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Discussion / Announcement area for Dark Nebulae Core development.
Adaven
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Location: Greater Ozarks

Post by Adaven »

The solution is to wait for the dev's to make a code change so that turret turning speeds are definable in the core. That way you can leave skycap uber as it is, but nerf its tracking speed so that it is harder to keep fast moving figs and ints in your sights, but still dealing maximum damage on slower targets like bombers/gs/caps. Then drivers will have to make the choice of whether they want low damage, but fast tracking AC turrets to handle light ships. SC will still be better at long range, but not be able to keep up if defenders get too close for the bulky turrets to catch up to.
Pos_21
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Post by Pos_21 »

I've never seen skycaps as a problem. They're only fitted on either the specialty turret ship (GS) or on Capitals, which are bigger and far more expensive than a normal ship (so it makes sense to have a more powerful gun). Longtoms, on the other hand, are Cheese of it's purest form, and I would throw a small party if they vanished without a trace.

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Your_Persona
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Post by Your_Persona »

Aeris wrote:QUOTE (Aeris @ Aug 31 2007, 05:54 PM) I've never seen skycaps as a problem. They're only fitted on either the specialty turret ship (GS) or on Capitals, which are bigger and far more expensive than a normal ship (so it makes sense to have a more powerful gun). Longtoms, on the other hand, are Cheese of it's purest form, and I would throw a small party if they vanished without a trace.

considering that longtoms are 30k investment at standard rate, thats after you have a SY, I dont see them as a problem. Why the hell do people think SY should suck? /rolleyes.gif" style="vertical-align:middle" emoid=":roll:" border="0" alt="rolleyes.gif" />
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takingarms1
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Post by takingarms1 »

FFS Do you know how hard we had to beg to get core devs to give gunships BALLS? Please, please don't forum-lawyer them into nerfing gunships to the emasculated pieces of dog excrement that they were before these changes!!
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BeaerSidhe
Posts: 174
Joined: Fri Mar 26, 2004 8:00 am
Location: near St. Louis, MO

Post by BeaerSidhe »

Would it make sense to drop skycap off of gunships and add reg/adv/(hvy?!) gunships to make up for the loss for firepower? Make reg gunship basic garr tech and put an upgraded version of the gunship into the upped garr like the hvy bomber. Allow hvy gunship research only after hvy bombers have been researched? Allow hvy gunships access to skycaps then? Just food for thought.

I'm not familiar with other cores, if this is already the case there.
Last edited by BeaerSidhe on Sat Sep 01, 2007 6:21 pm, edited 1 time in total.
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Ozricosis
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Location: Seattle, Washington

Post by Ozricosis »

I dont think gunships would be a problem if the SY on flag was required.

Too many people play games with less than 10 per side with SY on and then whine about balance.

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Adam4
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Location: England

Post by Adam4 »

Thats an easy enough core change.
DasSmiter
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Location: Stillwater, Oklahoma

Post by DasSmiter »

yea yea ozzy :(

GS are perfect for everyone except bios, and they only need a small increase in time to research ( maybe a lt. gunship or something unable to mount SC or rip? )
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ImANewbie
Posts: 187
Joined: Wed Feb 01, 2006 8:00 am

Post by ImANewbie »

QUOTE Make the skycaps harder to use, same with Long toms![/quote]

The thing with gunships is that they give voobs/noobs who usually can't do anything the ability to shoot and pod people without actually usining any skill. Is it possible to remove the lead indicator? This will not make it harder to hit a big slow ship like a bomber but make it harder for 90% of gunners to hit a boosting int changing direction.
Narg
Posts: 474
Joined: Fri Dec 09, 2005 8:00 am
Location: Israel

Post by Narg »

Make SC reaserchable for bios with GS as a pre req. That way they can have GS in 10 minutes and use them with ac, but if they want SC the game will have been going on for 20 minutes and it will not be such a whore machine.
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