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 +20.5 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) » » Torp dreads are kind of useless..
 Author Torp dreads are kind of useless..
Kinthalas
Chief Marshal
Army Of Darkness


Joined: January 01, 2003
Posts: 60
Posted: 2014-01-21 05:01   
So with the changes to torp area I've noticed a few things. A dedicated torp only dread has a good chance to do a lot of damge (but also die horribly) when going against a staion, when firing on another dread.. you've got a good chance to hit if they aren't flying max speed (or anything over 15 if they have enh/bettern engines).

That being said.. the mixed torp dreads (specifically for kluth) are almost useless. If I get into beam range (my torps are already doing damage to me!) Yes, the assault disruptors are long enough range.. but with fall off are total junk, and I can't even use a disruptor withouth am torps damaging me (nevermind the norps!).

I know you guys were trying to fix the area damage, but to me.. it seems even more broken than before. I'm supposed to use a big ships with torps to snap other big ships.. but to atually be able to score hits, you need to be kind of close. Once you're close enough to get a hit when you fire.. you also do damage to yourself! Seems like a useless weapon to me!

I still love the nem, but.. You can't use beams with either of the other weapons, without almost killing yourself just to take down 1 other dread!
_________________


Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2014-01-21 05:27   
wait what? kluth beams now have falloff?
_________________


Kinthalas
Chief Marshal
Army Of Darkness


Joined: January 01, 2003
Posts: 60
Posted: 2014-01-21 07:02   
PS! Fix my stealth mod! I've got 7 of them doing nothing.. because that was one of my favorite enh, so... chop chop!

Know you lot are busy, and volunteer this time.. so many thanks
_________________


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2014-01-21 07:02   
Unless it was a stealth change in the past few days then Disruptors are still the same no falloff weapons they always have been.
_________________
Adapt or die.

Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2014-01-21 07:17   
With 1.7, K'Luth beams gained a tiny bit of falloff so that it could scale proportionally across factions, but it's very minor. A Disruptor inflicts 90% damage at max range, while a UGTO laser inflicts 75% and an ICC one inflicts 60%.

That said, a Disruptor's range is 210 and an Assault 'Ruptor's is 300, while the AoE radius at Dread level is 72 gu for AM Torps and 144 gu for Neutronium Torps.

So, yes, you DO in fact have some wiggle room in there.



[ This Message was edited by: Jim Starluck on 2014-01-21 08:43 ]
_________________
If at first you don't succeed, get a bigger space battleship and try again.

  Email Jim Starluck
Enterprise
Chief Marshal
Raven Warriors

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2014-01-21 09:00   
Some additional things to note:

Just about every weapon in the game relies on positioning to get the most out of it. This is why Kluth's cloak is so invaluable, in that it allows you to gain the best position possible for your weapon loadout.

It's also important to note that weapons are designed to work independently - that is that while they can be used in conjunction its not always beneficial.

Beams are best against the same size ship, and thats what the Nem is suited for in those situations. Torps are designed for one ship size higher (and thus why Battle Stations are somewhat overkill), and in conjunction with mines the Nemesis can do a lot of heavy damage to a station.

It can also use these weapons against another Dread, but since they're not designed with it in mind, you'll be less effective or in the case of torps, there are drawbacks for getting too close. Manage your distance well and you can make the most of it.


_________________


Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2014-01-21 10:36   
Quote:
On 2014-01-21 05:01, Kinthalas wrote:
So with the changes to torp area I've noticed a few things. A dedicated torp only dread has a good chance to do a lot of damge (but also die horribly) when going against a staion, when firing on another dread.. you've got a good chance to hit if they aren't flying max speed (or anything over 15 if they have enh/bettern engines).

That being said.. the mixed torp dreads (specifically for kluth) are almost useless. If I get into beam range (my torps are already doing damage to me!) Yes, the assault disruptors are long enough range.. but with fall off are total junk, and I can't even use a disruptor withouth am torps damaging me (nevermind the norps!).

