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[FAQ
Forum Index » » Beta Testing Discussion » » need to test luth bombing tactics/effectiveness
 Author need to test luth bombing tactics/effectiveness
whateverr
Cadet

Joined: May 13, 2004
Posts: 173
Posted: 2005-06-28 15:08   
getting ppl out of their dreads in beta is a bit hard..
but since beta is alot differant i'd like to get ppl together to test bombing as k'luth. here's my concern

there is no single Luth ship atm that can mount more than 2 ECM .. the extractor has only 2 mine beams

now since cloaking and bombing is not possible, which is fine as cloak never masked bombs anyway, we need to consider what it'll take to bomb a well built planet as in the MV most planets will have lvl3 defs

also, luth hold less bomb bays as before,... max of 3 and only 5 bombs per bay vs the 12 per bay of mirvs. this doesn't have to be a problem only that we need to ensure bombing is still practical.

since both ICC and UGTO have scouts capable of 3+ ECM units the known tactic and balanced counter tactic in the MV is ECCM on planets and escorted bombers with ECM masking

luth can use ECCM defs on planets but may not be able to mask their bombers ..

if after testing it shows this to be an issue i was thinking of a bomber support scout, possibly weaponless save for a pd and the ability to hold an equal amount of ECM as the other 2 factions with a single role as to support bomb runs

also, i'd like to compare luth and ugto def bases, i was informed ICC defs are weaker to balance their ability to mount shields. and i know for a fact that ugto def bases hurt like hell.. haven't gone too close to a luth well built planet as another faction as we really don't seem to have any in ther atm.

also... when capping a planet such as UGTO capping an ICC planet.. the issue is the engineer scrapping the ICC defs and saving the shields then building the stronger UGTO bases making that planet extremely tough to recap by ICC.. same would apply to luth doin that with their superior def bases (superior to ICC)

the above could end up being an issue for all 3 factions and as ICC could save a capped ugto planets defs and just mount a shield. they thing for both mirv carrying factions to consider is what they hit with the bombs as mirvs destroy structures, meaning they'd ruin that tactic if they targeted def bases.

anyway things i was thinking about, input appreciated
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-06-28 15:25   
Your really not getting this are you...

Let me try it in plain english..


Darkspace..is a TEAM GAME...TEAM...MORE THAN ONE...Your not MEANT to be able to bomb a planet on your own, you need dreads to take the planet punishment, whilst you bomb from far away in the CLAVATE, the AC wont have 3 bay's come release, its already flagged in mantis (should be changed).

The def bases, are fine. Its the fighter bases that concern me, a bit too much punch if you ask me, but other than that, kluth defence bases are nasty, I went near one in a dread, I had my front 3 armours taken down before I could even say the word "ouch".

Also bear in mind kluth have bio bombs, shields wont matter, so you will be able to disable a planet quicker, thats your payoff for being weak.

UGTO can bomb ICC bases because they dont pack the punch, and so can take the hits and bomb at the same time untill the shield goes down.

The reason I want fighter bases halfed atleast, is because, they do more damage than the defence bases themselves, and, I can see UGTO bombing being a real pain (no anti-fighter weaponry). Kluth, will have bombing the easiest, one run to kill the inf, then dropping yours, planet capped. So in actual fact, kluth are the better bombers at the moment.

[ This Message was edited by: BackSlash *Jack* on 2005-06-28 15:31 ]
_________________


whateverr
Cadet

Joined: May 13, 2004
Posts: 173
Posted: 2005-06-28 15:33   
oh i see... so UGTO and ICC can ECM bomb luth and eachother and Luth being a "hit and run" faction must sit at the planet getting hammered for the duration of time it takes to bomb with 3 bays 5 bombs per bay?

yeah that makes perfect sense jack -.-

thanks for clearing that up.... -.-
_________________


Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2005-06-28 15:47   
you right on the mark there Prophet

disreguard any objections barky have he is only thinking like an ugto (not his fault he dont play anything else)

anything that might give kluth a slight advantage or get out of an huge disadvantage, will be shot down from that side.

bombing kluth side is the worst with the new code we lack sutible support ships with enugh spicial slots.

like icc or ugto have their scouts and frigates with + 5





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LOVE the smell of human flesh in the morning smells like MVictory



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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-06-28 15:52   
Quote:

On 2005-06-28 15:47, Ragglock wrote:
disreguard any objections barky have he is only thinking like an ugto (not his fault he dont play anything else)



Thats what you think, I do have accounts that I play on kluth and ICC every now and then, just as I do this one.

Now, if you'd actualy BOTHERED reading my other threads, you'd see im all for the AC losing its bomb bays (or some atleast) and the Clav gaining 2-3 more.
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Coeus {NCX-Charger}
Admiral, I can't read,
Sundered Weimeriners


Joined: February 16, 2004
Posts: 3635
From: South Philly
Posted: 2005-06-28 16:57   
Just get more people, no more solo capping - that was the idea.
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Darkspace: Twilight

  Goto the website of Coeus {NCX-Charger}
whateverr
Cadet

Joined: May 13, 2004
Posts: 173
Posted: 2005-06-28 18:28   
Quote:

On 2005-06-28 16:57, Coeus Darksoul wrote:
Just get more people, no more solo capping - that was the idea.




uh .... how is a supply ship, a bomber and a couple ECM bomber supprt scouts "capping alone"?

it's the EXACT thing UGTO and ICC do right now..so you must be capping solo too i guess .. -.-
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Lonectzn
Fleet Admiral

Joined: January 06, 2005
Posts: 202
Posted: 2005-06-28 20:16   
You K'luth just aren't thinking.

Jump to 1.2k from planet, cloak. Uncloak at 700-800gu and start your run, start cloak the second your last bomb is out (unless they've changed it so bombs/fighters/missiles self destruct when the owner luth cloaks)
_________________


Lonectzn
Fleet Admiral

Joined: January 06, 2005
Posts: 202
Posted: 2005-06-28 20:17   
And the talon, I think, has three specials.

Or one of the scouts does.

[ This Message was edited by: Lonectzn on 2005-06-28 20:17 ]
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