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 Author kluth armor
Light-of-Aurora
Grand Admiral

Joined: December 01, 2003
Posts: 602
From: NJ, USA
Posted: 2006-02-16 08:05   
Sorry if it's too off topic but..
I notice people are talking about adding things, and wondered..
What if we lowered the amount of armor on all ships?
And K'luth had no armor, but had their .480 cloak, and extremely high damage weapons..
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Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2006-02-16 08:55   
Quote:

On 2006-02-16 08:05, [AÐ]Light-of-Aurora wrote:
Sorry if it's too off topic but..
I notice people are talking about adding things, and wondered..
What if we lowered the amount of armor on all ships?
And K'luth had no armor, but had their .480 cloak, and extremely high damage weapons..




Well, that's basiclly what has happened... you see...

Levels are set via hull. So now, armour is lower on smaller ships, and higher on bigger ships, making it fair.

This also effects weapons, so no high weapon levels on lower ships, making it easier for bigger ships to do damage.

The whole armour to kluth thing... Hull levels are weak, it's been that way always, so removing their armour just wouldn't work anymore, and would require an entire re-work of the game components (not gonna happen anytime soon). Instead, unlike before, they've been given armour, at the cost of some of their weapons power. Otherwise, they're exactly the same. And just so you know, the current cloak they have now (without beacons, bugs, etc) is more powerfull than they've ever had it before (before 1.480, they used to have an ECCM energy drain if they ran cloak).

Kluth weapons still do a high amount of damage in one strike, compaired to their human counterparts. It just requires kluth pilots to hit and run...

UGTO and ICC are damage over time ships. With UGTO have more damage over time than any other faction, but, this is set back by the fact that they only have armour, so their ships are slow, and once the armour goes down, that's that, you have to leave.

ICC have defence, their shields recharge quicker than armour (a lot more quickly), and they can also move their shields around, giving them more defence. They're the oposite of Kluth in a way... Less damage, more defence.

K'luth have the highest damage in one strike on every type of hull level. Disruptors have no fall off, so they can strike from quite far away with beams (Chemical Lasers are only effective at half their range, beyond that and the damage isn't worth the energy cost), they also have infinate ammo on their psi cannons, so they have quite the ability to do damage. Their torps also do an insane amount of splash and on-target damage... I'll do a little mockup table (no real numbers though).

For beams, it works like this.... Or should do (CL's don't do more damage than Disruptors at the moment, like they should (or did before, when they worked)).

Disruptor
0gu ||||||||||||||||||||||||||||||||||||||||||| 200gu

Assault Disruptor
0gu /////////////////////////////////////////// 200gu

CL
0gu ///|||||======------------------------| 150gu

HCL
0gu /////////||||||||=======-------------| 150gu

/ = extreme damage
| = highest damage
= = medium damage
- = low damage

As you can see, Disruptors have no fall off, and can do a lot of damage, no matter what the range. But Chemical Lasers, have a falloff, meaning from far away, they're quite useless, and only about 50% of their range is usefull. Obviously the damage amounts are proportionate to the weapon type (CL's hardly do extreme damage). But you get an idea of how the kluth weapons work, and they DO hurt.

Cannons work like this...

Psi
Damage ***
Range *
Energy *
Reload *

Particle
Damage **
Range **
Energy *
Reload **

Railgun
Damage *
Range ***
Energy ***
Reload ***

Taking into account that Railguns have ammo, becaeuse otherwise they'd outdamage UGTO over time, whereas ICC are meant to use their defence to win (odd to understand I'm sure). But as you can see, Psi has the most damage, extreme power usage, and the lowest range. This allows it to do the most amount of damage in the shortest time. As time progresses, we see ICC doing low amounts of damage quicker than the others and at longer ranges, but bear in mind, they don't do much damage, and they have limited ammo, so it's all a bit pear shapped there. UGTO comes last, the longer they stay in the battle, the more their weapons take effect. No ammo restraints, decent range, but their weapons require the most energy over time because they keep firing them, and with no ammo, there's nothing stopping those balls of proton particles flying out of those cannons.

Torpedo's also have these sort of damage stats...

AM
Damage ***
Range & Tracking *
Energy *
Splash ***
Ammo *
Energy *

Proton
Damage **
Range & Tracking **
Energy **
Splash **
Ammo **
Energy **

Fusion
Damage *
Range & Tracking ***
Energy ***
Splash *
Ammo ***
Energy ***

As you can see, torps are fairly self-explanitory. AM does more damage in a hit, and Fusions have the best range and tracking, but poor damage, and Protons piddle in at the middle doing just about average in everything.

Torpedo's almost exactly reflect how the factions that use them are meant to be. K'luth are meant to hit once or twice, but hit extremely hard. ICC are meant to piddle along at range and do tiny amounts of damage quickly, and accuratly. UGTO are just generaly stick at medium range, doing medium damage over time and should clock up the highest damage over time (but their armour doesn't allow them to stay forever, so it balances out). Even though it looks like Fusion is the best because it has the most stars, it won't do any good on a K'luth or UGTO ship because it doesn't fit in with their play style, just like an AM torp would be useless on a UGTO or ICC ship.


Faction ships also reflect the able use of these weapons...

You have K'luth with cloak so they are able to sneak up, do lots of damage in short amount of time, and recloak and repair any damage they took.

You have UGTO, they duke it out, try and stay as long as their armour allows, they have a lot of energy to support their weapon armements, it allows them to stay in the battle firing their weapons (since UGTO tend to favour weapons that don't use ammo, but use energy).

ICC use their shields to their advantage, they pop in and out of battle rapidly, only needing to reload their weapons and slight armour repairs. Their shields recharge so quickly, that by the time they're back in battle, they're back up and running at full steam again.

So you see, K'luth already have their high damage weapons and low armour, just how they should be (although the cloaking problems don't allow them to work 100% correctly). UGTO also should have the highest energy to enable them to do damage over time, and armour to support that, but some ships still need tweaking...

This entire thread seems to be carried on the asumption that Flux does 50% armour damage to a kluth ship, and that just isn't true, and some people (taking lights question for example), are not sure exactly what people are trying to aim for. Hopefully with the above in mind, some people might be able to test ships correctly and post accurate and nicely presented bug/layout reports on the forum! Then we can all have a nicely balanced DarkSpace, and enjoy playing.

So, again, hopefully people will read the above, look at how the factions are supposed to work, and test accordingly!

I take mine and Doran's testing example, because, it's perfect.

Me in an EAD, him in an AD. We sat opposite each other. We fired, if he cycled his shields, I would lose, if he didn't I could flux and he'd be dead in the water. But this isn't a fair test. Because the EAD is supposed to have a lot of energy to enable it to fly at high speeds, and the AD is supposed to sit there and take the damage, like it did. The test failed, because I wasn't moving about, utilizing the UGTO's advantages, hence I lost, and hence that test didn't exactly work.

It's exactly like someone saying "I shot a kluth cruiser, and it took a lot of damage". Ofcourse it will, it's got weak armour. But, the kluth cruiser isn't supposed to just sit there, and it's not meant to be visable if not in combat... They're meant to get the surprise on you, not duke it...

This is a kind of multi-reply post. Since I'm just not going to bother with replying to the armour question anymore (I stated my opinions earlier!).

Toodles!

- Jack
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Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2006-02-20 09:00   
[quote]
On 2006-02-15 17:21, Doran wrote:
Quote:

On 2006-02-15 16:50, Ase wrote:

It would be nice if each faction had tech that no other faction can fit on their ships that are absolutly awsome and that fits their factions main strength, but they don't really (barring dread/station only ones)

flux wave, flux cannon, gauss guns, pulse shield, fighters, core weapons, aux shield gens (if they're still in) cloak, auto hull repair, most kluth tech (see above), sabots (will probably be icc only) torpedoes (mostly faction only, see above), emp partical cannons and railguns (will probably be faction only respectivly). things like IT missiles, AR, pulse beams, chem lasers, reactors, drives, scanners, eccm, ecm, tractors, beacons will still be common on either faction

I do believe pulse beams should be ICC since they are ICC tech


Also, becons are a problem. What they do is fine, but the time on them is what really hurts the kluth. Becons time limit needs to be toned down A LOT. Make it a 15-20, maybe 30 second thing. Make people have to decide how to limit themselves on using them, not mashing the space bar firing 2+ becons per shot, what's max level give, 20 becons? Give them a long reload or something or the above mentioned change.

beacons are also in for some changes, what those will be are debatable. as it stands now, beacons have their own slot in ships equiped with them, and beacons can not be changed to or from any other item

also I say that beacons should come off once the ship that beaconed you has docked left a certan range or destoryed... also i say If a UGTO ship beacons a ship only the UGTO should be able to see it since the beacon is most likley transmitting the beacon code... just a thought.

What is it people find to hard to understand about Kluth ?

You're not meant to have a lot of armour to duke it out. You're meant to have a small amount of armour to force you into hit and run tactics. You're cloak should be tweaked to enable you to do that, along with beacon changes (hopefully). The ultimate supply is not meant to have a lot of armour, you're meant to repair OUT of battle, hence your cloak enables you to disapear so you can let the AHR do its job.

This cant reall be really responded untill the cloak timmer is fixed but Rag is right saying
well can be somone need to look into the armor on kluth ships

probaly mostly on smaller ships im not talking dreds here

1 layer dont do much when 1 flux can take it down to hull 50% in one blast

solution rework some of the armor layers

and/or some armor solutions for upgrading

look elsewhere for my elf armor sugestion

as it is right noe you decloak you can be targeted at my count 8 seconds before your fully declokes enough time for the enemy to get a full alpha on you taking down a scales armour and doing hull damage... so IF cloak isnt make to decloak faster then yes another armour plate is best... I know jack what you are saying but Fair is Fair and the luth do deserve to have a fair game aswell...

i noticed that dred armor is way stronger
[b] and whats wrong with the biggest and strongest ships have the armour to defend it for?








[ This Message was edited by: Fatal Ants *XO 1* on 2006-02-20 09:05 ]
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Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2006-02-21 04:16   
get back to reality guys plz

i cant understand how a simple remark about "smaller ships on kluth need to get their armor rechecked" get to be an blow out discussion on tactics, who knows best, goods and his mother ?

fact is that smaller ships on kluth Destoyers Frigates Surplys Workers scouts all suffers widly from focus on larger ships dreds crusiers and stations.

so if someone say "its allright becaus the dreds are good and strong..." we are back to zerro.

someone takeing out a dred to test how the armor works on smaller ships dont cut it.

you have to fly smaller ships to test that.

and you all on about how kluth should be played how they can cloake etc...

i freaking know how to play kluth the kluth way , i have been doing just that for years now

all i asked was "we need to check out how the smaller ships works".

who say that a frigate cant have some more armor rings ? or 1 extra engine slot for speed ?

or take a look on the weapon layout on the destoyers they basical the same from ship to ship.

i would like the dirvese layouts back on the smaller kluth ships back.

before there was
stinger fast ship not many weapons
shell lots of armor not many weapons

i want this kind of option back + i realy like to fly smaller ships

else you can just ditch those ship classes from kluth , no one flys ships that dont work or are the same.

kluth ships dont have the same amount of options to mount diffrent armors or shilds as the ugto/icc, so it have to be ajustet by looking at the standard layout of those ships.

so back on track what can we do to improve on smaller entry lvl ships ?

want to discuss dreds, weapon lvl, tactic, i ask you to do it in another thread

this is "Layout on smaller kluth ships" discussion not "Jacks idiear on how kluth should be overall"






[ This Message was edited by: Ragglock on 2006-02-21 04:30 ]
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HaVoX
Fleet Admiral

Joined: September 07, 2003
Posts: 269
From: Florida whoo hoo
Posted: 2006-02-21 08:51   
The pain of the massive qoutes, it makes my head hurt..........

Anyway, all i got to say is lets get this ball rolling and sort it out. I want a faction i enjoy to play, one that i dont feel is nerfed, but not overly powerful.

Fact luth weapons do more damage.
Fact luth armor is waaaay weaker then the other factions.

ok i buy this is a hide and sneak faction thing, (which i enjoy, i like the stealh aspect the most) but someone explain to me where the trade off between armour that cant withstand even the smallest amount of damage, long enough to get off a second shot with out making the pilot wet himself is the work of a race that conquered space travel and intersteller warfare. It does not make sense, unless luth are a die with honor race meant to drown thier enemys in thier own blood, in which case we should get pres for being killed over and over instead of loseing it. And dont get me started on flux, my systems are constantly lit up no matter what im in.

any way, just give my faction (luth) the ability to feel like i could fight, live and advance in the game with a even live/die ratio given differnt combat situations. currently even in beta i see luth as being the hit, run, hide watch ur planets fall and sneak in after everyone goes to be to recap race. Theres not enough to em to attract other players to join our faction as is, and looks like as will be.

HaVoX
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Mersenne Twister
Fleet Admiral

Joined: May 11, 2003
Posts: 1161
From: Sector C Test Labs and Contol Facilities
Posted: 2006-02-21 10:23   
Quote:

On 2006-02-21 04:16, Ragglock wrote:
get back to reality guys plz i reject your reality and subsitiute my own

i cant understand how a simple remark about "smaller ships on kluth need to get their armor rechecked" but they dont, on any faction. scouts are weaker than frigates, frigates weaker than dessies, and on up the line. its not about the armor. when (not if) decloak times get lowered a bit, beacons get tweaked, and eccm pinging gets sorted out, you're golden. how much armor you have doesnt matter all that much, when you're invisible and cant be shot at. get to be an blow out discussion on tactics, who knows best, goods and his mother ? because this is the internet

fact is that smaller ships on kluth Destoyers Frigates Surplys Workers scouts all suffers widly from focus on larger ships dreds crusiers and stations. uh.. duh? EVERYBODY, except those that either havent copied their profile to beta, or just dont have the rank for it will get a station/dread/cruiser. a few will acutally get a dessie, almost nobody flys scouts/frigates/sups/engies/trannies in beta. nobody tests the smaller ships and they get all out of whack (scouts, escort and picket dessies, harrier frigate's weaker than the interceptor, minelayers do diddly squat for damage).

so if someone say "its allright becaus the dreds are good and strong..." we are back to zerro. oh im sorry.. in this reality of yours, dreads shouldnt be stronger than any other ship class except stations? gotcha.

someone takeing out a dred to test how the armor works on smaller ships dont cut it.

you have to fly smaller ships to test that. and nobody does (im guilty of that too)

and you all on about how kluth should be played how they can cloake etc...

i freaking know how to play kluth the kluth way , i have been doing just that for years now so what do you do when the kluth way changes?

all i asked was "we need to check out how the smaller ships works". and i quote: "well can be somone need to look into the armor on kluth ships"

who say that a frigate cant have some more armor rings ? or 1 extra engine slot for speed ? anyone interested in keeping frigates weaker than destroyers says frigates cant have some more armor rings. OR- we just get tael to change the number of armor rings per armor. frigates keep the same amount of armor, but with 50% more rings, and stations will have armor rings the size of LARGE planets. as for engines, what are you smoking? frigates dont need to be faster. a frigates with IE drives tops out at 30gu/s, add AMEs and its about 32.5 or so

or take a look on the weapon layout on the destoyers they basical the same from ship to ship.


i would like the dirvese layouts back on the smaller kluth ships back.

before there was
stinger fast ship not many weapons
shell lots of armor not many weapons

i want this kind of option back + i realy like to fly smaller ships

else you can just ditch those ship classes from kluth , no one flys ships that dont work or are the same.

kluth ships dont have the same amount of options to mount diffrent armors or shilds as the ugto/icc, so it have to be ajustet by looking at the standard layout of those ships.

so back on track what can we do to improve on smaller entry lvl ships ?
not alot, they're going to have less armor and weapons than larger ships, the midshipman ships especially. all they really have going for them is A: speed B: manuverablity C: short jumpdrive recharge time D: long jump range. barring a dictor in the area, they can dance around a battle and hit enemies where they're weak, tc/ac rear armors, ead rear armors, and the like. they're weak weapons and armor is offset by a good pilot putting the ship where they can land hull shots, or at least keep armor/shield from rechanging so others can get those hull shots (called teamwork)

want to discuss dreds, weapon lvl, tactic, i ask you to do it in another thread

this is "Layout on smaller kluth ships" discussion not "Jacks idiear on how kluth should be overall" but it does seem to be Ragglocks idear on how kluth should be overall




[ This Message was edited by: FireMoth (Ask before you shoot) on 2006-02-21 10:24 ]
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Admiral

Joined: June 28, 2005
Posts: 215
From: Luna, Sol.
Posted: 2006-02-22 00:52   
Wow... Good arguments people... and lots and lots of reading but i have to say i am firmly with jack on the K'Luth issue.

~SC~
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2006-02-22 02:03   
The biggest issue I see K'luth suffering from since the cloak changes is that thier enitre playstyle has changed with it. Instead of ships being able to stay and duke it out in battle for two or three alpha's then can maybe get of two shots and then have to recloak - the invisibility IS thier armor.

Unfortunately, DarkSpace as a whole is suffering from a lack of players, and it makes the real balance a lot harder to test effectively. Granted, in many 1v1 situations, K'luth are likely to come of worse. But DarkSpace isn't all about the 1v1 combat - at it's heart it is a team game focused around team tactics. K'luth HAVE to work as a team in order to be effective, and when they do they are brutal. To date, almost every encounter I have had where K'luth have been working together vs a similarly skilled UGTO fleet has been lost by UGTO, or would have been lost if not for the "visible in F2" bug, or the ECM issues. I am not going to bother talking about beacons being bugged, as they aren't and they work fine. With the Beta restrictions there isnt a problem with them.

For many players, the total difference in play style on K'luth is confusing. The normal tactics used by the UGTO and ICC(and previously by K'luth) don't work there, nor are they supposed to. If anything you will find K'luth are a much more advanced faction in terms of gameplay in that you do get punished for playing them "wrong". On the whole, as far as I can tell, K'luth are working as intented.

I am definately not saying that K'luth are perfect - many of the ship loadouts are horribly ineffective and definately do need looking at. We do need to be careful that this doesn't become another dreadwars.

- Draf



[ This Message was edited by: Drafell {R33} on 2006-02-22 02:07 ]
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Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2006-02-22 04:54   
well its clearly where this is going

so if it should be as you say then explain this to me most weapons on kluth ships destoyers and down are in the current light lvl weapons that dont do much dammage to none in 1 -2 strikes.

they should be able to decloake an atleast make a few hits before they die.

with 1 single layer organic armor arch and 4-5 psi guns or + 1 - 2 torps or missiles on a frigate i cant see that happen.

currently most destoyer class and down ships have mainly light grade weapons.

this dont exactly match with them being strong on weapons dammage in a short time + weak armor ratings.

so alternative to doing something about the armor layout then we need to upgrade the weapon grade on those ships.

so they gona be as efective as some of you claim they should be.

you select stronger weapons on smaller ships or some more armor on them

if it stay as it is now they just not usefull even in numbers
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Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2006-02-22 05:03   
Stinger owned my Assault Dessie.

Stinger didn't cloak once, and duked it the entire time.

What was that about armour Ragg?
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Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2006-02-23 05:46   
but i dont like stinger with lots of weapons.

i like stinger with few weapons and loads of engines.

thats my point i want diffrences back on the smaller kluth ships not just 1 weapon armor layout for them all but diffrent ships for diffrent tasks.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2006-02-23 07:13   
That's the problem with K'luth ships though. They're only meant for one task. Hit and Run. That makes it very hard to produce long range ships, or ships for any other task. You can just sit pretty with the knowledge that you just have a ton of ships that can serious dish out the damage. Just in different ways.
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Lord DowneyBUM (UK)
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Joined: January 13, 2003
Posts: 437
From: London England
Posted: 2006-02-23 09:30   
Pretty much agree with Drafell, and also suprisingly with Jack.
Kluth seems to be a much better force in this new config. Word on the Kluth sidewalk is that we are going to be able to start doing some serious damage again without the previous issues surrounding our vulnerability.
All i would add however is the issues with lone piloting/playing. I would concur that Kluth are strongest when playing as a team and co-operating. There will be circumstances though that means that there are only 1 or 2 kluth players in the MV.
In my opinion the answer may well be to increase the pre on building etc. but that as stated earlier is another threads topic!

Overall as a kluth fiend, im happy at the new layout.
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Hellza - Dark Master
Fleet Admiral
Praetorian Wolves


Joined: June 06, 2004
Posts: 498
Posted: 2006-05-03 04:44   
Also if its not mentioned yet, it could be but there was alot of reading an i am busy right now to sit down an read all of it. i read alot thought from jack an ragglock

but not to forgot out number of playing right now.. we only seeing how ships play out from 3-5-8 on each side.

now image if it was back in the day, 20 a side atleast, an how they worked together.. now these models "may" work if we have alot of players playing, but we lack in that right now..

peace

here my 2 cents
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Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2006-05-03 15:58   
Rule #1 of developing a game.

You NEVER, EVER, EVER, EVEN if your testicles are threatened, do you design and develop a game based on team numbers, because those are the ONE things you can never rely on. Once you make one side uber because they have low numbers, everyone switches, and developing an auto compensate system just means that maybe the reason you won was not because of your skill (How it should be), but because of the advantage.

This is a 3 month old post, and kluth armour will be effective once cloak is fixed, because like many have said, the cloak IS kluths armour, and at current, it is broken.

- Jack
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