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Forum Index » » English (General) » » ICC Combat dreds
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 Author ICC Combat dreds
Marius Falix
Grand Admiral

Joined: July 05, 2010
Posts: 268
From: Luyten
Posted: 2010-11-11 11:37   
Quote:

On 2010-11-09 08:45, Invisible wrote:
CD is fine you just need to know how to use it... that JD is how you keep range learn to use it right...1k Range is prime vs Dreads and Stations.. I have used a CD to solo a Luth Hive... cant say that is weak...use the ships strength stay back out of range of ur enemies and use it as a support ship as its intended...the AD is ment to take the hits while the CD sits back and rains dmg upon his enemies






not to call u a tool but ur acting very similiar, (no malice intended. lemme sort this out)


see, the CD, use range. aye we all bloody get that.

HOWEVER uv gotta make the first jump to get in range or move on impulse, Luth can counter via the faster JD times and close range abilities. luth vs CD = pwnt


CD is only really effective while facing the enemy, notice u cant reverse in the CD? (clearly a design flaw.)
also the cannons arent rear facing SO u cant run away and keep distance.


its patheticly weak anyway as everyone usually has blue def enh making ur damage amount to about...hmm i dunno 3% armour each full volley, again gotta be forward facing for ions + heavies. meaning they close distance and violate u in the face.


and since battle is usually around planets, theres usually dico. limits the long range further.




Again, no malice or anything like that, just pointing out that a narrow point of view like "OH ITS FINE! L2 USE IT" MAY just be wrong. thought so myself... but then i actually used the BD... dear god it was awesome, shiny cannons everywhere.
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Aradrox
Grand Admiral

Joined: March 12, 2007
Posts: 133
From: Tennessee
Posted: 2010-11-11 11:44   
Quote:

On 2010-11-08 12:09, Jim Starluck wrote:
Quote:

On 2010-11-08 11:31, The Fridge wrote:
Quote:

On 2010-11-08 05:02, Code Red {Cosmic Nomad} wrote:
The 2 main ships in question are laid out as follows:

Battle Dread - 2QST , 4 fighters , 2 missile , 1 HCL , 6 LCL , 8 cannons , 4 heavy cannons.


Combat Dread - 2 Ions , 4 fighters , 4 missile , 1 HCL , 6 LCL , 2 cannons , 4 heavy cannons.


Enough said me thinks.




Hmm imbalance clearly seen. Especially since the BD has the QST's on front right and left while CD only has front and one side.

Missile wise it's the same again. CD can only fire 2 missiles at one time so basically the same as the BD's.

Cannons are just lawl.




Okay. Now compare the new versions:

Battle Dread:

12 Heavy Particle Cannons, of which it can fire 7 in any direction
2 Quantum Singularity Torpedoes, both of which fire forward and to sides
6 Standard Chemical Lasers, able to fire 6 forward and 4 to both sides and aft
1 Heavy Chemical Laser, firing both fore and sides

vs

Combat Dread:

12 Heavy Railguns, of which it can fire 8 broadside, 6 fore and aft
2 Ion Cannons, both of which fire fore and broadside
6 Standard Chemical Lasers, able to fire 6 forward and 4 to both sides and aft
1 Heavy Chemical Laser, firing both fore and sides



No fighters, no missiles, guns only, Final Destination.



nearly balanced except that the PCs do FAR more dmg then a rail gun. Seeing as most fights stay around the 600-700 Gu Range the UGTO wont suffer to much fall off and if they choose can close that distance quite ez
Btw i play K'luth so personally idc that much but thats my opinion
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2010-11-12 06:44   
Quote:

On 2010-11-11 11:44, Invisible wrote:
[nearly balanced except that the PCs do FAR more dmg then a rail gun. Seeing as most fights stay around the 600-700 Gu Range the UGTO wont suffer to much fall off and if they choose can close that distance quite ez
Btw i play K'luth so personally idc that much but thats my opinion




actully i see the combat dred holding its own vrs a BD in 1 on 1 fight. i presonally think it will come down to skill to see who would win that fight. i feel that the icc CD will have a slight advantage over the ugto BD due to shield rotation.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-11-12 09:08   
Don't think rails cam be refactored that easily.
Perhaps doubling the ammo count might help.
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Deth *CO2*
Chief Marshal
Army Of Darkness


Joined: March 22, 2010
Posts: 193
Posted: 2010-11-12 11:31   
Yeh i Think Having More ammo will help ALOTTT
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2010-11-12 12:09   
Quote:

On 2010-11-11 11:29, Invisible wrote:
Quote:

On 2010-11-08 12:09, Jim Starluck wrote:
Quote:

On 2010-11-08 11:31, The Fridge wrote:
Quote:

On 2010-11-08 05:02, Code Red {Cosmic Nomad} wrote:
The 2 main ships in question are laid out as follows:

Battle Dread - 2QST , 4 fighters , 2 missile , 1 HCL , 6 LCL , 8 cannons , 4 heavy cannons.


