Daily Screenshot
Server Costs Target
Latest Topics
Development Blog
Combat Kills
Upcoming Events
Search
Anniversaries
Social Media
Network
On 2013-04-09 00:35, Kenny_Naboo wrote: The Tier system is coming, and we'll just have to see from there whether the "bigger is better" mentality will still prevail after implementation.
On 2013-04-12 08:59, Fluttershy wrote: Assault dreads, for example, don't take a lot of brains to use, they use sheer firepower. You press J, hit spacebar, and unless the other ship gets out of there, will probably lose. Those should be the first available, while more tactical dreads like carriers, cannon dreads, and missile dreads come later on, because they're harder to use effectively and need more knowledge of the game.
On 2013-04-08 22:21, -SuperNova cYz- wrote: I agree, meanwhile if you feel like playing a dread but cant risk it, you can always come over to kluth side to play, like what other fleets did. Kluth ftw~
Quote: On 2013-04-08 22:21, -SuperNova cYz- wrote: I agree, meanwhile if you feel like playing a dread but cant risk it, you can always come over to kluth side to play, like what other fleets did. Kluth ftw~ I have been saying for a long time that Cloak makes Kluth too survivable. [ This Message was edited by: Novacat on 2013-04-12 09:51 ]
On 2013-04-12 10:15, Taelon*RO* wrote: Uhh we are the weakest ship armor wise the cloak evens it out and even sometimes it doesnt help.
On 2013-04-12 09:09, Doran wrote: thats an interesting angle.
On 2013-04-12 12:57, Diabo|ik wrote: As for the Kluth and cloak. Well... it's either we get comparable survivability IN COMBAT ala 1480-1481 with other factions. So more armor ( or more hull/armor/gadgets regen), more energy regen, less firepower and a nerfed cloak.
On 2013-04-12 08:59, Fluttershy wrote: Shouldn't the easiest to use ships be the first available to new players? Assault dreads, for example, don't take a lot of brains to use, they use sheer firepower. You press J, hit spacebar, and unless the other ship gets out of there, will probably lose. Those should be the first available, while more tactical dreads like carriers, cannon dreads, and missile dreads come later on, because they're harder to use effectively and need more knowledge of the game. Otherwise you have high ranking players in ships built for sheer damage, while all the low ranking players are forced to use ships that are only effective in groups and special situations, so are at a huge disadvantage.
On 2013-04-13 16:29, Talien wrote: Some of you seem to be forgetting that we HAD anti-Dreadnought Frigates, but they were nerfed into the ground because certain people refused to do anything about them but cry rivers on the forums until they got their way. Using your own Scouts and Frigates to drive them off has always been the most effective way of combating them aside from a beam alpha on any who are careless enough to get too close. Of course, I can easily see a Frigate armed with an upscaled Sabot with much higher damage and lower RoF being effective in such a role. I don't think making cannons able to reliably hit smaller ships is a good way to go unless it's a new weapon that has shorter range, low damage, high speed, and high RoF like current day AA guns and fit them to the escort type ships, then use them as their intended role of ESCORTS for your Dreads/Stations and viola, you have an effective deterrant against the fast and agile "Torpedo Bombers". Something like that could easily be made to fit in with the new tier system. Missiles specifically designed to have low damage, short range, and high accuracy could also work in that role.
Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide. Terms of use - DarkSpace is a Registered Trademark of PALESTAR