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[FAQ
Forum Index » » English (General) » » Making 2A ICC
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 Author Making 2A ICC
CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2009-10-24 16:56   
hey so the road to 2A was long and hard for everyone right?
and when you get 2A your really exited!
i mean why should you not be. the first tier of cruisers is open now...

my question is this. how many of you who made 2A cept flying your combat dessy becouse the upgrade was indeed a downgrade?
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2009-10-24 16:59   
i make to an icc all the time
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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-10-24 17:02   
The ICC has the most specialised cruisers of any faction; capable of fleet support, surgical strikes, strategic raids and support. They may not be the beefiest cruisers but they do have the widest range of capabilities. That being said, the Heavy Cruiser and Assault Cruiser are on par with their UGTO counterparts.
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Founder and former Club chair of the Shigernafy Fan Club
Co-founder of the Doran Judication Comittee


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Sops
Marshal
Galactic Navy


Joined: March 07, 2004
Posts: 490
Posted: 2009-10-24 17:32   
I think you could fly cruisers as a Commander when I made 2RA so I had already made the switch.
_________________


Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2009-10-24 18:24   
To be fair, the ICC Combat Destroyer is ridiculously good.
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2009-10-24 18:24   
i did not take in account most vets have been playing since befor all the current changes...

ive not actualy flown the cruisers yet. but i went out with FTL Opposition and he had one and got totaly decimated... and were no slouches when it comes to combat
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

battlecruiser3
Vice Admiral

Joined: August 26, 2003
Posts: 6
Posted: 2009-10-24 22:09   
Quote:

On 2009-10-24 17:02, Sensitivity wrote:
The ICC has the most specialised cruisers of any faction; capable of fleet support, surgical strikes, strategic raids and support. They may not be the beefiest cruisers but they do have the widest range of capabilities. That being said, the Heavy Cruiser and Assault Cruiser are on par with their UGTO counterparts.





To be fair to him, he was talking about 2RA, heavy and assault aren't.
_________________


CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2009-10-25 13:47   
so back to the original question...
how many of you made 2A and kept using your combat dessy on icc becouse the first wave of cruisers is a joke

..l.maby no one but me and FTL Opposition are doing this?
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-10-25 13:59   
Oh right, about that; yeah, the Combat Dessie is the staple vessel before the HC. Same applies for UGTO(gunbat until BC).
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Proud member of the Order of the Gaifen
Founder and former Club chair of the Shigernafy Fan Club
Co-founder of the Doran Judication Comittee


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battlecruiser3
Vice Admiral

Joined: August 26, 2003
Posts: 6
Posted: 2009-10-25 15:21   
well I just turned 1RA today, and yes I use combat dessie mainly if I want to fight. But mostly I've done other things instead, like build, bomb and sup.
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Starcommander
Marshal

Joined: December 14, 2005
Posts: 579
From: In your base, stealing your cookies
Posted: 2009-10-27 11:50   
2nd RA was fun when you had both the dico and the old WH cruiser back in the day. ICC may have the most choices for cruisers but we also have the most useless ones too. The real only ones worth taking are HC, Dico, AC (kinda) and the carrier if your in a group. When you finally make it to cruisers you learn that those dessys were fun with lots of speed and turning and these cruisers are much slower in there turning. You can still doge but you have to start turning sooner to get out of the way. Also you can take more of a pounding too (supposedly) then before.

Anyway welcome to the 2nd RA world and your first big ships.
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WH 40k armies, Grey Knights, Dark Angles, Imperial Guard (Vostroyan First Born) and Orks.

There is a thin line between knowing when to give up and when to try harder.

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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2009-10-27 11:52   
I cheat, but that's just me.
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2009-10-28 07:31   
Quote:

On 2009-10-25 13:59, Sensitivity wrote:
Oh right, about that; yeah, the Combat Dessie is the staple vessel before the HC. Same applies for UGTO(gunbat until BC).




Well, after taking a nooby tour a few months ago, specifically to try out the smaller ships (cruiser and under) of all the factions, I came to an astounding conclusion:

The Kluth Nymph, a frigate, is hands down better than virtually every ship of all factions until u can get the UGTO Torp Cruiser.

It's got better energy than a Claw, heals faster, recharges drive faster, and can alpha at higher speeds for longer. I found this to be an advantage all the way up until the Torp cruiser. And I tested both in the scenario, RR, and in Sag vs human opponents.

Hell, I hulled a Carrier Dread in the thing and forced him to jump out.

This could be partly based on my own years of experience as K'Luth, and lack of recent experience as UGTO or ICC. I'll admit that. But a nooby has none of those advantages either way. No hindight or experience with which to compare the evidence.

That said, I found the ICC Combat Destroyer to be a very nice ship. I had one hull my Krill in 3 alphas because he got in behind me, and he gave me a hell of a time. Sad thing is, it was an AI dessie. Made me feel like a total noob.

Now for some veteran advice: Every ship has a role, a purpose. If you cann't figure out what that role is, you are going to have trouble. Grabbing the biggest ship you can get is generally the worst sort of tactic. Grabbing the best ship for the situation is the Golden Rule of combat, so to speak. I have sat in the sy before for several minutes, waiting to see the light on precisely which ship will be best in a given situation. I have pulled back from an attack many times because I knew I was in the wrong ship. I have been ragged on for grabbing my Scale to battle near planets...while watching Krills get decimated because their cloak takes too long in a high signature area.
So pay special attention and make sure when u pull that cruiser, its the right time to use one.
If you choose wrong, don't worry. Respawning ships doesn't hurt you physically one little bit.

Az
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2009-10-28 07:35   
Some of the posts here prove exactly what we've been trying to point out all along.

Just because a cruiser is technically better than a destroyer, does not mean you are better suited to flying it, or are better at flying it.
_________________


Starcommander
Marshal

Joined: December 14, 2005
Posts: 579
From: In your base, stealing your cookies
Posted: 2009-10-28 08:18   
It takes time to adjust to something that moves slower and takes longer to turn around. When I first jumped into a cruiser first thing I said was "This thing can't turn!". After a few trials by fire from combat I learned to keep moving and always keep turning left and right to keep long range ships from hitting me. A cruiser can avoid shots from around 500gu any closer and that horrible turning comes into play. Dreads are even worse but we all know that.
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WH 40k armies, Grey Knights, Dark Angles, Imperial Guard (Vostroyan First Born) and Orks.

There is a thin line between knowing when to give up and when to try harder.

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