Welcome aboard Visitor...

Daily Screenshot

Server Costs Target

Time running out!

49% of target met.

Latest Topics

- Holly Cow Its alive!! »
- Getting our Player Base back »
- Fully customizable ships? »
- What's with the new Metaverse? »
- Carrier default loadouts - ships w/interceptors only? »
- 01001000 01100101 01101100 01101100 01101111 »
- the mi type ships cheat »
- First Person view is possible in DS! »
- Latency Issues »
- missing dll. »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »
- Cloaking update... »
- Tools for tips »
- Fleet levels and more! »
- Game Mechanics Question and Answer Thread »
- Under Construction »

Combat Kills

Combat kills in last 24 hours:
Kills chart
Killboard

Upcoming Events

- Weekly DarkSpace
06/29/19 +4.0 Days
- International Talk like a Pirate Day!
09/19/19 +85.3 Days
- Towel Day
05/25/20 +334.3 Days

Search

 

Anniversaries

No anniversaries today.

Facebook & Twitter

Why not follow us on Twitter or Facebook for more information and fan updates?

[FAQ
Forum Index » » Beta Testing Discussion » » Fighters need some tweaking.
 Author Fighters need some tweaking.
The Master Debator
Cadet

Joined: July 03, 2008
Posts: 114
Posted: 2008-07-22 09:20   
Ok lets face it, as of now, fighters are practically useless in the battle field with many problems plauging their effectiveness whether be damage, lag, or even attacking. Many of these problems have been addressed in v1.500 to a certain extent, but new problems were also created. After playing around with the ICC Carrier Cruiser(Guppy!) I have come up with the following issues.

Combat-
Its really cool that the fighters attack -more- but the damage they do is minimal to say the least. To balance this out(make fighters a viable combat option) I would suggest the following:

a. Buff the fighter damage(durrrrr)

b. Increase fighter durability(these things dont last long on the field when all it takes is one scl hit to bring them down, ANYTHING would help in this area whether its increased speed to dodge or more armor)

c. An "alpha scramble" that enables the player to put more fighters down on the field in exchange for longer cooldown. i.e launch 2 or 3 fighters per bay in exchange with time or energy penalties.

d. More fighter bays OR lower cooldown- alternative or addition to option a and c.

Bombing-
Oh boy, where can i start...... Forcing precision bombing on ds in my mind was brilliant until now. This area needs MAJOR tweaking for the various reasons:

a. Now im not sure about the EWAS, but the SRR does NOT spot buildings on planets.

b. It's nice that the bombers now launch two bombs instead of one, but again the damage needs to be buffed VERY slightly. Also, at certain angles (the lowest buildable row comes to mind here) the bombs have no effect or completely miss(it is hard to tell). Perhaps the accuracy could be adjusted.
Also, Infantry are IMMUNE to their damage. Heck I destroyed the building under the stack and they still had 100% HP.

c. At close range(200gu) if the bombers are launched at a target, the cruiser itself will be hit by the first salvo of bombs launched by the bombers.

d. After launching their strike, the bombers continue to make passes over the target but do not release any more bombs. I am not sure at this point if they are supposed to return to the carrier or continue bombing until the target is eliminated at this point.

e. This might be a controversial suggestion, but it would be really nice if the bombers could auto-select targets if a the buildings are viewable.(By any other craft than the bombers themselves ofcourse)

Aside from the criticism, I am quite impressed with the new fighters and hope that in the future they will be a integral part of future large-scale enagements to come.

Oh, and kudos on the retrieval command, it was pretty interesting(even amusing) to see three bombers nose dive into my vesel)

[ This Message was edited by: SeNSaTioNaL on 2008-07-22 09:23 ]
_________________
I'm not even angry.

Coeus
Grand Admiral
Sundered Weimeriners


Joined: March 22, 2006
Posts: 2815
From: Philly
Posted: 2008-07-22 12:10   
Note: The SHIFT-N Fighter Recall command has been in place for a good long while...
_________________
Do I really look like a guy with a plan?
'I'm gonna go crazy, and I'm taking you with me!'


ICC Security Council Chief Enforcer

  Email Coeus   Goto the website of Coeus   ICQ status
The Master Debator
Cadet

Joined: July 03, 2008
Posts: 114
Posted: 2008-07-22 19:02   
I was just saying it never worked that well, or at least in my experience.
_________________
I'm not even angry.

Griffinhawk
Vice Admiral

Joined: January 20, 2003
Posts: 137
From: Barberton, Ohio
Posted: 2008-07-23 21:37   
the one problem i've had with fighters was that they would always attack one target and you could never have them retarget a new one without recalling them. and Shift+N does not work well enough
_________________


  Goto the website of Griffinhawk
Powered by phpBB® Forum Software © phpBB Group
Page created in 0.017862 seconds.


Copyright © 2000 - 2019 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR