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 Author New Cruiser Layouts
Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-04-27 13:07   
Quote:

On 2011-04-27 07:50, Shigernafy wrote:
@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.




Yeah, it makes sense now with the descriptions, it was just confusing last night since beta had the new layouts but still had the old descriptions and showed the old layouts at ship selection.

More on the new Jump Cruiser though, it outdamages the Heavy Cruiser but won't last nearly as long and has less range, and it outranges the Assault Cruiser but is outdamaged by it, and again the lack of side armor. The more I look at it the more balanced it seems compared to the other ICC Cruisers. I can easily see this being a priority target for both UGTO and Kluth, which will no doubt result in a lot of ICC complaining that it's a bad ship because it dies fast. Going to need Interdictor support to properly field them in larger battles I'd suspect.


But on the other hand, the more I look at the new Assault Cruiser layout the more I dislike it. Rear facing torpedoes? It already has less beam firepower (trades 8 CL for 2 more HCL) but this gives it less torpedo damage too, the current layout has 7 torps that can all be fired in a forward arc, plus all the beams, the new layout has 8 torps but only 6 that fire forward and less beams. Sure it may have better energy management but generally aren't assault ships meant to get in, spike lots of damage in a short amount of time, then get out after their energy is depleted?


And yeah, wow. New Torpedo Cruiser is BRUTAL, it almost makes me want to make another account so I can play UGTO too. Almost. I suppose I'll have my fun with it in scen. If you think it sucks because it lacks other armament then you just aren't thinking with it's strengths, I've used my AC as a torpedo platform against shrooms before and it worked really well, and that was with 7 torpedoes, half the number of the new TC. I can only imagine the kind of pain it'll bring on slow bulky ships that can't dodge them.
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MarineKingPrime
Marshal
Exathra Alliance Fleet


Joined: October 04, 2010
Posts: 239
From: CSS CheezyBagels
Posted: 2011-04-27 16:44   
Piercer seems OP. An interdictor that can also fight? Interdictors were balanced cause they couldn't fight.
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-04-27 17:28   
Since the old layouts the names "Heavy" and "Gunboat" just meant "Combat" and "Battle". So far that has held true with new layouts. (I think).

In the old layout "Torpedo" meant "Assault", but now we see it shall live up to its name.

But since the new layouts are made, can I assume a new fighter system is near completion?
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-04-27 17:36   
Quote:

On 2011-04-27 16:44, darksmaster923 (3IC) wrote:
Piercer seems OP. An interdictor that can also fight? Interdictors were balanced cause they couldn't fight.




i don't think its gonna be able to do much fighting, the elf beams are gonna give back some power. disruptors have short range only 200gu.
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-04-27 17:40   
Quote:

On 2011-04-27 13:07, Talien wrote:
But on the other hand, the more I look at the new Assault Cruiser layout the more I dislike it. Rear facing torpedoes? It already has less beam firepower (trades 8 CL for 2 more HCL) but this gives it less torpedo damage too, the current layout has 7 torps that can all be fired in a forward arc, plus all the beams, the new layout has 8 torps but only 6 that fire forward and less beams. Sure it may have better energy management but generally aren't assault ships meant to get in, spike lots of damage in a short amount of time, then get out after their energy is depleted?






i remember jack saying something once that 4 cl's have the same damage output as 1 hcl. if i read that right all the layout did was give you the same damage output from beams with less power useage, and slightly more range. rear facing torps, whats not to love about them, if your target slows down and you fly past em you can pop there exposed armor arc with a few torps for extra hull damage. although i don't understand why the ugto torp cruiser has extra firepower over the AC but thats for the devs to sort out.
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Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2011-04-27 17:44   
Scale : At 20 gu , can alpha alot of times and yet not lose enough energy and can go for a second duel right after first one.

Scarab : Ship was specialist about mining. This time it loses 1 mine and gets several beams and torps. Not bad in overal , but mines could need a buff for lost of 1 mine slot.

Parasite : Ok, this ship needs attention.Alot of beams , assault ruptors ,ruptors and elf beams. Can't even lay a good volley on any cruiser. Very fragile about armor. IMO, best would be to turn this ship into an energy drainer against big targets and letting defense as it is , or remove elf beams and make it scout/frigate hunter. Dont forget to add ecm on it.

Piercer : Elf beams on that ship are useless since you are first target that enemy will try to eliminate. You wont even want to get close the enemy by nature of the role. But some added beams can provide nice point defense against fighters etc... Elf beams should be switched with ruptors.




