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Forum Index » » English (General) » » Reflective Armor and you.
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 Author Reflective Armor and you.
Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2008-10-10 18:32   
http://xs232.xs.to/xs232/08415/1559.jpg
http://xs232.xs.to/xs232/08415/2912.jpg
[ This Message was edited by: Pakhos on 2010-04-26 13:16 ]
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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2008-10-10 18:39   
your kluth, kluth have weaker armor, jack is ead, EADs are monsters at close range, EAD's have flux beams, guess what flux beams do.
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  Email Sens [R33]
Russian Roulette with Muskets
Grand Admiral

Joined: September 04, 2002
Posts: 393
Posted: 2008-10-10 18:46   
i doubt that was a one on one sitiation ^^
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Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2008-10-10 18:51   
was 1 on 1 for a 10 second. after i was jumped by 2 stations. Check the timing.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2008-10-10 18:53   
A) I had standard armour.
B) There were 5 other dreads shooting you, and a station.
C) I used flux wave.
D) I had flux beams.

Most important of all:
E) I'm just that good.
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Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2008-10-10 18:54   
Images show what you see, i realy dont feel like explaining .
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[-GTN-]BackSlash: "Azreal is a master of showing me what is horribly broken in the game."

Mr Black
Grand Admiral
Palestar


Joined: September 20, 2003
Posts: 486
From: Gaifenland
Posted: 2008-10-10 18:58   
Pakhos, I can confirm that there were a lot more ships in the area than you were seeing.
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Delando
Marshal

Joined: May 04, 2007
Posts: 260
Posted: 2008-10-10 21:07   
Quote:

On 2008-10-10 00:33, Tael wrote:
And for the record while playing ICC today as Taelron, I was able to go up against an UGTO Dread with an ICC dread and Hull him considerably while rotating shields to keep fresh power to the side he was on.

I had to break from combat and retreat after a Station came to his aid and joined him.

So one on one I have a feeling I would have won that fight, depleted shields, but minimal systems and hull damage. Even after the station joined and I was forced to split shield power across two arcs I was able to get off another 15 seconds of combat with both before jumping away and did not take any hull damage while the UGGY Dread was hulled down to the 70% range... My shields total strength was down around 15 to 20% total by the time I jumped away (Red on three arcs, yellow single on one)
[ This Message was edited by: Tael on 2008-10-10 00:35 ]




This is a thread dicussing the reflectives being overpowered. U need to provide more info: Was the Ugto dread a BD, EAD or CD? Were u a AD, MD, CD? Did he have reflectives on?
Ur point seems to a be about ICC shields than reflective armor.
We need more specifics for ur point to be clear. For all we know, ur were fighting a Command Dread with ur AD when he had all ablatives on...



[ This Message was edited by: Delando on 2008-10-10 21:11 ]
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Delando
Marshal

Joined: May 04, 2007
Posts: 260
Posted: 2008-10-12 00:11   
I'm siting in Sol deep space in a UGTO 7000engi as I write this. I've swaped a plate of standard armor, and a plate of reflective armor, and jumped into deep space.

I've been watching them grow for the last 10 min:
Time Standard Reflective
10:39:30 6% 7%
10:40:00 11% 11%
10:41:00 20% 20%
10:42:00 29% 28%
10:43:00 38% 37%
10:44:00 47% 45%
10:45:00 54% 52%
It doesnt take a six-grade to tell that they are regenerating at virturally the SAME speed.

I urge everyone concerned with this issue to take a Ugto ship out and test it for ur selves.

I admit the results shocked me, I knew reflective were self repairing, becasue icc had them in 1.483 and i've used them. But i certainly wasn't expecting a speciallized armor to regenerate at the same speed as standard.

Could someone tell me what's going on here. Why don't icc have reflective armor any more in this Beam-heavy world of 1.500? and why is Reflective self-repairing so fast?
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Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2008-10-12 04:33   
Reflective has fewer hit points. It may appear to be regenerating at the same speed percentage wise, but that does not reflect the actual HP value.

A piece of armor with 10HP regenerating at 1HP/sec ill appear to repair as fast as a piece of 50HP armor regenerating at 5HP/sec, but cant take no way near as much damage.
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  Goto the website of Drafell
BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2008-10-12 07:06   
As far as ICC not getting the armour anymore - it was always meant to be a UGTO special tech. ICC can upgrade their shields to active, K'luth have a choice of a second AHR an Chit armour, UGTO on the other hand are lumped with just standard, and it's not hugely fair to share your armour tech with another faction (much like it's not fair to share shields with another faction).
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Delando
Marshal

Joined: May 04, 2007
Posts: 260
Posted: 2008-10-13 08:54   
Quote:

On 2008-10-12 14:26, Drafell wrote:
These are the figures as accurately as I am allowed to supply.

Compared to Standard Armor, Reflective has 15% less hit points and repairs 17.5% fewer hit points per minute. It takes slightly longer to fully self repair, 11m30s compared to 11m5s for Standard.
It has a 50% resistance to energy and EMP damage types, but a 25% penalty against kinetic damage.

Ablative Armors has 4.7% more hit points than Standard Armor and no self repair. It has a 50% resistance to kinetic damage and no other resistance modifiers.

Reactive Shields have 13.15% fewer hit points compared to Standard Armor, and regenerate 52.7% faster. They take just under 6m20s to fully regenerate.
They have no resistances, and a 50% penalty against EMP damage.
Reactive shields drain more energy than Actives when charging, but less when undamaged.

Active Shields have 18.53% fewer hit points than Standard Armor, and regenerate 60.8% faster. They take about 5m35s to fully regenerate.
They have no resistances, and a 50% penalty against EMP damage.
Active Shields have a higher static energy drain, but generally less than Reactive when actively charging.

Organic Armor has 29.5% fewer hit points compared to Standard Armor, and regenerates hit points 0.8% faster. It takes 7m45s to fully self repair and no resistance modifiers.




Just wanted to post Draf's data from other thread.

Need to clearify thist: If using Reflectives, say my mandi does 100pt beam dmg, only 50 pt gets through.
and if out of 100pt of projetile damge, 125pt dmg will be done.

Is this correct?

If so, would a pilot average out 25dmg ahead if he has a 50/50 chance of runing into either a beam heavy or canon heavy enemy?
(unlikely,since even canon ships in this version have at least 10% their weapons in CLs, more for kluth.)

And also, that reflective repair at virtually the same speed (% wise) as standard. None of this penalizes speciallizing.

the only thing i can see would be that he'd have fewer over all HP, even that's only a -15%. easily overwhelmed by the benifits from 50% resistance.
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$yTHe {C?}
Grand Admiral
Sundered Weimeriners


Joined: September 29, 2002
Posts: 1292
From: Arlington, VA
Posted: 2008-10-13 11:24   
Well, the change of tactics is all well and good, but it still is a problem when small ships are right around impervious to capital ships. I understand that reflective armor is meant to be good against beams. Fine. But when the rest of your weapons are unable to hit the targets, what then? My suggested tweak would be to up splash a little bit, which from my limited observations appears to be pretty low.
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2008-10-13 12:17   
Quote:

On 2008-10-13 11:24, $yTHe {C?} wrote:
...it still is a problem when small ships are right around impervious to capital ships....



Considering that capital ships are now practically impervious to the pathetic weapons on smaller ships, I think the problem is lessened. Plus it's a reason to NOT pull out dreads constantly and without escort: Their huge guns won't be able to hit an evading scout from a distance.
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[Darkspace Moderator] [Galactic Navy Fleet Officer]


Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2008-10-13 13:32   
Havent played as ugto since 1.5 came out . I have questions. Can still ugto mod their ships with reflective armor out side and ablative inside of plates or vice versa? Since any kind of armor has resistance why organic armor doesnt have any if we suppose to make a balanced patch? I strongly believe kluth must have resistance , at least , i mean at least to EMP damage because of it's organic state. The ships suppose to be organic, i realy dont get how can emp effect something organic.

Without any sarcasm, i would like to tell this directly and clear. Siphons work realy nice when you can connect your hits twice on an EAD as long as u hit with torps too.. Strategicly it is ok. Hit then hide. Then hit again from same point. But if EAD runs on fast speed it is a kind of hard for kluth to catch up with EAD while cloaked because of energy issue. This isnt a real problem for me . I am having the problem while i am in NEST(kluth station). Due the weapon design of this ship (all beams and Sis) i cant hull an EAD before it hulls me to 90%. Like before i cant change my armor from back to front and slow turn rate of this huge ship , make me get the hit from same point over and over again. Anyway, getting system damage and 99% hull because of flux cannons , makes weapons to recharge slower everytime until they get repaired by own drones.

So the point is : lower beam resistance on reflective armor to 30%[reason: 50% means 2 alpha on same point ,which modify energy ,timing issue on kluth to hull enemy ship while they can do it with 1 alpha) which i think is fair number. Give kluth to emp resistance for being ORGANIC. Makes SI's kinetic damage a bit higher. Ead or any Station can fire kluth station from 1000+gu away and we cant (like we are point blank) ,give SI more range .


I strongly believe those changes are crutial and very important if we want to make this balanced.

Also i would like to invite dev team players to play as kluth for a week. See the things from our point of view , not as ugto player.
_________________
* Josef hands [PB]Quantium the Golden GothThug award for best melodrama in a miniseries...
[-GTN-]BackSlash: "Azreal is a master of showing me what is horribly broken in the game."

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