I know you guys were trying to fix the area damage, but to me.. it seems even more broken than before. I'm supposed to use a big ships with torps to snap other big ships.. but to atually be able to score hits, you need to be kind of close. Once you're close enough to get a hit when you fire.. you also do damage to yourself! Seems like a useless weapon to me!

I still love the nem, but.. You can't use beams with either of the other weapons, without almost killing yourself just to take down 1 other dread!



Have you considered using the mines and torps for mid to long range attack and the lasers as a close range defense? That would ease your problems with the damage being inflicted to yourself. Also, the fallout of the core torpedoes is supposed to discourage you from spamming them at point blank range, or at least that was my understanding.

-Sheraton
_________________


Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"

-DBS
Marshal

Joined: January 04, 2011
Posts: 204
From: St. Petersburg, FL
Posted: 2014-01-21 13:04   
Quote:
On 2014-01-21 10:36, Sheraton *XO* wrote:

Have you considered using the mines and torps for mid to long range attack and the lasers as a close range defense? That would ease your problems with the damage being inflicted to yourself. Also, the fallout of the core torpedoes is supposed to discourage you from spamming them at point blank range, or at least that was my understanding.

-Sheraton




Wait, doesn't everyone spam spacebar?
-DBS
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2014-01-21 21:51   
Quote:
On 2014-01-21 13:04, -DBS wrote:
Quote:
On 2014-01-21 10:36, Sheraton *XO* wrote:

Have you considered using the mines and torps for mid to long range attack and the lasers as a close range defense? That would ease your problems with the damage being inflicted to yourself. Also, the fallout of the core torpedoes is supposed to discourage you from spamming them at point blank range, or at least that was my understanding.

-Sheraton




Wait, doesn't everyone spam spacebar?
-DBS





They do. They just don't admit it....


_________________
... in space, no one can hear you scream.....


Rain of Fire [O-XII]
Grand Admiral

Joined: May 18, 2011
Posts: 71
From: South of Klaus, 14,000 gu from Insanity and 3,000 from Desperation.
Posted: 2014-01-21 22:56   
Quote:
On 2014-01-21 21:51, Kenny_Naboo wrote:
Quote:
On 2014-01-21 13:04, -DBS wrote:
Quote:
On 2014-01-21 10:36, Sheraton *XO* wrote:

Have you considered using the mines and torps for mid to long range attack and the lasers as a close range defense? That would ease your problems with the damage being inflicted to yourself. Also, the fallout of the core torpedoes is supposed to discourage you from spamming them at point blank range, or at least that was my understanding.

-Sheraton




Wait, doesn't everyone spam spacebar?
-DBS





They do. They just don't admit it....






They time their spacebar mashing so that it only fires the right weapons
_________________
On 2012-11-06 20:23, Tael wrote:
\"Depends who you asked... Praetorian, KC, a few others, and myself use to sit in the lobby and talk out the game...

Convinced more than one new person initially this was a text game. \"

-DBS
Marshal

Joined: January 04, 2011
Posts: 204
From: St. Petersburg, FL
Posted: 2014-01-28 10:27   
Quote:
On 2014-01-21 22:56, Rain of Fire [O-XII] wrote:
Quote:
On 2014-01-21 21:51, Kenny_Naboo wrote:
Quote:
On 2014-01-21 13:04, -DBS wrote:
Quote:
On 2014-01-21 10:36, Sheraton *XO* wrote:

Have you considered using the mines and torps for mid to long range attack and the lasers as a close range defense? That would ease your problems with the damage being inflicted to yourself. Also, the fallout of the core torpedoes is supposed to discourage you from spamming them at point blank range, or at least that was my understanding.

-Sheraton




Wait, doesn't everyone spam spacebar?
-DBS






They do. They just don't admit it....






They time their spacebar mashing so that it only fires the right weapons




True Story
[ This Message was edited by: -DBS on 2014-01-28 10:28 ]
_________________


Page created in 0.015823 seconds.


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