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Dragonterro Fleet Admiral
Joined: December 24, 2005 Posts: 70 From: Germany
| Posted: 2006-05-12 04:31  
i think in next patch a scout is a 1 hit target for a kluth dread so kluth only have to do is pulebeam or 2-3 pd for the beacon and you have no chance to beacon a kluth .but there is a way to deteckt a kluth maybe bug or not just wonna say if you have a eccm onboard you can ping kluth for a secand
if you turn it BUT i looking forward to next patch and hope more players come and the bad lags end
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Zeritu Grand Admiral Pitch Black
Joined: December 02, 2002 Posts: 264
| Posted: 2006-05-14 19:04  
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On 2006-05-12 04:31, Dragonterro wrote:
.but there is a way to deteckt a kluth maybe bug or not just wonna say if you have a eccm onboard you can ping kluth for a secand
if you turn it
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ECCM Pinging is an exployt and is considerd Cheating.
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doda *EP5 no longer exception...* Grand Admiral
Joined: December 11, 2005 Posts: 1012 From: happy land
| Posted: 2006-05-14 19:07  
soo in otherwords luths will be unkillable because no one can stop their cloaking, except a scout which will have a hard time even surviving to get close enough to land a beacon. Wow I look forward to next verson of ds
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2006-05-14 19:28  
this isnt exactly news.. more like ... olds..
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Enterprise Chief Marshal Raven Warriors
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2006-05-14 22:36  
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On 2006-05-14 19:07, doda wrote:
soo in otherwords luths will be unkillable because no one can stop their cloaking, except a scout which will have a hard time even surviving to get close enough to land a beacon. Wow I look forward to next verson of ds
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1. Kluth have absurdly weak armor. A kick in the shin could blow it up.
2. Scouts arent meant to live. Infact, what will keep you alive is not getting close and getting owned by beams.
3. Kluth have to decloak to fire. Which means, in the time it takes them to uncloak, you can target them try to run away while throwing beacons at them.
Keep Kluth undetectable. Their cloak is the reason they can fight at all.
-Ent
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Sixkiller Marshal Courageous Elite Commandos
Joined: May 11, 2005 Posts: 1786 From: Netherlands
| Posted: 2006-05-15 01:01  
when your in a scout, kluth uncloacks, hit T once and e-jump
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YIIMM Grand Admiral
Joined: June 16, 2005 Posts: 851 From: Barcino, Hispania Tarraconensis
| Posted: 2006-05-15 01:02  
Scouts should fear anything bigger than them, they got ridiculously overpowered in this release. Anything that can hit it should be able to destroy it.
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rangar Cadet
Joined: February 02, 2006 Posts: 100
| Posted: 2006-05-15 03:05  
i'd like to see beacons fire 2 times as fast in the next version since only scouts can use them. i mean, if, IF they get in range to get a beacon lock chances are they'll die, because if they shoot from outside range them the luth can either:
a) move about 10gu forward and dodge it.....
or
b) PD it
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Enterprise Chief Marshal Raven Warriors
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2006-05-15 04:56  
A.) The Beacon rate of fire is about as fast as pulse lasers - Kluth dont have those.
B.) Kluth wont have pulse lasers.
Seeing that, and seeing that any Kluth isn't silly enough to use the powerhogging, slow rate of fire Disruptors as PD, I dont think you have anything to worry about.
Except getting too close.
Scouts have a role, and thats to...scout. Not go head on with a Dreadnought or anything else and survive, and anyone who thinks so needs to realize its alot like an infanty with a pistol going up against the United States Army. And Navy. And every other branch of military.
And no, you cannot be Rambo, and call it possible!
-Ent
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2006-05-15 09:59  
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On 2006-05-15 04:56, Enterprise wrote:
And no, you cannot be Rambo, and call it possible!
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$milingJ35te|2™{=21st=}[R33HG] Fleet Admiral
Joined: September 10, 2002 Posts: 310 From: smilingjester
| Posted: 2006-05-15 11:07  
how about kurt russel in soldier? he pwn3d 455 p|237ty h4|2[)
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2006-05-15 14:19  
Doran, stop stealing my role.
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$yTHe {C?} Grand Admiral Sundered Weimeriners
Joined: September 29, 2002 Posts: 1292 From: Arlington, VA
| Posted: 2006-05-15 16:30  
Unstoppable cloaks? Obviously, most of you are rather new. There was once a time when a Kluth fleet could be sitting at your Home Gate, and you would be none-the-wiser. People would shoot in all directions upon going through a gate, just in case there was a gate camp waiting to obliterate you in one shot. You know what else I remember about those times? It was fun as hell. K'luth was played as the hit-and-run faction they were supposed to be, and did well. The humans also had their successes in stopping them. So trust me, it wont be as bad OMG KLUTH CAN'T BE STOPPED.
Oh, and +1
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doda *EP5 no longer exception...* Grand Admiral
Joined: December 11, 2005 Posts: 1012 From: happy land
| Posted: 2006-05-15 17:19  
as long as a luth pilot uses some skill, they can easily shoot down a beacon with pt def and just one hit the scout. Then they can easily get away. About the decloaking and firing time lapse, why would a luth bother decloaking next to a scouts with beacons armed? Second of all, yes luths have weak armour, thats why its a hit-and-run strategy meaning you [u]dont[/u] sit there and duke it out. So in verson 1.484 with a couple other luths you could easily take out an entire fleet by all decloaking on one ship and killing it, then recloaking and wait till your armour recharges, and repeat the process on the next ship.
im not saying that luths need to be scalled down and all, but they should give some ships beyond scout class beacons.
[ This Message was edited by: doda on 2006-05-15 17:23 ]
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Light-of-Aurora Grand Admiral
Joined: December 01, 2003 Posts: 602 From: NJ, USA
| Posted: 2006-05-17 14:35  
I'm Chuck Norris, and it is possible...
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