Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


94% 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
04/27/24 +3.3 Days

Search

Anniversaries

16th - Jameason
14th - Random Axis

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) » » Dreadspace (yes, that dead horse)
Goto page ( Previous Page 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 Next Page )
 Author Dreadspace (yes, that dead horse)
Wessssss
Fleet Admiral

Joined: June 29, 2006
Posts: 31
From: Midwest USA
Posted: 2013-04-13 19:08   
hopefully the new tier system addresses most of these. especially the ability for smaller ships to fight larger ones. Larger class ships should be harder to kill, and better rounded for all situations. Small ships are for specialties. like stealth bombing, range harass, supporting larger ships. quick assaults on larger class ships. right now the lower classes of ships are virtually useless they are weaker in near every aspect but speed.

also the Kluth need a total rebuild. the whole concept around them needs to be redone. I get that the devs and Kluth players are IN LOVE with cloak for whatever reason, but to try to balance that - the Kluth ships themselves are trash. Give them better armor and range and make cloak more of something that is used once in a fight, not every 7 seconds.

Kluth game winning strategy

get 4 dreads
go to enemy planet
cloak
creep on any defending ships
decloak and insta kill a ship
recloak
and repeat until everyone is dead or logs off

and there is literally nothing that can be done to stop this.
_________________


Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2013-04-13 23:13   
If the cloak is to be nerfed like suggested here ( a hit cancels... or maybe just DELAYS recloaking? ). Then we need something to balance the defense factor of the cloak. Let's be serious, right now, if it werent for the strong cloak, we'd be flying pres.

So ok, cloak cancels or delays on weapons hit. But I want something in return for the Kluth defense wise, otherwise, no deals .

Edit: As for something in return... I've been thinking... Yes, that was fast XD.

Rebalance the hitboxes... Right now it just doesnt make sense. ICC smallest? They've got shields mate... they're supposed to be giant bubbles that put out lots of energy making it easier for sensors to lock onto. In Eve-online, bigger shields = more signature = easier to hit.

Maybe this mechanic could apply here.

Make ICC biggest hitboxes ( cause you know ICC's gonna be king of the hill if there's a cloak nerf like this, needs some balancing, maybe have reactive = smallest hitbox, active = biggest, skirmish = middle ground, with smallest still being a bit larger than UGTO ), UGTO middle ground and Kluth tiniest by a large margin. Then I'd probably say we can try that cloak cancel/delay idea.

Also, maneuverability, if we need to dodge stuff to survive, I'd like some more of that. It would had to the skill factor, don't you think?

What do you say guys?

Re-Edit: I've been thinking again... Can a ship have 2 hitboxes? Say one for shields, one for armor? You could make the one for shields bigger, the one for armor same size as UGTO. But I think that would require rewriting loads of code isn't it? Bad idea...

Re-Re-Edit: Been thinking some more... If it's a delay instead of cancel. There should be an order of magnitude relative to gun type.

Beams = Delays a lot, you're being painted...
Torps = Delays much less than beams but still a pain. 10% of direct hit in splash damage case.
Superweapons = In between Torps and Cannons, duh. 10% of direct hit in splash damage case.
Cannons = practically no delay.
Fighters = No delay.
Missiles = No delay.

So the closer you are to the enemy, harder to cloak, farther you are, easier.

If it's cancel altogether, then we should be more lenient.

Beams = Cancels 100%
Torps = Chance to cancel 5% per hit, splash damage, no cancels, must be direct hit.
Superweapons = Chance to cancel 3% per hit, splash damage same as torps.
Cannons = Chance to cancel 1% per hit
Fighters = Don't cancel
Missiles = Don't cancel

Same logic...
[ This Message was edited by: Diabo|ik on 2013-04-13 23:35 ]
_________________
Mostly Retired.

Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-04-13 23:28   
Funny you should mention that, because ships are currently being resized, you can check out most ICC and Kluth ships in beta right now. UGTO is up next.

