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 Author Stations, what are they good for?
Katejina
Grand Admiral
Galactic Navy


Joined: February 13, 2010
Posts: 73
From: katejina
Posted: 2010-05-08 00:18   
I have a simple suggestion.

Everyone needs to stop complaining about stations and live with it. Every factions has them and they balance each other

The only real problem here is one faction having more stations then the other and the other factions get killed and starts whining about it, And there isn't a thing that can balance this that will keep everyone playing the game and enjoying it.

And I'd rather be in a fight with stations against stations rather than more dreads and cruisers with no stations.
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ssj4megaman
Grand Admiral

Joined: January 06, 2003
Posts: 54
From: San Diego
Posted: 2010-05-08 02:34   
Quote:

On 2010-05-06 13:11, Phoebuzz wrote:
Stations are currently 'Death Stars'. High firepower, relatively low armor, and anemic fleet support. Anyone taking one station without other stations out will triggers the reenactment of 'Star Wars: A New Hope'. "Hey guys, there's a single prestige pinata at xxx, let's kill it."

To fix station these current problems must be fixed:
1. A station alone (that is without other stations) is far too vulnerable.
2. Stations currently only really bring firepower to the table, and that's the reason people bring station over other ships, firepower.
3. Stations in groups are far too hard to destroy because their survivability is based on supply drones.

To make stations not suicidal on their own (that is without tons of supply/other stations), they need more defense. That's more armor, at least 4 more directional armor plating for all factions including ICC. That will make a single station significantly harder to kill on their own.

To balance out the increased defense, and to balance out the individual usefulness of an extra station vs. an extra non-station, station firepower must heavily reduced. Stations should have equal or LESS firepower than dreads.
If a player wants to bring more firepower to battle they should bring more combat ships, not more stations.

To increase a station usefulness (outside of raw firepower) more fleet support utility should be added to stations. Supply drones on stations is NOT fleet support, it's self-support; stations use supply drones mainly on themselves or other stations.
Adding more supply drones to stations won't fix anything.
Adding more electronic warfares slot will encroach even more on the role of smaller ships.
Stations already have access to tractor beams, build drones and wormholes.
So the only other thing that we could add to station to improve their fleet support is an interdictor field device, preferably with extended range.
Adding interdictor field to stations will do several things. First it'll increase their survivability by quite alot as it'll slow close jumping 'suicide' dreads by quite alot. Second, it'll extend the function of station to that of their original design, sector control. Third, it rewards bringing one station for the dictor, but the dictors from extra station does not stack making station spamming alot less useful.

And last, combat supplying needs to be toned down. A diminishing return supplying system that is only active in combat would be optimal. Ex.: First supply drones repairs 4/4 hp, second 4/5 hp, third, 4/6 hp, then 4/7, 4/8, 4/9, etc.

TL;DR
Alot more armor, alot less weapons, dictors, diminishing return for combat repairs.
[ This Message was edited by: Phoebuzz on 2010-05-06 13:39 ]



honestly i agree with this... stations need alot more armor, right now they are immobile dreads.... they should be able to take a massive beating and only haveing the firepower of a dread or less, pref range otherwise they are COMPLETELY sitting ducks.......
so + 1 for more armor for stations...

One thing maybe instead is make supply drones on stations only be able to repair themselves but then station should auto repair anything in a 200 gu radius around it so it then becomes a fleet base for repairing and such, and the repair drones are only for it to keep itself up.... but drop 1 suppy drone slot per station....

TLDL
-stations have reapair aoe 200 gu around it, wont work on other stations
-drones only be used on itself (station)
-add more armor per each arc to make stations what they should be, hard to kill
-drop firepower on stations
-supply ships are still the same, can repair station
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2010-05-08 04:19   
IDEAS as of now:

Hardcap limit on stations

FAR reduced firepower

MASSIVELY increased armor

Unable to be assisted in repair(no supping the station to heal, only ammo)

250GU automatic repair field

Automated Repair Drones (compensate for lack of supping)

250GU bubble shield (ICC only, acts as a giant shield stopping all incoming fire, must be swapped for rep field)

250GU EMP field generator (UGTO only, halves damage of all incoming weapons, but only if the shots iriginate from outside the shield. must be swapped out for red field)

325GU PSI energy storm (K'luth only, increases energy regen and fire rate on all ships in bubble by 25%)


_________________


ssj4megaman
Grand Admiral

Joined: January 06, 2003
Posts: 54
From: San Diego
Posted: 2010-05-08 04:23   
Quote:

