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 Author suggestions for devices
Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2011-08-23 09:00   
i feel that ahr and damage control devices should not repair hull completely, and instead they should repair hull to a maximum of 75% hull only. this way they mostly remove the need for supply ships to repair them, and gives

armor repair rate from DC and AHR should be reduced because they can often negate damage dealt by smaller ships which specialise in damage-over-time. reduction will increase the effectiveness of the small ships and not make larger ships disproportionately super-effective (since they can damage a lot, the repairs will be insignificant).

ion cannons, rail guns and gauss guns should have a velocity increase so that they have a better chance of hitting enemies at long range (beyond 1000 gu). this will force enemies to reduce the range gap (instead of the icc ships) and help in substantiating the long range strength of the ICC ships. tradeoff for this buff could be in increase of energy taken for cooldown, so that chances for maintaining a constant long-range fire is reduced at higher speeds.

superdread class ships should have their maximum speed reduced to 12 gu/s, base speed reduced to 2 gu/s and have a base energy of 180 instead of 160. this way the superdreads have even more damaging capability than normal dreads at the expense of losing energy faster and not being able to keep up with the smaller ships. also their maneuverability and thrust rate could be reduced.

[*]for those who dont know which ships are superdreads, they are - command dread and EAD (UGTO), command carrier and AD (ICC) and siphon and brood (k'luth). krill is NOT a superdread :/

[*] for those wondering what superdread (dread2) class is, please refer to this out-dated document --> http://www.darkspace.net/index.htm?module=document.php&doc_id=23&chap_id=874&chap_name=3.1

tyvm
[ This Message was edited by: Inactive-002 {&Nat;} on 2011-08-23 10:56 ]
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*Obsidian Shadow*
Grand Admiral

Joined: January 03, 2010
Posts: 316
Posted: 2011-08-23 09:04   
there isn't a super dread class... they're all dreadnaught class
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Xavier I. Agamemnon
Grand Admiral
Exathra Alliance Fleet


Joined: October 12, 2010
Posts: 357
From: Babylon5
Posted: 2011-08-23 09:16   
i dont know about this.
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Rebellion
Marshal
Faster than Light


Joined: June 20, 2009
Posts: 730
From: sol
Posted: 2011-08-23 10:23   
Quote:

On 2011-08-23 09:04, *Obsidian Shadow* wrote:
there isn't a super dread class... they're all dreadnaught class




Yes thare is, the Krill, AD and EAD (hope i dident miss any) are all considered "Superdreads" and have a hull that matches it dosent really change anthing except for a slight JD charge rate i think and maybe some point values when the layouts are made.

but on this topic i feel that it is uneeded as a 10-20 Base energy diffrence wouldent cause all that much of a diffrence for the speed and thrust nurf.
[ This Message was edited by: Rebellion *XO2* on 2011-08-23 10:26 ]
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Rebel Retribution
Grand Admiral

Joined: January 23, 2006
Posts: 41
From: Hillsboro, OR
Posted: 2011-08-23 19:00   
I would have to second the idea of increasing the speed of rails/gauss. Currently even with staggered fire its almost impossible to hit anything below a dread that is moving (not dodging mind u, just moving). It also makes long range fights unviable due to the fact that none of your shots hit the target. Only time i hit anything is with stagger firing my combat dread, and thats only because of the volume of fire, and even then maybe 3 or 4 shots will hit every minute.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-08-23 22:24   
Superdreads, or Dread2 hulls have more space for gadgets. So they correspondingly have more mass, and accelerate and turn slower as a result. They don't need a speed nerd/energy boost combo. Their increased weap loadout ensures higher usage too.

Current Dread2's are the EAD, AD, Siphon, Brood and Krill. However the Krill is going to be nerfed to a Dread1 in a coming patch. And this means it will only have 4 SIs. Tt shd end all your QQing.


To address the OP.

Kluth dreads and stations are abt to get an armor nerf in the coming patch. No further AHR nerfs are needed.