As far as a defense boost, it doesn't really seem necessary, you have jumpdrives to get you out of combat if you're getting beat on and can't cloak. It's not like there are Interdictors anymore to trap you.
_________________
Adapt or die.

Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2013-04-13 23:36   
Talien... read on the newly added edits, if that can be done, I think it would please most and only require the hitbox/maneuver changes. No fiddling around with hard defenses values .

And sadly I can't look at the beta right now... Strict bandwidth diet on cell network .

ALSO, if it does cancel, well, the module should automatically retry until it can eventually cloak the ship. Timer just resets iows. Maybe a shorter timer to compensate?
[ This Message was edited by: Diabo|ik on 2013-04-13 23:42 ]
_________________
Mostly Retired.

Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-04-13 23:59   
Well, keep in mind this is only my personal views on it. It's in no way official.
_________________
Adapt or die.

Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-04-14 06:12   
Quote:

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.

As far as cloak, there's never going to be a perfect way to "fix" it, as no matter what's done with it some people will be unhappy. Personally, since it's been stated numerous times that cloak is supposed to be a first strike mechanic I'd like to see it changed so if you are damaged during the cloaking process your sig resets to it's normal value, but once fully cloaked you stay that way until you decloak yourself or run out of energy. This would 100% preserve the first strike gameplay that Kluth are designed around, but make them think about how they're going to disengage beyond "I'll cloak at x% health".



The anti-small ships as I'm thinking would be low damage and fairly short range.
It would go on something like a cruiser, and make them serve as escorts for the dreads.

Have you ever played Homeworld1? It had a balance similar to that.
-Fighters were too small, agile, and unpredictable to get hit by big gun turrets.
The fighters had a very good cost to damage ratio. Glass cannons if you will.
-Corvettes were a bit larger and slower, such that they were hit by heavy turrets easily.
The corvettes had super high velocity cannons that did a decent amount of damage with rarely ever a miss, but had a very poor cost to firepower ratio.
-Capital ships were the largest ships, couldn't evade anything, but were layered with tons of armor. These had the best cost to armor ratio.
The capital ships did a lot of damage, and had huge sums of armor, but the firepower was very clunky and only able to hit large or slow targets.

This is ignoring the special purpose ships, like drone frigates, missile destroyers ([ This Message was edited by: Fluttershy on 2013-04-14 06:14 ]
_________________


Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2013-04-14 06:23   
Quote:

On 2013-04-13 07:40, Okkam's Razor (Silenthunter13) wrote:
K'luth bashing, the old old dead horse. We all have ideas with K'luth but the main problem at the moment isn't the fact that they do high damage, can cloak and usually have a faster JD it is simply the numbers of dreads they have at their disposal.



You do realize that half the people that are complaining either fly Kluth, or have flown Kluth for a extensive length of time? Kluth do have problems on the fundamental level. Yes, they are beatable, but they arent killable, and being able to fly dreadnoughts without the risk of being killed is very, very attractive.

Quote:

It definately reminds me of how you should play ICC, especially the Combat Dread which is a long range broadside platform not meant to fight toe to toe close range combat. This is where K'luth again comes into an issue. Unfortunately K'luth are mainly close range and ICC are not, this means that the AD is the best option because it gives a better chance at K'luth fights.



Precisely. On top of this, Cloak + Jumpdrives means that its virtually impossible for long range ships to fight at long range, which is why the game is presently a mess of CQC ship spam.

Quote:

UGTO at this moment in time counter K'luth nicely. They have close-medium range firepower and heavy armour meaning that K'luth have a tough time keeping uncloaked vs most UGTO ships (if done correctly).



Sorry, but this is just plain wrong. UGTO have a harder time vs Kluth than ICC, because at least ICC is durable enough to withstand the initial Kluth due to the incredible protection that shields give, UGTO do not have that luxury and thus Kluth will have a much easier time shattering them on the first salvo.

Quote:

ICC counter UGTO as they have range and if you cannot cloak, missiles and fighters will destroy you out-right.



Which is completely pointless in anything other than planetcamping because the existance of jumpdrives means that UGTO has a tool to instantly close the distance. Kluth are not the only reason ICC prefer their AD spam.

Quote:

K'luth beat ICC in this rock/paper/lobster fight. K'luth's cloak and inability to be located effectively by becons (which is the entire point of the useless module, forget bombing) and ICC's inability to sustain close range beam fire for very long (as they are mostly made of tin foil).



Not sure what game you are playing. Yes, in older versions of Darkspace, the ICC were made of tin foil and the UGTO were virtually indestructable because the developers could not balance worth snap, but, the current crop of developers has completely changed that around.


Quote:

Back on subject, to conclude it isn't that K'luth are currently unfair or given a distinct advantage. As someone who flies all three races I can tell you for sure that a K'luth ship is not very survivable if you take the cloak away.



Kluth is actually a lot more survivable today than they were a few years ago... Chitin is actually fairly close in stats to lower-end UGTO armor. The main issue hurting Kluth survivability out of cloak at the moment is the lack of decent PD, but even thats not a huge factor at the moment due to how easily countered long-range ships are in this game.

Quote:

The core of the problem is the lack of balance in numbers. It kills the game in terms of team combat to have one team 7 strong (most of which dreadnaughts) and then the other with maybe 2-3 dreads and a low prestige player and the 3rd race sitting back and going "This is really damned boring, I can't do anything without being deep fried by those silly lobsters".



This is why balance is very important in the game. Players are powergamers at heart, they will jump on the faction that nets them the greatest amont of prestige for the littlest quantity of risk. Previously, that faction was the UGTO, but since the UGTO got their invulnerability nerf'd to the ground with a combination of armor and repair nerfs (anyone still remember the days of UGTO support station blobs?), so now we have people jumping over to Kluth (Whom got their armor buffed, see Chitin) because while Kluth can be defeated, they cant be killed because Cloak is an almost flawless disengagement tool, making it a fairly risk-free way of gaining obnoxious amounts of prestige.

Quote:

On 2013-04-13 23:13, Diabo|ik wrote:
If the cloak is to be nerfed like suggested here ( a hit cancels... or maybe just DELAYS recloaking? ). Then we need something to balance the defense factor of the cloak. Let's be serious, right now, if it werent for the strong cloak, we'd be flying pres.

So ok, cloak cancels or delays on weapons hit. But I want something in return for the Kluth defense wise, otherwise, no deals .



I already told you, you can have your buffs. I would have no problem with Kluth being able to stand toe to toe with UGTO/ICC if the UGTO/ICC can intercept them before they reach into the Closerange Bracket.

[ This Message was edited by: Doran on 2013-04-14 11:42 ]
_________________
Ghostly Specter of an Ancient Past.

  Goto the website of Novacat
Okkam
Marshal

Joined: February 06, 2008
Posts: 157
From: Dorset
Posted: 2013-04-14 11:37   
Quote:

Sorry, but this is just plain wrong. UGTO have a harder time vs Kluth than ICC, because at least ICC is durable enough to withstand the initial Kluth due to the incredible protection that shields give, UGTO do not have that luxury and thus Kluth will have a much easier time shattering them on the first salvo.



I admit I have not played the game for a while but there is still truth in the argument. On a related note to the UGTO gap closing ability, ICC also have a jump drive to escape to a favourable range or even using a interdictor field.

[ This Message was edited by: Okkam's Razor (Silenthunter13) on 2013-04-14 11:44 ]

_________________
When the universe collapses and dies there will be 3 survivors; Tyr Anasazi, the cockroaches and Dylan Hunt trying to save the cockroaches...



Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2013-04-14 13:45   
Quote:

On 2013-04-14 11:37, Okkam's Razor (Silenthunter13) wrote:

I admit I have not played the game for a while but there is still truth in the argument. On a related note to the UGTO gap closing ability, ICC also have a jump drive to escape to a favourable range or even using a interdictor field.