On 2010-05-08 04:19, iwancoppa*Halberd of Light* wrote:
IDEAS as of now:

Hardcap limit on stations

FAR reduced firepower

MASSIVELY increased armor

Unable to be assisted in repair(no supping the station to heal, only ammo)

250GU automatic repair field

Automated Repair Drones (compensate for lack of supping)

250GU bubble shield (ICC only, acts as a giant shield stopping all incoming fire, must be swapped for rep field)

250GU EMP field generator (UGTO only, halves damage of all incoming weapons, but only if the shots iriginate from outside the shield. must be swapped out for red field)

325GU PSI energy storm (K'luth only, increases energy regen and fire rate on all ships in bubble by 25%)






Interesting extras i like that it makes the station an actual fleet buffer.... but yah would need MASSIVE armor for that role, but i like it.
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Starcommander
Marshal

Joined: December 14, 2005
Posts: 579
From: In your base, stealing your cookies
Posted: 2010-05-08 05:03   
again with the hard cap on stations? Really do you want to punish people for ever reaching GA? If you do that then its just another worthless rank like M and CM are. The fleet buff ideas are good, and only 1 should be able to be active within a 5k gu radius. The real issue is yes UGTO stations can out repair any damage dealt to them, and this is a real concern for balance. These things and more would of been changed by now if ICC was able to do the same thing and out repair UGTO damage. We would be having massive posts on how OP ICC is with that. When it comes to UGTO everyone's real silent on the issue.....scary. Do not put a cap on stations, like 3 or 4 will be off defending a planet while people on the other side of the server might want to fighter bomb something but won't be able to because of the cap. There will be many unforeseen consequences of this and more if it goes through. Just like the "blanket" range nerf that killed the usefulness of platforms in the MV, there will be other issues that will pop up.


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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-05-08 11:23   
Quote:

On 2010-05-08 05:03, Starcommand of ICC wrote:
again with the hard cap on stations? Really do you want to punish people for ever reaching GA? If you do that then its just another worthless rank like M and CM are. The fleet buff ideas are good, and only 1 should be able to be active within a 5k gu radius. The real issue is yes UGTO stations can out repair any damage dealt to them, and this is a real concern for balance. These things and more would of been changed by now if ICC was able to do the same thing and out repair UGTO damage. We would be having massive posts on how OP ICC is with that. When it comes to UGTO everyone's real silent on the issue.....scary. Do not put a cap on stations, like 3 or 4 will be off defending a planet while people on the other side of the server might want to fighter bomb something but won't be able to because of the cap. There will be many unforeseen consequences of this and more if it goes through. Just like the "blanket" range nerf that killed the usefulness of platforms in the MV, there will be other issues that will pop up.







Then what non-convoluted, easy to implement, idea would you suggest?


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


Starcommander
Marshal

Joined: December 14, 2005
Posts: 579
From: In your base, stealing your cookies
Posted: 2010-05-08 15:22   
Quote:

On 2010-05-08 11:23, Kenny_Naboo wrote:
Quote:

On 2010-05-08 05:03, Starcommand of ICC wrote:

Stuff




Then what non-convoluted, easy to implement, idea would you suggest?






In combat repair drone limits, 6 total per a ship. 2-3k Detection range like how the blockade code works. AI are excluded from the code.

This allows ICC to still missile spam with there "long" range missiles and still be able to overpower the repair rate of UGTO. With 6 drones per a ship this allows an Support Station and another to repair a single ship (or one to itself and the other helping). Any more and the drones start repping too fast. If another ship tries to help repair, the drones will just turn off. The limit would drop as soon as your ship no longer detects enemy's at the range.

Easy to implement? Kinda would more or less be a modification to the blockade code and adding it to all ships. Maybe even add a little "Under Attack" on your screen (bottom or top screen and optional) to show people that the limiter is in effect.
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There is a thin line between knowing when to give up and when to try harder.

  Email Starcommander
Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2010-05-08 20:37   
Quote:

On 2010-05-08 15:22, Starcommand of ICC wrote:
Quote:

On 2010-05-08 11:23, Kenny_Naboo wrote:
Quote:

On 2010-05-08 05:03, Starcommand of ICC wrote:

Stuff




Then what non-convoluted, easy to implement, idea would you suggest?






In combat repair drone limits, 6 total per a ship. 2-3k Detection range like how the blockade code works. AI are excluded from the code.

