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On 2010-05-02 17:37, Duo-021- wrote: big and bulky therefore need to be further away from the planet or risk being pulled in by gravity.
On 2010-05-02 14:08, Kanman wrote: It will force fleet cooperation and organization and decrease lone-wolf activity.
On 2010-05-02 14:08, Kanman wrote: 2 stations 2 dreads 3 cruisers 1 dessie or supply ship
On 2010-05-02 17:26, Pakhos wrote: like a single scout is enough to blockade a giant planet .
On 2010-05-02 17:34, Icekitty wrote: faction weapon damage modifier
On 2010-05-02 17:37, Duo-021- wrote: This keeps stations from utilizing Depots planet side
On 2010-05-01 20:13, The Fridge wrote: Absolutely nothing Say it again y'all Oh not that sorta thread...
On 2010-05-02 18:08, BackSlash wrote: Absolutely nothing. Say it again y'all!
On 2010-05-02 16:43, Tommas [ USF HunnyBunny ] wrote: I find this post funny, 1.483 Cruisers was the shidle, then it was dreads, and now stations ppl complain about..see the pattern! Degrade stations and ppl will use dreads, ppl will complain. Degrade Dreads and ppl will use Cruisers, ppl will complain. and the rest is fairly easy to understand.
On 2010-05-02 20:17, Jar Jar Binks wrote: the difference tho is that dreads (and certainly not cruisers) isnt a self supporting deathstar. they dont require enourmous ammount of firepower to kill. ICC is as far as i've seen actually TRYING to play with a balanced ship setup, but is forced into stations because at times its the ONLY THING ugto use!
On 2010-05-02 20:58, Max Kepler wrote: Also: Give Torpedo/Assault Cruisers FULL or at least FORE,LEFT,RIGHT firing arcs. These would be fantastic ships at taking down stations, if not for the fact that they have to bear right down on the station to fire. The current system basically eliminates the whole point of having a more maneuverable ship. Remove some beams (or even a torpedo or two) if you have to equal the firepower out. Just let them do what they're meant to do!
On 2010-05-02 18:34, Sops wrote: Quote: On 2010-05-02 17:34, Icekitty wrote: faction weapon damage modifier A damage modifier, I believe would be one of the best solutions to address balance.
On 2010-05-02 21:15, Sardaukar wrote: First, yes, unless made clear otherwise, a staff forum post should usually be taken as a post from that person as a player. Unless they're an admin, maybe. But especially not a non-dev moderator in a balance topic. Anyways, I still think this is a case of the wrong approach being taken. Using stations against these things is probably the wrong idea. Too slow, can't get to the facings fast enough, and did I say it's too slow? This is from my experience: An AC can easily survive the offensive might of most K'luth dreads. I'm not sure a UGTO station will bring much more pain to bear, relatively- and there are multiple AC's present, or AD's. Three HC's can whittle down a station's armor to around 50% in a few minutes from a thousand GU away (with nought but railguns), dodging the meager retaliation. You can get an AD to fire torpedos from this range. Or you can get up close and personal. But that three cruiser-scale arrays of railguns can do such damage has me quite sure that a properly applied beam/torpedo/missile salvo would be lethal. I don't mean to sound like a snob, but my playtime on ICC lately has left a sour impression in the team's... abilities, as pilots. This is mostly due to what seems to be a great deal more inexperienced, newer players, and I hope it changes in time. But it leaves me hesitant to take some of these statements of UGTO invincibility without a couple spoons of salt. And I would really like to see a test such as Bard proposes. Empirical evidence is the best evidence. Also of import: Stations are motherloving slow, if I haven't said that yet. This is another long-lost aspect of DS, but the ultimate goal is planetary conquest. Those stations don't stand a chance at stopping transports on the opposite side of the world, unless they spread out- which makes them easy targets for assault ships.
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