Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


81% of target met.

Latest Topics

- *ML* Fleet is Looking to do a Little Outsourcing »
- [New Event] Kill Bobby Baconbeard Day! »
- malicius program »
- Random Lobby Quotes »
- Not sure...what color/texture? »
- Scenario map "Securing the Flank", 61 Cyg-A system »
- Can you buy credits without purchasing a subscription? »
- The Official "We Miss Walrus" thread. »
- New Event Team Members »
- Warlock Destroyer »

Development Blog

- Under Construction »
- Tools for tips »
- Ship Tiers and You »
- Cloaking update... »
- Game Mechanics Question and Answer Thread »
- Give Credits feature now live! »
- Stats, stats, stats! »
- Fleet levels and more! »
- The Silent Cartographer »
- Darkspace Wiki »

Combat Kills

Combat kills in last 24 hours:
Kills chart
Killboard

Upcoming Events

- Developer Meeting
06/22/13 +4.0 Days
- Kill Bobby Baconbeard Day!!
06/22/13 +4.0 Days
- Developer Meeting
07/06/13 +18.0 Days
- Developer Meeting
07/20/13 +32.0 Days
- Developer Meeting
08/03/13 +46.0 Days

Search

 

Anniversaries

No anniversaries today.

Facebook & Twitter

Why not follow us on Twitter or Facebook for more information and fan updates?

[FAQ
Forum Index » » * Development Blog * » » Cloaking update...
Goto page ( Previous Page 1 | 2 | 3 | 4 | 5 | 6 | 7 )
 Author Cloaking update...
Comet
Fleet Admiral
Pitch Black


Joined: May 30, 2009
Posts: 27
From: Aboard I.W.S. Sitina
Posted: 2012-05-20 12:40   
Tbh I dont see the need to have anti-cloak weapons now. Unless ofc ships can still be cloaked for a long time (while moving at moderate speeds) like they used to be able to without losing energy.

I also prefered it before with pinging, I didn't see what was wrong with it personally :/
_________________


CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1810
Posted: 2012-05-21 18:48   
imho, this has done nothing to balance cloak.

Kluth have perfect intel, positioning, and first strike now. When the first strike is over, they can just cloak again, and change course. No need for jumping away.

No more fear of positioning yourself in the middle of an enemy fleet to wait for the perfect time and position to strike,

no more fear of afk cloaking.

No more getting detected as you shipyard camp.

No warning for the small ship sitting in formation.

No more fear of the boarder cruiser.


Of course, you limited the ammount of damage kluth can dish out as well with energy restrictions. Thatd the only drawback.


Im not saying it dont work. Its just different than im used to. And abit lopsided if you ask me. Thank jack for cloak timer.

You can still blind fire on them as well.

I cant think of a better way.... Sorry.

i do know i had no problem with the way it used to be.

If anything, kluth are even more survivable now. no early detection, no post attack detection, and no ability to track them whatso ever.

Yes, with the old system, defiance and opposition, afroman and point of no return, could track kluth even if they cloaked at the end of their jump. Thanks to pnr's sencor plat grid.
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Silent Threat { Vier }
Marshal
Anarchy's End


Joined: August 03, 2004
Posts: 277
From: Waiting...watching...
Posted: 2012-05-21 23:02   
Quote:

On 2012-05-21 18:48, Defiance*CO* wrote:
imho, this has done nothing to balance cloak.

Kluth have perfect intel, positioning, and first strike now. When the first strike is over, they can just cloak again, and change course. No need for jumping away.
Of course, you limited the ammount of damage kluth can dish out as well with energy restrictions. Thatd the only drawback.


Im not saying it dont work. Its just different than im used to. And abit lopsided if you ask me. Thank jack for cloak timer.

You can still blind fire on them as well.

I cant think of a better way.... Sorry.

i do know i had no problem with the way it used to be.

If anything, kluth are even more survivable now. no early detection, no post attack detection, and no ability to track them whatso ever.



One thing you seem to be forgetting, my friend, is that the cloaking device can now be damaged and quite easily in my opinion. K'luth are fragile, it doesn't take long for them to start taking system damage and cloak seems to always be one of the first to go. Even with it at 98%, Kluth can be seen thru it.

Now more than ever, it is often wise for a k'luth ship to jump out after it's attack rather than to try to cloak. When fighting K'luth, I prefer them to cloak rather than to jump because now I know there is a good chance I can force them out of it, not to mention that he is helpless at the time if he cannot get himself lost quickly. Personally I think K'luth are dying more than they used to.

Also now if a K'luth is forced to jump away, go after him because there is a good chance that he cannot cloak at the end of his jump, at least not perfectly.

Remember too that if a K'luth has no energy left and then cloaks, he will damage himself. Right after an attack a cloaked K'luth often has to move quite slowly in order to prevent that damage.

I have been fighting against K'luth a good bit recently so I'm not just saying all this from a K'luth perspective but from a human factions also...
_________________


CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1810
Posted: 2012-05-21 23:26   
always appreciate your pov bro. perhaps some kluth playtime is in order
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3531
From: LobsterTown
Posted: 2012-05-22 05:47   

What Silent said. I know I've been skewered a few times in a planet's dico after running outta energy or having my cloak shot out from under me.

That said, Devs are gonna increase the effects of ECCM on cloak. Which is fine with me. But ECM has gotta be fixed first so that it doesn't reveal our position while cloaked.


