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Forum Index » » English (General) » » CD vs CC
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 Author CD vs CC
Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-11-30 23:46   
Quote:

On 2012-11-30 11:16, Talien wrote:
Quote:

On 2012-11-29 22:24, Kenny_Naboo[+R] wrote:
Or else, the only quick fix way to improve fighters right now without redesigning them is to:

Increase fighters speed: Raise them to perhaps 100 - 150 gu/s
Increase their weapon power: Each fighter's cannon/beam is equivalent to a Scout. So a wing of say... 6 fighters has the firepower a scout with 6 cannons.



Probably best just to wait for the total fighter overhaul. Playing with fighter weapon ranges/stats gave us Interceptors with no falloff beams that fire from 600 GU and the luth versions having 30% extra damage. Yeah, Carriers badly need some work, but are things like that really the best way to do it?

Raising fighter speed would get them in range faster, but it would also decrease how often they can fire and make them spend more time turning and repositioning for the next pass. It'd also make missiles seem silly in comparison when fighters are moving 2-3 times as fast.




Perhaps missile speeds need to be increased somewhat too?

The side effect would be their minimum range, due to arming time. A positive side effect would be increased reach. Could we consider increased min distance a good thing? So missiles ships would be used more tactically or strategically?

Given that these are anti-cap ship missiles (You can't use missiles vs fighters anyway), it wouldn't matter much that missiles and fighters have the same top speed, or if some fighters (say, the interceptor) have higher top speeds.


So what can be done, in summary,
- Shorten the "reload" time between fighter launches.
- Cannon/beam range can be shortened if their speed is increased, as they fighters can actually reach the target quicker
- Fighters will be less supsceptible to point-jump picket ship attacks, as they can move out of beam range faster.
- Since weap ranges are down, we can tweak up the damage to compensate. If each fighter wing has 6 fighters and each of them had a cannon equivalent to a scout, then they would be more useful or at least have a bigger effect on the enemy.

These easy-to-implement changes will make carriers a whole lot more useful for now. They won't make fighters or carriers OP.


I can't comment or say much on what was originally planned for fighters. That's not my role. I can only suggest tweaks based on what we have now.

[ This Message was edited by: Kenny_Naboo[+R] on 2012-11-30 23:52 ]
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-12-01 02:32   
Quote:

On 2012-11-30 23:46, Kenny_Naboo[+R] wrote:

Perhaps missile speeds need to be increased somewhat too?

The side effect would be their minimum range, due to arming time. A positive side effect would be increased reach. Could we consider increased min distance a good thing? So missiles ships would be used more tactically or strategically?

Given that these are anti-cap ship missiles (You can't use missiles vs fighters anyway), it wouldn't matter much that missiles and fighters have the same top speed, or if some fighters (say, the interceptor) have higher top speeds.


So what can be done, in summary,
- Shorten the "reload" time between fighter launches.
- Cannon/beam range can be shortened if their speed is increased, as they fighters can actually reach the target quicker
- Fighters will be less supsceptible to point-jump picket ship attacks, as they can move out of beam range faster.
- Since weap ranges are down, we can tweak up the damage to compensate. If each fighter wing has 6 fighters and each of them had a cannon equivalent to a scout, then they would be more useful or at least have a bigger effect on the enemy.



The other side effect of faster missiles would be PD is far less effective.

Shorter reload for fighters sounds like a good idea, that should actually solve several issues with fighters on it's own. Upping damage for fighter cannons would also help, they can still be dodged.
_________________
Adapt or die.

Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-12-01 04:07   
Quote:

On 2012-12-01 02:32, Talien wrote:
Quote:

On 2012-11-30 23:46, Kenny_Naboo[+R] wrote:

Perhaps missile speeds need to be increased somewhat too?

The side effect would be their minimum range, due to arming time. A positive side effect would be increased reach. Could we consider increased min distance a good thing? So missiles ships would be used more tactically or strategically?

Given that these are anti-cap ship missiles (You can't use missiles vs fighters anyway), it wouldn't matter much that missiles and fighters have the same top speed, or if some fighters (say, the interceptor) have higher top speeds.


So what can be done, in summary,
- Shorten the "reload" time between fighter launches.
- Cannon/beam range can be shortened if their speed is increased, as they fighters can actually reach the target quicker
- Fighters will be less supsceptible to point-jump picket ship attacks, as they can move out of beam range faster.
- Since weap ranges are down, we can tweak up the damage to compensate. If each fighter wing has 6 fighters and each of them had a cannon equivalent to a scout, then they would be more useful or at least have a bigger effect on the enemy.



The other side effect of faster missiles would be PD is far less effective.

Shorter reload for fighters sounds like a good idea, that should actually solve several issues with fighters on it's own. Upping damage for fighter cannons would also help, they can still be dodged.




That's the idea. IMO, PD is too effective currently. Any assault ship can act as a PD boat. Once missiles and fighters get a boost and become more effective, there'll be another dimension to combat in this game other than close range slugfests.


_________________
... in space, no one can hear you scream.....


Hakketak
Grand Admiral

Joined: March 24, 2009
Posts: 301
Posted: 2012-12-01 06:07   
IMO not the ships, but the players need rethinking....
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"I shouldn't be alive"

Whiterin
Fleet Admiral

Joined: November 15, 2007
Posts: 146
Posted: 2012-12-01 06:34   
Quote:

On 2012-12-01 06:07, One of those with the things wrote:
IMO not the ships, but the players need rethinking....



Your attempt at being deep has come off as you not knowing what you're talking about.

As for PD being too good... I guess I can agree with this, partially. Even in a station, when you launch a full load of missles, anything above a dessy in luth will PD every single one, and most UGTO dreads can PD them all as well. ICC crusers with a few pulse beams can PD a good deal of them as well. That said, I think if missles are any faster, even PD specific ships wouldn't be able to counteract them. Maybe give PD specific and a few other ships some kind of way to slow down missles? Or ar least a little longer range to cope with the change. Luth missles really don't need changing. The shrouds are already really fast, manuverable, and sometimes impossible to see, even with ECCM. No, scanner doesn't make them show up anymore either.
_________________


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-12-01 11:31   
You still usually take damage when PDing more than 2 or 3 missiles at a time because of the AOE radius on T3 missiles, especially after it was increased.
_________________
Adapt or die.

Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-12-01 13:55   
Quote:

On 2012-12-01 06:34, Whiterin wrote:
Quote:

On 2012-12-01 06:07, One of those with the things wrote:
IMO not the ships, but the players need rethinking....



Your attempt at being deep has come off as you not knowing what you're talking about.

As for PD being too good... I guess I can agree with this, partially. Even in a station, when you launch a full load of missles, anything above a dessy in luth will PD every single one, and most UGTO dreads can PD them all as well. ICC crusers with a few pulse beams can PD a good deal of them as well. That said, I think if missles are any faster, even PD specific ships wouldn't be able to counteract them. Maybe give PD specific and a few other ships some kind of way to slow down missles? Or ar least a little longer range to cope with the change. Luth missles really don't need changing. The shrouds are already really fast, manuverable, and sometimes impossible to see, even with ECCM. No, scanner doesn't make them show up anymore either.




Thing is, if you make changes to missiles or fighters, you make changes to them as a whole. You don't buff one faction's missiles and leave the rest untouched or nerfed. That's not how it works.

The negative sig of the Shroud is a separate matter from its speed. Issues on that should be addressed separately.


_________________
... in space, no one can hear you scream.....


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-12-01 14:14   
So, about those useless Carriers/fighters.....

Kenny may have the right idea, maybe it would be best to just stick scout cannons on fighters for now, at least until the rework is put in. That wouldn't change much and wouldn't make them OP, but at least then fighters aside from luth interceptors would have some sort of bite to them.
_________________
Adapt or die.

Hakketak
Grand Admiral

Joined: March 24, 2009
Posts: 301
Posted: 2012-12-01 17:52   
the missles got reworked recently to have superawesome tracking abilty (nice dev work)

the fighters got slight nerf recently cause with new interceptor fighters, the carriers became to strong in comparison. so upping fighter efficiency will prolly last just a couple of weeks before ppl see it is to much.

fighters, got the benefit of being able to hit enemies while the mothership stays in a safe range. when mothership gets jumped, it can short jump, or jump 6K away depending on friendly ship nearby. so 1 on 1 no ead should be able to hurt you...while you can launch fighters at it.

2 vs 2, you need good jump tactics and you win easily, time the jumps with your team mate.

So increasing range, speed, damage of fighters...if ppl dont know how to use them well a slight dmg boost wont change a thing. fighter launchers are ment to be used at huge range. Once people fire their fighter from a safe range and try to stay there more, fighters will be a lot more functional.

to answer some questions:
why dont fighters work well on luth: luth cloak, fighters go back to you, huge distance to move back again, they wont fire, just...dont use fighters on luth.

why dont fighters work well on ugto: ugto tend to point jump with ead's. fighters dont work well at 250 gu range. short jump out once u get jumped. works very well if your in your interdictor defending your planet.

yes, a dread fleet with 2 support stations wont suffer from ur fighters, so dont use them in that situation


if fighters get a boost im gonna have so much fun in my guppy soon lol
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