Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


9% of target met.

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/04/24 +28.5 Minutes

Search

Anniversaries

1st - Alamode

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » [1.670] Release Candidate 1 Testing and Feedback
Goto page ( 1 | 2 | 3 | 4 | 5 | 6 Next Page )
 Author [1.670] Release Candidate 1 Testing and Feedback
Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-07-18 14:17   
This thread is for providing feedback for 1.670 and not for suggesting a 'wickd c00l' change to the game.

We've hit feature freeze and made all the changes we feel comfortable making that will affect the balance of the game. In laymen terms, this means that 1.670 is very close to being released!

There are still some visual changes to be finalized and a few bugs to iron out, but otherwise we're fairly happy with the state 1.670 is in, and we invite you all to test and give your feedback, which is invaluable to 1.670 succeeding.

When giving feedback PLEASE go into as much detail as possible and test to the nth degree. We will simply ignore posts with "this sucks" or "this is op" without going into, or testing. why. It's VERY important that you go in and test before giving feedback.

Credits will be awarded to those testers who go above and beyond in testing and giving feedback!

[ This Message was edited by: Mr Black on 2011-07-18 14:52 ]
_________________


Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-07-18 17:41   
Quick question, why the change to the ahr, now it seems luth players will have to go a depot planet instead of relying on ai supplies for ahr ?
_________________


  Email Borgie
CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-07-18 17:47   
Are we specifically looking for bugs and things that just don’t work?

Reload drones as of 670 reload the ammo of AHR and DC.

K’luth dreadnaughts take about 15 minutes to repair armor from 0 to 100%
(natural regen rate)

K’luth dreadnaughts take about 10 minutes to repair hull from 0 to 100%
(AHR induced)

K’luth stations take about 20 minutes to repair armor from 0 to 100%
(natural regen rate)

K’luth stations take about 5 minutes to repair hull from 0 to 100%
(AHR,DC endued)

With this in mind, an unlimited number of K'luth dreads and stations can form a fleet and operate behind enemy lines without want or need of platforms for a near unlimited amount of time if they have but one supply ship.

The one supply ship can keep the fleet reloaded of AHR and DC thereby ensuring EVERY member of the fleet is ready and back in the action every 15 minutes.


Human ships come nowhere near the efficiency of this model.


Ive been on the fence about this, swaying from for to against.. and im still not sure... Anyone elses thoughts?
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

µOmniVore
Grand Admiral

Joined: September 13, 2006
Posts: 171
Posted: 2011-07-18 18:16   
I agree with Defiant, but my main concern is Kluth SS it can tank a crap load of damage, 2 AHR and 1 reload thats 1.5X the repair of the other factions.

also the ugto seem weak to me as of this patch, i feel there are going to be many people complaining about this fact.

also I modded an EAD with 7 adv beam coolers, 4 fusion engines and it still ate thorough its power like hot water through ice, that is going to have to be adjusted.

on a side note stations and heavy dreads need cannons to provide a means to hit smaller ships. or a AOE field that damages cruiers and under cause as i see it now a few cruisers can qork over an entire fleet cause of the lack of fast tracking weapons.

stations are slower, but maybe to compensate for that a faster jump drive recharge, it will not break the game imo just allows stations to be able to provide fleet support, as i see it now most people will mostly use stations to planet hug. except kluth.

!.660 v 1.670 harpex missiles are great when they hit, i am suggesting along with the harpex missiles maybe you guys can have it so it fires hjeavy missiles and a weak missile to trick pd as to increase missile hit to miss ratio.

also on a side note i don't like the DC on stations i see if it was on every other ship save support ships and support stations, i think it would be better served as a general repair device for all combat ships instead of just stations.

back to missiles they have the crappiest turn rates yet i understand that they are cruiser missiles but wow they turn like cruisers and can barely hit anything smaller than a station or dread i think their speed and turn rates need a serious buff.
_________________
When we fail to dream we fail as a society.




  Email µOmniVore
Thernhoghas
Grand Admiral
Exathra Alliance Fleet


Joined: September 18, 2010
Posts: 243
From: somewhere in Germany
Posted: 2011-07-18 18:51   
Something completely different:

Would it be possible to make the dictor fields visible at low graphics settings, like the 3D dictor fields were?