Combat Dread - 2 Ions , 4 fighters , 4 missile , 1 HCL , 6 LCL , 2 cannons , 4 heavy cannons.


Enough said me thinks.




Hmm imbalance clearly seen. Especially since the BD has the QST's on front right and left while CD only has front and one side.

Missile wise it's the same again. CD can only fire 2 missiles at one time so basically the same as the BD's.

Cannons are just lawl.




Okay. Now compare the new versions:

Battle Dread:

12 Heavy Particle Cannons, of which it can fire 7 in any direction
2 Quantum Singularity Torpedoes, both of which fire forward and to sides
6 Standard Chemical Lasers, able to fire 6 forward and 4 to both sides and aft
1 Heavy Chemical Laser, firing both fore and sides

vs

Combat Dread:

12 Heavy Railguns, of which it can fire 8 broadside, 6 fore and aft
2 Ion Cannons, both of which fire fore and broadside
6 Standard Chemical Lasers, able to fire 6 forward and 4 to both sides and aft
1 Heavy Chemical Laser, firing both fore and sides



No fighters, no missiles, guns only, Final Destination.



nearly balanced except that the PCs do FAR more dmg then a rail gun. Seeing as most fights stay around the 600-700 Gu Range the UGTO wont suffer to much fall off and if they choose can close that distance quite ez
Btw i play K'luth so personally idc that much but thats my opinion



dude....
Railgun > Pcannon at over 400 gu. You said most fights are at 600-700 so if anything ICC would have the advantage.

Edit to not double post: Ammo was introduced to ICC to limit their combat endurace as rails take little energy and shields don't need to be reloaded. If you put in 999999999999 ammo tghe original point is gonna be lost...
[ This Message was edited by: SpaceAdmiral on 2010-11-12 12:12 ]
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2010-11-15 16:17   
If I've heard correctly, the ammo limit for Rail/Gauss was introduced because ranges used to be far greater than they are now. Combat ranges were vastly reduced, so why hasn't the ammo limit been removed or increased to compensate?

Especially for Gauss since they're energy hogs in addition to having limited ammo for just another 200 GU range over Rails which really means nothing, since they'll constantly miss past 800GU (yes, even against Dreadnoughts) unless you're shooting at a stationary target.
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sonicmeerkat


Joined: August 04, 2010
Posts: 10
Posted: 2010-11-16 15:49   
Quote:

On 2010-11-15 16:17, Grumpy Old Man wrote:
If I've heard correctly, the ammo limit for Rail/Gauss was introduced because ranges used to be far greater than they are now. Combat ranges were vastly reduced, so why hasn't the ammo limit been removed or increased to compensate?

Especially for Gauss since they're energy hogs in addition to having limited ammo for just another 200 GU range over Rails which really means nothing, since they'll constantly miss past 800GU (yes, even against Dreadnoughts) unless you're shooting at a stationary target.


+1
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2010-11-16 16:30   
Quote:

On 2010-11-08 12:09, Jim Starluck wrote:
Okay. Now compare the new versions:

Battle Dread:
12 Heavy Particle Cannons, of which it can fire 7 in any direction
2 Quantum Singularity Torpedoes, both of which fire forward and to sides
6 Standard Chemical Lasers, able to fire 6 forward and 4 to both sides and aft
1 Heavy Chemical Laser, firing both fore and sides

vs

Combat Dread:
12 Heavy Railguns, of which it can fire 8 broadside, 6 fore and aft
2 Ion Cannons, both of which fire fore and broadside
6 Standard Chemical Lasers, able to fire 6 forward and 4 to both sides and aft
1 Heavy Chemical Laser, firing both fore and sides

No fighters, no missiles, guns only, Final Destination.


I suggest:
On CD: 8 HR of which 3 LFR, 3 LAR, 2 full arc (8 broadside, 5 front and after).
On BD: 8 HPC of which 3 ALF, 3 ARF, 2 full arc (8 front and after, 5 broadside).
Both BD and CD should have 4 torps, all fore or 4 missles full arc.

Along with fighter, missle, torpedo should be overhaul.
[ This Message was edited by: chlorophyll on 2010-11-17 04:51 ]
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