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Forum Index » » Developer Feedback » » [1.670] Release Candidate 1 Testing and Feedback
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 Author [1.670] Release Candidate 1 Testing and Feedback
Died~2000~Deaths[+R]*CC*
Chief Marshal
Army Of Darkness


Joined: February 08, 2010
Posts: 540
From: Spokane WA.
Posted: 2011-07-21 04:36   
Was in the siphon and noticed that it ran out of energy verry fast, all i was doing was shooting down missles and fighters with PD and not moveing and ecm off. so is it suppose to be like this or not suppose to. Also all the elf beams firing at once only took 25 pwr from ad. so is this normal for the new layouts for the siphon.




Died~2000~Deaths[+R]*CO*
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  Email Died~2000~Deaths[+R]*CC*
CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-07-21 07:51   
siphon
10.9 gu cloak speed

Put projectiles on 1
disruptors on 2
elf on 3

*I seem to remember from my time as K'luth in MV 3 elf
beams working better than the 6 in v670. 3 elf beams in
MV tended to give about 25-40 points of energy back.
the 6 in v670 tend to give 20-25. One thing i want
to point out to kluth players is, elf dont work against
shields. They will damage shields (-10% on a transport)
but not give energy.

5 alphas = no energy - left elf beams out of the alpha as i
had no target. Fired all disruptors, torps, and si upon all
of them charging. They all seemed to get through charging at
about the same time regardless of power. SI charged twice as
fast as torps, disruptors, and assault disruptors.


Mandi
13.6 gu cloak speed

kept the stock number layout

Has way less armor than the siphon.


9 alphas = no energy

That puts the siphon burst damage output on one attack run to

318,000 x 5 = 1,590,000

Mandi burst damage output one attack run

252,000 x 9 = 2,268,000




Ill leave conclusions to the experts. I suggest you K'luth guys
get into beta and test this ship for yourself.

[ This Message was edited by: *XO*Defiance on 2011-07-21 08:06 ]
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-07-21 08:08   
EAD 291,000-430,000

AD 186,000-292,000


Assault Dread

25 alphas = 0 energy

probable range
186,000 x 25 = 4,650,000

best case scenario range
292,000 x 25 = 7,300,000



EAD

7 alphas = 0 energy

Probable range
291,000 x 7 = 2,037,000

best case scenario range
430,000 x 7 =3,010,000



[ This Message was edited by: *XO*Defiance on 2011-07-21 08:28 ]

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Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Pegasus
Grand Admiral
Pitch Black


Joined: August 02, 2005
Posts: 434
From: Eleventh galaxy on the right!
Posted: 2011-07-21 08:50   
Quote:

On 2011-07-21 04:36, Died~2000~Deaths[+R]*CO* wrote:
Was in the siphon and noticed that it ran out of energy verry fast, all i was doing was shooting down missles and fighters with PD and not moveing and ecm off. so is it suppose to be like this or not suppose to. Also all the elf beams firing at once only took 25 pwr from ad. so is this normal for the new layouts for the siphon.

Died~2000~Deaths[+R]*CO*




If you rotate the beams it is not so bad, disruptors all assigned to 1 and the Elfs on 2, after two rotations of Elfs you get around 90-100 energy back. I find that what I always do in beta or current release anyway is fly at a speed you are comfortable with amoungst your surroundings. For me If I am fighting Battle dreads ot Assault dreads a speed between 5gu - 6gu maybe 7gu at a stretch will give you a good balance to ultilise your ships energy.
Obviously as you know not to spacebar mash with the Siphon as it requires more conserving energy management. Try cycling the beams if you havent done so already and you find you stay in battle alittle longer.

Also with using siphon/Mandi with PD you can select individual disruptors rather than all of them, this also will save you energy so you can stay in the front line longer.
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Retired K'luth Combateer


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-07-21 10:16   
Quote:

On 2011-07-21 04:36, Died~2000~Deaths[+R]*CO* wrote:
Was in the siphon and noticed that it ran out of energy verry fast, all i was doing was shooting down missles and fighters with PD and not moveing and ecm off. so is it suppose to be like this or not suppose to. Also all the elf beams firing at once only took 25 pwr from ad. so is this normal for the new layouts for the siphon.




Did you turn the Assault Disruptors off PD?
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Adapt or die.

CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-07-21 12:23   
Could fighter bays get an upgrade in ammo?

10 per bay?