I however agree that ICC projectile weaps shd get a speed increase. However if that is the case, then PCs and PSI/plasma weaps shd also get a bump up, though perhaps less. They are energy weaps after all and I can't imagine a bolt of energy being slower than a slug.



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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2011-08-23 22:26   
mining beams that can mine hit points from enemy hulls. Why let the rocks get all the fun?
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-08-23 22:51   
Quote:

On 2011-08-23 22:26, Azreal wrote:
mining beams that can mine hit points from enemy hulls. Why let the rocks get all the fun?





I have wondered that too.

Mining beams should do some damage, perhaps similar to a CL of that class.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-08-24 01:23   
Quote:


I however agree that ICC projectile weaps shd get a speed increase. However if that is the case, then PCs and PSI/plasma weaps shd also get a bump up, though perhaps less. They are energy weaps after all and I can't imagine a bolt of energy being slower than a slug.




I've suggested a range boost for psi and plasma cannons before, even just 100 GU will make them much better (though ironically I can't see many luth taking advantage of longer range). Particle doesn't need a boost since they do more damage than other cannons under 500 GU, which is where most combat takes place for anything smaller than Dreadnoughts.

Though it is actually easier to accelerate a solid mass to higher velocities than a wad of energy or plasma, anything that's not solid will want to dissipate as it travels (hence damage falloff) unless held together by some sort of containment device/field which would not last forever, and most probably have it's lifespan shortened by the higher forces from being accelerated at higher speeds as it's fired. I'd imagine antimatter weapons would be easier to work with however, especially torpedoes, since they'd be their own power source for propulsion and whatever's being used to keep it from blowing up before it reaches the target.
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2011-08-24 03:17   
For reference, since EVERYONE has managed to get this wrong, superdread-class ships are the Elite Assault Dread, the Command Dread, the Assault Dread, the Command Carrier, the Siphon, Brood, and Krill.
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NZ-juex16
Admiral
*Renegade Space Marines*


Joined: December 13, 2010
Posts: 102
From: Southland, New Zealand
Posted: 2011-08-24 03:23   
Quote:

On 2011-08-24 03:17, Gejaheline wrote:
For reference, since EVERYONE has managed to get this wrong, superdread-class ships are the Elite Assault Dread, the Command Dread, the Assault Dread, the Command Carrier, the Siphon, Brood, and Krill.




Sounds a bit better lol with UGTo and ICC with only one and K'luth with four
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-08-24 03:48   
Quote:

On 2011-08-24 03:17, Gejaheline wrote:
For reference, since EVERYONE has managed to get this wrong, superdread-class ships are the Elite Assault Dread, the Command Dread, the Assault Dread, the Command Carrier, the Siphon, Brood, and Krill.




Yeah. Whoops. I forgot both the command dreads.
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Hakketak
Grand Admiral

Joined: March 24, 2009
Posts: 301
Posted: 2011-08-24 04:59   
i simply think icc rail and gauss should have more speed, to compensate for their higher range. atm when ur icc, its useless firing at a moving target over 700 gu, but ur guns got way higher range. range only usefull against stations or stationary dreads atm, a bit higher speed can compensate that.

dread vs dread i think all factions fine
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A Gundam
1st Rear Admiral

Joined: July 09, 2010
Posts: 18
Posted: 2011-08-24 13:17   
actualy...

UGTO Battle Dread can dodge rail and IC at 900gu fired from a cruiser

UGTO Battle Cruiser can dodge rail and IC at 400gu fired from a cruiser

UGTO Gunboat Destroyer can dodge rail and IC and Gauss at 250gu fired from a cruiser

ICC does it even better though... Even?
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-08-24 14:42   
Quote:

On 2011-08-24 13:17, Defy wrote:
actualy...

UGTO Battle Dread can dodge rail and IC at 900gu fired from a cruiser

UGTO Battle Cruiser can dodge rail and IC at 400gu fired from a cruiser

UGTO Gunboat Destroyer can dodge rail and IC and Gauss at 250gu fired from a cruiser

ICC does it even better though... Even?


I love watching frig combat... we see 2 frigs at 100 gu from each other miss.
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