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 Author Dreadspace (yes, that dead horse)
-xTc- ExisT
Chief Marshal
Army Of Darkness


Joined: March 20, 2010
Posts: 534
From: Red Lobster
Posted: 2013-04-17 14:21   
....buff kluth? What? Kluth needs buffing now?

All this talk of 'nerf cloak' because it is easy for us to survive/escape with it?
Changing kluth to not rely on cloak as a mechanic is like taking away shield rotation and manuverability away from icc.

Hell while we are at it, lets just make all 3 factions have the same layouts, same ships, same armor/weapon stats and give every ship cloak, missiles and shields, because who cares about faction uniqueness, who cares about tactics or advantages/disadvantages, everyone should be fair and equal at every aspect, you should be able to kill me just as easy as I can kill you, right?
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Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2013-04-17 15:52   
Quote:

On 2013-04-17 14:21, -xTc-.xisT *XO* wrote:
....buff kluth? What? Kluth needs buffing now?

All this talk of 'nerf cloak' because it is easy for us to survive/escape with it?
Changing kluth to not rely on cloak as a mechanic is like taking away shield rotation and manuverability away from icc.

Hell while we are at it, lets just make all 3 factions have the same layouts, same ships, same armor/weapon stats and give every ship cloak, missiles and shields, because who cares about faction uniqueness, who cares about tactics or advantages/disadvantages, everyone should be fair and equal at every aspect, you should be able to kill me just as easy as I can kill you, right?




hes not sayign anything about making Kluth relly less on cloak, but more for a way for ICC/UGTO to be able to prepare for it and counter it a bit
i like the idea with the minelayers
[ This Message was edited by: Zero28 on 2013-04-17 15:53 ]
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2013-04-17 16:35   
that was part of the problem, back when ugto, and icc could find us before we got to them, all the human facations had to do was stack on top of each other and spam eccm, rendering the cloak semi useless. i remember from personal experences that i lose 1/3 of my armor before i decloaked, and a good load of hull after the attack trying to get away.
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Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2013-04-17 16:41   
The problem is that Kluth had extremely weak fundamentals in those days, their hull/armor being paper and their energy being terrible. Just that instead of improving the fundamentals, the Kluth got buffs to their cloak instead. Turned out to be a very big mistake in the long run.

Also, I dislike the idea of ECCM countering cloak. It makes ECCM too important and completely destroys the ECM/ECCM mechanics that could be very interesting.
[ This Message was edited by: Novacat on 2013-04-17 16:42 ]
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-04-17 18:34   
OK, how about this.
Make it so ships cannot detect enemy vessels while the Jump Drive is active.

On the offense, K'Luth can track you mercilessly with no risk and then cloak straight away.
On the defense they can short jump a dread and cloak to escape, immunity to tracking.

What can the humans do to escape? Plot a carefully placed path through a friendly dictor?
If you prevent ships from spotting enemies while JD is active, then humans can escape battle for once.



Why do I play K'Luth and rarely anything else? Because you lose 70% less prestige.
-You can only be tracked by really really good players with a good connection.
-You can only be blind fired by aggressive players with good predictive capability.
-If you die as K'Luth, it's because you made a judgement error, let yourself get stuck in a dictor, or lagged out at a bad time.

[ This Message was edited by: Fluttershy on 2013-04-17 18:40 ]



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Taelon
Marshal

Joined: December 26, 2011
Posts: 255
Posted: 2013-04-17 18:39   
Or give them teleportation devices.....


Into the nearest sun.....



Just save K'luth some time.

Fine since some might consider this unreasonable, how about making it so cloak can not be used in like 5 second from ending a jump?

[ This Message was edited by: Taelon*RO* on 2013-04-17 18:49 ]
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-04-17 19:44   
Quote:

On 2013-04-17 18:39, Taelon*RO* wrote:
Fine since some might consider this unreasonable, how about making it so cloak can not be used in like 5 second from ending a jump?

[ This Message was edited by: Taelon*RO* on 2013-04-17 18:49 ]


Scouts with their rapid JDs would be more useful if this were put into effect.
They could make several hops to try and find an enemy installation out in deep space.
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Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2013-04-17 19:56   
Quote:

On 2013-04-17 18:39, Taelon*RO* wrote:

Fine since some might consider this unreasonable, how about making it so cloak can not be used in like 5 second from ending a jump?



Wouldnt help much at all. Kluth dreads are durable enough to withstand 5 seconds of fire very easily.
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Taelon
Marshal

Joined: December 26, 2011
Posts: 255
Posted: 2013-04-17 20:47   
Not when they are jumped by a few dreads, and practice blind fire cause you get the 5 secs plus the one or two blind fire you could get
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Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2013-04-17 22:08   
Want empirical proof that Kluth isnt OP now?