This allows ICC to still missile spam with there "long" range missiles and still be able to overpower the repair rate of UGTO. With 6 drones per a ship this allows an Support Station and another to repair a single ship (or one to itself and the other helping). Any more and the drones start repping too fast. If another ship tries to help repair, the drones will just turn off. The limit would drop as soon as your ship no longer detects enemy's at the range.

Easy to implement? Kinda would more or less be a modification to the blockade code and adding it to all ships. Maybe even add a little "Under Attack" on your screen (bottom or top screen and optional) to show people that the limiter is in effect.




in your post is a posible way to increase out of combat icc shield recharging. no enemy within 2-3K = shield on recharge mode. enemy detected within 2/3K? shields on combat mode.

about the stations, are the devs ctualy listening? or are they just sitting in the corner holding up their "IM NOT LISTENING" sign.



_________________


NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-05-08 21:42   
just a copy from the manual, but i think this is it, what stations should be:

Quote:
Slow, heavily equipped and armored, and the biggest bulls-eyes around. If you had to pick a ship that is easy to hit with even the slowest weapons, it would be the station. However, if you flew too close to one, you would learn that it is not the easiest target in space. Boasting incredible short-range weaponry, the station can destroy anything that gets close enough. However, the station itself is extremely slow. The primary function of a station is fleet support. They are able to reload and repair friendly ships, as well as to shield them from damage. Stations are the core of a long-range assault fleet as well. Their wormhole device allows the creation of a temporary portal between systems. This wormhole can be used by all ships, making its use somewhat risky.



- realy slow
- deadly at close range (lasers)
- fairly weak at mid - long range
- much armor
- "moving supply-platform"

or for the stations ingame:
they should
- be slower than they are right now (maybe only 3 gu or so)
- have less ranged weapons (except icc)(less core-weapons)
- have more (stronger) close range
- have more hp/armor
(- just for me more repair-drones to repair more ships at the same time)

(just my 2 cents)
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The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.

Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-05-08 22:50   
Quote:

On 2010-05-08 15:22, Starcommand of ICC wrote:
Quote:

On 2010-05-08 11:23, Kenny_Naboo wrote:
Quote:

On 2010-05-08 05:03, Starcommand of ICC wrote:

Stuff




Then what non-convoluted, easy to implement, idea would you suggest?






In combat repair drone limits, 6 total per a ship. 2-3k Detection range like how the blockade code works. AI are excluded from the code.

This allows ICC to still missile spam with there "long" range missiles and still be able to overpower the repair rate of UGTO. With 6 drones per a ship this allows an Support Station and another to repair a single ship (or one to itself and the other helping). Any more and the drones start repping too fast. If another ship tries to help repair, the drones will just turn off. The limit would drop as soon as your ship no longer detects enemy's at the range.

Easy to implement? Kinda would more or less be a modification to the blockade code and adding it to all ships. Maybe even add a little "Under Attack" on your screen (bottom or top screen and optional) to show people that the limiter is in effect.




Still too many drones IMO. Repair rate should NEVER be greater than damage dealt. It is absolutely ridiculous to have 3 ships pour fire into a station, dread, or cruiser only to see its hull n armor value go up because its sitting in the midst of 6 supp plats and 2 depots. This applies to all factions not just UGTO.

It's just ridiculous. Stations are tough and take a long time to kill. Why should it take half the time to rep?

3 or 4 drones per ship max will do. The smaller your ship, the faster the rep.


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Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2010-05-08 23:14   
I like most of the ideas, but:

hard caps on stations don't make an abdundant amount of sense. for one youd have to change them depending on the number of people playing DS, which does flucuate significantly (I have seen a fleet of 100+ ICC, it happens).

supply limits dont make an abundant amount of sense either: for one it would be difficult to program targeting for depots and that sort of thing (how would depot X know that player Y was being repaired by depot Z?), but also it takes away room for people to use ridiculous tactics for the fun of it, and the game is supposed to be about fun! In scenario we once got 20 supplies to follow a station around to see how long it could last. I honestly wouldnt want that possibility to die! either alter how stations repair, or alter all supply drones.

another possibility would be to make supply drones stack the same way shield generators do on planets, with each new set of supply drones doing a percentage value less than the first. so supply drone 1 does 100% repair but drone 2 does 50%
_________________
Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division


jamesbob
Grand Admiral

Joined: August 22, 2009
Posts: 410
Posted: 2010-05-09 07:07   
Quote:

On 2010-05-01 21:36, Starcommand of ICC wrote:
issues with station spam. they can't fight effectively because of all the FF. You don't see all those UGTO SS's shooting at once becasue all those missles would FF there allies and make for pres loss instead of gain. Station rushing on the other hand CAN be stopped and HAS been stopped before. ICC tried this last week and got shut down pretty bad by 3 UGTO stations, 2 EAD's and some BD's. We were able to only drop 3 loads of inf for an unsuccessful cap.

