Raise the cost of gunships

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Barrager
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Post by Barrager »

Simple Reason:

Gunships cost 1 dollar, they have 2 Skycap turrets and one mini ac.

Guardians cost 2K-1.5K(I don;t $#@!ing care which!) they have 1 skycap...

Case $#@!ing closed!

Explain to me any legit reason why gunships was a @#(! ton less and guardians are a @#(! ton more! (we're in the metric system, so a metric @#(! ton, we're talking a while field worth of cows)

Any if you make the argument they have a full skycap has a gun mount for the pilot then heres my rebuttal.

get rid of all Pilot mounted turrets. FFS in all honesty if thats your reason gunships should just get 3-4 regular gun mounts(gats/dis) same with rix hvy scouts, give em more frontal gun mounts. The whole range issue the entire advantage to turrets.
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Andon
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Post by Andon »

I think the issue should be more of lower the cost of Guardians. As Guardians are one ship on one core (IIRC), so they are more out of whack than a ship that's on every core.
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Barrager
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Post by Barrager »

Guardians are on any core with Ga'taraan as a Faction. EOR, A+, RPS, Warpcore, God is pretty much the only one without
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Andon
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Post by Andon »

Ah. I still say lower the cost of guardian, as I REALLY doubt 1 skycap is worth 1.5k/2k
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Kltplzyxm
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Post by Kltplzyxm »

Lowering the cost of guardians GT will turn it into Guardian cheese. It's already bad enough as it is.

At least a gs ties the gunners to the ship and they can't fly off on their own. Once destroyed all crew get ejected. OTOH, 3 guardians are going to be harder to kill as they're three separate targets.
Last edited by Kltplzyxm on Mon Jun 18, 2007 6:55 pm, edited 1 time in total.
Andon
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Post by Andon »

lower the armor then. lower the shield. I don't think that the Guardian needs such a high price for a turret to balance it.
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Kltplzyxm
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Post by Kltplzyxm »

Look it's silly. I just played a game the other day and watched a 6 nan bbr (which is pretty serious of a bbr run) run vaporize in 10 seconds. They didn't even come close. I was one of the 5 guardians that put a cold blanket on the whole thing. The opposite team gave up as no bomber can penetrate that kind of defense. Lower the cost of guardians and you will have a fast rapid response that is nearly invincible given enough numbers. Just have 5 or more guardians show up at any bbr attempt and you will see alot of pods regardless of how paper thin their armor is. Their 2km range is what kills everything.

Keep in mind the cost of a cap ship which has up to 4 skycaps compared to guardians.

EDITED as I can't seem to finish my sentences properly anymore.
Last edited by Kltplzyxm on Mon Jun 18, 2007 8:06 pm, edited 1 time in total.
Andon
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Post by Andon »

Hrm... good point. Perhaps lower the scan range? I don't know how well this would work, but having a long range doesn't mean much if you can't see anything to shoot at.
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Kltplzyxm
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Post by Kltplzyxm »

Andon wrote:QUOTE (Andon @ Jun 18 2007, 12:52 PM) Hrm... good point. Perhaps lower the scan range? I don't know how well this would work, but having a long range doesn't mean much if you can't see anything to shoot at.
Scan range doesn't matter as Guardian scan range is pretty negligible (looks like it's got scan range of 0). As a guardian, you use the base/scout/another ship to detect your targets. Base scan ranges are typically 2400m@100% sig.
Last edited by Kltplzyxm on Mon Jun 18, 2007 8:02 pm, edited 1 time in total.
Barrager
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Post by Barrager »

I don;t think you understand. either of you. Gaurdians are completely and utterly defence, they don;t move faster than 10 mps and uses boosters to move around their base only. they have basically no scan range and rely on base scan range. and Of course a bomber is going to die to Guardians Gunships rape bomber runs if the pilot is smart! Not sure if you've been playing a lot but Gunships have been suddenly realized for there deadliness. they don;t compete with ADV tech most of the time but they give figs and ints one hell of a hard time. Frankly guardians cost more to get and are unfairly priced
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