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 Author [Beta] Dreadnaught layouts
CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-05-13 15:05   
[quote]
On 2011-05-13 05:58, SpaceAdmiral wrote:
Also, if shields become stronger than armor, then I really would like to see ICC actually have lesser firepower. Right now rails are same as pcannon @400 gu, uses same beams, and torps/cores are more acurate at the cost of some damage. ATM ICC is defensive because of shield rotation even though it has less total hp than armor. If they had the same hp as armor then there would be little downside to ICC, fair punch (strong punch at long range) with superior defense.

**Since when did armor become supirior to sheilds? Since when whas this ok? ICC has the lowest firepower of all three factions. The burst damage of our AD is 100,000 points off of siphon or EAD and thats not enuff? Sheild rotation is a joke in 1.67... "with superior defense".... Is that not the point of ICC?...**

Shields will suffer in rotation rate, so an appropriate fix would be simply increasing how much shield power is transfered per click.

**no... to only treat the symptoms of the problem and not the problem itself will lend icc dreads to being knocked down to 0% shields in one alpha. Resistances,HP, and rotation rate all need a slight buff. 15-20% with rotation getting a 100% increase in transfer rate.**

Even if icc had infinate sheild points, that is every time we hit a button to rotate it pulled points out of thin air to do so, Sheilds this version, on dreads and probably stations, would still be no more than a resistance % thrown on top of our light armor. Not a true defence.

I believe more tests are in order to truely tell where shields stand, but so far im underwhelmed.


[ This Message was edited by: Defiance*XO* on 2011-05-13 15:16 ]







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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2011-05-13 15:06   
edit: doesn't matter anymore.
[ This Message was edited by: General Zod on 2011-05-13 16:52 ]
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MarineKingPrime
Marshal
Exathra Alliance Fleet


Joined: October 04, 2010
Posts: 239
From: CSS CheezyBagels
Posted: 2011-05-13 15:20   
Quote:

On 2011-05-12 23:00, Kenny_Naboo[+R] wrote:
Quote:

On 2011-05-12 21:58, darksmaster923 (3IC) wrote:
Quote:

On 2011-05-12 21:53, Kenny_Naboo[+R] wrote:
Quote:

On 2011-05-12 21:32, darksmaster923 (3IC) wrote:
ICC ships get shredded at medium range by the Krill and the Ganglia.



Seriously.




With the Krill, it's always been the case. Get the CD to shell it, or an AD to jump it.

As for the Gang, all I can say is it's about damned time. That dread has been a turkey, and it's about time it got some bite.

Your MD does a whole lot more damage. A single full salvo connecting can near kill a full-health Kluth cruiser.




By CD I'm assuming you mean the combat destroyer, cause the Combat dread gets completely annihilated by the krill.







The old CDread or new CDread?





The new one.

The new beta SI has twice the ROF, so 8 SI that shoots twice as fast means you're probably going to get hit and take huge amounts of damage, unless you're really far away, in which the krill can just cloak.


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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2011-05-13 16:56   
Twice the ROF, half the damge.
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MarineKingPrime
Marshal
Exathra Alliance Fleet


Joined: October 04, 2010
Posts: 239
From: CSS CheezyBagels
Posted: 2011-05-13 17:07   
Quote:

On 2011-05-13 16:56, General Zod wrote:
Twice the ROF, half the damge.




It means higher hit rate.
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2011-05-13 17:09   
They have high hit rates vs dreads anyway, if the krill knows how to time when to fire.
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Incinarator
Chief Marshal

Joined: May 24, 2010
Posts: 237
Posted: 2011-05-13 17:47   
As far as the ELF beams go I don't really think the problem is feeding our own energy with them as we shouldn't be staying around that long anyway, but instead it is the energy loss on the target we are looking for. ELF beams wouldn't be very useful for powering the Siphon unless they drew 2-3 times as much power for use by the player. Instead, why not make the ELF serve more of a purpose as an energy neutralizer and destroy (much) more of the enemies energy than it gives to the player?
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2011-05-13 19:19   
With the latest update, from a standstill it took no time for the Krill to drop 30 energy by constantly firing SI and cannons (no beams), and it kept dropping further.

