Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


9% 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
04/20/24 +4.5 Days

Search

Anniversaries

1st - almand

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) » » Some Gameplay Thoughts
Goto page ( Previous Page 1 | 2 | 3 | 4 | 5 )
 Author Some Gameplay Thoughts
Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-03-25 20:50   
Quote:

On 2013-03-25 12:49, Novacat wrote:

Your not doing it right. Kluth can cloak, sublight over to a long range ship, open fire. Missile ship is forced to either disengage or die. If it tries jumping 1000 gu away you can simply jump it and kill it.



The key here is survivability, right?

As long as the missile ship can long jump out far enough, he will be safe. He can execute a 200K gu jump out and then log out for a couple of minutes. This is what most players are doing anyway right?

But the basic principle remains. If a close range ships manages to get alongside a long range ship, the only option available to the latter is a quick escape.

Now IF we were to bring back interdictors as per your idea, your LR ship would be shafted. Let's get a Piercer and a Siphon cloaked near to a Missile Dread. BOOM. Game over.

But ship based dictors are gone. So, in this aspect, the game is fine. Nothing broken about it. It's all about your expectations.



Quote:

No, I am not. I am asking for a way to counter Kluth cloak. It does not have to be 100% reliable, just reliable enough that it can work sometimes. Again, something that works 100% of the time with no counters is bad, this is both for the Cloak, and any potential counter to the Cloak. My honest opinion is that minelayers and interdictors should be a huge part of countering cloak. Kluth can still circumvent it with a lot of paitence and some luck, while ICC/UGTO actually has a chance of engaging at long range without being pointjumped.



Apparently, according to some players, cloak currently can still be pinged. But it works within ECCM range, which has been shortened.

Next, it has been demonstrated that if a Kluth ship changes velocity while in cloak, his diamond will pop up onscreen to nearby enemy ships for a moment.

Perhaps not enough to target and kill. But certainly long enough to at least be aware that he is there, and maybe even send a shot his way.

It's not perfect, but you weren't looking for perfect.

Quote:

I do not see anyone flying anything but CQC ships. The only exception I saw was actually Kluth, I do see a few Ganglias throwing missiles/fighters from time to time but I suppose they are an exception because they not only dont have to worry about cloaked enemies sneaking up on them, they actually have multiple methods of escape should they get jumped. Dont think I ever seen anyone use a Carrier or Missile ship otherwise aside from the occasional Command Carrier as an oversized engineer.




Part of this is also a player problem. I've already posted my views above.

Players generally want to fly the best solo ship. And those ships always happened to be heavily armed and armored, built for slugging. It's human nature. Otherwise it's a fast and agile ship so they can avoid fire.

Only when players number get big enough that you may see some fleet diversity, depending on what the group of players want to do. (usually Bombers, stations, engineers) You will usually see missile ships for defence once they get planetary dicos up.





Quote:


Partly because it does not fix the problem (brawlers can still pointjump from long range), and actually complicates long-ranged ships fights against brawlers, Much like it would prevent brawlers from point-jumping long range ships, it also prevents long range ships from jumping 1000-1500 gus to get breathing room.




And yet you want to get the ship-based dictor back, which makes Kluth tactics of a cloaked piercer appearing out of nowhere and ruining your day even more viable?

Look buddy, there are NO perfect solutions. The Dev team addressed the situation which gave the largest amount of grief, and that was the cruiser interdictor.

A min jump will solve the solution of intra-battle point jumps taking place. Of course it does not stop ships from farther out point jumping your long range ships... and it SHOULD NOT either. It's not a perfect solution but between that and the dictor coming back, I see it getting more support.


Or we could just do absolutely nothing about it and let the status quo continue.


Quote:


As I said, why not try minelayers? It actually sounds perfectly reasonable, and on top of that it brings back into use a certain role that has not seen use since the minelayer boats were nerfed many years ago.



There are minelayers now, aren't there? And the mines are practically undetectable unless you have a scanner right? And cloaked ships do get damaged when they run into mines, don't they?

So, what about minelayers? What do you want them to do?



Quote:

When the design of the factions does not work, maybe it is time to change the design?



That's not your call. That will be decided by F and the senior devs.


Quote:


All I ask is countermeasures. Right now, Cloak really does not have any. You could have utterly rediculous amounts of ECCM (multiple EWAR ships, ECCM plats, ECCM planet) and currently it was a negligable effect on Kluth cloak.