Carriers with only 5 fighters per bay and no other weapons exept some defencive beams are...

lets just say i cant find a reason to use them as is. And i use the carrier cruiser to great affect right now in mv. Just ask the uggies that keep trying to blow me up with TCs and getting owned.


at the very least i feel that the Escort Carrier needs at least one eccm so that it can have a fighting chance against missiles and fighters. Bar the kluth stealth missile, ive noticed that all missiles and fighters have become very very hard to detect, expecialy in deep space.

The carrier cruisier lacking offencive arms other than fighters needs at least 3 ecm to keep its position hidden.

as is, you can pull the ECC and have guns and a small ship, or you can pull the CC and have....fighters... a fat ship... and...erm.. some pd lasers (not more than the ECC mind you).

or maby im just another vet trying to hold on to the past too much.
[ This Message was edited by: *XO*Defiance on 2011-07-21 12:59 ]

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Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Apehezt
Grand Admiral

Joined: July 12, 2009
Posts: 15
From: Apehezt
Posted: 2011-07-21 13:02   
Quote:

On 2011-07-21 08:08, *XO*Defiance wrote:
EAD 291,000-430,000

AD 186,000-292,000


Assault Dread

25 alphas = 0 energy

probable range
186,000 x 25 = 4,650,000

best case scenario range
292,000 x 25 = 7,300,000



EAD

7 alphas = 0 energy

Probable range
291,000 x 7 = 2,037,000

best case scenario range
430,000 x 7 =3,010,000



[ This Message was edited by: *XO*Defiance on 2011-07-21 08:28 ]







Needs time to 0 energy as well, to calculate damage per second.
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The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2011-07-21 13:06   
Quote:

On 2011-07-21 08:08, *XO*Defiance wrote:


EAD

7 alphas = 0 energy




You can gain another alpha if the flux wave and flux beams arn't used

And if all the beams arn't used at all then you gain Alot more alpha's, It'll probably be around 20 or more.

I'm guessing all tests are at 0 gu.

[ This Message was edited by: The Fridge on 2011-07-21 13:13 ]
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-07-21 13:13   
yes all tests are at 0 gu

and if i exclude weapons from the alpha, its no longer an alpha now is it

What should be taken away from my tests here is;

1. AD can engage multiple targets at once.

2. AD can engage and move at near full speed without too much energy loss.

3. EAD/siphon are built to engage and destroy single targets at a standstill.

4. when engaging small ships, kluth should use mandi over siphon.

5. when outnumbered kluth should use siphons and focus fire on one target.

6. even numbers or better, kluth should use mandies as they have greater capacity for longer engagements with multiple targets.

just IMHO
[ This Message was edited by: *XO*Defiance on 2011-07-21 13:19 ]
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Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2011-07-21 13:14   
Quote:

On 2011-07-21 13:13, *XO*Defiance wrote:
yes all tests are at 0 gu

and if i exclude weapons from the alpha, its no longer an alpha now is it




But would the EAD naturally Alpha all the time?

Also if i alpha with the read weapons, EAD has Infinite Alpha's!
[ This Message was edited by: The Fridge on 2011-07-21 13:16 ]
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-07-21 13:21   
no, no one in their right mind would mash spacebar onto oblivion in an assault ship of whatever faction.

that was not the point of the test


the test was to show a side by side comparison of the potential damage outputs of each ship through worst case scenario management of each ships energy systems in a non combat exercise.

similar to doing a rounds per minute rating on modern machine guns.

[ This Message was edited by: *XO*Defiance on 2011-07-21 13:49 ]


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Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-07-21 14:22   
Did the EAD get cut down to 1 aux reactor? I remember when they were first in beta they could alpha pretty much forever while sitting still then 1 aux reactor was replaced with more weapons and it was ok, so what's changed since then on the EAD?
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Adapt or die.

winterfrost
Marshal

Joined: July 03, 2010
Posts: 2
Posted: 2011-07-21 21:38   
the luth conlny has no reload drones why?
_________________


Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2011-07-21 21:57   
Quote:
On 2011-07-21 21:38, winterfrost wrote:
the luth conlny has no reload drones why?

It is a Command Class ship. Not a Repair ship.
The Defense and Command stations have had there drones removed. Only the Supply station has a single drone and a AOE Repair field.

We did this so stations become stations again instead of Tanks.
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DS Discordion

NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2011-07-21 22:52   
the lost supp-drone got changed into a damage control ?
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