Forums » Suggestions
Capship turret changes
Dunno if these have been posted before.
1) Make capital ship turrets destructible : In their current form, capital ship turrets don't remain destroyed but repair when the owner docks. Regular ship turrets afaik get destroyed but not the ones on capital ships. This is highly imbalanced, considering they also have shields unlike their regular counterparts. It also allows players to incessantly fire from inside their capship and stay on offensive.
2) Reduce capswarm damage : Capswarms are way too OP. I'm not just talking about PvP interactions but also PvE. These are capable of destroying a whole swarm of bots, be hive or unrats without the owner taking much damage allowing one to easily solo stuff which was meant to be done in cooperation with other players.
1) Make capital ship turrets destructible : In their current form, capital ship turrets don't remain destroyed but repair when the owner docks. Regular ship turrets afaik get destroyed but not the ones on capital ships. This is highly imbalanced, considering they also have shields unlike their regular counterparts. It also allows players to incessantly fire from inside their capship and stay on offensive.
2) Reduce capswarm damage : Capswarms are way too OP. I'm not just talking about PvP interactions but also PvE. These are capable of destroying a whole swarm of bots, be hive or unrats without the owner taking much damage allowing one to easily solo stuff which was meant to be done in cooperation with other players.
1) +1; I particularly liked Look No Hand's suggestion that they could be repaired even when destroyed, but lets limit that to just a station if fully boomed? WOuldn't mind full destruction too, but probably detrimental to the use of manufactured turrets.
2) -1; THey got buffed, and I don't think the DAMAGE is what needs to change. Maybe one of its other aspects, such as refire timeout? dunno what myself...
2) -1; THey got buffed, and I don't think the DAMAGE is what needs to change. Maybe one of its other aspects, such as refire timeout? dunno what myself...
+1 to destroyable turrets
I don't see what else could be nerfed. It never should have been made this OP. Most of the gameplay already has reduced P2P interaction and this seems to have furthered it.
The damage is needed for cap ship fights but I would suggest dividing turrets into anti-capship and anti-fighter classes. As for cap swarms they would only track and chase other capital ships but not chase small ships like Vultures. So if you want to deal with fighters you'd have to get one anti-fighter turret or manually aim and shoot with your cap swarms and try to hit a small ship with the proximity fuse.
1) +1 I’m pretty sure this is on the timeline to be done and has pointed out many times in the past
2) +1 going from 950 to 3k was too big a jump. 2k per missle would seem to be a more balanced number
2) +1 going from 950 to 3k was too big a jump. 2k per missle would seem to be a more balanced number
@heinii that's not a bad idea but I'm not so sure if implementing it would be easy. Making capswarms specifically target a certain class of ships would probably require a lot of code rewriting or something? You could post it as a separate thread though.
Missiles target ship beacons or whatever yes? There's not a whole lot of difference between a capital missile and a chaos swarm missile other then damage and trail color.
Making target lock a ship class only thing would greatly decrease the survival rate of caps and surely lead to caps being worth less then it costs to make them.
+1 to 1)
-1 2)
Making target lock a ship class only thing would greatly decrease the survival rate of caps and surely lead to caps being worth less then it costs to make them.
+1 to 1)
-1 2)