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Forum Index » » English (General) » » New Cruiser Layouts
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 Author New Cruiser Layouts
JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2011-04-27 02:39   
Dev Log:
Quote:


- New layouts for all Player-faction Cruisers


Discuss
[ This Message was edited by: JBud on 2011-04-27 04:07 ]
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2011-04-27 04:39   
I'm going to test cruisers in beta so I'll build lots of Mantles and Factories in Beta. Please keep those and don't scrap to build def cause it's meaningless.

Let's going to discuss about this topic in a serious manner cause we won't have the 2nd chance until they implement the new ship customization in very far future.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-04-27 06:05   
Heavy Cruiser got a much needed improvement, ditching the missiles and adding more torps brings it in line with the Combat Destroyer. If the Combat Dreadnought gets the same treatment then it'll actually be worth using.

Interdictor losing the cannons/missiles and getting more beams makes it a purely support ship, which it should be.

Assault Cruiser loses 8 (?) CL, and gains 2 HCL and 1 Torpedo. May have actually lost some firepower, but the power management seems better, so not a bad tradeoff at all.

Border Cruiser's new layout is nice. Lost the Fighters, gained more cannons, kept the 3 EW.

Guppy and Toad finally have different layouts. Having the Guppy more offensive with cannons and the Toad more defensive with beams is nice.

.....I had a hard time trying to figure out whether the Jump Cruiser layout was a joke or not, but only fore/aft armor and one aux gen to go with those 5 Ion Cannons means it runs out of energy rather rapidly and dies just as rapidly in close combat. A ranged ship with some punch that doesn't rely on missiles for the ranged faction is nice, but use the Ions at point blank and you do a good job of blowing yourself up.



The new Scale is great. Cannons/Torps like the Shell with a few beams for PD, has some energy issues but not too bad if you're not closing into beam range and using the Disruptors.

Parasite is nifty, like a Drainer's big brother. Lost the missiles and got more beams. Can't really say much else about it.

Having a hard time figuring out why the Piercer has ELF beams now. If it was energy issues an aux gen would've been better, if you're flying an Interdictor you do NOT want to be in beam range.

Scarab lost a mine, all the cannons, a couple beams, and gained 5 torps. Overall an imrpovement, sure it has 1 less mine but the 5 torps give it more firepower compared to the previous loadout.
[ This Message was edited by: Talien on 2011-04-27 07:11 ]
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Chief Marshal
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Joined: October 10, 2009
Posts: 826
Posted: 2011-04-27 07:04   
Piercer loses 2 torps for 2 ELF. Now it can finally steal energy from those ai that linger too close. It's generator system is so good it can cloak and move at 15+ gu/s speed without losing energy.

Scale is armed with 6 heavy psi, 6 ruptors and 8 torpedoes. Surprisingly well-balanced K'Luth heavy cruiser.

Scarab loses cannons, 2 ruptors and 1 AM mine for +5 to torpedoes. It can now make torpedo runs at dreads and lay mines when it has destroyed enemy armor.

Clavate seems to have been downgraded, it loses 2 shredder missiles and gets 2 ruptors. It is now a mobile bomber platform.

Parasite has got a pure armament of beams. It still has 2 ELF though, all missiles removed in favour of ADs and ruptors.

All in all, the new K'Luth cruisers are generalistic warmachines focused on damage.


The TC has lost cannons and HCLs and most CLs in favour of a 14-torpedo armament. Pure ownage that is present at the aft too!

BC is like a no-thankyou upgrade to the gunboat destroyer. 3 cannons converted to heavies, +2 to CLs. Thats it.

Bomber cruiser has just got a cannon removed. Nothing else.

The Missile cruiser deals good damage to medium and large ships alike with 7 IT missiles. Refitted with phoenixes, it can probably crack open a station in 15 seconds.

The Interdictor cruiser loses all non-beam weapons for a fully beam armament, and becomes a pure support ship now.
[ This Message was edited by: Brahmastra on 2011-04-27 07:43 ]
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2011-04-27 07:50   
@Talien, Re: Piercer and Jump Cruiser (now the M-239A Strike Cruiser) - if you read the description of the ships, you can get a sense of the rationale behind the change (see below). Partly its just experimentation and variety, especially since the ICC has a lot of cruisers...

And @Brahmastra, re: Piercer and 15gu/s, if it is able to maintain such speed without any power drain, I daresay it needs a power reduction. Interdictors are powerful ships and the tradeoff for their stopping power is quickly having to stop for lack of power.

Descriptions:
The Strike Cruiser is among the final iterations of the M-230 series, with the M-240 hull slated for use in all future cruiser lines. Designed as a heavy tactical support ship, the Strike Cruiser carries five capital-grade ion cannons--weapons normally found only on dreadnoughts and battle stations. In order to accomodate these mighty guns, the M-239A has been stripped of half its armor plating and only carries a single auxiliary reactor. As a result its combat endurance is very low for a Cruiser--it cannot withstand much direct attack and its power supply will not last long. The sheer firepower mostly makes up for their shortcomings, but the crews of these ships still receive extra hazard pay.


The Piercer carries the K'Luth version of a human jump disruptor, meaning it fills the same tactical role as human Interdictor Cruisers. Unlike human Interdictors, however, the Piercer is expected to get up close and personal with the ships it is entrapping. In addition to a modest disruptor armament, it carries a pair of ELF Beams that it can use to drain energy from enemy ships in order to keep its jump disruptor running at high speeds. Between these capabilities and the cloaking device standard on all K'luth ships, the Piercer is a very hard ship for humans to escape from.

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Forger of Destiny
Chief Marshal
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Joined: October 10, 2009
Posts: 826
Posted: 2011-04-27 08:25   
Quote:

Interdictors are powerful ships and the tradeoff for their stopping power is quickly having to stop for lack of power.


