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Forum Index » » Beta Testing Discussion » » So, what are we doing about...
 Author So, what are we doing about...
Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2005-08-30 10:30   
...Bombing?
I've read that the bombs' blast damage has been reduced and that a bug causing everything on the planet to take damage, is being fixed. That's good.

...Beacons?
Beacons really need to have their own slot and be restricted to scouts. I mean, really.

...ECCM pinging?
This was a known bug in 1.483 Beta and didn't get fixed for some reason. This bug nearly nullifies the K'luths cloaking capability.

If this stuff is already fixed in Beta, then that's good... although I can't exactly test the latter two by myself.
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Feralwulf
Grand Admiral

Joined: January 24, 2004
Posts: 1729
From: sitting somewhere drinking beer
Posted: 2005-09-05 14:40   
Quote:

On 2005-08-30 10:30, Bobamelius wrote:

...Beacons?
Beacons really need to have their own slot and be restricted to scouts. I mean, really.






I gotta disagree on the beacons. I never have flown scouts much but the ability to mount a beacon or two on my Command Dread, and or Battle Dread always came in handy.

Although I don't much care for having to sacrifice a weapon for a beacon now (used to swap Tractor beam or something)
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Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2005-09-06 14:00   
Feral, play as k'luth for a few months and then say that beacons aint a problem.

the ability for ANY ship to mount beacons IS a problem for k'luth. that and eccm ping is deadly. u just eccm ping and then fling a ton of beacons in the general direction of a cloaked k'luth and ur bound to have atleast 1 hit.

tho i DO like faustus idea on beacons, not raise sig but just lengthen the recloak if ur tagged. so they can still be cloaked just takes a heck of a time to recloak.

but as it stands now, k'luth have it close to impossible in a fleet battle.
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Arcanum {C?}
Cadet

Joined: June 25, 2005
Posts: 222
Posted: 2005-09-08 06:48   
Quote:

On 2005-09-06 14:00, Jar Jar Binks wrote:
Feral, play as k'luth for a few months and then say that beacons aint a problem.

the ability for ANY ship to mount beacons IS a problem for k'luth. that and eccm ping is deadly. u just eccm ping and then fling a ton of beacons in the general direction of a cloaked k'luth and ur bound to have atleast 1 hit.

tho i DO like faustus idea on beacons, not raise sig but just lengthen the recloak if ur tagged. so they can still be cloaked just takes a heck of a time to recloak.

but as it stands now, k'luth have it close to impossible in a fleet battle.




This is true. There's no point in having cloak if it can be nullified by beacons flying everywhere, such that in a fleet battle, there is literally NO path which you can navigate your ship to avoid being hit by a beacon.

So now, the K'luth strategy is to assume you WILL get hit by a beacon, but you want to minimize the damage you are dealt when you actually hit one. (i.e. Don't get hit in front of a Battle Station or inside dictor range)

But try as we may to adjust, K'luth have it really bad in fleet battles.

One good beacon scout is all you need to tag a whole K'luth fleet as it is. Ask Pimp if you don't believe me.
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Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2005-09-11 00:11   
Bump.
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Drow
Fleet Admiral

Joined: June 06, 2003
Posts: 449
From: USA, WI
Posted: 2005-09-11 12:49   
Beacons should be a scout/frigate gadget. People complain about ship balance, about some ships having no purpose. Well here is one option to help that situation. And people want to shoot down a idea for ship balance..

1. It gives a scout a real purpose other than just to die.
2. It gives lower rank players a role they can do in combat.


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Bobamelius
Grand Admiral
Galactic Navy


Joined: October 08, 2002
Posts: 2074
From: Ohio
Posted: 2005-09-18 20:44   
Unf!
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Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2005-09-19 00:03   
Quote:

On 2005-09-11 12:49, Drow wrote:
Beacons should be a scout/frigate gadget. People complain about ship balance, about some ships having no purpose. Well here is one option to help that situation. And people want to shoot down a idea for ship balance..

1. It gives a scout a real purpose other than just to die.
2. It gives lower rank players a role they can do in combat.



Agreed, I remember how back in 1480, a good ICC or UGTO scout pilot could turn the tides of a battle versus a K'luth fleet by tagging left and right until it eventually got cl2k/ruptor fried. I also agree on giving sensor frigates the abiity to mount ONE beacon launcher with a decent rof. Beacons should've NEVER been classified as a smlbeam/cannon mount. They need their own slot back. I also think that no ship bigger than a SPECIAL destroyer ( beacon or sensor destroyer, you get the idea, maybe the escort type dessies could wield one with a very limited supply ( 5 beacons per load ) and a slow ROF ) should be able to mount beacons, no dread, no cruiser should tho I can't disagree on letting the stations wield one full arc beacon launcher with a slower ROF than on any other ship with a very limited supply like 3 but an insane range and a much higher efficiency if it hits ( scout beacons having the fastest ROF, frigates takes longer to recharge but longer range, scouts have "weak" beacons that don't lengthen the cloaking time by very much ( or heightens the sig only marginally ) but a station could have a very "powerfull" sig/cloaktime wise beacon ), this could be easily adjusted using the beacons levels which we know will be mostly static in the next big patch.

ECCMs should make the cloak drain more power upto a maximum stacking factor ( say 50% more drain, or 100% more drain, no more, even if there's 30 eccms on a planet ( as to avoid eccm forts ) ). ECMs should do exactly the opposite. Note : I think K'luth ships shouldn't be penalised energy wise for using ECMs. Let me explain... Why use an ECM to counter ECCMs drain if the reactor is just more efficient? I mean, we need power to make the ECM work and the ECM
K'luth shouldn't be able to jump OUT cloaked ( as to be able to guess their numbers and track the wounded for the killing blow ) but should be able to jump IN cloaked, in other words, you need to uncloak to make the jump drive green, when you align, you can't initiate cloak until the ship actually begins to jump, then the cloak device gets green and you can cloak while jumping, arriving unseen at the destination given enough time/range on the jump, I see this as adding a choice for K'luth players to either use very fast AM drives and sometimes not arrive on the other side cloaked or to use slower tachyon drives and have more time to cloak on short jumps, you know, compromises... I think it would add something interesting to the faction... And it would help us keep the "surprise" factor as high as possible for our hit&run strikes which right now, can hardly be described as preemptive strikes.

As for bombs, nerf them back to 1480 days, very limited splash radius/damage with limited supplies on the bombers ( 5or6 MAX, as to promote the teamwork of bombing of 1480 ( you know supplies getting used again, for like everything, right now they're mostly useless, depots do a better job than them, I wrote a reply on this topic a while ago, all is in there... as to why the bombing situation is making supplies scarce on any battlefield, all the links are there, would be too long to reminisce here ) ).

That's it! COMMENT on the ECCM/ECM thingy... any bad ideas in this? ( especially in relation to the way the cloak works/will work ) Any previous mistakes that I weren't aware of in builds I didn't experience ( pre 1480 ) that are present in this proposal? If not, discuss, refine the idea and just do it baby .

[ This Message was edited by: Diabo|ik on 2005-09-22 03:41 ]
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