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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2011-04-27 17:56   
Okay, upon playtesting, the ICC Jump/Strike Cruiser and Assault Cruiser will be having their layouts adjusted. When Beta next updates, they'll be like this:

M-239A Strike Cruiser

- 1x Tachyon Drive
- 3x IE Drive
- 8x Composite Armor (3 F, 2 P, 2 S, 1 A)

- 2x Full-Arc Chemical Beam Laser
- 2x Dual-Arc Chemical Beam Laser (1 FP, 1 FS)
- 3x Fore-Arc Ion Cannon
- 2x Fore-Arc Heavy Railgun
- 2x Tri-Arc Railgun (1 FPS, 1 APS)
- 4x Dual-Arc Railgun (1 FP, 1 FS, 1 AP, 1 AS)
- 2x Fore-Arc Railgun

- 1x Auxiliary Fusion Generator


M-235A Assault Cruiser

- 1x Tachyon Drive
- 3x IE Drive
- 3x Composite Armor
- 4x Active Shields

- 1x Pulse Shield
- 2x Full-Arc Chemical Beam Laser
- 2x Dual-Arc Chemical Beam Laser (1 FP, 1 FS)
- 1x Tri-Arc Heavy Chemical Laser (1 FPS )
- 2x Dual-Arc Heavy Chemical Laser (1 FP, 1 FS)
- 4x Tri-Arc Fusion Torpedo ( 4 FPS )
- 4x Dual-Arc Fusion Torpedo ( 1 FP, 1 FS, 1 AP, 1 AS )
- 2x Fore-Arc Fusion Torpedo

- 3x Auxiliary Fusion Generator



Also, for some reason the game has yet to update the ship descriptions, so I'll post them here for you guys to see until we get that straightened out.

-=ICC=-

M-230A Heavy Cruiser


The Heavy Cruiser is the backbone of the Confederated Navy. In some respects an upscaled Combat Destroyer, it carries a heavy railgun battery for all-purpose combat and torpedo launchers for taking on harder targets. Being a Cruiser, it is slower and less maneuverable than a Destroyer, but also more heavily shielded and armored. The M-230A layout has not changed since the beginning of the war, having proven itself a sturdy and reliable combat ship time and again. Squadrons of these ships form the core strength of virtually every ICC fleet.


M-231P Border Cruiser

The M-231P is an extended range variant of the M-230 series hull, built for deep-space border patrols. To this end it carries a greater sensor array than any other Cruiser in space, be it ICC, UGTO or even K'luth. It shares the gun arrangement of the M-230A Heavy Cruiser, but replaces the railguns with longer-ranged and more accurate gauss guns to better hit small, agile scout ships. In order to improve the ship's maneuverability and acceleration, it lacks any kind of armor plating and relies entirely on shields to protect itself. Reactive Shields are the standard fit for Border Cruisers, since they are better able to regenerate from the weaker but persistent attacks of scouts and corvettes. This leaves them at a disadvantage against other cruisers, however, and some captains elect to switch them out for Active Shields in order to perform better in a stand-up fight.


M-235I Interdictor

A vitally important support ship, the M-235I devotes much of its internal volume to carrying the Mk 4 Tactical Jump Disruptor, a device capable of jamming enemy tachyon drives within a large radius. Since it can prevent enemy ships from fleeing or from jumping directly into attack range, the Interdictor Cruiser is often a priority target in battle. As such, what little room is left after fitting the Jump Disruptor is dedicated to a significant point-defense armament. Though their job is dangerous, the crews of these ships are among the most well-appreciated in the Confederated Navy: just about everyone is glad to have an Interdictor backing them up.


M-239A Strike Cruiser

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 three capital-grade ion cannons--weapons normally found only on dreadnoughts and battle stations. The sheer size of the guns leaves room for only a single reactor, so accomodate their power needs the M-239A has had its shield generators removed. Reinforced armor helps it stand up to enemy fire, but this means it is slower and less maneuverable than most ICC ships. A modest railgun battery backs up the spinal guns and provides some close-range defense. All in all it is a distinctly unusual addition to the ICC lineup, but its firepower is brutally effective.


