Nomad balancing

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Nomad balancing

Post by StarBucks »

Nomads: Threat to all of mankind. Ahnilating race after race, the greatest threat of all human, monkey, and robot kind.

Yet there  strongest guns can't stand up to class 9 monkey vulcans.

Really, Nomad ships and guns are greatly unbalanced. I have a nomad char, and i would like to carry nomad guns. But i can't, because nomad guns are weaker then the 3 sides fighting them.

Nomad N1: 5 foward fireing guns. can't even hold 100 nano's

Anibus 2: 8 foward fireing weapons. can hold 100 nanos and 120 bots.

Nomad fighter: Costs more then an eagle, but with no shields, less hull, less weapons... On a bright side, slightly more speed.

Nomad guns: Slow and weak compared to  monkey guns.

Monkey guns: vulcan mark 2's, a class 9 gun, is  better then the strongest class 10 nomad gun.

Point: If your RPG'ing a nomad, then your restricted to very few bases, hostile to all other factions, and you need bigger and cooler guns. My opinion: Increase the power of the N1, or add in another, stronger nomad ship. Also, at least give nomads a stronger gun with a somwhat faster projectile speed. Also, the trouble of buying a fighter simply isn't worth it if you have an eagle. I think a fighter would make a great starting nomad ship if its stats were upped a bit.

Just my opinion  :-??
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Re: Nomad balancing

Post by LIMAN »

Its not the ship,or the weapons.
Its you !
Try harder.  ;)
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Re: Nomad balancing

Post by URAMI »

[quote="StarBucks";p="157236"]Also, at least give nomads a stronger gun with a somwhat faster projectile speed. [/quote]

Nearly the entire server complains about the Nomad Lasers being TOO powerful, and you are suggesting they be given more power?  :-?
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Re: Nomad balancing

Post by [X]Thorn[X] »

Lol i have to agree with Starbucks,

You might be able to kill a Viper in 2 shots with Anubis MK2 and lasers,

But in the N1 it takes 2-3 depending on were you hit them... the lasers are strong just i think there should be a balance of weapons, the have Canons, Blasters and then you have the prototypes and lasers, all these guns are between 1.00 and 4.00 refire, maybe having a nomad gun thats like the annis or vulcans as Nomad players are missing that extra punch of power all they can do is use them lasers...

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Re: Nomad balancing

Post by StarBucks »

Ok, somewhat Slower speed, but more refire. That would be great :)
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Re: Nomad balancing

Post by Frobozz »

Yes, Nomads should be the ultimate threat, making pirate and rogue threats pale in comparison.. as I said on the '[X] Tag' thread I like player character Nomads and think that the capability should be in the new mod. However ships and guns aside it's Nomad capital ships which are needed most. I was the scourge of space in my Nomad gunboat, which is really a nasty piece of work let me tell you. Players came from all nearby systems to fight the 'invasion'... it was fantastic.
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Re: Nomad balancing

Post by StarBucks »

[quote="Frobozz";p="157263"]Yes, Nomads should be the ultimate threat, making pirate and rogue threats pale in comparison.. as I said on the '[X] Tag' thread I like player character Nomads and think that the capability should be in the new mod. However ships and guns aside it's Nomad capital ships which are needed most. I was the scourge of space in my Nomad gunboat, which is really a nasty piece of work let me tell you. Players came from all nearby systems to fight the 'invasion'... it was fantastic.[/quote]

How do you pilot a gunboat...? Are they including it in the new mod?
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Re: Nomad balancing

Post by Koumori »

As someone who's been using Nomad RP for over a year, I can safely say that on the most part I disagree with you.

Regarding the N1, I've been flying it for just under 2 years and have seen no problem with the balancing. Bear in mind that the 2 extra turrets have only been added in this version of the mod, before that it was just the 5 forward-firing guns and the near useless turret, and even then it was capable of holding its ground. It's faster than the Anubis and has a C10 sheild and plenty of armour, and has only 1 less forward firing gun. It therefore strikes me as a pretty good balance of speed and power, and I think it should be left as it is.

I use the Nomad energy weapons rather a lot, and think they should be expected to deal lower damage since they don't consume any energy, and if you can integrate a few of them into your weapon setup, I've found you can increase the energy efficiency significantly, and due to the 800m/s fire rate, they can sync with a lot of other weapons (Fears, Punishers etc.) without throwing off your aim.
Again, in my opinion they should be left as they are, they're good weapons in their own right.