Aside from the missiles - I don't want to repeat what the people above me already stated - that is the only thing I'd want different in beta as it is now.


You guys really did an awesome job on 1.670;keep up the good work ^^
_________________
It is not the beard on the outside that matters. It's the beard on the inside.

Rebellion
Marshal
Faster than Light


Joined: June 20, 2009
Posts: 730
From: sol
Posted: 2011-07-18 19:00   
As i was beta testing the new ICC SCB layouts i was shocked to find that it no longer had a Mineing beam (i dont know if its the same for the other factions command stations) but i feel that thay should have one utility slot (Tractor/Mineing beam) as the SCB has never been and will never be good at combat or fighting its usefulness is directly relient on the fact it is (or should be) a "Jack of all trades, Master of none". its usefulness for quite some time has been due to the fact it could go with a fleet that is not very big and be able to cover all the tasks that Combat ships and Support ships cant (considering it cant do them as fast or as well as a Dedicated engineering ship or Extrator) can do such as building supply plat bases and planets.


i would also like to bring to your attention that no ship that i know of (after the Free modding of old) had a building drone but no mining beam.

This is just my personal oppinion and if the devs feel that the Command stations should now fill a diffrent role then it has for quite some time then that is thare choice and i will not lobby for this any more.

_________________

\"War does not decide who is right, but who is left\"
\"I stopped fighting my inner demons we're on the same side now\"

Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-07-18 19:04   
Quote:

On 2011-07-18 18:16, µOmniVore wrote:
on a side note stations and heavy dreads need cannons to provide a means to hit smaller ships. or a AOE field that damages cruiers and under cause as i see it now a few cruisers can qork over an entire fleet cause of the lack of fast tracking weapons.



Yes, they need an escort now and aren't able to handle everything like people are used to. One of the points of 1.67 is so you need to field a diverse fleet to be effective, if people all use the same ship they SHOULD get trashed by anyone who fields the appropriate counter to it.

Quote:

!.660 v 1.670 harpex missiles are great when they hit, i am suggesting along with the harpex missiles maybe you guys can have it so it fires hjeavy missiles and a weak missile to trick pd as to increase missile hit to miss ratio.


Missile ships aren't meant to be guaranteed damage, if you want to trick PD then bring smaller missile ships to use their missiles to decoy for the heavier ones.

Quote:

also on a side note i don't like the DC on stations i see if it was on every other ship save support ships and support stations, i think it would be better served as a general repair device for all combat ships instead of just stations.



This I can agree on, why is it station only? At least change the name if it's going to stay station only, maybe advanced damage control?

Quote:

back to missiles they have the crappiest turn rates yet i understand that they are cruiser missiles but wow they turn like cruisers and can barely hit anything smaller than a station or dread i think their speed and turn rates need a serious buff.



They aren't SUPPOSED to hit anything smaller than Dreadnoughts unless it's sitting still, the whole point to large scale missiles is to put the hurt on poorly prepared or unescorted Dreadnoughts/Stations.



Now my own feedback. After further testing with smaller Kluth ships, they are slightly (and I really do mean SLIGHTLY) lacking compared to their ICC/UGTO counterparts. They're noticeably less maneuverable and have shorter range weapons, yes they're supposed to be hit and run but it's hard to do so with the cloak cooldown. Perhaps it could be removed entirely for Scouts and Frigates and cut down to 5 seconds for Destroyers? That would definitely make them more worthwhile to use.
_________________
Adapt or die.

Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2011-07-18 20:02   
credit to Silent Threat: Hive requires a 101 tech, while other stats require a 100.

Credit to the 9th: Dreadnaughts is misspelled in the list in the sy. All the dreads in mouse over have "Dreadnought". Minor issue, but still.

