Welcome aboard Visitor...

Daily Screenshot

Server Costs Target

Time running out!

94% of target met.

Latest Topics

- I will no longer be hosting this server »
- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- help me »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
11/02/24 +1.9 Days

Search

Anniversaries

23th - Starfleet.
8th - Cyber999

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » English (General) » » Kluth beams, and UGTO SS
Goto page ( Previous Page 1 | 2 | 3 )
 Author Kluth beams, and UGTO SS
Steveyk
Chief Marshal
Non Omnis Moriar


Joined: November 25, 2008
Posts: 162
Posted: 2011-08-03 15:58   
Maybe its some sort of bug why people think kluth are doing more damage? Im niot totally sure if it was before or after the hotfix but i was getting shot by kluth ai that did hull damage to me but no damage to my armour, this happend twice and i havnt played much sinec so i dont know if it was fluke or a bug but maybe worth looking at?
_________________


  Email Steveyk
Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2011-08-03 16:09   
Again, you can make up whatever stories you like, but nothing was changed...
_________________


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-08-03 16:19   
Could it be something like the undocumented spontaneous change that enabled multicore all on it's own? Wasn't there something else that happened on it's own that needed to be fixed as well?
_________________
Adapt or die.

Scorched Soul[+R]
Marshal
Pitch Black


Joined: November 14, 2005
Posts: 378
From: USA, NJ, Princeton
Posted: 2011-08-03 16:40   
Just a word on Elf beams which are currently completely usless. I dont care what you have to do to them or what they have to become as long as they start to have some manner of realistic use.

(this section became its own thread)
[ This Message was edited by: Scorched Soul[+R] on 2011-08-03 16:43 ]
_________________




  Email Scorched Soul[+R]
BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-08-03 17:31   
Quote:

On 2011-08-03 16:19, Talien wrote:
Could it be something like the undocumented spontaneous change that enabled multicore all on it's own? Wasn't there something else that happened on it's own that needed to be fixed as well?



The engine is a seperate entity to the game code, which has not changed in the slightest as I've noted several times .

Elf works as intended - if we increased the drain, we'd have to remove some of the beams on the ships they're on - likely resulting in the same drain amount. They cost the same as Flux Beam's and Pulse Beam's, and so must have the same effectiveness. Anyone stating ELF is useless doesn't use them correctly.


I am going to lock this thread now, as the amount of conspiracy theorists jumping in here is maddening. As proof of the fact that NOTHING was changed, here's a picture of the SVN log detailing every single change:



[ This Message was edited by: BackSlash on 2011-08-03 17:49 ]
_________________


Goto page ( Previous Page 1 | 2 | 3 )
Page created in 0.019667 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR