Welcome aboard Visitor...

Daily Screenshot

Server Costs Target

Time running out!

54% 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
03/30/24 +1.5 Days

Search

Anniversaries

21th - Doran

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 » » English (General) » » ICC Shields and their struggles!!!!
Goto page ( 1 | 2 Next Page )
 Author ICC Shields and their struggles!!!!
Ryan-Leader of Lantians
Grand Admiral

Joined: February 10, 2011
Posts: 12
Posted: 2012-03-17 21:41   
There has been a lot of people talking about this subject. The shields on icc are open to desscustion to a lot of people saying they are to weak or strong but some say other wise.

Shields are weak in my opinion due to the fact that they can be taken out realy fast in a fight and cant stay in a fight like ugto or k'luth. Which make stations easy targets on Icc and not making them a threat enless in numbers, but can still be to weak. Even icc dreads have problems staying in a fight.

In i fight shields should not drop faster than K'luth arrmor

People say that icc is a range fraction and is not suspose to be up close in a fight. Take the Assult dread for example you have to be um close in that ship of cource it has great damage but has weak shields which makes it not a realy big threat like a k'luth dread or an ugto dread.

To me icc is susspoe to be the defencive fraction with weak damage, ugto the balanced fraction, k'luth the over damaged fraction with weak arrmor. apparently darkspace staff has realy forgoten about them makeng them a fraction of constant struggle.
_________________


Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2012-03-17 21:47   
The shields can be redistributed, armor cannot.

How does this effect things? I figure it lets you focus your full forward firepower while they are forced to spread the damage out by maneuvers.
_________________


Ryan-Leader of Lantians
Grand Admiral

Joined: February 10, 2011
Posts: 12
Posted: 2012-03-17 21:48   
Quote:

On 2012-03-17 21:41, Ryan-Leader of Lantians wrote:
There has been a lot of people talking about this subject. The shields on icc are open to desscustion to a lot of people saying they are to weak or strong but some say other wise.

Shields are weak in my opinion due to the fact that they can be taken out realy fast in a fight and cant stay in a fight like ugto or k'luth. Which make stations easy targets on Icc and not making them a threat enless in numbers, but can still be to weak. Even icc dreads have problems staying in a fight.

In i fight shields should not drop faster than K'luth arrmor

People say that icc is a range fraction and is not suspose to be up close in a fight. Take the Assult dread for example you have to be um close in that ship of cource it has great damage but has weak shields which makes it not a realy big threat like a k'luth dread or an ugto dread.

To me icc is susspoe to be the defencive fraction with weak damage, ugto the balanced fraction, k'luth the over damaged fraction with weak arrmor. apparently darkspace staff has realy forgoten about them makeng them a fraction of constant struggle.



People also say that you can rotate shields givving you 400 times the shield you have on one arc. Even rotating shields dont make much of a diffrence it gives you time to run away i give it that.
_________________


NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2012-03-17 21:49   
afaik, shields regenerate 2 - 3 times as fast as luth-armor, and ablative-ugto-armor doesn't regenerate at all
_________________
The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.

Walrus of Apathy
Admiral
Templar Knights


Joined: August 07, 2005
Posts: 466
From: Dorans Basement
Posted: 2012-03-17 22:03   
I do not know how many times Jack and other mods have had to repeat this but...

SHIELDS ALREADY HAVE MORE HP THAN ARMOR, THEY ARE NOT WEAK OR UNDERPOWERED.

-Walrus of Apathy
_________________


  Email Walrus of Apathy
NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2012-03-17 22:10   
oh, and another thing about shields:
afaik the have no (or at least less) mass , so icc-ships are more maneuverable than uggie & lobster ships

and remember kids, the best defense is:
dont get hit at all
[ This Message was edited by: NoBoDx on 2012-03-17 22:12 ]
_________________
The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.

Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2012-03-17 22:12   
The major factor is. when the enemy gets close. they start doing more damage then you can do.
Even if they have weaker defenses eventually there comes a point, especially when facing K'Luth that you just can't keep up with the tactical offence/defense balance shifts.

When at range ICC has the highest damage output of all three factions.
When comparing the defenses ICC has the highest AND can even rotate there defenses to a single arc even increasing there single arc defense power.
And lets not forget the weapons that have no falloff damage reduction are: Gauss gun(ICC), Railgun(ICC) and the Plasma cannon (K'Luth).


Now please be civilized and continue to give your comments in a normal fashion..

E.
_________________
DS Discordion

Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2012-03-17 22:23   
To sum up:

Shields have more HP than UGTO armour.
Shields regenerate faster than UGTO armour, and also quadruple in regeneration speed after 30 seconds out of combat.
Shields can be redirected to specific arcs.
Shields have zero mass, allowing ICC ships to turn and accelerate faster.

Their only downside is that they consume energy, but since ICC railguns and such are hideously energy-efficient, that's hardly a problem.
_________________
[Darkspace Moderator] [Galactic Navy Fleet Officer]


Brutality
Marshal

Joined: May 25, 2009
Posts: 659
From: Alaska, USA
Posted: 2012-03-17 22:29   
Quote:

On 2012-03-17 22:23, Gejaheline wrote:
To sum up:

Shields have more HP than UGTO armour.
Shields regenerate faster than UGTO armour, and also quadruple in regeneration speed after 30 seconds out of combat.
Shields can be redirected to specific arcs.
Shields have zero mass, allowing ICC ships to turn and accelerate faster.

Their only downside is that they consume energy, but since ICC railguns and such are hideously energy-efficient, that's hardly a problem.




pretty much what geja said , Shields have been well balanced with the other faction's imo. Also, If you want tougher shields, use def ehs.
_________________


Painfulangel
Grand Admiral

Joined: December 26, 2009
Posts: 188
From: Exathra
Posted: 2012-03-17 22:52   
ICC doesnt really struggle with shields, the reason why icc is so weak now is because there isnt as much icc players as luth or ugto,it get so bad that the icc somethimes beg for players to come and help the.
_________________
We may be forgotten, but we are not lost.

Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2012-03-17 23:49   
Unfortunately icc primarily relies on keeping range which is hard when your weapons arent concentrated in your rear, you cant ping and nobody wants to play dico.

besides, when a dico comes out everybody goes home because its not fun anymore.
_________________


CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2012-03-18 00:03   
shields realy have more hp than armor now?


To the op, your a ugto player. Your experiencing a bit of a system shock trying to play icc like ugto. It dont work that well.

Given time, you will find icc to be far better off this version than it ever has been in the two plus years ive been here.

To pain, in the two years ive been here, we (icc) have nearly always been outnumbered. It only makes us stronger. We usualy get done what the other two factions can do with less players, and less res lost. as for icc begging for players.... I realy think yoy pulled that one out of your ass.
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2012-03-18 00:18   
Quote:

On 2012-03-17 22:23, Gejaheline wrote:
Their only downside is that they consume energy, but since ICC railguns and such are hideously energy-efficient, that's hardly a problem.



interesting point

Quote:

5.2.2 Choosing a Faction

5.2.2.1 The United Galactic Trade Organization
Called "Uggies" or "Uglies" by their enemies, the UGTO fields some of the sleekest and most well-rounded ships. Energy weapons, Proton technology and thick armor result in ships with good protection, and efficient use of their energy pool for weapons.

Pros: Good energy use, Flux and EMP weapons to disable ship systems, large fighter carriers, Armor can be repaired by depots
Cons: Armor by itself has lower all-around protection than shields and repairs itself slower.
5.2.2.2 The Interstellar Cultural Confederation
The ICC, "Ickies" to their foes, are masters of energy shields and Fusion technology. Slate-grey, angular ships blend in with the blackness of space, and their weapons have the longest range of all the factions. As such, ICC ships excel at holding defensive positions and pounding enemies at range.

Pros: Long range weapons, shields make ICC ships a tough nut to crack, fast firing pulse lasers easily defeat incoming missiles and fighters.
Cons: Recharging shields drain large amounts of energy, light armor leaves ships relatively defenseless without energy to power shields.
5.2.2.3 The K'luth
The organic ships of the alien K'Luth and the insectoid naming conventions used by humans to describe their ships have earned the K'Luth the nickname "Lobsters" or "Bugs". Psionic and Antimatter technology give the K'Luth significant damage-dealing capacity at short range, and their Antimatter engines and jump drives make them the fastest ships in known space. K'Luth armor is much lighter than that found on comparable ICC ships, but a cloaking device compensates for this deficiency, making K'Luth masters of hit and run tactics.

Pros: Most powerful weapons in terms of raw damage, fast ships, and the ability to move invisibly.
Cons: Shorter weapon range than human weapons, weak armor, weapons and cloaking device have high energy drain.



it is said, that ugto are highly energy-efficient, whereas kluth and icc are not.

kluth suffer energy issues, so i think they are fine.

but what about icc? hey icc veterans, do you suffer energy issues?
does the icc AD run out of energy faster than the energy-efficient ugto's EAD?

ugto batteries and their struggles...
ugto assault ships run out of energy faster than icc assault ships and icc combat ships appear to rarely run out of energy

edit:- to add to what is above, i present a little-known fact about auxilliary reactors.

Auxilliary reactor 1
factions - ugto, pirates, k'luth, maybe MI
energy capacity - 7.5 units
energy production - 0.25 units / second
replacements - none

Auxilliary reactor 2
factions - icc only
energy capacity - 6.0 units
energy production - 0.30 units / second
replacements - Auxilliary Shield Generator (the thing which can change how icc defences function in future)

this means that, on an average, icc ships will generate more energy than similar k'luth and ugto ships. also to be noted, icc ships have a tendency to have an EXTRA reactor for sustaining shields.

keep the extra reactor. you need it. you do need it.
please give ugto ships an advantage in power. remove some weps from ugto assault ships, and give them an extra reactor for having an advantage in power against opponents in similar assault ships.

actually it doesnt matter if we dont receive power in form of extra reactor. but i hope something would be done so that ugto get edge in power.


or...say that ugto doesnt deserve edge in power, because thats my only valid basis for argument.
[ This Message was edited by: Toby D Syded on 2012-03-18 05:56 ]
_________________
Forging legends and lives outside till naught remains inside.


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-03-18 04:17   
Quote:

On 2012-03-17 23:49, iwancoppa wrote:

besides, when a dico comes out everybody goes home because its not fun anymore.




Why doesn't everyone pull out their own dico then?
_________________
... in space, no one can hear you scream.....


seyyah
Grand Admiral

Joined: April 01, 2010
Posts: 46
Posted: 2012-03-18 05:54   
Quote:

On 2012-03-18 00:18, Toby D Syded wrote:

but what about icc? hey icc veterans, do you suffer energy issues?
does the icc AD run out of energy faster than the energy-efficient ugto's EAD?

ugto batteries and their struggles...
ugto assault ships run out of energy faster than icc assault ships and icc combat ships appear to rarely run out of energy



Try to use missle ships they suck up energy way too fast in a fast paced battle. for assault ships we have tha fastest torpedoes goes over 700gu and IC which has a range around 1200gu means we can deal quite amount of damage from far with out using lasers,means we can save more energy. also some of our veterans dont use their shields in close combat until they lose certain amount of their armor.
_________________

former Roukanken

Goto page ( 1 | 2 Next Page )
Page created in 0.021848 seconds.


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