M-235A Assault Cruiser

The Assault Cruiser is a specialized heavy attack variant of the M-230 series hull, configured for close-range ship-to-ship combat. Turret-mounted fusion torpedo launchers and a battery of heavy lasers make the 235A a vicious and deadly knife-fighter. While it is primarily built for ripping into enemy Cruiser squadrons, it can also be highly effective against Dreadnoughts, using its signature torpedo turrets to strafe their flanks and rear. Unfortunately the extra firepower comes at a cost in durability: in order to fit its mighty armament, the Assault Cruiser entirely lacks rear armor, making it quite vulnerable to attack by smaller, more maneuverable ships... provided they can steer clear of its heavy lasers, that is.


M-240M Missile Cruiser

The first of the M-240 series, the Missile Cruiser is a long-range support specialist. It packs 40% more firepower than the Missile Destroyer and enough power generation to fire while on the move, making it quite versatile in battle. Like its smaller cousin, it carries little in the way of short-range armament and no electronic warfare support. Also like its smaller cousin, it has performed quite well when paired with the M-46M Missile Frigate, which can employ its ECM arrays to hide both ships from enemy sensors.


M-228C Escort Carrier

While the ICC was well-prepared for the current conflict, some tactical necessities still took them by surprise--like the need for a mid-range fighter platform to oppose UGTO carrier dreadnoughts, as demonstrated by the rout of ICC forces during the Second Battle of Barnard's Star. Shi Jie began development of a dedicated Carrier Cruiser shortly after that disastrous battle, but it would not be ready for service for at least 3 years. With Command Carriers in short supply, they instead turned to a time-honored solution for the Confederated Navy: civilian conversions. The C-225 Passenger Liner had several large hangar bays for civilian shuttlecraft that were expanded to house military fighter wings. Armor plates were added and a light railgun armament for self-defense was slapped on, and the M-228C "Guppy" Escort Carrier was born. In the years since it has proven itself a reliable but somewhat fragile ship; the civilian nature of the ship's structural framework prevents it from mounting any aft armor and the standard conversion kit does not replace the civilian Reactive Shields with mil-spec Active Shields.

While originally intended to be a stopgap solution until the newer carriers were ready, the multitude of delays and setbacks that harried the M-270 program resulted in the Guppy staying in frontline service for three times longer than planned. Even today, as shiny new M-270C Carrier Cruisers take their places in frontline engagements, the surviving Guppies have found themselves shifted to patrol duty in the ICC's backwater systems--often paired with M-231P Border Cruisers. Odds are that many will remain in service for years to come.


M-270C Carrier Cruiser

While the M-228C "Guppy" Escort Carrier was sufficient to meet the immediate need for a mid-sized carrier, it would still fold up easily under heavy fire. The M-270 program struggled for years to design a hullform that could both handle fighter squadrons quickly and efficiently, while also retaining the strength of the M-230 hull. Shi Jie's engineers discarded six prototypes before finally settling on a final design; the resulting ship is thus often known as the "Mark 7". While the design program was a military procurement nightmare--coming in six years late and ludicrously overbudget--the product has unquestionably been worth the effort. The M-270C Carrier Cruiser has only been in service for a matter of months, but has already repeatedly proved its mettle by fighting in and surviving battles that would have destroyed a Guppy in the same role. Production of these new ships is steadily ramping up, and it is predicted to entirely supplant the M-228C in main-line service by the end of the year.



-=K'luth=-

Clavate


The Clavate-class Carnivore is the primary planetary bombardment ship of the K'luth armada. Equipped with deadly bio-bombs for attacking both civilian and military targets, this ship is tasked with clearing conquered worlds of enemies so that K'luth refugees can begin settling there. As the result of many attacks on outlying colonies, it has earned a fearsome reputation among the humans.


Parasite

A specialist Carnivore, the Parasite is the larger, more powerful brother of the Drainer-class Predator. It carries ELF Beams to drain enemy ships of energy and a staggeringly heavy disruptor armament to finish off damaged targets. Like the Drainer, this ship is ideal for chasing down damaged targets that attempt to withdraw from an engagement. To this end it is often paired with smaller, faster Raptors or Hunters to locate its prey if they jump clear of the battle. Parasites are also sometimes seen in the company of Piercers, taking advantage of their ability to pin a target in place.


Piercer

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.


Scale

The Scale is the lead ship of the Carnivore series, and is comparable in size and strength to human Cruisers. It is somewhat lighter on the disruptors than the lead ships of other K'luth ship series, placing more emphasis on the psi cannons and antimatter torpedoes instead. A powerful ship for its size, the Scale forms the core of many K'luth attack fleets and has been a highly effective weapon in battles against the humans.


