What Happened to the Destroyers?

1 minute ago, xKostyan said:

some of it make no sense,

quote it please, just saying “too complex” is what its rendering this game as rigged as WoT (and that is an insult to the game)

Things you put a vague or no effort on, will suck. Period.

BTW I studied Mechanical Engineering so, that why I came up with some logic stuff in the idea, but would like the feedback to improve it.

12 minutes ago, Scarecrow_1 said:

I’m not nerfing their hitpoints, but their functionality as they take damage.

 

- Destroyers to have their normal huge… blah blah blah. Yes, they are big, logic says they should be sluggish. Simple as that. you could have 250m/s base velocity and a capacitor with 100% speed boost (like the very first one)… it will still fly no faster than 250m/s.  

- Destroyers to have the following when it comes to “kill the destroyer”: ** Destroyers will deal 50% less main weapon dmg to any ship that gets close to 2000m… **blah blah blah, logic tells me that a mid-long range vessel would have weapons which their ammo will be fully armed at a mid-long distance, hence the dmg drop on close ranges. If they add a low value spread, weapons will work for their intended range. Plain simple.

Add another module to the destroyer: Destroyer Bridge  (control room). When destroyed, radar systems will be offline ('white noise effect). 80 seconds to repair.  … LOOOOGIC, I was surprised they didnt put this on dessies, and yeah, destroying a bridge on a ship will cause a chaos in real life, but a 80 second white noise? sweet (subject to change tho)

- Destruction of destroyer modules will result in a % of hull damage instead of hull points:

      1. For Federation and Jericho destroyers: 

Engine: 10%                 yooooo notice, cant accelerate well, plus, no A/B

Capacitor: 15%            no special ablities to rely on

Bridge: 10%                 cant see them on radar or lock on targets, so you rely on your eyesight, plain skill to kill

Module 1: 10%            you cant use it :v

Module 2: 10%            you cant use it :v

Module 3: 10%            you cant use it :v

Module 4: 10%            you cant use it :v

                   75% hull value in total     like helloooo, 25% of its hull value left :V

     2. For Empire destroyers:

Engine: 5%

Capacitor: 15%

Bridge: 10%

Module 1: 5%

Module 2: 5%

Module 3: 5%

Module 4: 5%

               50% hull value in total (since they have lame shields, it compensates)  ← obvious stuff, not even gonna explain this

- Destroyers will not be punished by the x2 explosive damage. Instead, if the destroyer loses its shield, the destroyer will suffer a x3 damage TO THE MODULES from all ships around 2000m for 10 seconds. (Think of it being a system overload for the shields being gone).   like a “focus fire on this bstrd quick” bait, if the attackers ignore, oh well.

- Destroyers that have their shields popped to 0 on their first time (with 120 second intervals), their shield explodes with a EMP that affects the destroyer itself and any other ships in 500m radius, for 1 second, and deals 1000 EM damage to anything on that radius, including the destroyer itself. Additionally, the destroyer will suffer a 10 second shield reboot: the destroyer will not be able to recharge shields IN ANY WAY for 10 seconds.   ← a force shield would have a generator, plain logic :v overcharge it and it reboots, but it will malfunction before working properly again. Creative, logic.

**- Destroyers will be able to ram ships, dealing quite a damage proportional to the ship size and the impact velocity (small ships get hit hard, eyes on that) **PLAIN LOGIC

- Destroyer that gets destroyed, is no longer available to the player. In short: destroyers will NOT respawn on PvP.      pretty simple

- A destroyer that gets rammed by a ship flying at +2000 m/s will be destroyed.  kamikaze recons or accidental collisions when warping, and hello, OBVIOUS

- Slotting destroyers only will NOT be allowed. The player will be prompted to slot a regular ship to one of the 3 or 4 slots available.  one of the things everyone hates most: the guy that only has a dessie… in a beacon hunt match… simple to understand 

Video games like star conflict foremost about gameplay and not about logic, logic comes second. On top of that any game change or feature requiers certain amount of paid effort from developers team.

This game is constant movinng from beta stadium to beta stadium and we are all beta-testers, thats why we need no test-server! Inbetween there were some stages of RC, though ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”)  ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”)

But I like the develper’s spirit to try to make this game good and interesting…

 

[The two pictures are: 1) bad-guys on the hunt for big dessy,  2) Three dessies in a row under 2 sec with one shot : “manic medal”]

 

 

33 minutes ago, Scarecrow_1 said:

… simple to understand 

Then that needs to be simpler. ![:004j:](<fileStore.core_Emoticons>/emoticons/004j.png “:004j:”)

Like the modules sploding on the hull dont get/do x2.5 damage as well.

Nobody likes white damage, plus it removes a dess own defensive tools too quickly. Simple to understand.

speed don’t should be back 45%. It’s too fast.

47 minutes ago, AKmatiAK said:

speed don’t should be back 45%. It’s too fast.

or not ^^

base speed destroyer its above 100-120m/s , with the bonus 45% , destroyer speed less most speed guard or long range frigate .

average speed for other ships on T5 its above 300-650 m/s .

Destroyer are not sandbox ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”)

the fact , since 2/3 years Devs just follow players on Covers ops , inti or gunship complain they can’t kill all thing with one shot with their fast and agility build ships .

even destroyers need nerf or rework , go on that way would be bad for SC , remind me the ETA of all big nerf on frigate and most of them become useless now specialy on T5 .

as i said many times before its all about to know if Devs. fix balance based on Kills or do at the first stage of SC , the best balance on team where player have to know their proper job/role with ship class .