I flew both the human interdictors today (couldn't fly the Luth one) and both of them maintained speeds of about 16.5 gu/s with dictor active.

If the new luth dictor has 2 generators (didn't count myself), it can easily maintain 20 gu/s (current piercer has no gen and still maintains 11 gu/s with dictor active. You tell me).
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2011-04-27 08:52   
The ICC interdictor has two generators, which is partly to offset the additional energy drain of shields versus the other two factions. UGTO and K'Luth both have only one generator, though K'Luth obviously has the aforementioned ELF beams.
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Krim {C?}
Marshal
Galactic Navy


Joined: June 24, 2002
Posts: 362
From: Boston MA
Posted: 2011-04-27 09:29   
They're more specialized in so far as the roles of the cruisers are deliniated much more than before.

torp cruiser tons of torps
missile cruiser missiles
battle cruiser hvy cannons

Looks good so far

curious to see the new dreads and stations now to see how it will all come together.
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2011-04-27 09:38   
I'm working on the utility ships at the moment; Eledore has already done the Engineers (but they're not uploaded) and I'm part way through the Transports. I think we'll finish them (plus extractors and supplies) before we finish the larger ships. But hey, progress nonetheless.


[ This Message was edited by: Shigernafy on 2011-04-27 10:48 ]
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Alcedo
Chief Marshal
*Renegade Space Marines*


Joined: June 03, 2010
Posts: 136
Posted: 2011-04-27 11:20   
The new TC is a disappointment. Proton torpedo's are some of the least usefull weapons in the game because of their low speed. Fitting the TC almost exclusively with Protons limits the ship's uses. It would have made sense if this ship was a new introduction to the UGTO arsenal instead of a replacement to the current TC.

I would have prefered less torpedo's and more Heavy Cannons or Heavy Lasers, or a mixture of both.

The Battle Cruiser still won't be a match to the other faction's cruisers.

The new Kluth cruisers are very much improved. It must be quite nice to rank up to Cruisers as a Kluth player and suddenly have access to Five Heavy Disruptors (the Parasite). And six Heavy Psi Cannons on the Scale make it very capable ship.

So, yes, overall an improvement for Kluth and ICC only.

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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-04-27 11:33   
Quote:

On 2011-04-27 11:20, *Alcedo* wrote:
The new TC is a disappointment. Proton torpedo's are some of the least usefull weapons in the game because of their low speed. Fitting the TC almost exclusively with Protons limits the ship's uses. It would have made sense if this ship was a new introduction to the UGTO arsenal instead of a replacement to the current TC.

I would have prefered less torpedo's and more Heavy Cannons or Heavy Lasers, or a mixture of both.

The Battle Cruiser still won't be a match to the other faction's cruisers.

The new Kluth cruisers are very much improved. It must be quite nice to rank up to Cruisers as a Kluth player and suddenly have access to Five Heavy Disruptors (the Parasite). And six Heavy Psi Cannons on the Scale make it very capable ship.

So, yes, overall an improvement for Kluth and ICC only.





ye luth and icc cruisers have been improved. but for the longest time icc and luth cruisers have been a joke, aside from the icc hvy cruiser. personally i see the new TC layout being very painful to luth dreds. at our speeds we have a hard time dodging them. and if your up my dreds ass throwing 14 torps at me would break in to hull real fast. also with its speed and eccm you should be able to fling those torps at me better while cloaked too.

although cruiser on cruiser fights the TC would get its ass handed to it. it looks like that all 3 facations now have a battle cruiser. its gonna boil down to player skill now to kill each other vrs poor layouts.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-04-27 12:14   
Quote:

On 2011-04-27 11:20, *Alcedo* wrote:
The new TC is a disappointment. Proton torpedo's are some of the least usefull weapons in the game because of their low speed. Fitting the TC almost exclusively with Protons limits the ship's uses. It would have made sense if this ship was a new introduction to the UGTO arsenal instead of a replacement to the current TC.

I would have prefered less torpedo's and more Heavy Cannons or Heavy Lasers, or a mixture of both.

The Battle Cruiser still won't be a match to the other faction's cruisers.

The new Kluth cruisers are very much improved. It must be quite nice to rank up to Cruisers as a Kluth player and suddenly have access to Five Heavy Disruptors (the Parasite). And six Heavy Psi Cannons on the Scale make it very capable ship.

So, yes, overall an improvement for Kluth and ICC only.






As mentioned, the TC is now an anti-dread/station platform. You can get upclose and personal and take out the heavies and then use your superior speed to disengage and re-engage. Dangerous to the heavies.

You can be sure that Kluth will make TCs the new KOS targets next to EADs.


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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2011-04-27 12:22   
Quote:

On 2011-04-27 11:20, *Alcedo* wrote:
The new TC is a disappointment. Proton torpedo's are some of the least usefull weapons in the game because of their low speed. Fitting the TC almost exclusively with Protons limits the ship's uses...



*Blink*

TC. Torpedo cruiser.

Quote:
I would have prefered less torpedo's and more Heavy Cannons or Heavy Lasers, or a mixture of both.



Torpedo. Cruiser.

For, you know, killing large, slow targets.

Specialised role and everything.


As for the other roles, I am yet to test them personally in combat, but on paper they look pretty good in principle. Keep the feedback coming!
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2011-04-27 12:26   
That's what torps are for - they're not made to take out smaller ships, generally speaking (unless you're eager to take some friendly fire damage for using them point-blank).

Also, saying 14 torps is a bit misleading; the max you can bring to bear at any given time, with facings taken into account, is ten on the fore arc, six on port and starboard and four on the aft.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2011-04-27 12:37   
The description in game is still old. May you introduce the main role of each new cruiser in this topic? That would help us discussing in more details.
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