=":lol:" border="0" alt="laugh.gif" /> , time to make some calculations.
Last edited by Buyo on Sun Apr 08, 2007 12:22 am, edited 1 time in total.
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Gothmog
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Location: Olympia, WA, USA

Post by Gothmog »

that's the shot interval. .12 seconds. Check the gauss gun at 2 (seconds).

Edit(added all of the following): I'm happy that dis3 was un-retard-ified. Maybe I can use it to shoot stuff now.

By the way, dis has a faster speed, so you can aim a @#(!load better with it. And with the loss of the aoe, your particles will hit stuff moving away from you now; which is a good thing. And Buyo, if your fighter (skills) is (are) not as strong as an int, you shouldn't fight them. You should ripcord away to avoid the encounter, or drop minepacks, or lock course and fire five dumbfire 3s in his mouth, or tp2 their home when your buddy stirs up @#(! in another sector by attacking a miner and running 10km away with 5 ints on his tail.

Interceptors are just that - they intercept stuff. They are fast, they dish out pain to anyone in their sectors. If you fight them at least 1 sector away from their home you put them at a disadvantage... they have limited fuel and ammo, and even if they kill you there, they quite often will have to fly home at 70 mps through 10km of not-so-friendly territory.

On the other hand, I completely agree that expansion is too strong and needs some nerfs, but I can't think of anything that you could nerf that would produce any 'balance' (i.e. not nerfing them so I wouldn't want to fly exp anymore) so I don't feel the need to voice that opinion very often. Possibly a reduction in int hp from 750 to 650 or 600 would be my only offering in that department.
Last edited by Gothmog on Sun Apr 08, 2007 12:32 am, edited 1 time in total.
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Xeretov wrote:QUOTE (Xeretov @ Oct 29 2009, 01:24 PM) I feel a great disturbance in the Force. As if hundreds of voobs cried out for nerfs, and were suddenly silenced.
Buyo
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Post by Buyo »

Hehe, actually the thread I was talking about was yours, thanks /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" /> , back to the calculations /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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Adam4
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Location: England

Post by Adam4 »

Shizzy /wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" />
Lykourgos
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Location: Portland

Post by Lykourgos »

I now do about 4 times more damage with dis3 than I did before.

DN 4.6- making sup not suck any more!
Death3D
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Post by Death3D »

Why use Dis, anymore (other than capships)?
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Seymor
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Post by Seymor »

Death3D wrote:QUOTE (Death3D @ Apr 10 2007, 09:32 AM) Why use Dis, anymore (other than capships)?
It seems we are now finding out who the retards were that were using retard gun. No I didn't quote Death3D for any Non-obvious reason, I quoted him for the obvious reason.
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All in all you are a very dying race // Placing trust upon a cruel world. // You never had the things you thought you should have had //
And you'll not get them now, // And all the while in perfect time // Your tears are falling on the ground. -- Squonk, Genesis
Death3D
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Post by Death3D »

Hey. I can't aim. I don't dogfight.... If I ever get a kill it's on that miner slip up the enemy comm allowed or turreting. Guess what? Never found dis very useful. Yet I was always recommended (ahem, instructed, since I'm relatively new and ask a lot of BS questions as you can see) to use dis in the (thankfully) not-so-often furball that happends when an enemy op gets into your Sup sector, and you need to keep your base uncamped just in case they send a bomber in. Again... I can't aim, I don't (actually, make that CAN'T... i know my limitations) dogfight. Death3D. 2 Assists, 1 Kill, 49 ejects. Yipee.
One short sleep past, we wake eternally and Death shalt be no more; Death, thou shalt die! Image
Adaven
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Location: Greater Ozarks

Post by Adaven »

dis3 still has its advantages, depending on the style of the player. Since dis3 is energy based, you can take along extra fuel, missles, or minepacks and can stay out in the field longer. Dis3 still has longer range than gatts, as well as having no spread, so if you can aim, you'll do very well at long ranges, getting in some extra shots before the int gets close enough to start hitting you back. Dis can be nice against tac, where the extra range and accuracy can help pop pesky sf's/sbs. Dis actually works pretty good against sup as well. Dis isn't very good against lt hull, but it make up for it by quickly peeling off the shields. Of course if your enemy is sup as well they can just steal it and use it against you, but it is nice to do as belters since it won't give the other team any advantage.

Also don't forget that dis3 is still very usefull against pheonix bombers/htt's, and should fair well against their shield heavy scouts and fighters.
Last edited by Adaven on Tue Apr 10, 2007 6:07 am, edited 1 time in total.
CronoDroid
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Post by CronoDroid »

Dis3 was very useful on Rix Figs with those pretty wide mounts. Podding four GT ints and running is quite the fun. Now it'll be even better, like I've said.

However Exp still rocks. Aww shea.
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