Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


0% of target met.

Latest Topics

- I will no longer be hosting this server »
- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- help me »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »

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
11/02/24 +1.8 Days

Search

Anniversaries

23th - Starfleet.
8th - Cyber999

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 » » Beta Testing Discussion » » Beam/Missile rework thread
 Author Beam/Missile rework thread
Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2005-06-26 10:12   
1: Right now, Missiles have two primary issues, Ammo, and Hitrate. Rght now I beleive Missile tracking is buggered. AR missiles do fancy wave patterns and do not appear to attempt to track the target. IT Missiles tend to aim behind their target rather than at it. Only PCruises seem to hit at all. Also, Level 0 Missiles seem to have bad ammunition troubles, running out of shots in the matter of minutes, and therefore, left helpless without supply.

2: Beams also seem to be fairly screwed, other than being energy-whore weapons. They lack range and damage. HCLs have such a nasty dropoff that unless you use it at about melee range, your not doing that great damage. They need some boosts to be a useful alternative to the current uber combo of Torpedoes, Fighters, Cannons.
_________________
Ghostly Specter of an Ancient Past.

  Goto the website of Novacat
Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2005-06-26 10:43   
Personally, I have found rupters to be a dissappointing weapon now, to say the least.

Seems the only good weapons are UGTO specialties.
_________________
bucket link



  Email Azreal   Goto the website of Azreal
BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-06-26 10:46   
Quote:

On 2005-06-26 10:12, RedXIII wrote:
1: Right now, Missiles have two primary issues, Ammo, and Hitrate. Rght now I beleive Missile tracking is buggered. AR missiles do fancy wave patterns and do not appear to attempt to track the target. IT Missiles tend to aim behind their target rather than at it. Only PCruises seem to hit at all. Also, Level 0 Missiles seem to have bad ammunition troubles, running out of shots in the matter of minutes, and therefore, left helpless without supply.

2: Beams also seem to be fairly screwed, other than being energy-whore weapons. They lack range and damage. HCLs have such a nasty dropoff that unless you use it at about melee range, your not doing that great damage. They need some boosts to be a useful alternative to the current uber combo of Torpedoes, Fighters, Cannons.



Agree'd, CL's and ruptors dont seem to be doing much, but we dont see any of the level 8 ruptors on kluth...so...we need the upgrade system asap to test this sort of thing...

Missiles...deffinatly borked, they dont track for a new target when their old one is destroyed/cloaks/disapears. They also never, ever hit, unless its fighter missiles.
_________________


Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2005-06-26 11:29   
right missiles... doesnt seem to matter which type.. they seem to have a bit of a preferance for hitting rear armor vs moving targets (say a destroyer). this includes fighter missiles. fighter missiles probably have the highest rate of hitting, if only due to the volume of shots fired, again bulk of the damage from them due to the volume

beams....
need an overhaul.

primarily CLs but applies to ruptors/elf/flux

1- pd
as it is right now, all you need is 2 pulse beams, and maybe 2 cls, anything else is wasted. likewise any CLs you have on pd out range the pulse beams, making them fairly useless, and by the time somthing moves into pb range, you'll probably get hit with the splash anyways..
pd needs to be streamlined, PD/Beamboats are teh lose at soaking up missiles (we have picket and escort dessies why again?)

2- range
point blank.. we have cannons that hit upwards of 3kgu, missiles doing 1-2kgu, and lasers that cant do jack past a couple hundred gu..
ruptors are the best here, since they do full damage at max range. with cls, even CL8s or HCL8s you pretty much need to be right on top of whatever you're shooting, and damage is still pants. and thats with standard armor, i kinda doubt it'd even scratch midrange reflectives.
cl falloff should be cut rather noticably, even if its based on the weapon level.

3- damage
a bd has what? 23 slots capable or mounting lasers plus a HCL. if those were 500s and a 2k, you'd be hurting. assuming optimum range for damage, reflective armor aside, you can still shrug it off long enough to either A) get out of range B) chew up the target with cannons and torps or C) just out last them till they run out of energy.
i dont know if anyone's run any decent tests with elfs or flux beams (i know they're all L0), but 6 elfs on a siphon doesnt seem to have much effect on targets (i know they've been drastically nerfed, and they're L0), they also dont rip off sheilds like they used to (L0 again most likely). flux beams likewise, they really havent been used since what, 1.481? when they moved to beam2 and off eads.. like gauss, they do squat for damage (system damage) and take up space better used by weapons that work better. flux cannons are essentially a concentrated version of a flux wave no? emp cannon packed into a beam?. not expected to do much vs armor (should put a bit of a dent in shields tho), but hit a naked arc and systems should be well on their way to being fried.

4- energy drain
do i really need to say anything here? drain's around torp level, but without the range and damage. drain's around shield level, but without the protection
=============================

get pd to work, increase range, increase damage/decrease CL falloff, decrease energy drain, and generally make beamboats effective
_________________


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-06-26 11:40   
Good GOD Azrea, I just decimated a assault dread AND a bomber dread with a siphon. It has the most energy out of ALL the dreads.....ALL of them, including UGTO and ICC ships....and bear in mind this is with LEVEL 0 assault ruptors...

HOW ON EARTH...can you see that they need a huge uberness....the uncloak delay is a bit high, but good GOD ... thats a BEAST...the SI doesnt even take that much energy to reload...I was moving, and alpha'ing one after the other WITH the SI reloading...no problems WHAT SO EVER...

Just ask DiENoW.

Oh, and I was duking, I was only trying to see how much damage an alpha it did, but I was able to destroy each ship (didnt kill dienow because he had a jump bug), without cloaking ONCE.

[ This Message was edited by: BackSlash on 2005-06-26 11:41 ]
_________________


Mithrandir
Chief Marshal

Joined: October 22, 2001
Posts: 1276
Posted: 2005-06-26 14:14   
That's only one ship though..

Doran: The PD issue has apparently been fixed (so that >2 is apparently useful now). The rest sounds like bigger issues.. and not my department..

So I'll just offer some hollow promises until those who can offer firm ones post something: Thank you for calling. Your issue is important to us, and we want to make you happy. Please stay on the line while we transfer your call to India, where a developer service rep will help to resolve your issue. There will be a tone, and a short delay, but please do not hang up. Thank you.

*BEEP!*
_________________


  Email Mithrandir
Koda
Marshal
Fatal Squadron


Joined: August 29, 2002
Posts: 1384
Posted: 2005-06-26 14:28   
Quote:

On 2005-06-26 14:14, Mithrandir wrote:

So I'll just offer some hollow promises until those who can offer firm ones post something: Thank you for calling. Your issue is important to us, and we want to make you happy. Please stay on the line while we transfer your call to India, where a developer service rep will help to resolve your issue. There will be a tone, and a short delay, but please do not hang up. Thank you.

*BEEP!*



hmmm Outsource DS to india.. Brilliant!!
_________________






Page created in 0.011886 seconds.


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