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Forum Index » » English (General) » » Ent's Diary of Kluth - Part 2.
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 Author Ent's Diary of Kluth - Part 2.
Enterprise
Chief Marshal
Raven Warriors

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2005-08-12 21:30   
Here we go again...

Apparently there is still debate on that Kluth sucks royally, I have choosen by Thugg, who has stated that I didn't have "lower ranking stats" and thus, did not fly lower ships to know how bad it is.

So I have agreed, to fly Kluth once more, in only destroyers, moreover, only in a Drainer, to prove that Kluth are not horrible.

Before I start I have to say... that destroyers are not meant to be the powerhouse of a fleet, merely support, and thus, I don't expect to be able to take on Dreads and the like.

This Ent...off again.




-Ent


_________________


Specterx
Fleet Admiral
Pitch Black


Joined: December 09, 2001
Posts: 547
From: Virginia/California
Posted: 2005-08-12 21:37   
That whole discussion is silly. K'luth are fine. The devs shouldn't touch them or the outcome will undoubtedly be worse than what we have now.


[ This Message was edited by: Specterx on 2005-08-13 15:01 ]
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Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2005-08-12 21:41   
Shut up and let him be SpecterX, if hes willing to open his mind, then we should be willing to open ours...
_________________
Mostly Retired.

Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2005-08-12 23:21   
er... in a manner of speaking hes on ents side...

Raven went kluth, and we decided that kluth have the best bomber in the game. i also personally think that the siphon is the best siege ship due to its power house ability with the SI. id also argue your combats are better when used properly.
_________________
Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division


shadey
Cadet

Joined: November 13, 2004
Posts: 40
Posted: 2005-08-12 23:46   
hmmm my biggest gripe with kluth is beacons, luth wshould have a way to remove them, or make them only scout items. second luth should be insta decloak, timed cloak. the status quo is silly really.
_________________


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-08-13 04:00   
Pip pip old chap!

Jolly good show!

(Come back soon! We miss you!)
_________________


Rival
Cadet

Joined: August 12, 2005
Posts: 4
Posted: 2005-08-13 04:01   
Kluth are quite good yes, but they lack seriously in shielding or armor
_________________


BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-08-13 04:05   
Quote:

On 2005-08-13 04:01, Rival wrote:
Kluth are quite good yes, but they lack seriously in shielding or armor



..Duh...they have the most powerfull weapons
_________________


Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2005-08-13 06:34   
The biggest problem I have with Kluth IS the destroyers. Kluth dessies were closer to what they should have been before, but with all the panzy crying that happened they were nerfed. Dessies and cruisers should be the main ships for kluth. There should be few dreads flying around. Why?

We ARE hit and run, and to hit and run you want speed. You don't find heavy assault forces in a guerrilla unit. You don't use B52's to do lightening strikes. You use light, fast units that are able to deal out marginal to decent damage.

But now the dessies have the power of a flyswatter. They do have a SLIGHT speed advantage, but the power difference post patch is nuetered.

To me, Kluth is now designed with little difference between the human factions now. Well, with the exception that we don't have a single ship that can outfly it's counter-part of the humans.

Woo hoo. We have a bomber. As long as we only fight the planets...... At least with slightly more powerful dessies, Kluth was FUN to play. Now, it's just........blah.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-08-13 11:31   
Azreal, kluth destoryers were never meant to take on cruisers and dreads alone. This is a team game, you had to team up and team strike a dread to do a little damage to it (ICC and UGTO dessys that is). Kluth dessys had more firepower than some dreads (although had less power).

this was indue fact to winging back in version 1.3** when dreads got nerfed because new players couldnt kill dreads. What happened then? They all left when they finaly got dreads and started dying by the dozen by...surprise surprise...their own whine-creation.

Tael and Faustus and taking it back to how it was back in the day. When it worked.

There are imbalances, that will most probably be fixed in time. Tael and Faustus have their bloody hands full right now. Its all very well us whining for a fix, and saying "just increase the damage to [blah]", but only Tael and Faustus (perhaps others with reasourcer access), can see what true effects that would make, because they have a table of values.

The only problem kluth have at the moment is the beacons and ECCM spamming, which will be fixed in the future...

Patience is a virtu (not that one).

[ This Message was edited by: BackSlash *Jack* on 2005-08-13 11:33 ]
_________________


Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2005-08-13 12:20   
Gotta love Jack's profficiency at doing the ostrich in front of overwhelming proofs. *applauds*
_________________
Mostly Retired.

Specterx
Fleet Admiral
Pitch Black


Joined: December 09, 2001
Posts: 547
From: Virginia/California
Posted: 2005-08-13 15:02   
Quote:

On 2005-08-12 21:41, Diabum|ik wrote:
Shut up and let him be SpecterX, if hes willing to open his mind, then we should be willing to open ours...



You can start by 'opening your mind' to what I actually wrote.
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Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2005-08-13 15:05   
I understand your point ( beefing up, getting even more nerfed thereafter ). but doing nothing wont fix the problem either, next!
_________________
Mostly Retired.

Specterx
Fleet Admiral
Pitch Black


Joined: December 09, 2001
Posts: 547
From: Virginia/California
Posted: 2005-08-13 15:07   
Quote:

On 2005-08-13 06:34, Azreal wrote:
The biggest problem I have with Kluth IS the destroyers. Kluth dessies were closer to what they should have been before, but with all the panzy crying that happened they were nerfed. Dessies and cruisers should be the main ships for kluth. There should be few dreads flying around. Why?

We ARE hit and run, and to hit and run you want speed. You don't find heavy assault forces in a guerrilla unit. You don't use B52's to do lightening strikes. You use light, fast units that are able to deal out marginal to decent damage.

But now the dessies have the power of a flyswatter. They do have a SLIGHT speed advantage, but the power difference post patch is nuetered.

To me, Kluth is now designed with little difference between the human factions now. Well, with the exception that we don't have a single ship that can outfly it's counter-part of the humans.

Woo hoo. We have a bomber. As long as we only fight the planets...... At least with slightly more powerful dessies, Kluth was FUN to play. Now, it's just........blah.



The problem is more that the human destroyers are too powerful, rather than that the kluth are too weak. Hopefully the next patch will fix this by substantially weakening their shields and armor.
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Specterx
Fleet Admiral
Pitch Black


Joined: December 09, 2001
Posts: 547
From: Virginia/California
Posted: 2005-08-13 15:09   
Quote:

On 2005-08-13 11:31, BackSlash *Jack* wrote:
Azreal, kluth destoryers were never meant to take on cruisers and dreads alone. This is a team game, you had to team up and team strike a dread to do a little damage to it (ICC and UGTO dessys that is). Kluth dessys had more firepower than some dreads (although had less power).

this was indue fact to winging back in version 1.3** when dreads got nerfed because new players couldnt kill dreads. What happened then? They all left when they finaly got dreads and started dying by the dozen by...surprise surprise...their own whine-creation.

Tael and Faustus and taking it back to how it was back in the day. When it worked.

There are imbalances, that will most probably be fixed in time. Tael and Faustus have their bloody hands full right now. Its all very well us whining for a fix, and saying "just increase the damage to [blah]", but only Tael and Faustus (perhaps others with reasourcer access), can see what true effects that would make, because they have a table of values.

The only problem kluth have at the moment is the beacons and ECCM spamming, which will be fixed in the future...

Patience is a virtu (not that one).



There you are.
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