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DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » Sabots Returning
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 Author Sabots Returning
GunsOfHonor
Fleet Admiral

Joined: July 31, 2011
Posts: 191
Posted: 2012-05-29 19:06   
I just tested sabots out in Beta and thank you so much for bringing them back
Plz whatever u do in beta plz do not remove Sabots and dont tweak them either they seem perfect im going to try to test more in detail but im getting really anxious to see those boys back in the MV

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Mylith
Grand Admiral
Faster than Light


Joined: July 19, 2011
Posts: 507
From: Hivarin, CD+36*15693
Posted: 2012-05-29 19:08   
Or give them more ammo, but I haven't tested them yet.

Which brings me to my next problem: When I hit 8.3MB in the DSbeta install, my game crashes.
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GunsOfHonor
Fleet Admiral

Joined: July 31, 2011
Posts: 191
Posted: 2012-05-29 19:42   
the ammo might be a issue but from what i see from simply testing them I absouletly love them
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The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2012-05-29 19:43   
Err No, they the 1337 SUXORS!
If i can't fit 20 of them to a Missile dreadnought, then it's not worth having!!

Again they the 1337 SUXORS!
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GunsOfHonor
Fleet Admiral

Joined: July 31, 2011
Posts: 191
Posted: 2012-05-29 19:48   
Quote:

On 2012-05-29 19:43, The Fridge wrote:
Err No, they the 1337 SUXORS!
If i can't fit 20 of them to a Missile dreadnought, then it's not worth having!!

Again they the 1337 SUXORS!


Fridge u cant fit them on your missile dred period since you replace with Fusion Torps. and im not saying ammo is fine im just saying that i could see it go either way depending on what ship ur in and faction and other things
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-05-29 21:52   
They were removed mostly for performance reasons - I've still to check if the effect is causing issues with performance.
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GunsOfHonor
Fleet Admiral

Joined: July 31, 2011
Posts: 191
Posted: 2012-05-29 22:17   
Quote:

On 2012-05-29 21:52, Pantheon wrote:
They were removed mostly for performance reasons - I've still to check if the effect is causing issues with performance.


Ur saying Sabots gone again NOOOOOO
Plz plz plz put them back do what u need to do but plz put them back plz

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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-05-29 22:17   
Originally they were removed for that reason - they're still in beta.
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GunsOfHonor
Fleet Admiral

Joined: July 31, 2011
Posts: 191
Posted: 2012-05-29 23:09   
Quote:

On 2012-05-29 22:17, Pantheon wrote:
Originally they were removed for that reason - they're still in beta.

O.. so what was the performance issue and r u going to bring them back to the MV since we testing in beta (plz say yes)
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[ML]RogueAvengerTTV
Marshal

Joined: September 11, 2010
Posts: 300
From: England
Posted: 2012-05-30 04:31   
Quote:

On 2012-05-29 23:09, Fatal Devil Dog wrote:
Quote:

On 2012-05-29 22:17, Pantheon wrote:
Originally they were removed for that reason - they're still in beta.

O.. so what was the performance issue and r u going to bring them back to the MV since we testing in beta (plz say yes)




Basicaly i think what he means is if they cause issues with performace they wont be coming back if they dont well you'll be one happy bunny.
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Painfulangel
Grand Admiral

Joined: December 26, 2009
Posts: 188
From: Exathra
Posted: 2012-05-30 04:59   
i remember the only way fo killing a scout was with a destroyer loaded with Sabots

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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-05-30 07:39   
Quote:

On 2012-05-30 04:31, [X]RogueAvenger[X] wrote:
Quote:

On 2012-05-29 23:09, Fatal Devil Dog wrote:
Quote:

On 2012-05-29 22:17, Pantheon wrote:
Originally they were removed for that reason - they're still in beta.

O.. so what was the performance issue and r u going to bring them back to the MV since we testing in beta (plz say yes)




Basicaly i think what he means is if they cause issues with performace they wont be coming back if they dont well you'll be one happy bunny.



It's very easy to fix, so you'll likely see.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2012-05-30 09:20   
Sabot ending blast (or any effect like that) could have a improvement. I could not tell whether the sabot hit or not.

The problem with control sabot lays in its speed. You can manually destroy Ion Torp when it is close to the target and successfully hit the target thanks to its big blast. But sabot is too fast and too small to see.

Somehow sabot is like torp version of railgun.
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Mylith
Grand Admiral
Faster than Light


Joined: July 19, 2011
Posts: 507
From: Hivarin, CD+36*15693
Posted: 2012-05-30 10:10   
Quote:

On 2012-05-30 09:20, chlorophyll wrote:
Sabot ending blast (or any effect like that) could have a improvement. I could not tell whether the sabot hit or not.

The problem with control sabot lays in its speed. You can manually destroy Ion Torp when it is close to the target and successfully hit the target thanks to its big blast. But sabot is too fast and too small to see.

Somehow sabot is like torp version of railgun.


That's why they're so awesome.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-05-30 10:47   
As far as I know sabot don't have any AOE so manually detonating them wouldn't do much good, the whole point to them is that they're high speed high damage against a single target.
[ This Message was edited by: Talien on 2012-05-30 11:24 ]
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