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The problems with this build for the K'luth. |
Sens [R33] Admiral
Joined: September 27, 2008 Posts: 1020 From: Edge of th...
| Posted: 2009-07-01 14:39  
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On 2009-07-01 13:51, El Guapo wrote:
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On 2009-07-01 13:35, Daedalus wrote:
Dear god man, give it up. This is what the 5th hissy fit this week? The kluth are dead get over it.
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Really now, do you really want me to rant. Thought someone wanted me to be constructive. I can just froth at the mouth and rant and rave... "Oh dear, look at the rabid lobster!"
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better break out the knives...
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Founder and former Club chair of the Shigernafy Fan Club
Co-founder of the Doran Judication Comittee
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Lark of Serenity Grand Admiral Raven Warriors
Joined: June 02, 2002 Posts: 2516
| Posted: 2009-07-01 14:59  
i played kluth quite a bit in scenario. im told the differences in combat are not that great. we had enough res that ICC and kluth were flying stations.
i did not encounter any gameplay problems of any sort. i thought i did at one point but i believe it was my own misunderstanding of how cloak operated (the icon stays lit for a moment after you turn it off, and unlit when you turn it on. this may be a desync issue but meh, it got me killed because i wasnt sure my cloak was responding).
i found kluth ships to be extremely capable and very well balanced. with teamwork we were able to chase off a supply station and destroy a line station in orbit around an enemy planet with a dictor field.
i cant really speak about some of your issues guapo, as i dont think youve provided enough info. if you were detected near a planet theres all sorts of reasonable explanations - an enemy scout under ecm pinging you, someone else you didnt notice, maybe it had eccm itself.
re #2: i agree, you should be able to move between transfer gates cloaked. maybe making it so that a ship garaged cloak stays cloaked would fix this issue, as i think this is essentially what happens when you pass through a gate.
re #3: planet def seems fine so far as i can tell. ill check it out in MV more thoroughly. generally speaking people voiced the concern that a player shouldnt be able to take a planet on his/her own, so planet def was upped because, well... its a planet. one ship v a planet should probably lose. are you attacking planets with teammates or on your own?
i have to say i havent experienced anything approaching a "death sentence" when flying kluth, even when my hive got caught between a line station and combat dread i thought i had a pretty good chance of getting out if my teammates jumped on the situation (they didnt sadly =P). i could see coming out of a gate into an enemy fleet being rather unpleasant but ive also found that even as a dread i could cloak and make a get away with reasonable effectiveness. and then again whats what scouting ahead is for. teamwork!
[ This Message was edited by: Lark of Serenity on 2009-07-01 15:31 ]
_________________ Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division
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El Guapo Chief Marshal
Joined: February 24, 2004 Posts: 276 From: Calgary, Alberta, Canada
| Posted: 2009-07-01 15:21  
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On 2009-07-01 14:22, Nexus01 wrote:
There are still quite a few points left out, El Guapo.
Were you near a nebula?
Did your ECM shut off due to low energy?
etc.
You need to go over EVERY DETAIL.
I personally have no problem playing as Kluth, and it has always been my preferred faction. I am able to get into combat, do some damge, gain pres, and NOT die. Perhaps your play style doesn't fit the faction you are trying to play. I shall quote one of my friends from the Scorched3D forums...
"The mark of a truly skilled player is the ability to adapt. If one cannot adapt, then the player was never that skilled to begin with."
I leave you with this thought, as I escape the insanity that the forums have become.
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Hmmm planet, dictor, no sensor base, 1 supply plat, no nebula, not running out of power, sitting on couch drinking beer and playing darkspace in my underware... did I forget any points?
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El Guapo Chief Marshal
Joined: February 24, 2004 Posts: 276 From: Calgary, Alberta, Canada
| Posted: 2009-07-01 15:32  
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On 2009-07-01 14:59, Lark of Serenity wrote:
i found kluth ships to be extremely capable and very well balanced. with teamwork we were able to chase off a supply station and destroy a line station in orbit around an enemy planet with a dictor field.
i cant really speak about some of your issues guapo, as i dont think youve provided enough info. if you were detected near a planet theres all sorts of reasonable explanations - an enemy scout under ecm pinging you, someone else you didnt notice, maybe it had eccm itself.
re #2: i agree, you should be able to move between transfer gates cloaked. maybe making it so that a ship garaged cloak stays cloaked would fix this issue, as i think this is essentially what happens when you pass through a gate.
re #3: planet def seems fine so far as i can tell. ill check it out in MV more thoroughly. generally speaking people voiced the concern that a player shouldnt be able to take a planet on his/her own, so planet def was upped because, well... its a planet. one ship v a planet should probably lose. are you attacking planets with teammates or on your own?
i have to say i havent experienced anything approaching a "death sentence" when flying kluth, even when my hive got caught between a line station and combat dread i thought i had a pretty good chance of getting out if my teammates jumped on the situation (they didnt sadly =P). i could see coming out of a gate into an enemy fleet being rather unpleasant but ive also found that even as a dread i could cloak and make a get away with reasonable effectiveness.
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team work is what makes the K'luth playable.
like I stated, and I will say, I was the only player in the server, the only thing in orbit was 1, I say agian 1 supply plat, no sensor base within 4000 gus, not in a nebula, only the dictor field, and I was still sitting in my underware on the couch drinking beer...
I've been able, and still am able to cap any planet with my clavate (by myself), any planet, it just takes some time to figure out how to crack the nut.
and when you know there is a large presence of icc on the cass side of the transfer gate, go through, when you die, spawn there, see how long you last coming out of the transfer gate uncloaked, you will get tired of losing prez real fast and will have to quit and wait a few minutes.
one last thing how are you going to scout that side of the gate if you come out of it uncloaked? and unless you have planets or a planet with a sy you have to use the only gate in to cass? [ This Message was edited by: El Guapo on 2009-07-01 15:35 ]
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Nexus01 Cadet
Joined: May 20, 2006 Posts: 35
| Posted: 2009-07-01 16:47  
Again I bring up the ability to adapt, or in this case learn.
If you get killed after going through a gate, one would think you would LEARN. DONT go through gates until your jumpdrive is completely charged. I learned this very valuable lesson the hard way, as have many others. It took me one death to realize that going through a gate with no means of escape on the other side is a BAD idea. And if you keep spawning at the same place and dying, over and over, you have noone to blame but yourself. You obviously haven't learned a thing if you keep respawning, dying, spawn, die, spawn, die...
Seriously. Humans have brains and the ability to learn FOR A REASON. USE THEM.
_________________ WARNING: No "Beer" found in directory "/Fridge"! We reccommend that you rectify this situation immediately.
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2009-07-01 18:07  
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On 2009-07-01 16:47, Nexus01 wrote:
Seriously. Humans have brains ...
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I think that is disputable.
_________________ bucket link
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Tael 2nd Rear Admiral Palestar
Joined: July 03, 2002 Posts: 3695 From: San Francisco Bay Area
| Posted: 2009-07-01 18:23  
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On 2009-07-01 15:32, El Guapo wrote:
team work is what makes the K'luth playable.
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So we finally did our job and got one faction right, now to work on the other two. Thanks for letting us know K'Luth are finally where they are suppose to be El Guapo...
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Jar Jar Binks Grand Admiral
Joined: December 25, 2001 Posts: 556
| Posted: 2009-07-02 17:32  
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On 2009-07-01 14:59, Lark of Serenity wrote:
i found kluth ships to be extremely capable and very well balanced. with teamwork we were able to chase off a supply station and destroy a line station in orbit around an enemy planet with a dictor field.
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to bad ICC and UGTO cant do the same without losing half of their ships just going in
attacking a defended planet that has a dictor on it now is nothing but a suicide run if your not k'luth and can cloak and sail away. played k'luth quite abit recently before going back to UGTO and they are by far the most cheesy race going atm.
tho that hasn't changed that much since they got release. sure they had their weak patches that usually got hotfixed pretty fast, but for the most part they are at the top of the foodchain. just dont come claiming skill, its cloak and nothing but.
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El Guapo Chief Marshal
Joined: February 24, 2004 Posts: 276 From: Calgary, Alberta, Canada
| Posted: 2009-07-06 08:17  
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On 2009-07-01 18:23, Tael wrote:
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On 2009-07-01 15:32, El Guapo wrote:
team work is what makes the K'luth playable.
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So we finally did our job and got one faction right, now to work on the other two. Thanks for letting us know K'Luth are finally where they are suppose to be El Guapo...
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You mean in the tank, or this case in the boiling pot of water...
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DarkScorpion Marshal Sanity Assassins
Joined: September 14, 2004 Posts: 237 From: London England
| Posted: 2009-07-06 08:40  
In my opinion there is nothing wrong with kluth ships but more like the elements of bad code that will allow ai ships and planets keep firing on you constantly at you well after a few minutes being cloaked,
Also the realy low hit points of key gadgets such as cloaking device and jump drives, i would like staff to change the default eccm devices on kluth ships to ecm this would at least help to stop our own ai pinging us.
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MeguminLife[+R] Admiral
Joined: December 13, 2008 Posts: 21
| Posted: 2009-07-06 08:47  
I think they mighteve been shooting at something behind you, ive been K'Luth before and cloak in the middle of battle or near it, and I get shot a couple time. Sometimes NPC's ignore your cloak for some reason.
_________________ I hate video games.
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DarkScorpion Marshal Sanity Assassins
Joined: September 14, 2004 Posts: 237 From: London England
| Posted: 2009-07-06 11:26  
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On 2009-07-06 08:47, DrSinn wrote:
I think they mighteve been shooting at something behind you, ive been K'Luth before and cloak in the middle of battle or near it, and I get shot a couple time. Sometimes NPC's ignore your cloak for some reason.
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Erm...No it was me they was shooting at and i wasnt dsync
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Lark of Serenity Grand Admiral Raven Warriors
Joined: June 02, 2002 Posts: 2516
| Posted: 2009-07-07 02:21  
Senator Jar Jar Binks, Worst Movie Character Ever Conceived,
how did you approach the planet?
with how many ships against how many defending vessels?
did you use any tactics beyond a blind rush?
bombing run?
inf drop?
how many transports?
escorts?
or did you use stations?
bring your own dictor to limit reinforcement capability?
set up an approach plan and defensive perimeter after taking the planet?
standard questions when an ICC fleet makes an approach under a Raven commander, whether conciously asked or not. its more than a button mashing game!
_________________ Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2009-07-07 06:48  
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On 2009-07-01 18:23, Tael wrote:
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On 2009-07-01 15:32, El Guapo wrote:
team work is what makes the K'luth playable.
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So we finally did our job and got one faction right, now to work on the other two. Thanks for letting us know K'Luth are finally where they are suppose to be El Guapo...
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ELF is broken, does not leach energy
Cloak is buggy, can be shot at for up to 45 secs after we show that we are cloaked.
Signiture bug shoots your signiture to many thousands, making cloak impossible
Sorry, but that is just a dumb, sarcastic statement, unless UGTO armor will be made to randomly disappear.
ICC is still the most broken, I don't wish anything else bad for them.
We don't want new features, weapons and gadgets, we want a working game first. Whats so hard to understand about that??
_________________ bucket link
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Pegasus Grand Admiral Pitch Black
Joined: August 02, 2005 Posts: 434 From: Eleventh galaxy on the right!
| Posted: 2009-07-07 07:02  
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On 2009-07-07 06:48, Azreal wrote:
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On 2009-07-01 18:23, Tael wrote:
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On 2009-07-01 15:32, El Guapo wrote:
team work is what makes the K'luth playable.
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So we finally did our job and got one faction right, now to work on the other two. Thanks for letting us know K'Luth are finally where they are suppose to be El Guapo...
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ELF is broken, does not leach energy
Cloak is buggy, can be shot at for up to 45 secs after we show that we are cloaked.
Signiture bug shoots your signiture to many thousands, making cloak impossible
Sorry, but that is just a dumb, sarcastic statement, unless UGTO armor will be made to randomly disappear.
ICC is still the most broken, I don't wish anything else bad for them.
We don't want new features, weapons and gadgets, we want a working game first. Whats so hard to understand about that??
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Dont forget the arc bug its really bad at the moment. I do miss ICC aswell, there must be something considerablly wrong with that faction and we cant all put it down to lack of teamplay.
_________________ Retired K'luth Combateer
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