Scarab

Another specialist Carnivore, the Scarab carries a large payload of antimatter mine launchers. This ship is adept at sowing chaos in the battlespace, dropping mines in the path of human fleets and forcing their formations to scatter to avoid destruction... making them easy targets for the other K'luth ships stalking them. The Scarab also carries a nice, heavy torpedo battery to help finish off human ships that have already been savaged by its minefields.



-=UGTO=-

ST-34 Torpedo Cruiser


ST-34 Torpedeo Cruisers are heavy assault ships, built with for the express purpose of smashing through the defenses of ICC dreadnoughts. They carry a devastatingly heavy battery of proton torpedo launchers, comparable to the armament of assault dreadnoughts. To make room for more torpedo launchers they have no particle cannons and only a modest beam armament, so they are vulnerable to smaller, faster ships that can dodge their torpedoes. While ST-34s can be effective against main line dreadnoughts, they excell even moreso against the long-range missile dreadnoughts and command carriers favored by the Confederatedd Navy.


ST-35 Interdictor

ST-35 Interdictors were instrumental in many of the Trade Navy's victories over their Confederated counterparts in the early days of the war. The ICC took years to begin fielding their M-235I Interdictor in large numbers, while ST-35s were a standard feature of UGTO task forces. The favored tactic for these ships, then and now, has been to wait for the ICC to deploy their long-range support dreadnoughts--missileboats and carriers--and then trap them in place while heavy attack ships jump in and demolish them. Deprived of long-range support, the main strength of the ICC fleet inevitably falls against UGTO battle squadrons. As a result, Interdictors are often seen in the company of ST-34 Torpedo Cruisers and ST-24 Assault Destroyers.


ST-36 Battle Cruiser

ST-36 Battle Cruisers are the single most numerous ship class in the Trade Navy. Armed with a formidable battery of heavy particle cannons, they form the foundation of every UGTO fleet. Early press releases, intended to boost morale just after the outbreak of the war, described them as "the bricks out of which the walls of the UGTO's unconquerable fortress are built". The crews of these ships have grown to hate that metaphor, since their fellow servicemen and women have taken great glee in deriding them with all manner of nicknames. For all the grumbling, however, the comparison could not be more apt: both heavily armed and heavily armored, these ships are about as subtle as a ton of bricks.


ST-39 Missile Cruiser

While ST-39s are sturdy and effective missile platforms, heavy missile ships have fallen into disfavor with the Admiralty over the course of the war. ST-43 Missile Dreadnoughts had already been discontinued prior to the outbreak of hostilities, after technical details of the ICC's new Pulse Shield technology were recovered by MUNIN agents. Some military analysts claim that the ICC's new dedicated point-defense lasers render missile weapons completely obsolete and K'luth cloaking devices have already proven able to easily break missile locks. This leaves UGTO Missile Cruisers relatively few targets they can be truly effective against. Rumors abound of weapon development programs meant to breathe new life into missile ships, but for now ST-39 crews jokingly claim they're only there to keep ICC point-defenses too busy to target the UGTO's far more valuable fighter squadrons.


ST-40 Strategic Bomber Cruiser

ST-40 Strategic Bombers are the UGTO's primary instrument for demolishing ICC industrial capability. Once the battle squadrons have secured orbital supremacy, these ships move in and methodically eliminate the warmaking infrastructure of the planet below. According to official UGTO press releases they are only used to destroy military targets, but many occupied ICC worlds claim that their habitat domes and food supplies were deliberately targeted as well. There have also been a few notable incidents where the Trade Navy was only able to secure orbital control for a short time and ST-40s were employed in a "scorched earth" tactic to completely devastate the planet before Confederated forces launched a counter-attack.



Quote:
But since the new layouts are made, can I assume a new fighter system is near completion?



It's in the works, but we're not sure when Faustus will be able to get around to it, so we decided to not wait on it to start releasing the new ship layouts.





[ This Message was edited by: Jim Starluck on 2011-04-27 19:12 ]
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Tommas [ USF HunnyBunny ]
Chief Marshal
Pitch Black


Joined: February 04, 2006
Posts: 581
From: Norway
Posted: 2011-04-27 19:21   
For luthie ships:

- Piercer
In my eyes, not meant to be in close combat, lose elf beams replace em with psi cannons, should only have 2 beams for pd. Missiles/psi cannons.