The EAD from a standstill never dropped below 165 energy while constantly firing QST and torps (no beams). It would get near then shoot right back up and start again.

Mind you both are from a standstill with nothing else draining energy besides those weapons.

I think the SI energy increase might be a tad too much. If it uses energy that fast when it's not moving, it's not going to be able to keep up at all while in combat.

Try it yourself. Take out a Krill, choose a point about 500gu away, and start mashing the spacebar. Watch how fast energy drops. Then try it with other ships like the EAD.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-05-13 19:26   
The MD has the same energy issues (actually it's missile ships in general, at least for ICC....haven't tried the Ganglia yet), it burns energy quickly firing missiles even sitting still with shields off. Missiles use too much energy, especially considering the very limited ammo and the fact that they can be PDed easily.
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MarineKingPrime
Marshal
Exathra Alliance Fleet


Joined: October 04, 2010
Posts: 239
From: CSS CheezyBagels
Posted: 2011-05-13 19:28   
Or increase energy usage for other torps?
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2011-05-13 19:39   
Quote:

On 2011-05-13 19:26, Talien wrote:
The MD has the same energy issues (actually it's missile ships in general, at least for ICC....haven't tried the Ganglia yet), it burns energy quickly firing missiles even sitting still with shields off. Missiles use too much energy, especially considering the very limited ammo and the fact that they can be PDed easily.



Yeah but when they hit - kaboom! I love new missiles and I think they should use that much energy.

Increasing torp energy would help, but it's just better to decrease the 50% SI adjustment. I don't think 50% was chosen after careful testing or anything, it's just a good base value to begin testing with.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-05-13 19:57   
Quote:

On 2011-05-13 10:32, BackSlash wrote:
I just fired 6 ELF beams at 0.0 energy, with my drives off, etc.

28.2 energy gained. That's 16.3% of your energy back every 20 seconds.

Definitely not a 'waste of slots'.




How abt the enemy? Did it drain 28.2?
I managed to drain only 10 in a single shot.

You overlooked that part. I've been talking all the while about drain effects on the target. Not energy gain.


3 aux gens on the EAD. Those ELF beams aren't gonna do squat.
In its new config, the EAD has the most firepower, the most armor, and more than enough energy to let it alpha incessantly.
[ This Message was edited by: Kenny_Naboo[+R] on 2011-05-13 20:06 ]
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-05-13 20:24   
well you know kenny, they have to make up for the monkeys fail play style some how.. but really i don't see why the ead needs 3 aux gens, and 2 rear armor arcs.
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2011-05-13 20:27   
EAD has 2 aux gens now so it's a little better, but the Krill's energy took a serious hit, so much so that it can't maintain fire even when stationary.
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MarineKingPrime
Marshal
Exathra Alliance Fleet


Joined: October 04, 2010
Posts: 239
From: CSS CheezyBagels
Posted: 2011-05-13 20:41   
Quote:

On 2011-05-13 19:57, Kenny_Naboo[+R] wrote:
Quote:

On 2011-05-13 10:32, BackSlash wrote:
I just fired 6 ELF beams at 0.0 energy, with my drives off, etc.

28.2 energy gained. That's 16.3% of your energy back every 20 seconds.

Definitely not a 'waste of slots'.




How abt the enemy? Did it drain 28.2?
I managed to drain only 10 in a single shot.

You overlooked that part. I've been talking all the while about drain effects on the target. Not energy gain.


3 aux gens on the EAD. Those ELF beams aren't gonna do squat.
In its new config, the EAD has the most firepower, the most armor, and more than enough energy to let it alpha incessantly.
[ This Message was edited by: Kenny_Naboo[+R] on 2011-05-13 20:06 ]




I was under the impression that ELFs were primarily meant to let you alpha more.
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