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 +4.1 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) » » Where's all the ICC love?
Goto page ( Previous Page 1 | 2 | 3 | 4 | 5 Next Page )
 Author Where's all the ICC love?
Orkan [OO-XII]
Grand Admiral
The Myrmidon Legion


Joined: April 22, 2010
Posts: 201
From: A Point Perfectly Computed Yet Never Repeating
Posted: 2013-05-22 18:01   
[quote]On 2013-05-22 16:31, Pantheon wrote:
Quote:
On 2013-05-22 13:53, Orkan ORP wrote:

...Regarding Pulse Shield...

Yes, this definitely needs some form of improvement. Presently we often use it like a victory flare rather than where it should be and that is in combat!


Quote:


What are you on about? Every ICC player worth anything that I see uses it when it should be used...




I was being sarcastic. I was just trying to point out that this 'special' device does not seem to be as strong a defence as it should be, I have used it often in clouds of missles and fighters also but it does not really seem to take out more than one or two objects per use, often leaving other fighters and/or missles still in its blue area of effect hot on my tail!




[ This Message was edited by: Orkan ORP on 2013-05-22 18:02 ]
_________________


  Email Orkan [OO-XII]
Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2013-05-22 22:06   
thats the point of of the pulse shield, to destroy some of the projectiles, and with its last changes it no longer kills allied projectiles. used to be real annoing back in the day flying a md, and someone team mate come and kill a volley of missles trying to protect him self.
_________________


  Email Borgie
*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2013-05-23 01:37   
Quote:
On 2013-05-22 22:06, Borgie wrote:
thats the point of of the pulse shield, to destroy some of the projectiles, and with its last changes it no longer kills allied projectiles. used to be real annoing back in the day flying a md, and someone team mate come and kill a volley of missles trying to protect him self.



Rather have that than this dice roll we have now. One to many times i pulse to take off some missiles off my six, or to clear some fighters off an ally only to have it do absolutely nothing. Not a single missile or fighter popped.

Its way more effective to just eat/dodge the missiles or let my CLs clear the fighters than waste the energy hoping the pulse shield will even do a damn thing
_________________
We are Back from the shadows.


  Email *FTL*Soulless
Brutality
Marshal

Joined: May 25, 2009
Posts: 659
From: Alaska, USA
Posted: 2013-05-23 02:48   
Quote:
On 2013-05-23 01:37, Soulless *CO* wrote:
thats the point of of the pulse shield, to destroy some of the projectiles, and with its last changes it no longer kills allied projectiles. used to be real annoing back in the day flying a md, and someone team mate come and kill a volley of missles trying to protect him self.


Rather have that than this dice roll we have now. One to many times i pulse to take off some missiles off my six, or to clear some fighters off an ally only to have it do absolutely nothing. Not a single missile or fighter popped.

Its way more effective to just eat/dodge the missiles or let my CLs clear the fighters than waste the energy hoping the pulse shield will even do a damn thing




This pretty much sums up the issue with the pulse shield, why waste energy on something that has a good chance of not working anyway? Old one was much more effective at preventing friendly fire, and also worth the energy use as it took out all enemy missles in fighters in a given radius. Since flux doesn't damage friendly targets anymore and cloak is pretty absolute right now, it doesn't seem like a huge advantage at all.
_________________


Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-05-23 04:29   
Quote:
On 2013-05-23 02:48, Brutality *TO* wrote:
Quote:
On 2013-05-23 01:37, Soulless *CO* wrote:
thats the point of of the pulse shield, to destroy some of the projectiles, and with its last changes it no longer kills allied projectiles. used to be real annoing back in the day flying a md, and someone team mate come and kill a volley of missles trying to protect him self.


Rather have that than this dice roll we have now. One to many times i pulse to take off some missiles off my six, or to clear some fighters off an ally only to have it do absolutely nothing. Not a single missile or fighter popped.

Its way more effective to just eat/dodge the missiles or let my CLs clear the fighters than waste the energy hoping the pulse shield will even do a damn thing




This pretty much sums up the issue with the pulse shield, why waste energy on something that has a good chance of not working anyway? Old one was much more effective at preventing friendly fire, and also worth the energy use as it took out all enemy missles in fighters in a given radius. Since flux doesn't damage friendly targets anymore and cloak is pretty absolute right now, it doesn't seem like a huge advantage at all.




I wasn't aware 65% chance to destroy each individual projectile is a 'good chance not to work'. Plus the fact its energy usage is considerably lower than the others. And it's short cooldown too...

Honestly, people will complain about anything.
_________________


Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2013-05-23 08:38   
Quote:
On 2013-05-23 04:29, Pantheon wrote:

I wasn't aware 65% chance to destroy each individual projectile is a 'good chance not to work'. Plus the fact its energy usage is considerably lower than the others. And it's short cooldown too...

Honestly, people will complain about anything.



Pulse shield should push all ships around it 400 gu away from the ship using it. :3
_________________


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-05-23 10:30   
Quote:
On 2013-05-23 08:38, Fattierob wrote:

Pulse shield should push all ships around it 400 gu away from the ship using it. :3




This is why I like Frob. That could actually work if it's thrown in to compensate for it having a % chance of destroying each missile/fighter.
_________________
Adapt or die.

Taelon
Marshal

Joined: December 26, 2011
Posts: 255
Posted: 2013-05-23 14:29   
you mean literally any ship like player flown if so then that would be abused to push players into a planet i am sure of it

_________________


DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-05-23 15:14   
Quote:
On 2013-05-23 04:29, Pantheon wrote:
I wasn't aware 65% chance to destroy each individual projectile is a 'good chance not to work'. Plus the fact its energy usage is considerably lower than the others. And it's short cooldown too...


