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 Author Beta 1.6.7.1
Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2011-09-14 05:17   
Hey Dev team,

I have noticed in the new beta the entire cloak times stuff has been changed a whole lot. However, i have the following question:

Will there be a way to increase Decloak time?

Im not terribly confident knowing i have half a second to run from a k'luth dred in my ship!

Thanks
[ This Message was edited by: iwancoppa on 2011-09-14 05:18 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-09-14 07:19   

From what it states, no.

This was discussed countless times
between Kluth players n the Devs. It makes
no sense that a ship has to wait for a certain sig level before it can fire. Logically speaking, the moment the cloak is deactivated, it shd be able to fire its weaps.


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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-09-14 08:09   
It's long been wanted that decloak times stay static in order to remain balanced. We've not been able to increase the cloak times due to this.

What it ultimately means is that K'Luth can truely have their first strike ability, but their retreat mechanism is not as powerful.

Only when the ship is affected by ECM, ECCM or beacons will the cloak time increase. Decloak time will always remain the same.
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Achilles Lord of the Myrmidon
Grand Admiral
The Myrmidon Legion


Joined: December 15, 2009
Posts: 327
Posted: 2011-09-14 08:18   
I gree Kluth should be allowed to have their first trike capablilty, it in essesnce make up what the Kulth are about. There are plenty of ways to make sure before a kluth ship de cloaks to avoid that fatal first strike... pining comes to mind

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Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2011-09-14 10:54   
just beta'ed the new fighter adjustments and ai on icc

fighters no longer get within 350 gu of the target. that is the range of station grade assault disruptors, but does not take into account the super-rare smartass who will use ships armed with heavy beams and advanced beam accelerators. might be good to do something about that, unless there isnt a problem with it.

also there can be only a maximum of 3 fighters per fighter bay in space, and only 1 sensor fighter per bay. this is lower than the earlier limit of 5 on all fighters per bay.

f29 - it works as good as it did before, and proves better in the long term compared to enemy attack fighters as its rail guns deal more damage than psi/particle cannons beyond 300 gu. as no fighter gets within 350, icc get the munchy end of the stick this time.

fi-8 - this fighter is wonderful against a certain group of ugto players obsessed with gunboat destroyers and makkar ship boosters and ablative armor (you know who you were). armed with a 550-600 gu Insta-Pulse Supreme (IPS) beam, this fighter can deal persistent and reliable damage to small ships over time. it launches twice as fast as an attack fighter, so is good at clearing the space of fighters. high speed and beam weapon makes it useful against even pimped out 52.8 gu/s scouts, provided they aren't running away.

xb-11 - this fighter has been buffed a lot. it dives towards a planetary structure, launches a 400-500 gu ranged mini-bomb, then turns away and repeats till death (thats right, no bomb limits). three of these can slowly erode away a planetary shield generator, but that requires a LOT of patience. overall great now.

srr - this fighter is slightly different from before. it has the best maneuverability of all fighters and carries a scanner to keep an eye on targeted ecm'ed ships and platforms. other than properly tracking ships slower than a frigate, and searching for platforms and asteroids, it does not serve any other function.

my request - can it be made so that bomber fighters can somehow compensate for the rotation of the planet? its annoying when theyre trying to bomb a structure which is on the other side of the planet.


if there is no code to make fighters turn based on their position from target, can it be done so that fighters return on a path which makes a certain angle to their attack path? with a bit of tweaking it should be possible to perfect the angle.
this would also put a new skill - position the launch of bombers properly or else they will bomb the structure from the wrong direction.

tyvm devs, i love my fi-8 now
[ This Message was edited by: 4th on 2011-09-15 02:26 ]
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[ML]RogueAvengerTTV
Marshal

Joined: September 11, 2010
Posts: 300
From: England
Posted: 2011-09-14 12:31   
Quote:

On 2011-09-14 10:54, 4th wrote:
just beta'ed the new fighter adjustments and ai on icc

fighters no longer get within 350 gu of the target. that is the range of station grade assault disruptors, but does not take into account the super-rare smartass who will use ships armed with heavy beams and advanced beam accelerators. might be good to do something about that, unless there isnt a problem with it.




thats a reason to be a smart ass if u canceld this it would reove the point of having those enchs really
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2011-09-14 15:07   
Thanks for the reply, pantheon.

The ighters are looking much better too


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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2011-09-14 17:11   
The cloak changes have been a long time coming, and it's good they're finally here. It never made sense that decloak times increased with ECCM.
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2011-09-14 17:47   
Quote:
On 2011-09-14 10:54, 4th wrote:
my request - can it be made so that bomber fighters can somehow compensate for the rotation of the planet? its annoying when theyre trying to bomb a structure which is on the other side of the planet (maybe when theyre retreating from a bomb run, they ca turn such that the next run is aligned perpendicular to the structure being bombed, or something. will post a descriptive image later).

It is known, but we can't really do anything about that. bombs are released from the fighter when they are in range. where the fighter is in relation to the structure on the plant is totally not taken into consideration. If fighters had a descent AI it could, but at the moment there is little we can do about this.

All in all the fighter bomber changes are darn nice i say so myself..
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-09-14 18:37   
Not so beta anymore .
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Radiance
Grand Admiral
*Renegade Space Marines*


Joined: July 27, 2010
Posts: 106
Posted: 2011-09-14 19:44   
Quote:

On 2011-09-14 18:37, Pantheon wrote:
Not so beta anymore .



Hooray! So that's what the metaverse down time is for. One question, is the A-34 using the standard particle cannon?
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-09-15 01:40   
Do fighter weapons have fall off?

If they do the so-called carrier faction would be...
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The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2011-09-15 05:06   
ICC has been the carrier faction since last patch though.
Escort and carrier cruisers kinda made ICC the "Fighter" Faction.

Not to mention the fact that rails dealt more damage to ships while closing in then the particle cannon's anyway pre-1.67 ship patch.


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Squishton
Marshal

Joined: October 18, 2010
Posts: 25
Posted: 2011-09-15 18:44   
Well I'm a bit dissapointed. I paid money to upgrade a border cruiser based on its ability to fly with a negative signature. With the changes to ecm, I can no longer do that. May I ask why ecm strength was change anyway?

Also, YAY for a new layout!
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-09-15 21:15   
I wasn't able to check this out while it was in beta until the day before it went live, but when I asked about the ECM changes the answer I got was to make it easier for ECM equipped ships to cover eachother and other ships and make it more team focused without the ships having to be practically ontop of eachother, and to make it easier for ECCM to counteract ECM. That may be a bit much however since ECCM strength was not touched.

Of course this also means pretty much every ECM ship is useless on it's own since half the amount of ECCM is needed to counteract the ECM, and a single planetary sensor base can now nullify the coverage from 4 ECM gadgets.

This is worse for ICC given their ships have shield generators raising their sig, as it stands now with most ECM equipped ships you have the choice of either having shields that nullify your ECM, or turning them off to have a slight bit of ECM that only covers you at 10 or less speed as long as you don't try firing weapons.
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