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


G@lenThor
Vice Admiral

Joined: October 20, 2008
Posts: 2
From: Some where out here.
Posted: 2012-09-10 04:57   
My sujjetion is if the cloak is such a big problem ... allow it to be eliminated if players so wish not to deal with this, ( cloak power drain system malfunction) allow the cloak device to be switched out for a defencs upgrade (such as a armor skin giving 50 percent more def seeing as luth armor is weak anywhey) - that equals the ugto / icc firepower , turning a stealth only ship into a more effective combat able ship, i would also sujjest a anti counter ship able to beachhead sensor rich environments. like player abuse sensor bases.

i like the power loss idea tho forces the craft to be more agile , drawbaks i see many no other platform has to worry about power drain, for example 5 ugto ships head out and ssek out the one single lone ship and harvest him for pres forcing the player to quit playing.

i do not like the possibility of a anti cloak system allowing a over powerd heavly defended ship to take out stations through cloak. (ugto dreads- a bias ship design to witch there is no cure for. the ship design was made to counter large destroyer fleets, but that not what people use them for)

i get that the power idea was implimented to allow a fair advantage for thoes that fly low ships that cant take a hit, should have heavy cost and be avaliable for thoes that buy cred.

i still think that a mission system should be reinstated giving player payment for services to the server, is mining and so forth clearing planets and such, and givn credit alow the use of new systems not just give it to people alow them to earn it. (anti sensor / cloak) making it more difficult not just rank rank is easey if you have a marshal to farm for you by the party option.

for example i unload 50000 dark mater onto planet it pays me 5 credit (cloak costs 500000 credit , that cannot be bought with cash) i understand pople wil dissagree with this due to they like to just shoot each other, it would make the game way more appleasing more difficult and would carry the rank system quite well.

i know i will get alot of complaint here on this but allowing people to upgrade ships based only on rank and planet resources was a huge mistake that should be looked into. it would not only even out the play field but having to pay for ammo repairs would make dog fights less frequent , and huge battles more often. would make system take overs and player abuse lower.

what i would like to see is payment for specil options , armor upgrades past the base of the ship , allow more specialized ranking (example i like carriers so allow for advanced ship upgrades for thoes that only fly ships of that type allowing for more specialized construction of craft and armor cause once your found your dead even by a lower class faster ship to witch you have no repulse to. seeing as once a ship close to 100 gu you cannot fight bak no fire power available on missle craf all you got is missles no short range defences.), more specialized ship construction, and a higher difficulty. ai is boring make ai seek out lone ships lone planets and allow for trade bloking ( allow people to stop trade forcing planets to stop collecting mass quantities of res making getting out ships that can rip right through a whole fleet. dread class and up to marsh from being built.)

look i disagree to what has been done on this server in the past 6 years. i like the free to highest grade. nd the you have to buy cred to have upgrades that exceeed normal upgrades, i do not agree with only one kind of upgrade and the only one kind of ship and only one kind of class you can have.

personally im not a combat flyer, and missleing people for 5000gu out is noobish,
_________________
I Thaught you said that thing was dead man.!

G@lenThor
Vice Admiral

Joined: October 20, 2008
Posts: 2
From: Some where out here.
Posted: 2012-09-10 05:13   
and one more thing ive been thinking about this... what about making players decide a race once they pik that they cannot choose another , cannot change sides, cannot play bolth sides or many. make a player choose between mining , construction, repair , combat and electro warefare. make for specialized items, and more player based skills. if you fly a destroyer all you can fly is that destroyer it gets destroyed you pay to fix or start over.

forcing people to gang up on eachother and learn how to play more tactical than just another shooter. just another space game that people pik up cause thier mad and want to take it out on someone. witch happens to be the new player joe shmoe that says why am i playing this bias game and sys f this and deletes it. make it so higher classes can not pik on small ships make people that shoot at smaller ships degrade pres forcing them to fight thier own ships... and make the fines heavy and inexcappable.

i know you plyers that like to forceably make people stop playing you may think is fun ( y your server got haked firstly) and secndly ied imagine were tired of being gang beat cause they were new. and saw no other opton....


what say you?.


_________________
I Thaught you said that thing was dead man.!

Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 326
From: Quebec, Canada
Posted: 2013-03-10 13:27   
Personnally, I think the old system of being able to hotswap an ECM for a Reactor in space was the best. You could use the ECM while cloaked and swap for the reactor when uncloaking. It then becomes a matter of pilot choices and ingenuity over system limits. Makes battles more about wits then fits.

Right now, after a few days of pew pewing. My feeling is that it's all about enhancements and fits and that the wits/smarts have been mostly taken out of the equation.

I'd rejoice if we'd come back to the old wits over fits system, but I won't be holding my breath.

Still a fun game nonetheless. No others like it!

Edit: OOPS, just noticed this is 3 months old XD. Sorry! Move people, nothing to see here!
[ This Message was edited by: Diabo|ik on 2013-03-10 13:31 ]
_________________
Mostly Retired.

Died~2000~Deaths[+R]*CC*
Chief Marshal
Army Of Darkness


Chatting in 'DarkSpace English'

Joined: February 08, 2010
Posts: 497
From: Spokane WA.
Posted: 2013-03-15 02:00   
https://www.youtube.com/watch?v=orK45-lDPJU
_________________


  Email Died~2000~Deaths[+R]*CC*
Goto page ( Previous Page 1 | 2 | 3 | 4 | 5 | 6 | 7 )
Powered by phpBB® Forum Software © phpBB Group
Page created in 0.010098 seconds.


Copyright ©2000-2013 by Palestar, All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR