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 Author In light of recent changes....
Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2010-05-31 09:19   
The ELF drain is based on your target ship as 30 energy from a dread is much more detrimental to say, a frigate.
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Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2010-05-31 09:39   
Quote:

On 2010-05-31 07:37, Leopard wrote:

Spartan, Kluth-ICC Balance is hardly what you think it is. The problem is that electronic countermeasures do not stop a fleet of Krills/Siphons from just getting close, decloaking, and directly taking on the ICC whom usually fare poorly in a close-range slugfest.

I just participated in a battle yesterday where the Kluth wiped out an entire ICC Fleet around Ghext (which actually outnumbered the Kluth, but we had a lot of our pilots in cruisers and dessies while the Kluth were exclusively dreads), and this is with the planet having nearly two dozen weapon platforms and about 3-4 sensor platforms. The only time a Kluth ship recloaked during the whole encounter was to shake off missiles/fighters (missiles/fighters travel so slowly that even an 8 second cloak would easily do that job).

The only time Kluth started taking losses was after the UGTO jumped in with their armada and hit the Kluth in the back.
[ This Message was edited by: Leopard on 2010-05-31 07:43 ]




I believe that in this occasion, a single scout with eccm equipped might very well have turned the outcome of the battle. By actively pinging with his eccm, you could prevent them from getting close, because the platforms and the fleet will then be able to lay fire on the kluth.
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2010-05-31 09:52   
Quote:

On 2010-05-31 09:39, Sixkiller wrote:

I believe that in this occasion, a single scout with eccm equipped might very well have turned the outcome of the battle. By actively pinging with his eccm, you could prevent them from getting close, because the platforms and the fleet will then be able to lay fire on the kluth.




100% accurate statement there.

And ICC has the best scout pinger in the game.
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Rebellion
Marshal
Faster than Light


Joined: June 20, 2009
Posts: 730
From: sol
Posted: 2010-05-31 10:11   
Quote:

On 2010-05-31 09:52, Azreal wrote:
Quote:

On 2010-05-31 09:39, Sixkiller wrote:

I believe that in this occasion, a single scout with eccm equipped might very well have turned the outcome of the battle. By actively pinging with his eccm, you could prevent them from getting close, because the platforms and the fleet will then be able to lay fire on the kluth.




100% accurate statement there.

And ICC has the best scout pinger in the game.





and i see nothing wrong with that
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Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2010-05-31 10:12   
Quote:

On 2010-05-31 09:39, Sixkiller wrote:
I believe that in this occasion, a single scout with eccm equipped might very well have turned the outcome of the battle. By actively pinging with his eccm, you could prevent them from getting close, because the platforms and the fleet will then be able to lay fire on the kluth.



You did not read my post. The Kluth were uncloaked most of the time. They were actively running, gunning, and staying and actually beating the ICC. It was not hit and run, it was hit, hit, and keep hitting. The ICC can ping to their hearts content in that situation but it will do nothing to stop the Kluth.

UGTO do not have this problem because they will beat Kluth in a close-range fight. So in UGTO vs Kluth, it is UGTO being the Hunter and Kluth being the Hunted. However, ICC are much weaker at close-range fights than UGTO (which is why ICC often resorts to missile spam), however, ICC cannot missile spam the Kluth, which just leaves ICC their inferior close-range fighting capabilities.
[ This Message was edited by: Leopard on 2010-05-31 10:21 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-05-31 11:25   
Quote:

On 2010-05-31 05:43, Azreal wrote:
actually, the balance at the moment is horrid.

Proven last night.

When Kluth outnumbers the enemy even a little, they will break out the dreads - the ships that a hit and run faction arent supposed to be in primarily. That is when we can sit at even an enemy planet and alpha like there's no tomorrow.

When the UGTO or ICC outnumber the Kluth, the only answer a Kluth has is small ships to avoid the eccm pings and the beacons and the dictor. Those small ships that I'm saying are really really pathetic.

And again, nobody is talking about a Claw with 10 tops and 15 rupters.

If the weapons were unleveled for Luth, then I would expect to see Claws with around 6 - 8 beams and maybe around 4 - 6 torps.

And currently, ELF still seems to drain more on recharge than it leeches from the enemy. I thought that was fixed? But that's a side issue, I guess.




That's not a problem with the ships....

That's a player problem. Just like the Uggies spamming station, everybody wants to be in a dread.

BTW, in case you forgot, for that moment there, Kluth basically outnumbered the ICC. Only after we were damaged after wiping out most of their plats and ships, and the Uggies jumped in with equal numbers and smashed some of our ships did we have to retreat.

So it's a numbers thing again. When you got the numbers, you go into overkill mode.


Instead of calling to nerf individual ships, we should be thinking of ways to make using the smaller ships more attractive.



Quote:

On 2010-05-31 10:12, Leopard wrote:

You did not read my post. The Kluth were uncloaked most of the time. They were actively running, gunning, and staying and actually beating the ICC. It was not hit and run, it was hit, hit, and keep hitting. The ICC can ping to their hearts content in that situation but it will do nothing to stop the Kluth.

UGTO do not have this problem because they will beat Kluth in a close-range fight. So in UGTO vs Kluth, it is UGTO being the Hunter and Kluth being the Hunted. However, ICC are much weaker at close-range fights than UGTO (which is why ICC often resorts to missile spam), however, ICC cannot missile spam the Kluth, which just leaves ICC their inferior close-range fighting capabilities.
[ This Message was edited by: Leopard on 2010-05-31 10:21 ]





If you're talking abt yesterday, we basically outnumbered you more than 2 to 1. You didn't stand a chance in hell.

Reverse the situation, and Kluths would be in the same shoes. We wouldn't stand a chance in hell, except to fall back.

The only diff is that we can escape. But the end result is the same..... lost ground.


Unless of course, what you're getting at is that Kluths should die the same way you ICCs did.

In that case, just state it out clearly.

[ This Message was edited by: Kenny_Naboo on 2010-05-31 11:26 ]
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Winters Rapture
Fleet Admiral
United Nations Space Command


Joined: December 09, 2007
Posts: 355
Posted: 2010-05-31 11:42   
heh, Just the thought of kluth getting harder to see and hit makes me laugh.

It also makes a a lil sad that it's actually being taken serously by some parties.
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Starcommander
Marshal

Joined: December 14, 2005
Posts: 579
From: In your base, stealing your cookies
Posted: 2010-05-31 14:15   
This is the reason I suggested removing them completely and adding in something easier to balance, a pure cloak only faction vs 2 factions that have no creditable anti cloak device, is something impossible to balance. If the ECCM ping was fixed, then cloak would become OP again as there would be NO way to find a luth once it went under. Something like a anti cloak platform or ship (like the dico but with an anti cloak instead of a interdictor), would be a good replacement for ECCM ping. All of those ideas are good, but as soon as someone suggests something that completely decloaks Kluth, they are yelled and screamed at.

If no good ideas exist to balance the cloak, the remove it completely and replace it with a different faction all together. Humans fighting a civil war, thats normal for any game. A faction that has supreme dominance by completely hiding themselves, is not good for balance. This has been said, time and time again, and it will be said (and has been) again.

Kluth look good on paper, and the story is good, but they don't work game wise. If ICC and UGTO merged into one faction, that would be fine but again it wouldn't work game mechanically. Its like putting a puzzle piece in the wrong place, ICC and UGTO mesh together nicely but Kluth is this other piece that has been cut down to "fit" into the puzzle.




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Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2010-05-31 14:16   
Quote:

If you're talking abt yesterday, we basically outnumbered you more than 2 to 1. You didn't stand a chance in hell.



No, you didnt. The numbers were equal, just that, as I said, most of our players were in a mix of ships (Two stations, some Dreads including myself, some cruisers, some dessys) while Kluth was exclusively dreads (except for that one minelaying cruiser I saw). ICC also had the advantage of large defensive platfarms and planetary defenses (including ECCM!) and they did bugger all to stop the Kluth.

Quote:

Reverse the situation, and Kluths would be in the same shoes. We wouldn't stand a chance in hell, except to fall back.



As I said before, unless Kluth is outnumbered by an obnoxious amount, ICC will lose. You guys will rip apart ICC even if the ICC outnumbers you slightly, unless the Kluth are complete idiots.

[ This Message was edited by: Leopard on 2010-05-31 14:33 ]
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2010-05-31 16:23   
Quote:

On 2010-05-31 05:06, Lonectzn wrote:
Actually core weapons currently have the top spot, by far. They're the new torps, leaving ships without them at a significant disadvantage.

Azreal, the K'luth destroyers and cruisers do have sufficient damage (on paper) for their roles, there's just a couple problems holding them back. For the destroyers, they are lacking some energy and manoeuvrability. One aux power gen and some slight tweaking (turn rate and acceleration) should do the trick there. Both the cruisers and destroyers suffer heavily from the disappointing performance of torpedoes, and the crushing effectiveness of core weapons. Torps could use an increase in speed and reduction in power use while core weapons a drastic reduction in speed.

Most small K'luth ships need to be within 200gu to deal any significant damage. They don't have ships like the heavy cruiser/bc which can sit out and effectively shoot sideways/backwards. Improving the torpedoes, manoeuverability, and reducing the amount of accurate damage dreads can dish (seriously wtf core weapons) would help make them more playable.

I'm pretty fine with the current state of ECCM, given the lack of alternatives. There's still no reward for people using small beacon fitted ships. It obviously doesn't work to force someone in a no or low pres ship just so the side can fight luth. Unless you're me and enjoy doing it
[ This Message was edited by: Lonectzn on 2010-05-31 05:32 ]



I really really like the idea of increasing speed and reducing power use of torpedoes, while reducing speed of core weapons.

This game has become all about cannons, long range hard hitting cannons. And even when ships engage at close range torpedoes don't do much. A lot of cruisers, Kluth in particular, rely on torpedoes for damage, and torpedoes really suck now, and have for a while.

Remember the days when getting hit with a full spread of AM torpedoes did a crapload of damage? When fusion torpedoes were faster and tracked better? When there was a reason to use torpedoes?

Core weapons definitely travel too fast the more I think about it. They don't need a drastic speed reduction, but should be slow enough that they're only really useful vs other dreads and stations.

It also fits in with the ever popular WWII analogies: If torpedoes were more devastating and smaller ships like destroyers and cruisers were the main ships to use them, we'd have roles for those ships! And since torpedoes are short-medium range weapons, in order for smaller ships to do their damage they'd have to get in close to those dreads with their massive and accurate cannons.

Let's face it: destroyer cannons suck, cruiser cannons suck a little less, and torpedoes just plain suck.
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2010-05-31 16:28   
Oh also, mines were boosted to a point of potential usefulness, but notice how only Kluth mines are actually useful. That's a combination of the fact that EMP mines are useless and only Kluth get cruiser-level mines.

So now even though mines still need work, or ICC and UGTO need minelayer cruisers at the very least, torpedoes now need a boost. Doesn't have to be a damage boost, a reduction in energy usage and increased speed is all they need.
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Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2010-05-31 18:31   
Quote:

On 2010-05-31 16:23, MrSparkle wrote:

It also fits in with the ever popular WWII analogies: If torpedoes were more devastating and smaller ships like destroyers and cruisers were the main ships to use them, we'd have roles for those ships! And since torpedoes are short-medium range weapons, in order for smaller ships to do their damage they'd have to get in close to those dreads with their massive and accurate cannons.

Let's face it: destroyer cannons suck, cruiser cannons suck a little less, and torpedoes just plain suck.




+1
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xTx
Chief Marshal

Joined: September 10, 2005
Posts: 101
From: Canada
Posted: 2010-05-31 21:25   
I agree, remove weapon lvling for all factions and remove Azre...... I mean kluth also.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-05-31 22:51   
Quote:

On 2010-05-31 14:15, Starcommand of ICC *XO* wrote:
This is the reason I suggested removing them completely and adding in something easier to balance, a pure cloak only faction vs 2 factions that have no creditable anti cloak device, is something impossible to balance. If the ECCM ping was fixed, then cloak would become OP again as there would be NO way to find a luth once it went under. Something like a anti cloak platform or ship (like the dico but with an anti cloak instead of a interdictor), would be a good replacement for ECCM ping. All of those ideas are good, but as soon as someone suggests something that completely decloaks Kluth, they are yelled and screamed at.

If no good ideas exist to balance the cloak, the remove it completely and replace it with a different faction all together. Humans fighting a civil war, thats normal for any game. A faction that has supreme dominance by completely hiding themselves, is not good for balance. This has been said, time and time again, and it will be said (and has been) again.

Kluth look good on paper, and the story is good, but they don't work game wise. If ICC and UGTO merged into one faction, that would be fine but again it wouldn't work game mechanically. Its like putting a puzzle piece in the wrong place, ICC and UGTO mesh together nicely but Kluth is this other piece that has been cut down to "fit" into the puzzle.







The problem with you and like minded people is that, your only approach to something that you have difficulty dealing with is to whine for a nerf or removal of said thing.

Learn from what Azreal said. Use a combination of scouts and escort dessie to pin down Kluths.

Do you have what it takes? Don't tell me the only thing that people like you want to do is to get into your big bad ships, be able to see the enemy, and just mash your spacebar? Or target a very visible enemy from afar and then spam them with missiles?

We get it. You're the long range faction, so you should be able to see your enemies from afar and kill them. If an enemy is able to get in close to you, something's wrong. Nerf them!! If we were to equip UGTO only with an anti scanner ECM/stealth device which allows them to be untargetable till 300gus away, you would then start to complain about them next?

OK? Now, rant aside.

UGTO did this with great effect earlier against myself and another cruiser. They deployed one picket dessie and a scout, followed by a couple of dreads. Continous ECCM pinging, followed by beacon shots put me on the complete defensive. I had to dodge left and right to avoid beacons, and at the same time, incoming fire.

Every ping revealed me for 3 seconds. Enough for QSTs and PCs to come my way.... and hopefully a beacon wasn't aimed where I was dodging. Either way I had to eJump out after 2 minutes of this and being hulled to 50%, and without a chance to even decloak to shoot back.

THAT's called using your grey matter to counter Kluth.
Credit to UGTO.

NOT your whining to nerf cloak. NOT your whining to remove an entire faction from the game.


You want to put Kluth to AI and make MI a playable faction? You'll whine about them soon enough when you feel upfront how powerful the Nodes and Longheads are. Imagine all the ranked Kluth players hitting you guys head on with Longheads and Nodes.

Cry wolf.....








[ This Message was edited by: Kenny_Naboo on 2010-05-31 23:06 ]
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Achilles Lord of the Myrmidon
Grand Admiral
The Myrmidon Legion


Joined: December 15, 2009
Posts: 327
Posted: 2010-05-31 23:04   
truth be told , in my opinon I like the game right where it is, a few minor tweaks here and there to some paticular ships and we would be in perfect balance. This being said ... Az is right the hit and run faction does need to be reinsated and tweaked to reintiate that role. I have also since being back on DS since my last deployment have often wondered why the Kluth have the Ganglia it often puzzles me. Sometimes I wish my faction had a missle mission dread our anggy just doesnt cut it as a missle dread. Any way . thats my 2 cents.
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