Jack, how to understand 65% chance? Does it mean if there are 100 missle coming, Pulse Shield can posibly destroy from 0 to 65 missle? Is it roll dice?

Does server round up during calculation?
Quote:
On 2013-05-23 04:29, Pantheon wrote:
Honestly, people will complain about anything.


People are complaining cause when they can't count how many missle are coming before pressing V, they neither count 35% of such number. Thus they complain. Just make the mechanic simple as making PS always destroys 100% and extend cooldown as long as ICC can only destroy missle one out of three Harpex waves. Although the number of destroyed missle decreases, as long as the player easily see the result, they will feel it actually work.
_________________


Brutality
Marshal

Joined: May 25, 2009
Posts: 659
From: Alaska, USA
Posted: 2013-05-23 15:56   
Each projectile within the pulse wave radius has a 67% chance of being destroyed, or that's how I think it works anyway.
_________________


Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-05-23 16:33   
Quote:
On 2013-05-23 15:56, Brutality *TO* wrote:
Each projectile within the pulse wave radius has a 67% chance of being destroyed, or that's how I think it works anyway.




65% chance, but correct. It works fine, and isn't being changed.
_________________


PsyCrow
Admiral

Joined: June 21, 2012
Posts: 56
Posted: 2013-05-23 18:03   
Quote:
On 2013-05-23 16:33, Pantheon wrote:
Quote:
On 2013-05-23 15:56, Brutality *TO* wrote:
Each projectile within the pulse wave radius has a 67% chance of being destroyed, or that's how I think it works anyway.




65% chance, but correct. It works fine, and isn't being changed.


It depends on the gadget. Pulse waves on frigates, if I recall correctly, are lucky to take out 1-3 projectiles when used under "optimum" circumstances.

Instead of a % chance, might it be possible to randomly select an exact percent of all projectiles it will destroy of a given number so that it has some degree of reliability?
ie, if you got a 50% pulse wave, it will ALWAYS destroy 5 of 10 projectiles.

If not, then please make flux waves deal a random amount of damage between current and 0, and make cloaks fail to hide the ship 35% of the time, more so if you're in a dread
(^ Not actually serious about that ^)
[ This Message was edited by: PsyCrow on 2013-05-23 18:05 ]
_________________


DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-05-23 21:58   
Quote:
On 2013-05-23 16:33, Pantheon wrote:
Quote:
On 2013-05-23 15:56, Brutality *TO* wrote:
Each projectile within the pulse wave radius has a 67% chance of being destroyed.


65% chance, but correct. It works fine, and isn't being changed.


Ahhh, I see. It's dice rolling just like capturing. Then it's not complex to understand the disappointment of player.

65% chance doesn't mean 65% of incoming missle are getting destroyed in all cases. Due to dice base, 65% chance finally ends in either: 0 or 100. Two ICC both running Pulse wave can see one destroys all missle and one fail. Counting a long enough period of time, 65% missle will be destroyed, but successs is not shared equally between players. Some will get mad, obviously. Same ship, same device, different result.

It's like you and your colleague all work a month, same job, same effort, but get different salary.

Pulse wave lets some missle to survive but cloak terminate them all. Moreover, not all ICC have pulse wave but all K'luth have cloak. Some ICC will feel ironical.

Technically, between dice roll to check 65% chance of every missle or terminate them all, which one does it take less server resource?

In general, it's impossible to satisfy everyone. The current mechanic may be not optimum, but it actually works fine. The player needs to adapt and find their own tactics to survive and fight.
_________________


Jumbat
Lieutenant Commander

Joined: August 26, 2012
Posts: 16
Posted: 2013-05-24 00:16   
In fact wen a batle with mi. spam go on none of the kluth kloak sho dont feal like that:)
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-05-25 00:52   
Quote:
On 2013-05-23 21:58, DiepLuc wrote:
Quote:
On 2013-05-23 16:33, Pantheon wrote:
Quote:
On 2013-05-23 15:56, Brutality *TO* wrote:
Each projectile within the pulse wave radius has a 67% chance of being destroyed.


65% chance, but correct. It works fine, and isn't being changed.


Ahhh, I see. It's dice rolling just like capturing. Then it's not complex to understand the disappointment of player.

65% chance doesn't mean 65% of incoming missle are getting destroyed in all cases. Due to dice base, 65% chance finally ends in either: 0 or 100. Two ICC both running Pulse wave can see one destroys all missle and one fail. Counting a long enough period of time, 65% missle will be destroyed, but successs is not shared equally between players. Some will get mad, obviously. Same ship, same device, different result.

It's like you and your colleague all work a month, same job, same effort, but get different salary.

Pulse wave lets some missle to survive but cloak terminate them all. Moreover, not all ICC have pulse wave but all K'luth have cloak. Some ICC will feel ironical.

Technically, between dice roll to check 65% chance of every missle or terminate them all, which one does it take less server resource?

In general, it's impossible to satisfy everyone. The current mechanic may be not optimum, but it actually works fine. The player needs to adapt and find their own tactics to survive and fight.




IIRC, missiles no longer SD when their target cloaks, but carry on to the last known location and circle about.

I've been hit by missiles even after my sig hit zero cos I wasn't clear of the target area when they arrived.
_________________
... in space, no one can hear you scream.....


Goto page ( Previous Page 1 | 2 | 3 | 4 | 5 Next Page )
Page created in 0.023835 seconds.


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