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DarkSpace - Beta
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[FAQ
Forum Index » » English (General) » » Question(s) about 1.672 - Beta
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 Author Question(s) about 1.672 - Beta
NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2011-09-25 14:59   
Quote:
- Beam weapons now target a random subsystem on ships. (This does not change how beam weapons do damage)



just to make sure i understand it correctly

beams do the same like now, but they only apear to shoot multiple points on the target instead the center ?
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The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.

Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-09-25 15:08   
Exactly.
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Thrie
Fleet Admiral
Raven Warriors

Joined: October 28, 2002
Posts: 760
Posted: 2011-09-25 15:10   
~thumbs up~
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[Fleet Admiral] Thrie \"The Tiger\" Barton of [C.S.S. Armor Tiger]


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NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2011-09-25 15:10   
what if i hit near the edge of an arc ? would i still damage only the arc while the visuals show hits on the next one ?
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The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.

[ML]RogueAvengerTTV
Marshal

Joined: September 11, 2010
Posts: 300
From: England
Posted: 2011-09-25 15:18   
Just as a suggestions jack would it be possible to make the k'luths elf beams target generators devices ? Ino it's probably not worth it just think it would be cool and make sence
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-09-25 15:54   
AMAZING!!!!
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-09-25 16:27   
Quote:

On 2011-09-25 15:18, RogueAvenger10 wrote:
Just as a suggestions jack would it be possible to make the k'luths elf beams target generators devices ? Ino it's probably not worth it just think it would be cool and make sence



Not worth the CPU usage.
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jimjimjaroo
Grand Admiral

Joined: March 06, 2009
Posts: 308
From: Michigan, USA
Posted: 2011-09-25 16:58   
cool. when this version comes out i might come on for a bit. havent been on lately so i havent even seen the new maps yet(how sad ).
EDIT: one word: School.
[ This Message was edited by: jimjim578 on 2011-09-25 17:00 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-09-26 13:35   

SUBJECT: COMBAT TIMER


Stop QQ'ing already.

It works well as intended. It may need some tweaking in the future, but I think Jack has thought this one out well enough.


When you spawn safe and away from the combat zone, this will help your damaged or 5% hulled ship rep at a more decent rate. It's not ultra fast as in the old 20-depot days. But it's fast enough so that you don't get cobwebs growing off your armpits as you sit there at your PC waiting for your ship to get repped.


As long as you take even a single little hit, your timer resets. So for all of you who're worried that a fleet might tank it at a planet. Here's a tip for you. Use AoE weapons.

Fire PCMs, Torps, Mines, Core Weaps or whatever at them. Let them soak up the splash damage that'll reset their combat timer. Fighters work well now seeing as how they stay out of PD range and spam the enemy continously with cannon fire.






[ This Message was edited by: Kenny_Naboo[+R] on 2011-09-26 13:35 ]
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[ML]RogueAvengerTTV
Marshal

Joined: September 11, 2010
Posts: 300
From: England
Posted: 2011-09-26 14:18   
i can see luth scouts stoping docking for people for a long time lol
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Icarus II
Grand Admiral

Joined: December 23, 2008
Posts: 55
From: florida
Posted: 2011-09-26 18:29   
Yay! System damage, can't wait for that again. Made battles a little more unpredictable.
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2011-09-27 05:23   
Combat timer is great, but we need a De-buff to repairs while its active. 20% sounds fair?


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Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2011-09-27 05:26   
Quote:

On 2011-09-26 18:29, Icarus II wrote:
Yay! System damage, can't wait for that again. Made battles a little more unpredictable.


icarus the beam changes affect only the visual of the beam hitting the ship, it does not affect when or which ship device will take damage.

if a HCL is visually hitting a jump drive device then its not necessary that the JD will take damage, or any other system device at all. it is only visual.
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-09-27 06:34   
Quote:

On 2011-09-27 05:23, iwancoppa wrote:
Combat timer is great, but we need a De-buff to repairs while its active. 20% sounds fair?




No, it doesn't. The 'out of combat' repair is fine, the only issue this seeks to resolve is taking too long getting back to combat. Back in the day when your ship exploded and it was gone for good, you could just grab a new one at full health, which minimised downtime.
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-09-27 21:27   
ooh yeah thoe old mod up and go ships. just had to remember where your luth tech planets where
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