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*Flash* Chief Marshal
Joined: April 19, 2009 Posts: 291 From: Semi retired after 1.67 !
| Posted: 2014-12-05 05:08  
Ok i must say that stations are still incredible OP and are killing the gameplay, missiles are still incredible strong. Something needs to be done against station spamming before its to late!
_________________ In space , no one can hear you scream!
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-=LoKi=- Marshal Imperium
Joined: November 10, 2007 Posts: 83 From: Valhala
| Posted: 2014-12-05 05:10  
3 stations max, one of each tipe for all factions, wold be a good way,
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pawnerz Chief Marshal
Joined: September 03, 2010 Posts: 50 From: Somewhere Somehow
| Posted: 2014-12-05 05:13  
Must correct you ;p ICC PSM is OP, huge splash damage!
Stations are Win/Win, huge armour plates making it impossible to destroy when grouped with many other stations. Plus having both JD and WH is retarded... making it EVEN MORE impossible because they can WH into the stupid retarded safe zone and use their PLATFORMS to repair.
What's the point of a RoC if you're not enforcing it?
Being K'luth, our stations die too easily.
*waits for ICC to moan about torps, until they realise we torp when they use stations*
Apparently our UBER OP torp still can't counter their stations, what is left to do when your most powerful weapon can't counter this annoying spam?!
EDIT: SOLUTION!! Change to UGTO, mod a UGG BS with defense enh and alba armour, smash it into ICC stations, win. [ This Message was edited by: pawnerZ-Torped- on 2014-12-05 05:41 ]
_________________ Yet another forum thread by me about planets and AI >:D
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*Flash* Chief Marshal
Joined: April 19, 2009 Posts: 291 From: Semi retired after 1.67 !
| Posted: 2014-12-05 05:13  
Limit the number of stations per faction would be a good idea or reduce the range or damage for missiles....ships doesnt stand a chance if 2 Line stations hit with missiles another ship. Its an insta kill.
_________________ In space , no one can hear you scream!
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Len05 Chief Marshal
Joined: June 18, 2012 Posts: 22
| Posted: 2014-12-05 05:19  
Created a quote too so nothing to send
Still the same of all others luthnin this quote
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2014-12-05 12:02  
The ranges of ICC station weapons are INSANE. With the help of weapon accelerator, Line projectile almost reaches everything. Narrow please!
As oppose to Line, Nest projectile almost reaches nothing. Widen please!
And perhaps replace ewar gadgets on support station with gun? It's undoubtedly SS was the spirit of UGTO due to the slowest regeneration. Since the day SS had zero weapon, UGTO has been underdog in big fight. [ This Message was edited by: DiepLuc on 2014-12-05 12:12 ]
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2014-12-05 22:28  
I've said it before, and I'll say it again.
Class limits are clearly needed for some classes, and subtypes of ships. Even more so now that the map has been shrunk to a 3-system 'Maxi-scenario' type gameplay.
My suggestion, limit per faction to
2 or 3 stations
12 dreads
20 cruisers
Dessies and below unlimited.
_________________ ... in space, no one can hear you scream.....
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-DBS Marshal
Joined: January 04, 2011 Posts: 204 From: St. Petersburg, FL
| Posted: 2014-12-06 14:40  
Quote:
On 2014-12-05 22:28, Kenny_Naboo wrote:
I've said it before, and I'll say it again.
Class limits are clearly needed for some classes, and subtypes of ships. Even more so now that the map has been shrunk to a 3-system 'Maxi-scenario' type gameplay.
My suggestion, limit per faction to
2 or 3 stations
12 dreads
20 cruisers
Dessies and below unlimited.
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We would never reach those limits with out player base
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2014-12-06 14:45  
Limit station per factions would cause frustrating and unfair gameplay. Who has the right to ride the big one when both are CM?
The limitation should depend on planet's rare resource. Say, station requires uranium to launch from SY, and not all maps have uranium.
Was such case implemented, someone would complain because they stored like 3 stations and 5 dreadnaughts in garrage... Hell, there is always trouble in tweaking the game without hearing any moaning. But if the implementation makes game more interesting, it's deserved.
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Rae Admiral Raven Warriors
Joined: May 23, 2002 Posts: 284 From: 10 minutes away in a fast boat
| Posted: 2014-12-07 00:46  
^^ the old resource system was what made Darkspace unique. Wish they would bring it back, I think it would go hand in hand with the new mv.
_________________ -so precious lovin the thrill...
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*Flash* Chief Marshal
Joined: April 19, 2009 Posts: 291 From: Semi retired after 1.67 !
| Posted: 2014-12-07 01:23  
Imo Line station , BS and Nest should have less armor and missiles a bit nerfed. Ppl should not be encouraged to play with stations , camping planets or gates. Giving smaller ships a chance to kill them easily is a good way to stop station spamming and yes Nest is the weakest Combat station then its the ugto one. Compare those two stations with the icc one and see whos winning. Rotating shields plus range and faster regen rate. Something has to be done untill is not to late! Nest sucks in combat due to range and claoking timer. Bs is a joke too!
[ This Message was edited by: *Flash* on 2014-12-07 01:27 ]
_________________ In space , no one can hear you scream!
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Incinarator Chief Marshal
Joined: May 24, 2010 Posts: 237
| Posted: 2014-12-07 02:48  
Can I hear Missile Frigate?
Nah, anything less than a dread killing a station is OP.
Yep.
_________________ I be rebuilding your planets!
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pawnerz Chief Marshal
Joined: September 03, 2010 Posts: 50 From: Somewhere Somehow
| Posted: 2014-12-07 07:49  
Quote:
On 2014-12-07 01:23, *Flash* wrote:
Nest is the weakest Combat station then its the ugto one.
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Why does everyone hate the BS xD I love it against ICC, full alba<3
Or maybe it' just me lagging and avoiding being shot haha
_________________ Yet another forum thread by me about planets and AI >:D
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2014-12-07 10:35  
Quote:
On 2014-12-06 14:45, DiepLuc wrote:
Limit station per factions would cause frustrating and unfair gameplay. Who has the right to ride the big one when both are CM?
The limitation should depend on planet's rare resource. Say, station requires uranium to launch from SY, and not all maps have uranium.
Was such case implemented, someone would complain because they stored like 3 stations and 5 dreadnaughts in garrage... Hell, there is always trouble in tweaking the game without hearing any moaning. But if the implementation makes game more interesting, it's deserved.
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And that's the problem with you players.
You complain about station spamming, but are unwilling to accept class limits, citing unfairness and the freedom to use whatever ships you wish.
Your argument defeats itself, and the original point of this post.
And then you start to think about nerfing stations, and missiles. And it becomes a nasty, vicious cycle of ups and downs, repeated ad nauseum.
To answer your question: Who gets to use the station?
First come, first served. In other words, if the slot is empty you get to roll your station. If it isn't, then you go pick a dread or a cruiser. Wait your turn until that station driver logs.
[ This Message was edited by: Kenny_Naboo on 2014-12-07 10:37 ]
_________________ ... in space, no one can hear you scream.....
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2014-12-07 10:43  
Quote:
On 2014-12-06 14:40, -DBS wrote:
We would never reach those limits with out player base
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Yeah you're right. Less of the heavies should be allowed.
3 stations
10 dreads
15 cruisers
unlimited elsewhere
_________________ ... in space, no one can hear you scream.....
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