Daily Screenshot
Server Costs Target
Latest Topics
Development Blog
Combat Kills
Upcoming Events
Search
Anniversaries
Social Media
Network
On 2010-05-09 08:01, Starcommand of ICC wrote: If we look at the firepower: Kluth at max for firepower. UGTO med firepower. ICC Poor firepower.
On 2010-05-09 11:26, Phoebuzz wrote: Quote: On 2010-05-09 08:01, Starcommand of ICC wrote: If we look at the firepower: Kluth at max for firepower. UGTO med firepower. ICC Poor firepower. How many times will I have to tell you that K'luth have not had the highest damage for a very long time? Chemical Laser do MUCH more damage than disruptors (disruptors have better range) and humans have the best core weapons. Also, weapons types aren't balanced right now, and cannons (and their big brothers the core weapons) are by far the best weapons in the game. Cannons just happen to be the speciality of UGTO. For firepower: UGTO #1 K'luth #2 ICC #3 For defense: UGTO #1 ICC #2 K'luth #3 I'm not saying that K'luth weapons should be made more powerful, just stop with the 5 years old propaganda.
On 2010-05-09 12:26, Veronw wrote: If there is to be a hard cap on stations, why not make it a hard cap based upon economy? I dont know if this would be easy to do or not, but why not have the total population of the planets the faction owns influence the types of ships they can bring out? A station could cost say, 30 pop per, dreads something low like 10, cruisers 3-5, etc, etc.. Would give controlling planets more meaning rather then just being there so u can slap a few depots and sy down [ This Message was edited by: Veronw on 2010-05-09 12:27 ]
On 2010-05-09 17:43, Starcommand of ICC wrote: Quote: On 2010-05-09 11:26, Phoebuzz wrote: Quote: On 2010-05-09 08:01, Starcommand of ICC wrote: If we look at the firepower: Kluth at max for firepower. UGTO med firepower. ICC Poor firepower. How many times will I have to tell you that K'luth have not had the highest damage for a very long time? Chemical Laser do MUCH more damage than disruptors (disruptors have better range) and humans have the best core weapons. Also, weapons types aren't balanced right now, and cannons (and their big brothers the core weapons) are by far the best weapons in the game. Cannons just happen to be the speciality of UGTO. For firepower: UGTO #1 K'luth #2 ICC #3 For defense: UGTO #1 ICC #2 K'luth #3 I'm not saying that K'luth weapons should be made more powerful, just stop with the 5 years old propaganda. Kluth ships have more beams then ANY human ship. Your combat dread counterpart the Mandible has more beams then an AD or EAD ever DREAMED of. The siphon which is the AD/EAD counterpart has a lot of AM torps and 4, yes 4 core weps vs the 3 that the other two have. CL and HCL have a damage fall off, disruptor's DON'T. On paper the SI are the lowest damaging core wep, but that's just on paper. SI have a PSI and Impact damage bonus vs everything since nothing stops PSI. Also SI have the smallest min/max damage gap, like on paper the IC are the hardest hitting things but they have a big min/max gap. I do my research and Kluth are still on top with damage, just doesn't seem like it when UGTO and ICC have armor or shields that reduce damage.
On 2010-05-09 20:31, Phoebuzz wrote: Quote: On 2010-05-09 17:43, Starcommand of ICC wrote: Quote: On 2010-05-09 11:26, Phoebuzz wrote: Quote: On 2010-05-09 08:01, Starcommand of ICC wrote: If we look at the firepower: Kluth at max for firepower. UGTO med firepower. ICC Poor firepower. How many times will I have to tell you that K'luth have not had the highest damage for a very long time? Chemical Laser do MUCH more damage than disruptors (disruptors have better range) and humans have the best core weapons. Also, weapons types aren't balanced right now, and cannons (and their big brothers the core weapons) are by far the best weapons in the game. Cannons just happen to be the speciality of UGTO. For firepower: UGTO #1 K'luth #2 ICC #3 For defense: UGTO #1 ICC #2 K'luth #3 I'm not saying that K'luth weapons should be made more powerful, just stop with the 5 years old propaganda. Kluth ships have more beams then ANY human ship. Your combat dread counterpart the Mandible has more beams then an AD or EAD ever DREAMED of. The siphon which is the AD/EAD counterpart has a lot of AM torps and 4, yes 4 core weps vs the 3 that the other two have. CL and HCL have a damage fall off, disruptor's DON'T. On paper the SI are the lowest damaging core wep, but that's just on paper. SI have a PSI and Impact damage bonus vs everything since nothing stops PSI. Also SI have the smallest min/max damage gap, like on paper the IC are the hardest hitting things but they have a big min/max gap. I do my research and Kluth are still on top with damage, just doesn't seem like it when UGTO and ICC have armor or shields that reduce damage. Correct, and cannons do more damage than disruptors. Now, do human ships have more cannons than K'luth? The EAD has also 4, yes 4, core weapons, which are much stronger than Siphon's core weapons. CL do 100% at point blank, 20% at max range. HCL do 100% at point blank, 20% at max range. (They do twice as much damage as CLs.) On the CL scale, disruptors do ~46% damage at all ranges. On the HCL scale, assault disruptors do ~35% damage at all ranges. (Assault disruptors only do 50% more damage than normal ruptors.) CL are clearly stronger than disruptor, but disruptors have more range. On the CL scale, cannons do ~70% damage. (do they have damage falloff?) Did you know that 70% is greater than 46%? And human core weapons do more damage, even after resistance. S.I.s also have the shortest range. That's shortest range AND lowest damage for K'luth core weapons. You can't have a harsher damage falloff than 0% damage which is what K'luth core weapons deal past 800gu. Simply put, I would gladly trade all of my K'luth weapons for human equivalents, I would really enjoy the increase in damage and energy efficiency. But I'm sure you wouldn't. [ This Message was edited by: Phoebuzz on 2010-05-09 20:36 ]
On 2010-05-10 00:13, /SkyMarshall\SSJ4MEGAMAN wrote: Definitely do not like ship limits All i know is it gets old getting ranged to death... yes we can cloak, but man when the other factions start pinging to death, gets old getting hit from 1k+ range and i cannot even shoot back... I definitely dont like the range nerf that occured.... Also luth station are death traps, every other faction especially ugto can pwn in their stations, we jump in a nest and no range, and jump in a hive and some range, but less dmg, while a any other faction can just soak up my missiles while they out range me.... fun
On 2010-05-03 02:05, Lonectzn wrote: The only way to really fix it is to work out why there is such a bias towards large ships and address that. As i see it, small ships do not do enough damage, and stations do too much. We've been too long stuck in the idea that it should take x ships to kill y higher class. It's impractical, unfair and doesn't have any place in an online game.
On 2010-05-10 20:36, Xpli$it wrote: Quote: On 2010-05-03 02:05, Lonectzn wrote: The only way to really fix it is to work out why there is such a bias towards large ships and address that. As i see it, small ships do not do enough damage, and stations do too much. We've been too long stuck in the idea that it should take x ships to kill y higher class. It's impractical, unfair and doesn't have any place in an online game. We tried this. It was called 483. NEVER AGAIN. Complaining has ruined the game before - please don't let it happen again.
On 2010-05-10 21:35, Phoebuzz wrote: Adding a 2000gu range dictor to all station will not only make station more useful individually, it will also make all of the smaller combat ships much more powerful near a friendly stations by allowing them to gain the maximum benefits from their maneuverability advantage. [ This Message was edited by: Phoebuzz on 2010-05-10 21:40 ]
On 2010-05-10 21:35, Phoebuzz wrote: As far as my memory goes, the ships in DarkSpace have never been better balanced than they are today. The only reason why Dreads reign supreme are jumpdrives and combat close-jumping. As long as large ships (dreads & stations) can constantly negate their maneuverability disadvantages by close-jumping smaller ships, smaller combat ships will stay marginal. Adding a 2000gu range dictor to all station will not only make station more useful individually, it will also make all of the smaller combat ships much more powerful near a friendly stations by allowing them to gain the maximum benefits from their maneuverability advantage.
On 2010-05-10 22:06, Kenny_Naboo wrote: Hmmm... What do you mean by 2000 gu dictor range to stations? Meaning that: Stations cannot jump within 2000gus of another ship, or planet? Or the reverse, where stations have a 2000gu dictor where ships can't close jump them? If it's the latter, then it's ridiculous. The dictor cruiser fills in a niche role. Giving dictors to stations will make them OP in a planetary assault role. They can drop troops, they can bomb planets, now they can dico vessels that are rushing in to save the planet? This will serve to increase station spamming, which is what this thread is speaking out against.
Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide. Terms of use - DarkSpace is a Registered Trademark of PALESTAR