UGTO station spam is rediculas becasue of ONE thing. Armor reapirs, and with all those armor plates it goes up pretty fast. ICC can't do this because well.....shields don't repair. So this issue is mostly based on balance issues more then just a tactic. This wouldn't be much of an issue if ICC could do the SAME thing as UGTO.





oh yeah and lets make ugto armor resistant to energy weapons then kluth would want their armor to be like ugtos and be resistant to projectile weapons as well and its the great circle of life its full of complaining with people failing to relise that icc shields are resistant to energy weapons (which is what a ugto partical cannon is 50% energy weapon. note the infinite ammo what was my first hint) which makes it emp to kill icc shileds is best one on one and we reach the same conclusion who ever had the most people would win hey icc did you relise that your ships anit as good against ugto as they are kluth and you wonder why kluth can slughter ugto one on one where ugto can't do the same without being royaly screwed most of the time (no as in stuffed finished DONE FOR)

when you manage to relise that start looking for the weaknesses example icc have great missle ships and great range we ugto have to close in to KILL YOU. try keeping your distance that might help we ugto have to ping when ever we see a kluth ai or player for fear of being slughtered with a decloak behind us at least you don'tr have to worry about that you take less damage from such attacks DUR.


and finaly all this why not make icc more like ugto is never going to get accepted by the admins because THEY KNOW WHAT THEY ARE DOING.

for the love of peace DROP THE MAKE ICC LIKE UGTO AUGMENT ITS GOING NO WHERE AND IS TO OLD
_________________


Starcommander
Marshal

Joined: December 14, 2005
Posts: 579
From: In your base, stealing your cookies
Posted: 2010-05-09 08:01   
Quote:

On 2010-05-09 07:07, jackbob wrote:
Quote:

On 2010-05-01 21:36, Starcommand of ICC wrote:
issues with station spam. they can't fight effectively because of all the FF. You don't see all those UGTO SS's shooting at once becasue all those missles would FF there allies and make for pres loss instead of gain. Station rushing on the other hand CAN be stopped and HAS been stopped before. ICC tried this last week and got shut down pretty bad by 3 UGTO stations, 2 EAD's and some BD's. We were able to only drop 3 loads of inf for an unsuccessful cap.

UGTO station spam is rediculas becasue of ONE thing. Armor reapirs, and with all those armor plates it goes up pretty fast. ICC can't do this because well.....shields don't repair. So this issue is mostly based on balance issues more then just a tactic. This wouldn't be much of an issue if ICC could do the SAME thing as UGTO.





oh yeah and lets make ugto armor resistant to energy weapons then kluth would want their armor to be like ugtos and be resistant to projectile weapons as well and its the great circle of life its full of complaining with people failing to relise that icc shields are resistant to energy weapons (which is what a ugto partical cannon is 50% energy weapon. note the infinite ammo what was my first hint) which makes it emp to kill icc shileds is best one on one and we reach the same conclusion who ever had the most people would win hey icc did you relise that your ships anit as good against ugto as they are kluth and you wonder why kluth can slughter ugto one on one where ugto can't do the same without being royaly screwed most of the time (no as in stuffed finished DONE FOR)

when you manage to relise that start looking for the weaknesses example icc have great missle ships and great range we ugto have to close in to KILL YOU. try keeping your distance that might help we ugto have to ping when ever we see a kluth ai or player for fear of being slughtered with a decloak behind us at least you don'tr have to worry about that you take less damage from such attacks DUR.


and finaly all this why not make icc more like ugto is never going to get accepted by the admins because THEY KNOW WHAT THEY ARE DOING.

for the love of peace DROP THE MAKE ICC LIKE UGTO AUGMENT ITS GOING NO WHERE AND IS TO OLD




Learn 2 Play.


UGTO: Good at Mid-Close combat and over all the all around faction, not great at anything but good at everything.


ICC: Great Long range with Ok Mid Range and horrible at close range. Exceeds in difficult to kill ships but at the same time have poor offensive power. Masters of electronic warfare.


Kluth: Masters of Close Combat poor armor but has a cloaking device to cover for the lack of standoff power. Highest damage but again weak armor to compensate.