You do realize that interdictor cruisers were removed from the game, right?
_________________
Ghostly Specter of an Ancient Past.

  Goto the website of Novacat
Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-04-14 13:53   
Quote:

On 2013-04-14 06:12, Fluttershy wrote:

The anti-small ships as I'm thinking would be low damage and fairly short range.
It would go on something like a cruiser, and make them serve as escorts for the dreads.

Have you ever played Homeworld1? It had a balance similar to that.
-Fighters were too small, agile, and unpredictable to get hit by big gun turrets.
The fighters had a very good cost to damage ratio. Glass cannons if you will.
-Corvettes were a bit larger and slower, such that they were hit by heavy turrets easily.
The corvettes had super high velocity cannons that did a decent amount of damage with rarely ever a miss, but had a very poor cost to firepower ratio.
-Capital ships were the largest ships, couldn't evade anything, but were layered with tons of armor. These had the best cost to armor ratio.
The capital ships did a lot of damage, and had huge sums of armor, but the firepower was very clunky and only able to hit large or slow targets.

This is ignoring the special purpose ships, like drone frigates, missile destroyers (



Yes, I'm very familiar with Homeworld. Corvettes weren't really heavy turret magnets, it was usually missile spam or other Corvettes that would kill them. They had the armor to shrug off Interceptors and could swarm and kill unescorted Frigates and sometimes Destroyers without taking many losses, but they just didn't have the firepower to take out a Cruiser in any reasonable length of time. I generally used them to attack resourcers because I could leave them unattended and would have ample warning to pull them back before losing them if they got attacked.

But anyway back to the topic at hand.....if you think about it, Destroyers are the ideal escort ships because they're faster and more maneuverable, add a few speed/turn enh to a Destroyer and it can keep up with Frigates. Cruisers currently can't, with the exception of the Border Cruiser. Besides, Destroyers are generally underused and could really use something that sets them apart and gives them a distinct niche besides PD, because currently anything a Destroyer can do a Cruiser can do better. But who knows, that may change with tiers.
_________________
Adapt or die.

Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-04-14 15:53   
If Frigates were anti-dread torpedo boats, Destroyers were escorts, and Dreads were long range artillery, what role should Cruisers have?
_________________


Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-04-14 16:34   
I honestly always view cruisers as knife fighting ships against dreads.
_________________


Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"

Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-04-14 16:51   
Quote:

On 2013-04-14 16:34, Sheraton wrote:
I honestly always view cruisers as knife fighting ships against dreads.


Do you suppose Cruisers could be close range DPS, and the Frigates would be hit-and-run burst fire?
That would be fitting for a knife fighter, and cruisers seem ideal for that role.

so
Corvettes - Utility, Recon, Bombing.
Frigates - Hit and run attacks. Slow rate of fire, Slow projectiles, High damage.
Destroyers - Escort. Medium range high velocity cannons and point defense.
Cruisers - Short range, but highest DPS. Faster firing torpedoes with less damage per hit.
Dreadnaughts - Long range artillery, splash damage, weakest at short range.
Stations - Fleet support, fighters, repairs, resupply.

[ This Message was edited by: Fluttershy on 2013-04-14 16:55 ]
_________________


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-04-14 17:03   
I've always seen Cruisers as the general purpose ship that can be configured for any role, but may or may not be as effective as another ship at that role. Their strength is their versatility.
_________________
Adapt or die.

Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-04-14 17:56   
Quote:

On 2013-04-14 17:03, Talien wrote:
I've always seen Cruisers as the general purpose ship that can be configured for any role, but may or may not be as effective as another ship at that role. Their strength is their versatility.



That's a good view too. Cruisers imo have a good balance of firepower and maneuverability.
The jump between Cruiser and Dread is huge.
_________________


Goto page ( Previous Page 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 Next Page )
Page created in 0.033394 seconds.


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