Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


84% of target met.

Latest Topics

- so i talked with Massi »
- See Commands »
- Now the fun begins »
- Qand answers have returned »
- Call to Arms »
- All Species 8572 Report in »
- hi there »
- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- help me »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
11/23/24 +21.9 Hours

Search

Anniversaries

No anniversaries today.

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » English (General) » » Reloads, firing, all that stuff.
 Author Reloads, firing, all that stuff.
Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2010-03-20 05:08   
Simple idea.

Example:

Mandi makes run on battle dred. thanks to the massive energy drain from the weapons(especialy those pesky A ruptors!) after a few alphas the mandi pilot realises he is going to run out of energy before he can cloak. So what does he do? he uses the NEW function witch allows him to stop all weapon reloads to spare his current energy reserve for cloaking.

if you didn't find it in my little example, here is the idea.

button. press it, it stops all weapon reloads. press it again, they resume. simple.

-Iwanni
_________________


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2010-03-20 05:43   
Not going to happen. Mostly because of the way weapons reloading works (thats what takes the energy), and also because it removes the aspect of managing energy for K'luth. So definately not going to happen.
_________________


Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2695
From: tsohlacoLocalhost
Posted: 2010-03-20 06:50   
If you run out of energy that means you fired to much.
As a luth you should Strike and run, not keep smashing the spacebar.
Grouping your weapons and fire the ruptors only once helps a lot in these situations.

Play smart.
_________________
DS Discordion

Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2010-03-20 07:25   
Devs doing what they do best.
_________________


Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2010-03-20 10:33   
It makes all the sense in the world to be able to keep a weapon discharged, and not spend energy on it to recharge it, when you need the energy for something else. While i understand it might be difficult to realise dont just shoot it down like that.
_________________



Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2010-03-20 10:46   
Quote:

On 2010-03-20 06:50, Eledore Massis [R33] wrote:
If you run out of energy that means you fired to much.
As a luth you should Strike and run, not keep smashing the spacebar.
Grouping your weapons and fire the ruptors only once helps a lot in these situations.

Play smart.




Tell that to the Krills lol
_________________
19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"

Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2010-03-20 12:06   
1. K'Luth is not an easy faction, specifically because of the skill needed in energy management.

2. Changing that DOES defeat part of the SKILL required to fly K'Luth.

3. If you are running out of energy, you are moving too fast, firing 'rupters too much, or simply engaging too long.

4. If you have energy management issues in a Krill, you dont deserve to be in one. That is the best ship on K'Luth in regards to energy management.

5. If you made the energy management able to lock out in that way, it would break part of what BALANCES K'Luth.
_________________
bucket link



  Email Azreal   Goto the website of Azreal
Killian Darkpaw
Grand Admiral

Joined: February 06, 2009
Posts: 25
From: Newport, WA
Posted: 2010-03-20 12:07   
For one:
Iwanii as a K'luth player you don't uncloak and mash space all you can, fire once or twice cloak recharge then hit again.

Two:
Krills dont have as many beams or ARuptors so they don't have as big on an energy problem. They can fire more then the other dreads (Excluding Gang) without much of a problem.
_________________


0stego
Fleet Admiral
United Armed Corps

Joined: October 04, 2008
Posts: 154
From: Sol System, Earth, Canada, AB.
Posted: 2010-03-20 12:13   
Quote:

On 2010-03-20 07:25, Iwanni *Ojama Blue* wrote:
Devs doing what they do best.





Just because they wont change something YOU don't like ?
If you can't play k'luth effectively find another faction.

[ This Message was edited by: 0stego on 2010-03-20 12:14 ]
_________________


  Goto the website of 0stego
Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2010-03-20 15:19   
Ok, i think i was totaly stupid using a k'luth ship in the example.

just pretend that mandible is some other energy guzzler like a AC or EAD....

And i know how to fly a mandi properly and stuff....it was only a example...
_________________


CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2010-03-20 15:29   
well... to that I say running out of energy in combat is not as deadly for icc and ugto as it is for K'Luth

something akin to and energy slider bar.. so you can up weapon.. or engine ... or shield energy would be far far better for us to spend time on... That being said, we DO have our hands full at the moment.

[ This Message was edited by: Defiance{R33}*XO* on 2010-03-20 15:33 ]
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2010-03-20 16:18   
Weapon charging also increases signature: allowing K'luth to pause it at will also causes their hit-and-run strategies (already capital ideas thanks to uncloak + jump) to be even more difficult to counter, as they can bid energy problems adieu and even avoid the signature increase after uncloaking and firing.

Someone else likely already said it's the recharge that takes the most energy and not the firing itself, so this would massively benefit the K'luth and provide little to ICC and absolutely nothing to UGTO. (face it, UGTO, energy problems? :V)

It goes to show when K'luth players are bashing an idea that would benefit mostly them that the idea is suboptimal.
_________________


Page created in 0.017240 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR