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 Author Defy UGTO Combat Log
Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2011-08-27 18:04   
Quote:

On 2011-08-27 17:03, *XO*Defiance{CM7} wrote:
You go get a ICC ship CD,HC,CDread and stay 300gu away from an equal class UGTO ship GD,BC,Combat D and see what happens to you..





I approve of this statement
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-08-27 19:56   
Quote:

On 2011-08-27 17:03, *XO*Defiance{CM7} wrote:
You go get a ICC ship CD,HC,CDread and stay 300gu away from an equal class UGTO ship GD,BC,Combat D and see what happens to you..



Actually.....a more accurate test would be set a luth ship between a BD and CD 300 GU from each and have both of them fire, say, 5 cannons and see which arc on the luth ship has taken more damage.
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Hakketak
Grand Admiral

Joined: March 24, 2009
Posts: 301
Posted: 2011-08-28 06:01   
Quote:

On 2011-08-27 19:56, Talien wrote:
Quote:

On 2011-08-27 17:03, *XO*Defiance{CM7} wrote:
You go get a ICC ship CD,HC,CDread and stay 300gu away from an equal class UGTO ship GD,BC,Combat D and see what happens to you..



Actually.....a more accurate test would be set a luth ship between a BD and CD 300 GU from each and have both of them fire, say, 5 cannons and see which arc on the luth ship has taken more damage.



i volunteer:)
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2011-08-28 17:09   
We conducted the test Talien proposed, but with 3 cannons.

At 300gu range, the UGTO and ICC Dreadnought broke into lobster hull at the same time.

Of course, the damage from a single volley is higher for UGTO, but ICC's rate of fire managed to pull everything straight.

We haven't conducted tests using 7 cannons (the full complement on an UGTO Battle Dreadnought) due to brevity of the test, but it's of course interesting to see if that changes matters any, etcetera.

Naturally, since we don't know what kind of conditions the tests need satisfy to be valid we cannot say this points to balance or contradicts Jack's 275gu DPS equality.
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-08-28 17:58   
at 500gu firing 5 volleys of 5 heavy rail|PC at a Krill damage between ICC and UGTO was about equal.

Tests of Rail Vs Gauss on standard armor, firing 5 volleys of 5 cannons, Rail did more damage than gauss.

Tests of Rail VS Gauss on Hull firing 5 volleys of 5 cannons, rail did more damage than gauss.

Gauss also seemed to be only slightly faster than rails. Given the lower rate of fire of gauss, Rail vastly outclasses it in damage, power, and signature.

[ This Message was edited by: idRatherHaveDepotSpamThan670 on 2011-08-28 18:08 ]

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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-08-28 18:41   
Quote:

On 2011-08-28 17:09, Gesellschaft wrote:
We conducted the test Talien proposed, but with 3 cannons.

At 300gu range, the UGTO and ICC Dreadnought broke into lobster hull at the same time.

Of course, the damage from a single volley is higher for UGTO, but ICC's rate of fire managed to pull everything straight.

We haven't conducted tests using 7 cannons (the full complement on an UGTO Battle Dreadnought) due to brevity of the test, but it's of course interesting to see if that changes matters any, etcetera.

Naturally, since we don't know what kind of conditions the tests need satisfy to be valid we cannot say this points to balance or contradicts Jack's 275gu DPS equality.



A Dread's armour rings extend out about 20-30 gu, hence why you may have been shooting the player at 300gu, but the damage was calculated at 275~. As I've stated for a long while, above 275~ gu, the Railgun does more damage (P Cannon loses 70% of its damage at max range, a Railgun does not).
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2011-08-28 18:43   
Ah, right. That sounds accurate, then.
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-08-29 02:39   
What does ICC want? I’ll tell you.

1. Ships resized. Our maneuverability and ability to dodge incoming fire is matched by UGTO in their size. This will go a long way to putting the Gunboat Destroyer back in its place.

2. Fix makkar ship booster. Currently, with ugto armor being on average 30% more affective than ICC defenses, the puny -16% defense is hardly felt by them. Add to this that you can get +40% to speed, turning, and acceleration and the -16% defense is more than covered by the % of incoming fire you can now totally avoid. Insult to injury is the fact that it only costs 800c and has no durability. It is an OP enhancement that when coupled to a UGTO gunboat destroyer, creates a ship on the level with the legendary torpedo MD. The whole reason I was told that moding was done away with, was that “best” builds arose. Here’s the best build guys.

3. This one is more of a what I want deal.. Enhancements should all have a negative value added to their bonuses equal to half the bonus value. The negative stat should make sense when compared to the positive stat. You want more defense? That has weight. You want more damage? That takes longer to load. You want to go faster? Got to loose some of that armor. Ect.

4. -10% ugto armor HP on standard and ablative armor. Reflective +25% is fine.

5. +10% ICC weapon damage. ICC Vs K’luth was adversely affected by this change. ICC Vs k’luth was fine before imho.

6. +10% or more range on ugto’s falloff. Tests show currently UGTO are equal to ICC damage wise at 275gu. Lets push it out to 300gu. This will help balance out UGTO Kluth engagements since they loose 10% armor.

7. +50%-100% more ammo for rail guns. +20% more ammo for gauss guns. While its not impossible to hit a target at 500gu, trying to do so will ensure you don’t have the ammo to finish the fight.

8. Gauss and rail gun sound and art swap.


9. +5% energy and kinetic resistance for active shields. Or +10% HP on active shields. They really do go away Really fast now days… though if steps 1, 4, 5, and 6 are done, this may make ICC OP.

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The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2011-08-29 07:02   
Quote:

On 2011-08-29 02:39, *XO*Defiance{CM7} wrote:

5. +10% ICC weapon damage. ICC Vs K’luth was adversely affected by this change. ICC Vs k’luth was fine before imho.




Nerf'd our Combat Prestige gain.
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-08-29 12:37   
at least #8 purty please
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Defiance and Opposition, a tribute to teamwork. I will remember always
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2011-08-29 12:50   
Railguns are good as-is! Don't make them ugly gauss.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-08-29 14:32   
1, 2, 3, and 5 would be plenty, and really 1 needs to be done anyway because it was a global project that was started but never finished.

#2 badly needs to be done as well regardless and not just because of UGTO ships, an ICC Border Cruiser with 7 makkars and an engine trail is impossible to hit unless you're practically point blank. It's kinda ridiculous for a Cruiser to be able to dodge cannonfire at less than 300 GU.

#3 has been suggested by several people from all 3 factions so it's by far not just an ICC thing. Of course, just putting a 25% cap on the increase to any one combat stat would be fine too.

#5.....yeah, remove the ICC damage nerf, boosting UGTO damage by 10% was more than enough combined with the armor buff.
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-08-30 03:39   
AHR ammo capacity increased by 50%.

Several duels with me and Tal in combat destroyer vs stinger and Heavy cruiser vs parasite and and scale, two duels each for a total of 6 duels with ICC -10% damage and AHR the way it is in release, all ended in Really Close Battles. The fights could have been won by either party if either of us had just done one thing different. Battles always ended with me out of ammo in most guns.

With arh getting 50% more ammo, they can now last 50% longer in battle. Im sure you can see where im going with this...


[ This Message was edited by: *XO*Defiance{CM7} on 2011-08-30 03:44 ]

_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-09-02 22:30   
Farstay invasion with UGTO 1 SS, 1 BS, 3-4 dreads. Lost farstay but was able to do major damage with only two CDs and a Cruiser (forgot which). When UGTO went after the next planet, we were waiting in ECM MFs x2 and two MC. UGTO’s unwillingness to gear down to smaller ships, or close distance to minimal firing range, or surround us, lead to their defeat. Furthermore, their unwillingness to bomb farstay before capping let us raze the planet with inf. I later saw a Engineer attempting to build the planet back with 32 raze infantry running wild.


Completely and utterly annihilated 3 UGTO EADs today with my AD with +48% beam enh at close range with minimal damage done to myself. One at a time of course. EADs were lightly enhanced. Was only hulled in one case. UGTO rather than engaging me ran like chickens with their heads cut off.

Later managed to hold off a huge invasion force with a group of ICC Cruisers. UGTO was 2 SS, 1BS, some dreads, two TCs, one GD, one ADessy. UGTO lost due to unwillingness to close to their optimal firing range.

In short… Start playing better UGTO befor they nurf us again. We still hold a 5:1 kill ratio as a faction over you guys (so i wa told by a certan white shirt) even though your 20% stronger in defense and offence than we are…

on another note, thank you ugto for making me feel like the badass in my signature.

just....
indestructable
[ This Message was edited by: Defiance{CM7} on 2011-09-02 22:53 ]



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Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-09-02 23:00   
Gunboats and Battlecruisers staying at 400-600 GU while trying to shoot at Cruisers, and Torp Cruisers staying at max beam range made me scratch my head. UGTO small ships are better up close against other small ships, not far away.

Using non moving ships to point jump a ship moving at full speed just makes it much easier for us to get out of your effective range and makes you a very easy target. That may work against MDs or other stationary targets but against anything that's moving, not so much.

Using a Battle Station to point jump is not the best idea, it just makes you an easy target.

Using an Assault Destroyer to kill platforms at point blank range is a bad idea, it just makes you die from the explosions. Especially when you're fitted with ablative armor and let the platforms shoot you with their beams.

I probably missed a couple things I wanted to point out, but it's midnight here and I'm tired.
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