Haven't been impressed by planetary defense improvements, but I'm still testing em.
_________________
bucket link



  Email Azreal   Goto the website of Azreal
Rebel Retribution
Grand Admiral

Joined: January 23, 2006
Posts: 41
From: Hillsboro, OR
Posted: 2011-07-18 20:12   
Quote:

They aren't SUPPOSED to hit anything smaller than Dreadnoughts unless it's sitting still, the whole point to large scale missiles is to put the hurt on poorly prepared or unescorted Dreadnoughts/Stations.



Now my own feedback. After further testing with smaller Kluth ships, they are slightly (and I really do mean SLIGHTLY) lacking compared to their ICC/UGTO counterparts. They're noticeably less maneuverable and have shorter range weapons, yes they're supposed to be hit and run but it's hard to do so with the cloak cooldown. Perhaps it could be removed entirely for Scouts and Frigates and cut down to 5 seconds for Destroyers? That would definitely make them more worthwhile to use.



I would have to agree on a smaller stealth CD for scouts and frigates, it only makes sense. But on the hit and run tactics comment, thats what kluth excell at is short range bc stealth negates range entirely.


A side note on the planet defenses, i was attacking a parasite in a BD and bc the planet it was orbiting had 7 def i had to retreat shortly after the destruction of the parasite due to my armor being demolished by the planet. Not saying they need to b toned down, on the contrary i think thats exactly what needs to b happening, planets need to b more of a deterrant and thats exactly what the seem to b. GJ on it. More testing to b done though
[ This Message was edited by: Line of Eld *TO* on 2011-07-18 20:16 ]
_________________
Grand Admiral of the assualt ship C.S.S. ADN-91 Nikoli Tesla and Fleet Flag Ship C.S.S. CC-289 Robert Goddard
\"Si vis pacem para bellum\"

  Email Rebel Retribution
Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-07-18 20:55   
kluth AHR hull repairs fast, but with no armor regen it cripplies luths hit and run tactics. is it possable to put back in the repair to armor "feature" but say maybe like 25% of normal regen?
_________________


  Email Borgie
Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-07-18 21:09   
Quote:

On 2011-07-18 20:55, Borgie wrote:
kluth AHR hull repairs fast, but with no armor regen it cripplies luths hit and run tactics. is it possable to put back in the repair to armor "feature" but say maybe like 25% of normal regen?



Haven't tested beta lately. Will probably do so later when I get back home.

OK, so we got no armor regen with AHR. Does the supp plats and worker AI repair armor then?
_________________
... in space, no one can hear you scream.....


Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-07-18 21:21   
yes kenny, but that means now luth is sorta forced to play like the human factions get hit, run home to repair.

_________________


  Email Borgie
Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-07-18 22:50   
players are unable to pd shroud missles but ai can.
[ This Message was edited by: Borgie on 2011-07-18 23:07 ]
_________________


  Email Borgie
Lithium
Chief Marshal

Joined: June 29, 2003
Posts: 109
Posted: 2011-07-18 23:58   
Enemy repair fields should not have same visual effects as friendly repair field.

Fast and agile missiles should have bit higher turning rate because they have larger turning radius for their speed.
_________________




-Shadowalker-™
Admiral
Galactic Navy


Joined: September 23, 2007
Posts: 709
From: Shadows
Posted: 2011-07-19 00:18   
Quote:

On 2011-07-18 22:50, Borgie wrote:
players are unable to pd shroud missles but ai can.
[ This Message was edited by: -Shadowalker-™ on 2011-07-19 00:21 ]



Affter that test in beta... wow, shroud missles are incredibly powerful, against anything below station its insane, self-destructing isnt even an option, in an Combat Dread, it would be faster to sit there and take it... crusiers get pummeld, didnt even try anything below, plus, everything that i threw at him, missles torps, ions... everything didnt seem to make up for the missles, borgie was in a hive...

nurf, desperatly needs a nurf, unless you have a ton eccm and a truckload of pd, your screwed

btw, i mean the damage, splash is insane too, one volley of missles hit my Strike crusier on the side, with full shields, and still killed me, my front sheilds were close to being gone.

unless this is intended(then im fine with it) other wise tone down the damage a tad bit


_________________


  Email -Shadowalker-™
Goto page ( 1 | 2 | 3 | 4 | 5 | 6 Next Page )
Page created in 0.026092 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR