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 Author Latest Update - Questions
Sopwith Camel
Grand Admiral
Galactic Navy


Joined: March 07, 2002
Posts: 651
From: Toronto
Posted: 2010-08-24 20:47   
Why shouldn't the cloak cooldown increase with ship size like other devices?
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Fleet Commander, Galactic Navy

-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2010-08-24 20:58   
Well I suppose I shall go back to ICC and missle spamming.

Kluth was fun until it was nerfed again.
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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2010-08-24 21:11   
Quote:

On 2010-08-24 20:58, Daedalus wrote:
Well I suppose I shall go back to ICC and missle spamming.

Kluth was fun until it was nerfed again.




so you QQ and run to another fraction just because Luth got a 10 second wait till they can cloak again. Whats that say about you
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We are Back from the shadows.


  Email *FTL*Soulless
Azure Prower
Chief Marshal

Joined: March 14, 2006
Posts: 309
Posted: 2010-08-24 21:47   
Quote:

On 2010-08-24 21:11, soulless93 wrote:
Quote:

On 2010-08-24 20:58, Daedalus wrote:
Well I suppose I shall go back to ICC and missle spamming.

Kluth was fun until it was nerfed again.




so you QQ and run to another fraction just because Luth got a 10 second wait till they can cloak again. Whats that say about you



Some one who likes to power game and play for fun. Not taking the game seriously.

As for the K'luth cloak change, all it will do is punish smaller K'luth ships. Won't change much. Would rather ECCM pings on longer cooldowns, but can target K'luth for 5 seconds instead.

Also for the record, I'm still playing K'luth regardless of this change.
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ADmiraLMaXimus (Bringer of Doom)
Chief Marshal
Praetorian Wolves


Joined: March 09, 2002
Posts: 363
From: Earth
Posted: 2010-08-24 21:53   
I Have to say I dont mind the delay at all
I see no problem with it

Just Time your cloak and decloak

as you decloak you still have the same wait time to shoot and .....

we de cloak to shoot or run anyway so while we are shooting the cloak is recharging so to speak then after 2 or 3 alphas we can cloak again....

if we jump far enough away we dont need to wait cause while we jump it recharges.

only time you need to plan for is when you do a quick jump out about 2000gu ... now we cant just dissapear... but I like to draw enemy ships to me when i do that anyway then I can just wait a little then cloak again and they are already close enough to shoot at again.

before I had to decloak just to let them know where I was
then recloak to set the fight up

now I dont need to show myself so much



[ This Message was edited by: ADmiraLMaXimus (Bringer of Doom) on 2010-08-24 21:53 ]

[ This Message was edited by: ADmiraLMaXimus (Bringer of Doom) on 2010-08-24 21:55 ]
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  Email ADmiraLMaXimus (Bringer of Doom)
-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2010-08-24 21:54   
Quote:

On 2010-08-24 21:11, soulless93 wrote:
Quote:

On 2010-08-24 20:58, Daedalus wrote:
Well I suppose I shall go back to ICC and missle spamming.

Kluth was fun until it was nerfed again.




so you QQ and run to another fraction just because Luth got a 10 second wait till they can cloak again. Whats that say about you



It says I like to have a fun, fast paced game. Not this slow turtle like game DS seems to be going the direction of. Slow down the game, nerf this nerf that force people out of big ships.

It's only made more people take out dreads in the end.
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The_Enforcer (The Vindicator)
Fleet Admiral

Joined: March 05, 2010
Posts: 163
From: another dimension
Posted: 2010-08-24 22:06   
Quote:

On 2010-08-24 20:04, soulless93 wrote:
Quote:

On 2010-08-24 19:20, Daedalus wrote:
So now ontop of ECCM delay we have programed delay. Lets pick one and go with that we don't need both. if you are going to increase it to 15 seconds I can live with that if at the same time you remove the ECCM ping.



what delay Luth can cloak a quite quick even if the sig around the area is over 200. And why would you take away the only counter that the human fractions have against cloak just cause you got a delay for recloaking. Seems a bit selfish to me don't it.
[ This Message was edited by: soulless93 on 2010-08-24 20:08 ]



agreed
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Problem Darkspace?



Vice Admiral Onassi
Vice Admiral

Joined: March 20, 2010
Posts: 44
From: Bridge of the Hot Needle of Inquiry
Posted: 2010-08-24 22:39   
Hmm.. Those dont sound like questions...
[ This Message was edited by: Admiral Killstuff on 2010-08-24 22:42 ]
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Well, Theres only two kinds of stuff.. The stuff that kills stuff, and the stuff that get killed.

-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2010-08-24 22:44   
Quote:

On 2010-08-24 22:39, Admiral Killstuff wrote:
Hmm.. Those dont sound like questions...
[ This Message was edited by: Admiral Killstuff on 2010-08-24 22:42 ]




Hmm one should learn to read the topic before posting about it.
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Vivec
Commander

Joined: June 11, 2010
Posts: 10
From: Andromeda
Posted: 2010-08-24 22:56   
With MV, imho, being a dread free-for-all, the 15 second cool-down on a smaller ship other than a dread can be a huge headache. Add in a little latency and you're a sitting duck for 2 or 3 dreads who happen to spot your little cruiser zooming around to keep up.

10 seconds isn't so bad, as smaller class ships usually have time to get the heck outta the way and fire enough shots to count, which against a dread really isn't worth much; but it helps. I think a longer cool-down on higher ranked ships could help with this; as we all aren't chief marshals who play. Destroy the nooby too much and he'll go back to whatever game he came from. :/

However, programming different ranked cool-downs might be more of a headache than not. Guess it's up to the devs to decide the ultimate fate. Until then, I'll just try my best to knock gently on dread armor as much as possible.

The only real thing we as k'luth have is numbers. So no matter how many seconds we have to wait, we'll always come back to attack as a team. The other factions could learn from that.


[ This Message was edited by: Vivec on 2010-08-24 23:04 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-08-24 23:33   
Quote:

On 2010-08-24 20:47, Sopwith Camel wrote:
Why shouldn't the cloak cooldown increase with ship size like other devices?




Good idea too.

Smaller ships have shorter cooloff periods. Larger ships take longer.


It's a good tradeoff.

I was initially thinking,
Dreads and Stations - 15 secs
Cruisers and smaller - 10 secs

But your idea could work too.


Ideally scouts should be able to insta-cloak/decloak.
Frigs - 4 secs
Dess/trannies/engies/workers - 7 secs
Cruisers - 10 secs
Dreads - 15 secs
Stations - 20 secs





Thing is to let Jack test it out in Beta and see how it goes.


[ This Message was edited by: Kenny_Naboo on 2010-08-24 23:37 ]
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2010-08-25 02:20   
Quote:

On 2010-08-24 23:33, Kenny_Naboo wrote:

Ideally scouts should be able to insta-cloak/decloak.
Frigs - 4 secs
Dess/trannies/engies/workers - 7 secs
Cruisers - 10 secs
Dreads - 15 secs
Stations - 20 secs



That sounds about right, instead of 15 sec for everything. Dunno if it's doable or not though since as far as I know there's just one cloak system that's installed on everything and not a leveled system like weapons, etc.
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Adapt or die.

DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2010-08-25 02:31   
Quote:

On 2010-08-24 23:33, Kenny_Naboo wrote:
Quote:

On 2010-08-24 20:47, Sopwith Camel wrote:
Why shouldn't the cloak cooldown increase with ship size like other devices?


Good idea too.
Smaller ships have shorter cooloff periods. Larger ships take longer.

It's a good tradeoff.


Support Systems 3.4.3 Electronic Warfare)
Quote:
Cloak
Faction: K'Luth
Requirements: Metals
Replacements: Chitinous (Defensive Systems 3.3.1 Armor)
Characteristics
Effect: Hides from enemy sensors
Energy Requirement: 0.2/s ~ 0.8/s
Cool-down Time: (depending on area signature, ship Level and beacons)


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Sopwith Camel
Grand Admiral
Galactic Navy


Joined: March 07, 2002
Posts: 651
From: Toronto
Posted: 2010-08-25 02:39   
Quote:

On 2010-08-25 02:31, chlorophyll wrote:
...
Quote:
Cloak
Faction: K'Luth
Requirements: Metals
Replacements: Chitinous (Defensive Systems 3.3.1 Armor)
Characteristics
Effect: Hides from enemy sensors
Energy Requirement: 0.2/s ~ 0.8/s
Cool-down Time: (depending on area signature, ship Level and beacons)


...



I don't think this is still true... For example, even without accounting for ship level, I don't see how beacons or signatures affect cloak cooldown time. And I don't think Kluth can replace their cloak with anything else (back me up luthies?)
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Fleet Commander, Galactic Navy

Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2010-08-25 02:39   
That appears to be outdated since cloak is not interchangeable with chitinous armor now, AHR swaps with chitinous.
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Adapt or die.

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