- Scale
Looks ok

- Parasite
Atm a pointless ship, Beams use alot of energy and does very little damage to enemies. To add more beams on it = death to energy. Scale is alot more better so aint gona be an option in battle. Needs an Ecm as cloaking take ages

- clavate
Seems ok

- Scarab
On paper it looks good, thoug torps do little damage


About torps:
AM torps are very slow, and needs more splash damage to have any function. They do little damage. 6 Am torps did 6% hull damage to a cruiser, and 6 psi cannons did 16% hull damage to cruiser.

About turn rate:
When dodging other ships bullets the luth crusiers turns slow, and with ligth armor id think they should move faster. When uncloaking behind an icc crusier it dont go fast before hes turned to one side, so we dont hit the rear as easy.

About pace
Think turn rate and the "feel of the speed" has been lost. In battle i think evrything moves abit slow and not very action paced as i hoped for. Id love to fly dessies and below..but against dread space it wont be much point would there.


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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-04-27 19:58   
Ok, my feedback on the edited SC layout:

I still contend that the Heavy Cruiser has nearly equal firepower to the Strike Cruiser with the edited layout, and vastly better survivability, maneuverability, and range. The AC has better survivability, maneuverability, and firepower. With no shields and being limited to standard armor 1 point jump and a SC is likely going to be toast. Sure you can deploy Interdictor support to prevent point jumps, but you could also deploy 2 HCs or ACs which don't need it and get far superior firepower, maneuverability, and survivability.

To compare.

HC: 4x heavy cannons (3x f/l/r, 1x a/l/r), 3x cannons (1x f, 1x r/a, 1x l/a) 5x torpedoes (3x fore, 1x f/r, 1x f/l) 4x beams (2x full, 1xf/r, 1x f/l)

That's essentially 3 heavy cannons, 2 cannons, and 5 torpedoes that can be fired frontally, vs. 3 Ions, 2 heavy cannons, and 5 cannons. I just don't see it working as a big ship killer vs something that's more maneuverable, more durable, with better energy management while moving at higher speeds, and can fire from greater range. HC has no problem using Gauss and firing from 1300+ GU but fitting them on a SC will either suck energy dry in no time or negate the use of the Ions if you're firing from Gauss range. That and an ICC ship without shields is like a Kluth ship without cloak, or a UGTO ship without the ability to switch armor types.

AC has 3 HCL (1x f/r/l, 1x f/r, 1x f/l), 4 CL (2x full, 1x f/r, 1x f/l), and 8 torpedoes (2x f, 1x f/r, 1x f/l, 4x f/r/l) available on frontal arc.

It may have to get into knife fight range to use all those weapons but it's maneuverable enough to pull it off and will do more damage, where a SC getting caught up close is going to be as slow to turn as most UGTO ships.

Just my thoughts on what I see as major flaws with the new design.
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Ray[OU]
Marshal

Joined: December 07, 2010
Posts: 189
From: Some where in deep space, From another galaxy. [Origin Unknown]
Posted: 2011-04-27 20:16   
well id try to test ships in beta but the fact that my rank starts all over again there makes me not want to go to beta i dont want to be starting all over again just to test in beta if only my rank was the same in beta as well as in MV wud be better but at the topic at hand tho the new ships layouts for crusers that i have read looks nice tho i wont be useing any crusers cuz i got no more garage space but im sure eventually ill have a look at them when they hit MV when ever that is but i wanted to know if any work wud be done to stations ICC considering the SS is a bit on the weak end and can be taken out by EADs all the time maby sacrafice a few missles for like another ion or something and the hive to maby somethin more to fight with
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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2011-04-27 20:22   
Quote:

On 2011-04-27 17:56, Jim Starluck wrote:
Okay, upon playtesting, the ICC Jump/Strike Cruiser and Assault Cruiser will be having their layouts adjusted. When Beta next updates, they'll be like this:

M-239A Strike Cruiser

- 1x Tachyon Drive
- 3x IE Drive
- 8x Composite Armor (3 F, 2 P, 2 S, 1 A)

- 2x Full-Arc Chemical Beam Laser
- 2x Dual-Arc Chemical Beam Laser (1 FP, 1 FS)
- 3x Fore-Arc Ion Cannon
- 2x Fore-Arc Heavy Railgun
- 2x Tri-Arc Railgun (1 FPS, 1 APS)
- 4x Dual-Arc Railgun (1 FP, 1 FS, 1 AP, 1 AS)
- 2x Fore-Arc Railgun