The one thing I would say is a little underpowered about Nomad weaponry is that VHF Turret. Not only is it the only Nomad Turret available, but the 600m/s speed makes it throw off the aim of any other Nomad gun you try and combine it with in a setup. But Energy Weaps are definitely not the problem.

As for the Nomad Light Fighter- yes, it's weak, but the thrusters don't drain whatsoever, so it at least has a decent chance of being powerful in the right hands.

Though I do agree with you on the point that there aren't a lot of places to dock.
Example: Omicron Major - Nomad system - One Order base
Nomad Hive - Again, a Nomad system - Again, One Order base

I think that if there is something to do with the Nomads that needs fixing - this'll be it.

Finally, on the subject of a new Nomad ship, I believe that the Highbred is on its way into Nomad hands, and at that point it'll be taken away from the Bounty Hunters (correct me if I'm wrong) and that's a ship that's definitely on par with the Anubis.
To give you a preview:
Image
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Re: Nomad balancing

Post by SAVAGE »

I've heard the same rumour about the Highbred ship.

And I have my name down for one already. :D  :D  :D  :D  :D  :D  :D
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Re: Nomad balancing

Post by StarBucks »

[quote="Kumori";p="157285"]As someone who's been using Nomad RP for over a year, I can safely say that on the most part I disagree with you.

Regarding the N1, I've been flying it for just under 2 years and have seen no problem with the balancing. Bear in mind that the 2 extra turrets have only been added in this version of the mod, before that it was just the 5 forward-firing guns and the near useless turret, and even then it was capable of holding its ground. It's faster than the Anubis and has a C10 sheild and plenty of armour, and has only 1 less forward firing gun. It therefore strikes me as a pretty good balance of speed and power, and I think it should be left as it is.

I use the Nomad energy weapons rather a lot, and think they should be expected to deal lower damage since they don't consume any energy, and if you can integrate a few of them into your weapon setup, I've found you can increase the energy efficiency significantly, and due to the 800m/s fire rate, they can sync with a lot of other weapons (Fears, Punishers etc.) without throwing off your aim.
Again, in my opinion they should be left as they are, they're good weapons in their own right.

The one thing I would say is a little underpowered about Nomad weaponry is that VHF Turret. Not only is it the only Nomad Turret available, but the 600m/s speed makes it throw off the aim of any other Nomad gun you try and combine it with in a setup. But Energy Weaps are definitely not the problem.

As for the Nomad Light Fighter- yes, it's weak, but the thrusters don't drain whatsoever, so it at least has a decent chance of being powerful in the right hands.

Though I do agree with you on the point that there aren't a lot of places to dock.
Example: Omicron Major - Nomad system - One Order base
Nomad Hive - Again, a Nomad system - Again, One Order base

I think that if there is something to do with the Nomads that needs fixing - this'll be it.

Finally, on the subject of a new Nomad ship, I believe that the Highbred is on its way into Nomad hands, and at that point it'll be taken away from the Bounty Hunters (correct me if I'm wrong) and that's a ship that's definitely on par with the Anubis.
To give you a preview:
Image[/quote]

Agreed. Nomads need home bases IN there OWN systems! I wish hives were dockable. And the turret needs more speed.

Also, out of curiousity, how do you get that N1 executation or any other ship under your name there?
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Re: Nomad balancing

Post by Koumori »

StarBucks wrote:Also, out of curiousity, how do you get that N1 executation or any other ship under your name there?
I made it, along with versions for most of the other modded ships, which are posted up over here.
Feel free to use them.

And yes, I've often thought dockable hives would be an interesting touch, especially since there are already hives in the systems I mentioned, where the absence of dockable Nomad bases is most noticable.
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Re: Nomad balancing

Post by Frobozz »

[quote="StarBucks";p="157268"]How do you pilot a gunboat...? Are they including it in the new mod?[/quote]
Not in this mod, in Evolutions. I've flown the battleship too, but it's about 2k long from stem to stern so you can imagine how it flies. You also fly blinded by the engine's light show. Still, it's an impressive sight...
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Re: Nomad balancing

Post by SunSlayer »

would be cool to fly them :D:D i have a nomad char  and would be fun :)
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Re: Nomad balancing

Post by Megiddo »

As Kumori pointed out, the Nomad turrets are fairly worthless. However, if they ever got their particle rate adjusted to 800 m/s, they might be worthy installing. A 600 m/s is just way too pokey for Pvp.

I'd really like to see a nomad gun with a fire rate of 5.88. Or even 8.33. That would be mind-numbingly sweet. :D
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