Last 4 months, even with the numbers advantage, even with the killboard pie chart always stacked in our favour. We couldn't get beyond R33 or Dres Kona in conquest. And as we speak we don't even control Kaus.

Ultimately it's what it all boils down to right? MV conquest. So there.

And what that guy earlier said was true... Uncloaked, Kluth is the hardest faction to play bar none. And may I remind you that we can't fight cloaked, nor bomb, nor cap.


[ This Message was edited by: Diabo|ik on 2013-04-17 22:11 ]
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Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-04-17 22:23   
I would point out that you did succeed in getting past dres-kona and got a good portion of Tau Ceti before we forced you all back.

I do concede however, that I would no sooner remove the k'luuths cloaking than I would the ICC shields. I may not like the current setup of hte cloack being near absolute but I can still cope with it. Personally I find all of this debate premature since when the tier system comes out we will have to consider the changed roles of certain ships. This may render the k'luuth cloack more or less effective or it may have no affect at all. I think our best option at this point is to wait on that front and see what happens after the release of the tier system.

In regards ot the original point of this thread that dreads are overused. I believe the same logic above applies. The tier system may alter the useage of dreads to being more or less common and it may indeed have no affect at all. I think our best choice is to simply bear with the current use of dreads at this time and then reevaluate this topic after the tier system comes out.

However, these are only my personal musings and you can take from them what you wish.
[ This Message was edited by: Sheraton on 2013-04-17 22:26 ]
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-04-17 22:39   
When all is said and done I think the main issue about cloak is it leads luth to be an all Dreadnought faction, which brings us back to the original point of this thread. For most people there's really no point in using anything else because maneuverability is a non factor when you can get as close to someone as you please without them even knowing it, and it makes the most sense to have as much firepower as possible for that short time you're decloaked.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-04-18 04:48   
Quote:

On 2013-04-17 13:51, Novacat wrote:

First of all, the point-jump issue needs to be completely resolved. IMHO, a minimum jump distance will not fix the problem because a lot of point-jumps start at beyond 3500 gu. On top of this, a 3500 gu minimum distance prevents long range ships from increasing the distance, forcing them to disengage from a bad situation. This is very bad if the long range ships were necessary for your faction.



But I've already said it. That was the basic idea of a minimum jump range.

It is to make INTRA-battle point jumps impossible. You can't short jump your dread to a dessie who's pelting you with cannons 800 GUs away. But you can call in help from outside the battle to jump that dessie. If you ask me, I say that works well enough.

It also works the other way. If you're a missile ship pelting an enemy 1300 gus away. He can't jump you. But should another assault ship from outside the battle area jump you... you have to jump away to escape too. You can't just make an easy 1300 gu jump away to maintain your advantage.

The overall effect would be more thought in your battles. This idea was NOT and NEVER meant to give missile ships any kind of advantage. It's a blade that cuts both ways.

Geddit?


Quote:

On 2013-04-17 13:51, Novacat wrote:

This is why I proposed interdictor platforms. They are far more vulnerable than the old interdictor cruisers whom had lots of health, armor, mobility, a jumpdrive, cloak, and PD. An interdictor platform with none of these things will be far more vulnerable.

If that is not enough, an interesting alternative might be an interdictor device that has friendly fire. Basically, it not only stops enemy jumps up to 1000 gu, but also stops friendly jumps. This makes the jump device a double-edged sword, and thus a lot of thought would need to be taken into their deployment. Of course, if this route were pursued, friendly interdictor platforms would need an option to turn them off, thus giving the friendly side some form of control, but note that turning off a dictor also allows enemies to jump in and out as well.

A third alternative would be for interdictors to only disable targeted jumps, giving emergency jumps a special 'uninterruptable' status. This would still allow friendly ships to escape an enemy dictor, while still serving the original purpose of the interdictor.

Now, Why is the interdictor necessary?

To allow for combat to initiate at greater ranges. In order for long range ships to be viable, combat has to initiate at such a range in that they can do damage before the close quarters ships are able to close the distance. This also gives a role to escort ships and allows them to shoot down incoming missiles and fighters.



Already said it. I like the interdictor cruiser. I want them back, but that's just a personal liking. Ultimately, most of the playerbase hate them. And as a result, they were removed.

As much as they promoted tactical gameplay, they had the effect of causing scores of players to log off. It's stupid, but there you have it. Players just don't wanna play when a dico is present.

So compromises were made, the dico ship was removed.


Quote:

On 2013-04-17 13:51, Novacat wrote:
What does this have to do with Cloak?