At the same time, though, ECCM is a bad countermeasure for cloak because it shuts out the EWAR game for ICC and UGTO. ICC/UGTO are not going to bother with the EWAR game and the EWAR game becomes only a bludgeon in which to whack the Kluth with. That is why I seek a better counter for cloak.



EW is always being balanced. The devs responsible for it will tweak it. But I don't think there will be any drastic change to the way they work. They can tweak strength, range, energy usage/drain. But nothing major seems to be in the works at the moment.

As suggested above, ping still seems to work, albeit at shorter ranges. And Kluth ships do blip up when they change velocities.


Quote:

Why not platform-based dicos? A lot of the fustration of the old interdictors is that they were very easy to defend and very hard to attack. The Kluth interdictor especally had very good armament, and the ability to cloak if things got dicey for it which made it especially maddening. Remove all of that and you have an immobile, unarmed platform (I would not even give it PD, force the defenders to provide some PD coverage for it) with only a bit of armor/shielding. I would increase the range to 1500, only because of heavy cannons/core cannons being a bit long ranged.




Because dico-plats can still be towed around by a fast ship. Or they could be towed by a command dread, which packs more firepower than the old interdictor cruiser ever did. It'd come back to the same thing. Unless they made dico plats untowable?

And 1500 gus is a stupidly long range too. Keep in mind that deploying the old dico cruiser meant losing one player that could be committed to combat. A dico plat is CHEAP in comparison. You could stack them in a line of 15 that could block intersystem jumps completely. No cost at all to manpower in your team. No risk at all to your prestige. All you need is a damned engineer!

So NO. Unless they were untowable and limited to 500 gus range, and with such low armor that you could pop them like frigates. Perhaps that would be viable?
_________________
... in space, no one can hear you scream.....


Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2013-03-25 20:52   
Quote:

On 2013-03-25 15:57, Novacat wrote:

The problem is numbers. If the enemy gets an ally, so do you, and when you can jump straight to him, there is really nothing stopping you from bringing two CQC ships to that fight, and at close range, two CQC ships will smash a single CQC ship and a long range ship. This is why battles in Darkspace eventually devolve into blobs of CQC ships fighting other blobs of CQC ships.





i disagree, The MD is very powerful to a point it can almost kill both the CQC ships by the time they even get close to it. let alone if they ignore it and focuse on the other ship instead

fighters will get a buff, hopefully they will be much more viable
and a combat dread is a very good ship, it just doesn't have the defence of a CQC but at range, its not that much of a problem

If the enemy brign escort, When in the first place you should have yur own, their shouldn't be a problem, they are there to keep the enemy busy as you pummel them away and they can't jump to ya so either they fight to kill the escort and risk death, or they retreat and you won the battle (or whatever planet your trying to cap, at least you get more freedome to do so)

[ This Message was edited by: Zero28 on 2013-03-26 08:39 ]
_________________
19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"

Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-03-25 21:29   
Quote:

On 2013-03-25 15:57, Novacat wrote:
There are ways of countering long-range ships aside from point-jumping on top of them. Infact, the next patch will have Escort roles which are dedicated to countering missiles and fighters.



PD-ing incoming missiles is just part of countering LR ships.

A true counter means destroying or chasing off the offending enemy ship. Right now, we can simply pointjump the LR ship, and he has to jump away (or if his JD is not charged, he is usually dead). U can also send small fast ships after the missile ships,..



Quote:

The problem is numbers. If the enemy gets an ally, so do you, and when you can jump straight to him, there is really nothing stopping you from bringing two CQC ships to that fight, and at close range, two CQC ships will smash a single CQC ship and a long range ship. This is why battles in Darkspace eventually devolve into blobs of CQC ships fighting other blobs of CQC ships.




That is a logical assumption because it only makes sense to do so. If there were just 2 players online VS each other, both of them would not be expected to take missile ships, and stand at max range pelting each other. For one, it's boring as hell, and it takes too long to achieve anything.

This scenario happens in many many games. Assault classes often make up the bulk of the team because they give players fast and frenetic action. It's more fun to slug it out than to sit still 2000gus away pressing the launch button.





[ This Message was edited by: Kenny_Naboo on 2013-03-25 23:59 ]
_________________
... in space, no one can hear you scream.....


Danek Ma`arna C`arns
Fleet Admiral

Joined: March 26, 2004
Posts: 102
From: Atlanta
Posted: 2013-03-26 06:33   
The Ganglia appears in the MV because Antoni and I happen to like them. It's just a personal preference.

When fighting a Ganglia, the smaller ICC ships have an advantage while moving, and are thus willing (forced) to leave their planet hug and come out and play with us if they are not surrounded by plats. Even then, most are always happy to take a chance when they know it is a Dread they outarm.

For pure lethal effectiveness, the Mandible still wins, by a long margin. But those just make the hug get tighter.
_________________


  Email Danek Ma`arna C`arns
SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2013-03-26 07:05   
I take it you've never seen a fully enhanced Claw decloaking partway into a fight, completely burst down a damaged and vulnerable target, then completely get away due to fast cloak times and evasive power?

Sure, you could try to do that with a Siphon, but if you can sublight your way into the backlines of a fortified enemy fleet, uncloak to destroy one ship, and recloak with the dread cloak recharge timers ticking, you've already won the fight long ago.

Edit: The main thing with the Claw is a playstyle issue, it won't be the ship where you decloak and start firing the moment a fight breaks out. It has no reason to. Its sustained dps is gated by energy, and it can't evade while losing firing arcs. So what makes the Claw infinitely more scary than an Assault or Gunboat destroyer? It has cloak. It has faster jd recharge than a dread. It has burst comparable with ships of one or two higher classes. When a Battle/Command/Combat/Carrier/Missile Dread gets wounded and retreats to the fleet's back/suppy lines to recieve repairs and still provide longer range fire support, it is vulnerable. The JD has been used to get to the lines, it is already damaged, and it is away from the frontlines where the currently healthy ships are engaging the enemy. A Claw can kill the dread while its JD is recharging, and even if it does recharge, the Claw can track it down and kill it. The Claw is more strategically and tactically mobile, and thus fits the assassin role the best of almost all Kluth ships.
[ This Message was edited by: SpaceAdmiral on 2013-03-26 07:23 ]
_________________


Danek Ma`arna C`arns
Fleet Admiral

Joined: March 26, 2004
Posts: 102
From: Atlanta
Posted: 2013-03-26 07:21   
No, and neither have you. At least, not in the current version of Darkspace.


Given that the entire combined firepower of the claw from full to zero energy is roughly equal to one Siphon alpha, at absolute best, you saw a Claw get in the line of fire and Kill Steal from a Siphon.



Wait.. I know what the problem is... I am speaking the wrong language. I will attempt to translate...



LOLWTF?!!?!? NOWCLAW <> THENCLAW!!!! Y U NO MAD, BRO??!?!? LOLNUB!!!!

[ This Message was edited by: Dank Ma`arna C`arns on 2013-03-26 07:22 ]
_________________


  Email Danek Ma`arna C`arns
Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2013-03-26 07:24   
Quote:

On 2013-03-25 20:50, Kenny_Naboo wrote:
The key here is survivability, right?

As long as the missile ship can long jump out far enough, he will be safe. He can execute a 200K gu jump out and then log out for a couple of minutes. This is what most players are doing anyway right?



No, as virtually everything is survivable at the moment. The loss of mobile interdictors means that unless you deliberately screw up, you simply cannot lose your ship.

Quote:

Now IF we were to bring back interdictors as per your idea, your LR ship would be shafted. Let's get a Piercer and a Siphon cloaked near to a Missile Dread. BOOM. Game over.



Have you been reading my posts at all? I never suggested we bring back the Piercer, which was horribly overpowered, nor did I suggest that we bring back the old interdictors with zero changes whatsoever.

Quote:

Apparently, according to some players, cloak currently can still be pinged. But it works within ECCM range, which has been shortened.



I have tested this out, and I have found out that it does not work. Still, I have explained already why I do not want ECCM to be a cloak counter.

Quote:

Next, it has been demonstrated that if a Kluth ship changes velocity while in cloak, his diamond will pop up onscreen to nearby enemy ships for a moment.

Perhaps not enough to target and kill. But certainly long enough to at least be aware that he is there, and maybe even send a shot his way.



which is not really good enough. As said, it is extremely rare for the Kluth cloak to be pinged, and there is currently no rhyme or reason as to what pings it. Its also not good enough to actually target and attack the cloaked Kluth ship. As I said, for all intents and purposes, Kluth cloak is currently absolute.

Quote:

It's not perfect, but you weren't looking for perfect.



No, it is not perfect, but while I am not looking for perfect, I am looking for something that does not require an insane amount of luck and only work maybe 1% of the time.

Quote:

Part of this is also a player problem. I've already posted my views above.

Players generally want to fly the best solo ship. And those ships always happened to be heavily armed and armored, built for slugging. It's human nature. Otherwise it's a fast and agile ship so they can avoid fire.

Only when players number get big enough that you may see some fleet diversity, depending on what the group of players want to do.



Blaming the players does not absolve you, the developer, from any and all responsibility. Players will do what is most effective with the game mechanics they are given, if players are doing something you do not want them to, it is because your game mechanics has made that action most optimal.

Quote:

(usually Bombers, stations, engineers)



That is not diversity at all. As I said in a previous post, there are currently three necessary roles in Darkspace, the Engineer, the Supply, the Combat, and, if you plan on going offensive, the Transport or Bomber. You see those ships because the game mechanics has seen them necessary. It hardly stops the game from being a giant blob of EADs/ADs/Siphons with the odd supply ship, engineer, and/or bomber.

Quote:

You will usually see missile ships for defence once they get planetary dicos up.



Kind of proves my point that dicos are needed for missile ships to be viable at all.

Quote:

Or we could just do absolutely nothing about it and let the status quo continue.



Or maybe think outside the box. Surely there is more than just one or two solutions to a problem.

Quote:

There are minelayers now, aren't there? And the mines are practically undetectable unless you have a scanner right? And cloaked ships do get damaged when they run into mines, don't they?

So, what about minelayers? What do you want them to do?



Minelayers suffer from two problems:

1: Their coverage is terrible. Minelayers can only have a certain number of mines active at the same time, and the space coverage of these mines are terrible.

2: Kluth can largely survive with their cloak intact going through them.

There is a reason why the only minelayer ship used in the game, the UGTO Command Dread, currently tends to kamikaze charge a ship than drop mines right on top of them.

Quote:

As suggested above, ping still seems to work, albeit at shorter ranges.



No it does not, I have tested it on a damaged kluth dreadnought less than 100 gu away. Maybe you need a load of ECCM devices for ping to work? I honestly have no idea. All I know is that it is not as simple as you make it out to be.

Quote:

Because dico-plats can still be towed around by a fast ship. Or they could be towed by a command dread, which packs more firepower than the old interdictor cruiser ever did. It'd come back to the same thing. Unless they made dico plats untowable?



From personal experiance, its a royal pain to tow plats with tractor beams, and very unreliable too. Also, you DO know that the Command Dread is no longer getting tractor beams, right? Still, I will humor your concerns: Why not make it so that towed interdictor platforms have their interdictor disabled while being towed?

Quote:

And 1500 gus is a stupidly long range too. Keep in mind that deploying the old dico cruiser meant losing one player that could be committed to combat. A dico plat is CHEAP in comparison. You could stack them in a line of 15 that could block intersystem jumps completely. No cost at all to manpower in your team. No risk at all to your prestige. All you need is a damned engineer!



Spamming them will not be a problem if the game restricted the number of interdictor plats to one per faction. On top of this, you could give them onerously large resource costs and construction time.

Quote:

Unless they were untowable and limited to 500 gus range, and with such low armor that you could pop them like frigates. Perhaps that would be viable?



No. 500 gu range would be worthless, as that would be well within range of torpedoes, cannons, and core weapons, and barely outside the minimum range of missiles and fighters, defeating the whole purpose of having the dictor to begin with. I do agree with having low armor/shielding, though.

How about this:

A dictor platform that costs 20000 RU, takes some time to construct, is limited to one per fection, has an interdictor range of 1000 GU, only one armor plate/shield device at full arc, zero PD, zero weapons, and the interdictor shuts down if the platform is towed via tractor beam, thus allowing you to tow it into position but not much more.
_________________
Ghostly Specter of an Ancient Past.

  Goto the website of Novacat
SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2013-03-26 07:32   
Quote:

On 2013-03-26 07:21, Dank Ma`arna C`arns wrote:
No, and neither have you. At least, not in the current version of Darkspace.


Given that the entire combined firepower of the claw from full to zero energy is roughly equal to one Siphon alpha, at absolute best, you saw a Claw get in the line of fire and Kill Steal from a Siphon.



Wait.. I know what the problem is... I am speaking the wrong language. I will attempt to translate...



LOLWTF?!!?!? NOWCLAW <> THENCLAW!!!! Y U NO MAD, BRO??!?!? LOLNUB!!!!

[ This Message was edited by: SpaceAdmiral on 2013-03-26 07:35 ]



Ignoring your petty insults to my/our intelligence, I have witnessed firsthand the effectiveness of the Claw and Scale in this version. Both from observation and experience as both UGTO and Kluth. As UGTO, I hardly ever kill an experienced Claw no matter how hard I try. However, I never dismiss it as a threat, as I have learned through the loss of many ships that any damage enhanced assault ship means business, be it Dread, Cruiser, or Destroyer. It seems harmless until you manage to jump away from the Kluth Dreads after a skirmish. Then, it tracks you down into territory Dreads cannot follow, mainly supply planets with dictors. Then the kill happens.

As Kluth, I have had the liberty of ranking a new Kluth account from versions 1.5 and 1.6, where I learned that not playing smart with Kluth small ships will get you killed. I also noticed that more veteran Kluth players using Claws and Scales were much more conservative with decloaking when compared to me, and I watched and learned from them. They wouldn't decloak the moment our Siphons engaged, they waited until the enemy could spare no attention to them which usually coincided with when some of the enemy ships started backing off. They picked these ships off and recloaked again.

Also, if you really doubt the firepower of the Claw, go into beta, enhance one, and then watch as you melt nondefence enhanced dreads which happen to usually be the ones providing support and firesupport which coincidentally are the ships you should be targeting.
_________________


Danek Ma`arna C`arns
Fleet Admiral

Joined: March 26, 2004
Posts: 102
From: Atlanta
Posted: 2013-03-26 13:50   
I swear we aren't even playing the same game.




In the world you live in...

Long range Dreads start the fight in close combat...

Stay there until getting damaged...

turn 180 degrees...

Burn Jump Drive charges to go 1k? GU back to the stations/planets...

And this is just the "jump back to the rear lines while still providing long range fire." part of the explanation.

I'm sorry, please explain why the Long Range ships left their hug in the first place?

Also, how is it that the Siphons, despite being man down however many Claws you have, are totally pwning the humans so bad that ships are retreating... but not able to kill them themselves while the humans execute a long, slow, 180 degree turn to make the jump?

Why do the humans, who are getting pwned en masse, and probably estimate double the number of K'luth, far outnumbering themselves... not just all jump far back away to another planet?

Why didn't the Siphons target the apparently unguarded stations first?





So... the Claw... which is sitting beside the human station(s) has a group of Siphons which is really good at playing, but really bad at getting the last 3% of hull... and the wounded Dreads start filtering back to you one by one... where you blast them to pieces... all while the wounded dreads... and the Stations themselves... are so clueless as to be completely incapable of of pressing the buttons E and Spacebar once each, which is all that is needed to completely obliterate you...

And this happens so frequently that you consider this a viable playstyle...



Next question... where do you find targets this hilariously bad and/or afk for the entire battle?

How do you keep the line station by the support station from instagibbing you? For that matter, how do you keep the Support Station from 5 second gibbing you? Even the wounded dread should be able to kill you in the same time that you kill it...

Why can this same role not be performed by a Dread?

Why isn't the Dread better at it?

Exactly how long do you think it is that it takes a dread to cloak???

How fast do you think it is that it takes a Claw to cloak?

You are aware that for both ships... the enemy doesn't see you are cloaked for about 5 seconds after you think you are cloaked.





And my biggest question... why is it that all of you that so clearly know all there is to know about the game (I say with a snicker)... are not names that ever appear in the F2 of the Metaverse?

Is there some super secret coalition of European players in which these huge team fights of 16 on 16 happen? How did you get it so secret even the KillBoard doesn't know about you?
_________________


  Email Danek Ma`arna C`arns
Walrus of Apathy
Admiral
Templar Knights


Joined: August 07, 2005
Posts: 466
From: Dorans Basement
Posted: 2013-03-26 14:51   
>mfw reading this thread


I'm sure you can all find away to discuss this civilly, before a mod does something horrible to this thread.
_________________


  Email Walrus of Apathy
The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2013-03-26 16:12   

_________________



Mersenne Twister
Fleet Admiral

Joined: May 11, 2003
Posts: 1161
From: Sector C Test Labs and Contol Facilities
Posted: 2013-03-26 19:18   
guess this thread's run its course
_________________

I wouldn't screw with it if I were you. The doctor already holds you in poor favor. Messing with this might really fry his shorts.

Goto page ( Previous Page 1 | 2 | 3 | 4 | 5 )
Page created in 0.196160 seconds.


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