- 1x Auxiliary Fusion Generator


M-235A Assault Cruiser

- 1x Tachyon Drive
- 3x IE Drive
- 3x Composite Armor
- 4x Active Shields

- 1x Pulse Shield
- 2x Full-Arc Chemical Beam Laser
- 2x Dual-Arc Chemical Beam Laser (1 FP, 1 FS)
- 1x Tri-Arc Heavy Chemical Laser (1 FPS )
- 2x Dual-Arc Heavy Chemical Laser (1 FP, 1 FS)
- 4x Tri-Arc Fusion Torpedo ( 4 FPS )
- 4x Dual-Arc Fusion Torpedo ( 1 FP, 1 FS, 1 AP, 1 AS )
- 2x Fore-Arc Fusion Torpedo

- 3x Auxiliary Fusion Generator



Also, for some reason the game has yet to update the ship descriptions, so I'll post them here for you guys to see until we get that straightened out.



Meh, the only thing in the game that should ever be rear arc are standard CLs and disruptors. :/ Otherwise its just offensive firepower getting wasted.





-Ent
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2011-04-27 20:28   
Quote:

On 2011-04-27 20:16, Grand Admiral Ray wrote:
well id try to test ships in beta but the fact that my rank starts all over again...



This can be combated by pressing the "update beta profile" link on the left, just under the development log.
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Reznor
Marshal

Joined: March 29, 2010
Posts: 316
Posted: 2011-04-27 23:08   
An ICC ship with armor? Any other ICCers hate that? It's like a K'luth ship with no cloak...


When ICC ships assault a position, we use shield regen to minimize stations having to repair everyone. UGTO has to stop and rep, while ICC just defense mode and move on.

I actually really liked the IC cruisers layout. People may call it out on being "OP", but how long has the krill been around (Most BS ship in DS ) .

I understand taking an IC off it, but come on, give it some shields....
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Interdictor: (DS) A planetary emplacement or Cruiser Class vessel capable of preventing FTL travel in a certain radius.

Xavier I. Agamemnon
Grand Admiral
Exathra Alliance Fleet


Joined: October 12, 2010
Posts: 357
From: Babylon5
Posted: 2011-04-28 00:02   
[quote]
On 2011-04-27 17:56, Jim Starluck wrote:
new layouts and descriptions
[quote]

ok as long as a icc is saying it i like it and it sounds better now on to what i think.

i love what you did with the HC geting rid of the missiles was a good idea

um the JC i like it but others dont for some odd reson. i find it to be balinced it ment to stay far away and you dont want to be to close or you wont servive

the AC major improvement but the back torps or some what useless

BC i like it but would use it in steath attacks

IC it better then the last one

MC's needs some work

didnt try the carriers or bombers yet next on my list

however good job!



[ This Message was edited by: Shigernafy on 2011-04-28 06:06 ]
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Xavier I. Agamemnon
CD/I.C.S Spartacus
HC/I.C.S Athena
CDD/I.C.S Achilles
Leader of the Exathra Alliance Fleet.

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Reznor
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Joined: March 29, 2010
Posts: 316
Posted: 2011-04-28 00:31   
Quote:

On 2011-04-27 23:33, SpaceAdmiral wrote:
Quote:

On 2011-04-27 23:08, Reznor wrote:
An ICC ship with armor? Any other ICCers hate that? It's like a K'luth ship with no cloak...


When ICC ships assault a position, we use shield regen to minimize stations having to repair everyone. UGTO has to stop and rep, while ICC just defense mode and move on.

I actually really liked the IC cruisers layout. People may call it out on being "OP", but how long has the krill been around (Most BS ship in DS ) .

I understand taking an IC off it, but come on, give it some shields....



Orly? Many ICC complain that shields are inferior to armor due to depos.





All ICC ships (except this one) suck at depot camping. Given that a good fleet is composed of different vessel types, having one ship amongst many that can depot spam is of little use to the rest of the team.

Personally, I prefer shields because I can repair them any time, without needing help from a station or planet. The main reason behind the complaint (IMO) is because armor is given such a rediculous advantage in regards to repair rates. And also, you can rotate shields thus giving 400% more defense in one location if needed. You can also keep shields rotated so they're all regening at once, thus giving a 400% increase in shield regen rate.


When depot planets are inevitably "Fixed" and ICC is on a level playing field, I'd rather have shields than armor.
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Indictor: 1. To accuse of wrongdoing

Interdictor: (DS) A planetary emplacement or Cruiser Class vessel capable of preventing FTL travel in a certain radius.

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