UGTO is the middle ground faction, with ICC and Kluth being the two extremes. At least thats how its supposed to go.

If we look at the firepower:

Kluth at max for firepower.
UGTO med firepower.
ICC Poor firepower.

Look at the armor:

ICC Best armor/shielding systems (well supposed to be)
UGTO middle ground with the option of putting on ablative or reflective armors.
Kluth poor armor.

Currently in 1.5:
UGTO: best armor (With repair)
ICC: a slight second (Without repair)
Kluth: Right where there supposed to be

Every faction has its one exception to there factions description. For ICC we have the Assault Cruiser, and Assault Dread, the ONLY two close combat ships for fighting Kluth with. Kluth have the Gangla there only long range ship not all that great at missile spamming but its functional most of the time.

The power tree is supposed to look like this.
ICC beats UGTO (long range), UGTO beats Kluth (firepower vs poor armor), and Kluth beats ICC (Higher firepower vs high shields).

However the tree is now looking like this
UGTO beats ICC (Firepower killing shields too fast), ICC beats Kluth (ECCM on every ship able to ping), and Kluth beats UGTO (UGTO unable to ping as well as ICC so Kluth can sneak up better).
Or like this in some cases
UGTO beats ALL.

Quote:

try keeping your distance



Would LOVE TO but it seems like our jump drives are the same as UGTO.................and Kluth can always keep up.



I am not trying to get ICC to "be like UGTO" instead I am trying to get ICC to have a fair balanced repair rate thats on par with the REST OF THE GAME. Biggest issue ICC has is repair rate and return to combat time, as well as IN combat repair as well. We could survive a lot longer then UGTO ships if our shields recharged with drones.



UGTO has missiles too, not a missile dread but the Support Station has only TWO LESS missiles then the ICC one. Theres nothing stopping UGTO from doing the same missile spam ICC dose. We have pulse shields for our factions special, not only can we fire the most missiles we also have the best counter to them. So when UGTO missile spam is out of the question then use fighters. Your aggie and carrier dread BOTH are VA ships, and you can certainly push an ICC fleet away with fighters.


Quote:

oh yeah and lets make ugto armor resistant to energy weapons



You do its called REFLECTIVE ARMOR.


UGTO particle cannons yes are a mix of both energy/kinetic, but its the kinetic part of that is what kills the shields too fast.


_________________


WH 40k armies, Grey Knights, Dark Angles, Imperial Guard (Vostroyan First Born) and Orks.

There is a thin line between knowing when to give up and when to try harder.

  Email Starcommander
jamesbob
Grand Admiral

Joined: August 22, 2009
Posts: 410
Posted: 2010-05-09 09:22   
Quote:

On 2010-05-09 08:01, Starcommand of ICC wrote:
Quote:

On 2010-05-09 07:07, jackbob wrote:
Quote:

On 2010-05-01 21:36, Starcommand of ICC wrote:
issues with station spam. they can't fight effectively because of all the FF. You don't see all those UGTO SS's shooting at once becasue all those missles would FF there allies and make for pres loss instead of gain. Station rushing on the other hand CAN be stopped and HAS been stopped before. ICC tried this last week and got shut down pretty bad by 3 UGTO stations, 2 EAD's and some BD's. We were able to only drop 3 loads of inf for an unsuccessful cap.

UGTO station spam is rediculas becasue of ONE thing. Armor reapirs, and with all those armor plates it goes up pretty fast. ICC can't do this because well.....shields don't repair. So this issue is mostly based on balance issues more then just a tactic. This wouldn't be much of an issue if ICC could do the SAME thing as UGTO.





oh yeah and lets make ugto armor resistant to energy weapons then kluth would want their armor to be like ugtos and be resistant to projectile weapons as well and its the great circle of life its full of complaining with people failing to relise that icc shields are resistant to energy weapons (which is what a ugto partical cannon is 50% energy weapon. note the infinite ammo what was my first hint) which makes it emp to kill icc shileds is best one on one and we reach the same conclusion who ever had the most people would win hey icc did you relise that your ships anit as good against ugto as they are kluth and you wonder why kluth can slughter ugto one on one where ugto can't do the same without being royaly screwed most of the time (no as in stuffed finished DONE FOR)

when you manage to relise that start looking for the weaknesses example icc have great missle ships and great range we ugto have to close in to KILL YOU. try keeping your distance that might help we ugto have to ping when ever we see a kluth ai or player for fear of being slughtered with a decloak behind us at least you don'tr have to worry about that you take less damage from such attacks DUR.


and finaly all this why not make icc more like ugto is never going to get accepted by the admins because THEY KNOW WHAT THEY ARE DOING.

for the love of peace DROP THE MAKE ICC LIKE UGTO AUGMENT ITS GOING NO WHERE AND IS TO OLD




Learn 2 Play.


