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 Author [Beta] Dreadnaught layouts
Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-05-22 22:19   
IC range needs to be relooked at.

It's weaker than the QST, and doesn't have a big range advantage.

It needs to have its range upped to around 1500 gus or something like that.
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2011-05-22 22:37   
Listen all, no matter how it may be to play as ICC, it's not as hard as QWOP. Take comfort in that.
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Krim {C?}
Marshal
Galactic Navy


Joined: June 24, 2002
Posts: 362
From: Boston MA
Posted: 2011-05-22 22:37   
Range is a big issue, but at 1500gu, the angular velocity wont matter. Go ahead, give the ICC 1500 gu, I could dodge that in a station, even with the speed reduction. It's about AV (angular velocity) and tracking when you're talking about range and damage
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-05-22 22:54   
more range is not really going to help the ad now is it... i wonder... ill go test sometime

but i do like that your not turning a blind eye. good man
[ This Message was edited by: Defiance*XO* on 2011-05-22 22:56 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-05-22 23:13   
Quote:

On 2011-05-22 22:54, Defiance*XO* wrote:
more range is not really going to help the ad now is it... i wonder... ill go test sometime

but i do like that your not turning a blind eye. good man





It will help if you're attacking planet huggers from multiple directions. Just saturate space with them ICs.

Stations now move at 3.3gu/s


[ This Message was edited by: Kenny_Naboo[+R] on 2011-05-22 23:13 ]
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Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2011-05-23 00:10   
Assault dread should lose against EAD at every single try when it comes to 1 on 1 if it is a match to death between 2 players. When we say it should be defensive we dont mean you could tank the EAD for 10 mins before you could get reinforcement. Defensive means you can take afew alpha and get the hell out of there once you have the chance.

Just imagine a case when ad and ead goes head to head(both stock). HCL is the device has most recharge time after flux wave. It is around 8 seconds. So we would base each ead alpha have 8 second rotation. If you could tank against EAD for 32 seconds without having hull damage on your ship that would be OP. As you can see in datas what Jim posted afew pages ago. 4 alphas from EAD would be equal to 1,24 million hp damage while you are returning around 900 thousand. Until now you already hulled EAD. This cant be acceptable unless they buff the flux devices , and kick your ship's ass once you are without shield. Also i am aware of 2 alpha from ead shouldnt hull AD which is rotating shields. This is a tough issue to balance. Imo, to fix that issue, i would give special shield types to ICC like ugto has on their armors.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2011-05-23 00:42   
I have opposite opinion. Ad sould stay very close to Ead. Why? Proton hs 30gu splash, you can make ead self ff while fusion torp doesn't.

Giving Ic 1500gu range is intolerant. giving it more power would help.

Albative is not op. it can't regen. without station, ugto fleet stays firm.

I think the most difficulty in balancing comes from the complexity of factors - hull level, range, speed, power, extra factional device... all activates a chaos by player number.

I don't know why station speed slows down a lot. seems like jack wants station driver jumps all the time, because 2:30 mins is as long as running 495gu.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-05-23 01:51   
Quote:

On 2011-05-23 00:10, Pakhos[+R] wrote:

This is a tough issue to balance. Imo, to fix that issue, i would give special shield types to ICC like ugto has on their armors.





Sounds like an idea. 2 shield types.

Standard. And Energy resistance (with less resistance to projectile/particle weaps).

Plus with all that armor, the EAD mass should increase significantly, with the turning rate like that of a pregnant pig.



Quote:

On 2011-05-23 00:42, chlorophyll wrote:

I don't know why station speed slows down a lot. seems like jack wants station driver jumps all the time, because 2:30 mins is as long as running 495gu.





Because it's a station. It should be near immobile. Once you jump in with a station, you're as good as stuck there until your HMA/WH recharges. So you'd think twice before using it like an assault unit.


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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-05-23 10:28   
PSM damage is FAR too weak, a full salvo (7) from the new Siege Dreadnought did 11% damage to a factory on a planet with 0% PD. Kept firing at it and eventually got it above 50% after around 8 salvoes because it was self repairing at a rather insane rate.
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Adapt or die.

MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2011-05-23 10:49   
It can't self-repair? There was probably an engineer in orbit.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2011-05-23 11:38   
Quote:
On 2011-05-23 10:28, Talien wrote:
PSM damage is FAR too weak, a full salvo (7) from the new Siege Dreadnought did 11% damage to a factory on a planet with 0% PD. Kept firing at it and eventually got it above 50% after around 8 salvoes because it was self repairing at a rather insane rate.


1/ There must be an engineer around.
2/ Siege Dreadnaught is a shame model. It's funny that MD has 8 slots for missles while SD has 7 slots.

May PSM buff back to where it was? There is only one ship which can launch PSM and it's seems to be useless.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-05-23 11:39   
No, there was no Engineer anywhere nearby, player or AI. The Factory's damage was going down on it's own, unless I was lagging THAT badly, but I've never seen HP go up on anything aside from infantry like that no matter how badly I was lagged. It would repair around 3-4% between volleys, then lose 10-11% when the next one hit.

I'd have better results with a Bomber Destroyer.
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Adapt or die.

DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2011-05-23 13:33   
then I assume we need to ask for buffing PSM so that one salvo from SD destroy a factory on 0PD planet.
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2011-05-23 13:53   
It's possibly lag then. I still occasionally see enemy hulls bounce from like 10% to 54% because my client isn't updating it's status correctly. Doesn't happen often but it does happen. For some reason I always drop packets between my location and DS servers.
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Dakili
Fleet Admiral

Joined: June 07, 2007
Posts: 86
From: Quebec
Posted: 2011-05-23 15:16   
I just used the SD in beta on Ida. I couldn't even take ONE building with all the salvos. I even tried to bomb the inf (was using PSM) I took one of them around 70% hp and that's it. But I killed pretty much the pop though, even if I wasn't aiming anyway near the domes.

Edit: Forgot to say but I know it's not lag Issues. Never had any lag in DS and in other games. So that't not the problem.

[ This Message was edited by: Fleet Admiral Maxwell House on 2011-05-23 15:17 ]
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