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On 2011-08-02 23:10, Kenny_Naboo[+R] wrote: 1. - All beams (including human beams) were buffed across the board. - Kluth beams have always been more powerful than human beams, and they don't have fall off.... but boy do they run through the ship's reserve like a hot knife through butter - Kluth ships in general are beam heavy Multiply all 3 factors together and you know why a Kluth beam strike will drill a massive hole in your paintjob. You can go to Beta, and get your ICC AD and beam alpha your own dessies to see the effect too. It won't be as bad as being drilled by a Siphon, but you will see that it hurts too. 2. SS. Latest hotfix = +25% armor for UGTO (and ICC too... but that's beside the point here) and -10% weap power for ICC. Now, take a baseline figure of 1.00 for the Rel 1.670 before the hotfix. Your weaps are now 0.9/1.25=72% as effective against the uggies prior to the hotfix. That's a 28% decrease in weap effectiveness. But that's OK, because 10% is 'minor'. Unfortunately, once you've added the 25%, it isn't anymore, is it?
On 2011-08-03 06:25, Pantheon wrote: No idea what some of you are talking about. There was no stealth nerf to ICC or stealth buff to K'Luth. Just your imaginations going wild.
On 2011-08-03 07:15, Soulless *ADM* wrote: Then care to explain the changes in defence for ICC ships after the hotfix?
On 2011-08-03 07:21, Gejaheline wrote: Quote: On 2011-08-03 07:15, Soulless *ADM* wrote: Then care to explain the changes in defence for ICC ships after the hotfix? Changes to ICC defences by the hotfix: None. People talked about changing ICC's armour and shields, but ultimately nothing was changed as the development log and all the developers I've spoken to have said.
On 2011-08-02 15:28, Talien wrote: Tested in beta Parasite vs HC and UGTO BC, all ships with no enhancements: 2 alphas to hull a HC with reactive shields 3 alphas to hull a HC with active shields 4 alphas to hull a BC with standard armor 3 alphas to hull a BC with ablative armor 8 alphas to hull a BC with reflective armor And now on to the SS, once again it can outrepair damage from multiple ships. 2 Border Cruisers were unable to damage one faster than it was repairing with only it's single repair drone and Damage Control gadget with standard armor. We tried vs. Ablative too it's armor was barely taking any damage from both ships, it was only down to 90% by the time we were halfway out of ammo.
On 2011-08-02 15:28, Talien wrote: Kluth beams seem to have gotten a buff with this hotfix, I'd seen people talking about having 1 alpha from a luth Destroyer blow through a full shield arc and eat into armor on a Heavy Cruiser, which was not happening prior to the hotfix. Tested in beta Parasite vs HC and UGTO BC, all ships with no enhancements: 2 alphas to hull a HC with reactive shields 3 alphas to hull a HC with active shields 4 alphas to hull a BC with standard armor 3 alphas to hull a BC with ablative armor 8 alphas to hull a BC with reflective armor Used to be it took a Siphon 2-3 alphas to hull a HC or BC, but now a Parasite can do it. Something is not quite right. And now on to the SS, once again it can outrepair damage from multiple ships. Had this happen in MV yesterday then rechecked it in beta earlier today with the same result, 2 Border Cruisers were unable to damage one faster than it was repairing with only it's single repair drone and Damage Control gadget with standard armor. All 3 ships stock config with no enhancements, SS was rotating. We tried vs. Ablative too and it was beyond a joke, it didn't even have to rotate and it's armor was barely taking any damage from both ships, it was only down to 90% by the time we were halfway out of ammo, which was around 5 minutes. Tested ICC SS vs 2 Battle Cruisers from 800 GU, all stock ships meaning aux shields on the SS, and even at max effective range shields were taking more damage than defense mode let them regen. Composite armor was likewise unable to stand up to 2 BCs at max range with reload+Damage Control while rotating. Tried 1 BC vs the SS at closer range (300-600 GU) and the single BC was able to peel off all shielding and eat into armor within a few minutes even with defense mode running. I neglected to time it so I can't be sure exactly how long it took, but it seemed to be around 6-7 minutes.
On 2011-08-03 10:00, Brahmastra wrote: ugto armors have regeneration penalty in exchange of high damage resistance. 50% resistance to a type of damage results in 200% effectiveness (and in practice also gives 200% regeneration, way higher than active shield's 1.5*118%=154%).
On 2011-08-03 10:29, Gejaheline wrote: Point of fact: You can't compare armour and shield regeneration like that because they have different base regeneration rates, different HP values, and different damage types (since I'm fairly sure that ablative armour is the only armour type to have 50% resistance to anything). Ablative armour's 50% reduction in kinetic damage inflicted does indeed make it 100% more effective, but that doesn't affect how fast it regenerates from 0%. Additionally, while you could argue that its effective hitpoints in the context of kinetic damage is 100% faster because it gains two effective HP for each actual HP regained, you can't say it regenerates faster than shields because it doesn't actually naturally regenerate at all, so zero times two is still zero.
On 2011-08-03 07:59, Pantheon wrote: Quote: On 2011-08-03 07:15, Soulless *ADM* wrote: Then care to explain the changes in defence for ICC ships after the hotfix? Your imagination. Believe what you want, but there was no change to any of the ICC defences in this hotfix whatsoever, and no changes to K'Luth damage. The /tinfoil in this place gets more hilarious by the day. Now we have players imagining changes that don't exist . [ This Message was edited by: Pantheon on 2011-08-03 08:01 ]
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