The first change done to Cloak would be to make it work only if the Kluth player is 'out of combat' as determined by the out of combat mechanics. I was originally going to go with a 'Interrupt on receiving damage' mechanic, but I figure it would be easier to program if the mechanics were hitched on something that has already been implimented in game. This ensures that the Kluth can still use cloak to sneak up and ambush someone, but if they get suprised in turn, they could end up in a very bad spot.



Personally, this would nerf cloak to the point of unusability. It would be pretty much the same as having ECCM in droves making cloak ineffective.

Anyone could simply disable a cloak with a wild shot. Hits a cloaked ship and poof... 30 secs of no-cloak.


I've proposed something else before. That whenever a cloaked ship takes a hit, there will be somekind of animation where a lightning field will crackle around the ship, visible to all players. Sort of like when the Predator's (Yautja) cloak gets splashed with water. And the signature will spike/shoot up, and then recede again.

In effect, this will "disrupt" the cloak but not drop it. But since the sig has spiked up to default and starts to drop at the normal cloak rate, the effect is similar to having the cloak dropped, and immediately powered up again, giving you the time to target and shoot at it.

Continous hits will keep the lightning animation and signature values up.



Quote:

On 2013-04-17 13:51, Novacat wrote:

The second change would be to make cloak immune to all ECCM/ECM, make energy consumption flat and no longer based on signature. This does two things, for one, it removes the buggy, glitchy Signature/Cloak interaction mechanics that are inconsistant and fustrating for both sides. The second thing is that it buffs ECM/ECCM, and opens the electronic warfare game more than just 'Load up on ECCM and light those Kluth... hopefully?'

The ideal metagame is that the Kluth would have to cloak some distance away, and then traverse to their target for the ideal ambush. But their target can respond to this. Ideally, I would like Minelaying ships to be a huge part of this, laying mines along potential Kluth routes. This also buffs up the Kluth smaller ships compared to bigger ships, as smaller Kluth ships are more able to slip past minefields than bigger ones.

Of course, for this to work, Minelaying ships would need to be buffed. My suggestion would be to substantially increase the radius (but not damage) of the mines. On top of this, the mines would also be proximity detonated, and work against cloaked ships. The range of proximity detonation would have to be large enough to be useful, but small enough to allow them to be swept by minesweepers. So maybe 25-50 GU?

Mining strategies against UGTO/ICC would involve clustering the mines for maximum damage, while mining strategies against Kluth would involve spreading the mines out for maximum coverage (since damage is not what is important, simply interrupting cloak is good enough)

I feel that Cloak itself would need no more changes beyond this. However, it would substantially weaken Cloak, thus requring Kluth to be more wellrounded to compensate.



Faustus has stated somewhere before that he would like to keep the EW triad of ECCM-ECM-Cloak relationships intact. Cloak will always be affected by ECM/ECCM in some way.

If you ask me, I say that pinging was actually a good counter to cloak. It was a bug, hell yeah. But it worked well. But the decision was made to fix it, and we'll just have to live with it.


As for mines, that is another topic altogether.



Quote:

On 2013-04-17 13:51, Novacat wrote:

Given, my knowlege on Kluth weaknesses is rusty. I have always understood it to be a multitude of things.

Lack of Missile Defense - Without Cloak, Kluth have no missile defense so to speak. Disruptors make terrible missile interceptors. Luckily, the developers are already a step ahead of me by introducing Point Defense weapons to the Kluth. So I will not address this any further.

Lack of Ship Variety - With Kluth potentially forced to engage at greater ranges, Kluth would need ships to engage at those ranges. However, Kluth have only two (IIRC) missile ships at present moment, and no true carriers. Hopefully the new tier system rewards Kluth with some much needed variety.

Lack of Armor - This is not as bad as it once was, but still is an issue. Being a damage-focused faction, Kluth should probably still have the weakest armor, but the gap should not be huge. Organic should be around where Chitin is now, and Chitin should probably be buffed to around UGTO Standard armor. Given, I do not have the exact values in front of me (Jack's site is down, fyi) but Kluth armor should be stronger than now, but not as strong as UGTO or ICC.

Lack of Energy - Again, with Jack's database down I cannot exactly check why Kluth are running out of energy so fast, but obviously their energy needs would need to be improved. Since they lack armor, they will need damage output to compensate.

We need to be careful and not buff up the Kluth too much. Even with the above changes, Cloak would still be extremely potent as a first strike tool and far more potent as a device than Pulse Wave or Flux. However, with the above changes, Kluth would actually have to plan both infiltrating to their target, and exfiltrating out after they launch their strike. Long Range ships would be buffed immensely as ICC/UGTO would be able to intercept Kluth ships trying to get into range, and Kluth would have long range ships of their own to fight against ICC/UGTO long range ships.




Kluth will always remain immune to missiles as long as the pilot is alert, and has enough time to get his sig down and his ship out of the way. Cloak was always meant to do that. There's no other way to make it otherwise without kookamamie logic.

As for ship variety, speak to Jim. Kluth were always a close range, assault/hit-and-run faction. There's not much in ship variety in it for that kinda playstyle.

To give the Kluth a ship like the ICC Missile Dread with cloaking ability would be pretty nasty for the enemy. That's why cloak and close range weaps were paired. If Kluth can get close in to hit you hard, then you can hit him back hard too.


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Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2013-04-18 06:39   
Quote:

On 2013-04-17 20:47, Taelon*RO* wrote:
Not when they are jumped by a few dreads, and practice blind fire cause you get the 5 secs plus the one or two blind fire you could get



If you have to base your balance on the assumption that the faction is going to be outnumbered, you screwed up badly.

Quote:

On 2013-04-17 22:08, Diabo|ik wrote:
Want empirical proof that Kluth isnt OP now?



Completely irrellevant. Nobody conquers because there is no point in it, and also because the playerbase is just not large enough to mount large-scale offensives anymore.

Quote:

On 2013-04-18 04:48, Kenny_Naboo wrote:
Geddit?



Yes, I have gotten it on the first time you explained it. What you do not understand is that its going to create more problems than fix.

Quote:

Already said it. I like the interdictor cruiser. I want them back, but that's just a personal liking. Ultimately, most of the playerbase hate them. And as a result, they were removed.



I am not proposing we bring back the interdictor cruiser, so that excuse does not apply here. Address Interdictor platforms, not interdictor cruisers.

Quote:

Personally, this would nerf cloak to the point of unusability. It would be pretty much the same as having ECCM in droves making cloak ineffective.

Anyone could simply disable a cloak with a wild shot. Hits a cloaked ship and poof... 30 secs of no-cloak.



As I said, you have to think about your approach now. You cant just jump 1000 gu away, cloak, and expect to directly stroll up to the ICC/UGTO without them making an attempt to counter you. You have to think about your approach now. Thats the entire point of my post. Kluth no longer gets a free lunch.

Quote:

I've proposed something else before.



The main advantage of my system over yours are three fold.
1: It allows long range ships to target Kluth. Your suggestion will only allow CQC ships to target Kluth, essentially maintaining the value of CQC ships over long range ones.

2: It is easier to impliment. It largely uses a system already implimented in game, and thus would require minimal coding to adapt.

3: It addresses the 'easy escape' option for Kluth. With your method, the Kluth can still jump away, cloak, and likely never be cought. With my method, the ICC/UGTO have 30 seconds to track down a Kluth.

Quote:

Faustus has stated somewhere before that he would like to keep the EW triad of ECCM-ECM-Cloak relationships intact. Cloak will always be affected by ECM/ECCM in some way.



This is a horrible decision, though. It just forces ICC/UGTO to pack as much ECCM as possible with the purpose of countering Kluth, and completely shuts down a potentially interesting ECM/ECCM dynamic for the purpose of creating a blunt tool to whack a faction with. This is not good gameplay.

Quote:

Kluth will always remain immune to missiles as long as the pilot is alert, and has enough time to get his sig down and his ship out of the way. Cloak was always meant to do that. There's no other way to make it otherwise without kookamamie logic.



I already told you how to make an attempt to fix it. I even gave you step-by-step instructions that would be very easy to impliment. If the developers cannot fix the problem, it is becasue they decided not to fix the problem, no other reason.

Quote:

To give the Kluth a ship like the ICC Missile Dread with cloaking ability would be pretty nasty for the enemy. That's why cloak and close range weaps were paired. If Kluth can get close in to hit you hard, then you can hit him back hard too.



Well yes, if you take the suggestion out of context that is true, but in context, with the rest of my post, my suggestion makes perfect sense.
[ This Message was edited by: Novacat on 2013-04-18 08:08 ]
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-04-18 06:40   
I wish there were a way to fire missiles straight ahead.
The arcing is good if you want to shoot over your allies, but it makes blind firing impossible.
Several cases in which It would be preferable to launch them straight forward like rockets.

Actually, having a non-tracking heavy missile would be neat.
Small ships could dodge it more easily than torpedoes, and so it would be a good choice for attacking dreads and stations, but could be repelled if it had escorts.

[ This Message was edited by: Fluttershy on 2013-04-18 06:41 ]

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