UGTO: Good at Mid-Close combat and over all the all around faction, not great at anything but good at everything.


ICC: Great Long range with Ok Mid Range and horrible at close range. Exceeds in difficult to kill ships but at the same time have poor offensive power. Masters of electronic warfare.


Kluth: Masters of Close Combat poor armor but has a cloaking device to cover for the lack of standoff power. Highest damage but again weak armor to compensate.




UGTO is the middle ground faction, with ICC and Kluth being the two extremes. At least thats how its supposed to go.

If we look at the firepower:

Kluth at max for firepower.
UGTO med firepower.
ICC Poor firepower.

Look at the armor:

ICC Best armor/shielding systems (well supposed to be)
UGTO middle ground with the option of putting on ablative or reflective armors.
Kluth poor armor.

Currently in 1.5:
UGTO: best armor (With repair)
ICC: a slight second (Without repair)
Kluth: Right where there supposed to be

Every faction has its one exception to there factions description. For ICC we have the Assault Cruiser, and Assault Dread, the ONLY two close combat ships for fighting Kluth with. Kluth have the Gangla there only long range ship not all that great at missile spamming but its functional most of the time.

The power tree is supposed to look like this.
ICC beats UGTO (long range), UGTO beats Kluth (firepower vs poor armor), and Kluth beats ICC (Higher firepower vs high shields).

However the tree is now looking like this
UGTO beats ICC (Firepower killing shields too fast), ICC beats Kluth (ECCM on every ship able to ping), and Kluth beats UGTO (UGTO unable to ping as well as ICC so Kluth can sneak up better).
Or like this in some cases
UGTO beats ALL.

Quote:

try keeping your distance



Would LOVE TO but it seems like our jump drives are the same as UGTO.................and Kluth can always keep up.



I am not trying to get ICC to "be like UGTO" instead I am trying to get ICC to have a fair balanced repair rate thats on par with the REST OF THE GAME. Biggest issue ICC has is repair rate and return to combat time, as well as IN combat repair as well. We could survive a lot longer then UGTO ships if our shields recharged with drones.



UGTO has missiles too, not a missile dread but the Support Station has only TWO LESS missiles then the ICC one. Theres nothing stopping UGTO from doing the same missile spam ICC dose. We have pulse shields for our factions special, not only can we fire the most missiles we also have the best counter to them. So when UGTO missile spam is out of the question then use fighters. Your aggie and carrier dread BOTH are VA ships, and you can certainly push an ICC fleet away with fighters.


Quote:

oh yeah and lets make ugto armor resistant to energy weapons



You do its called REFLECTIVE ARMOR.


UGTO particle cannons yes are a mix of both energy/kinetic, but its the kinetic part of that is what kills the shields too fast.






hmmmm oh wops slight problem when we swap out our armor it has a weakness when you swap out your shiled you have a little more to gain you keep your energy resistance and for the love of peace no its not the partical its the fact people keep partical cannons mixed with emp cannons to the point YOU DON"T SEE THE EMP THATS WHAT KILLS YOUR SHILEDS. ask any mod and they will tell you the same thing and for your infomation a simple speed buff is more then enough to keep distance from a ugto ship of the same lvl. if a smaller one gets close just blow them away and run (except with the md which i haven't a clue why people fly those with out a dread that can defend it near by or at least a heavy cruiser to take the damage so it can run) i mean if you kept a indercator with each battle group you would accualy inflect more damage when we decide to jump you see more then one ship turn towards you its clear they are about to jump (except carriers don't ask why) and finaly adding repair to the sheilds isn't going to balance it unless theirs a limit where they can use it.

ok i do agree with the fact of the stations tho thats just anorying i mean you think its bad but there are honest ugto players that look and say well there goes the other team they anit going against that so whats the point no pres. i don't have a problems if its dreads because people accualy attack them and you can get points but stations are anorying a simple matter of taking a reload drone of and a couple of qsts is more then enough.
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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2010-05-09 10:33   
Actually emp no longer has the anti-shield bonus... Removing a shield in ICC means removing 1/total shields of defensive power which can range anywhere from 1/5 to 1/12, but the difference is definitely noticeable. On the other hand, UGTO will always have x slots of armor regardless without having to worry about energy conservation.
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