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 Author Krill
Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-04-08 21:43   
Quote:

On 2012-04-08 17:35, NoBoDx wrote:
Quote:

On 2012-04-08 06:27, Kenny_Naboo[+R] wrote:
Quote:

On 2012-04-08 04:33, NoBoDx wrote:
i guess most of us rarely shoot in a perfect 90° angel at an enemy ship,
you either try to shoot it in the rear, or in the face to reduce the chance to dodge the bullets




Makes no diff. Weaps are auto-aim and lead computed. They fire directly at the target within their arcs. Unless torps leave their tubes in one direction then turn towards their target.




the difference:

if you fire a torp at a scout, traveling in a 90 degree path, the torp would move at 90gu/s toward the scout
if the scout fly away from you (@30gu/s) the torp would fly at only 60gu/s toward the scout
if the scout flys at you head on, the torp would travel at 120gu/s toward the scout





Yeah, but that's relative speed and to be expected. As mentioned, since weaps are lead computed, your ship will simply take into account your target's current heading and speed along with your weapon speed and fire at the angle (within its permissible arc, again) which it calculated your target and projectile will meet.

If the target so much as farts and gains 1 gu/s or drifts sideways a couple of degrees laterally, it will most probably miss because torps don't track....


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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2012-04-08 21:49   
krill has no torps........wth?.......


Never thought id say it.. But i miss how forums where moderated a year ago
[ This Message was edited by: Defiance*CO* on 2012-04-08 21:51 ]
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339,144

Sheynak
Admiral

Joined: September 05, 2011
Posts: 39
Posted: 2012-04-10 01:57   
Torps homed for a little while in beta.

It was scrapped because when a ship cloaked, tracking was lost, and the torps would auto-det.

Or at least that's how I remember it. Kluth were gods back then, so keeping torps flying after they cloaked was a good idea.
_________________


Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2012-04-13 21:19   
-ICC Combat Dread-
6 cannons facing the front and back.
8 cannons facing either side.

6 lasers and 1 heavy laser facing front.
4 lasers and 1 heavy laser facing the sides.
4 lasers facing the back.

2 Ion Cannons facing all but the back.


-UGTO Battle Dread-
7 cannons for each side.

6 lasers and 1 heavy assault laser on the front.
4 lasers and 1 heavy assault laser on the sides.
4 lasers on the back.

2 QST's facing all sides but the back.


Does anyone know what the layout on the Krill is?

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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-04-13 21:39   
From the Wiki

Krill

Role: Gunboat

Weapons: 4 disruptors, 4 stellar incinerators, and 8 heavy pisonic cannons.

Rank Requirement: Grand Admiral
Badges required: Gold Navigator, Gold Engineer, Gold Combat, Gold Transport, Gold Bomber, Gold Support, and Bronze Privateer.

The Krill is favored because of the bigger cargo hull. This allows you to drop 6 infantry on an enemy ship, giving you a higher chance of succes for privateering. Also with a lot of long range weaponry and a lot of energy reserves, you can keep hitting the enemy from a relatively safe distance.



IIRC, the SIs are dual arc forward biased. The PSIs are tri-arc with 5 available in any given facing. The ruptors aren't worth mentioning.

IMO, it should be returned to its 1.5x version
- 6 SIs
- 4 PSIs (STD, not heavy)
- 6 ruptors

There was a 7th rear SI but that shd be removed as it's generally pointless.


As a gunboat, it doesn't have enough cannons to bring to bear on the enemy. The tri-arc PSIs is a waste of hull space. I prefer the Krill in it's old incarnation of a heavy fire support ship with SIs as its focus. (No, not the 8 SI version)

SIs are now more expensive in terms of energy use, so a 6 SI Krill will have to space out its firing or find itself low on juice.


An alternative config could be to modify the current version. Keep the 4 SIs, but change the tri-arc PSIs to dual arcs (forward and side fire only) and increase the number of cannons.



[ This Message was edited by: Kenny_Naboo[+R] on 2012-04-13 21:52 ]
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2012-04-13 22:25   
If it's supposed to be based off the combat dreads, shouldn't it have full cannon coverage, even on the aft?

The UGTO version is well rounded, the ICC version is configured for broadsides, so shouldn't the K'luth version have full coverage but with a bit of extra firepower on the forward arcs?
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-04-13 22:50   
Quote:

On 2012-04-13 22:25, Fluttershy wrote:
If it's supposed to be based off the combat dreads, shouldn't it have full cannon coverage, even on the aft?

The UGTO version is well rounded, the ICC version is configured for broadsides, so shouldn't the K'luth version have full coverage but with a bit of extra firepower on the forward arcs?



Few Kluth ships possess aft facing weaps. And most Kluth players prefer a straight-in attack. As such I feel that dual arc cannons will suffice for the Krill. Front and side arcs. All the cannons will be available forwards, and half to either side.




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Brutality
Marshal

Joined: May 25, 2009
Posts: 659
From: Alaska, USA
Posted: 2012-04-13 22:54   
Quote:

On 2012-04-13 21:39, Kenny_Naboo[+R] wrote:

IMO, it should be returned to its 1.5x version
- 6 SIs
- 4 PSIs (STD, not heavy)
- 6 ruptors

[ This Message was edited by: Brutality *XO2* on 2012-04-13 22:55 ]




so are all 6 of those SI's you want forward firing? If they are, it would be able to fire as many core weapons as my LS. Not sure if thats a big deal or not, but thought it was worth bringing up.

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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2012-04-13 22:55   
...But the entire point of the krill is to deviate from that.

Nearly all the other kluth ships have all guns on the front, and half on the sides.

Shouldn't the krill be one of the few that actually has the same firepower from nearly every direction? Otherwise the existence of the krill is entirely pointless.
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-04-13 23:05   
Quote:

On 2012-04-13 22:55, Fluttershy wrote:
...But the entire point of the krill is to deviate from that.

Nearly all the other kluth ships have all guns on the front, and half on the sides.

Shouldn't the krill be one of the few that actually has the same firepower from nearly every direction? Otherwise the existence of the krill is entirely pointless.



The Krill was never a gunboat. Not in 1.5 n before, not even in the previous OP 8-SI config. It was always a heavy fire support dread featuring core weapons as its main focus, almost at the expense of everything else (mind you, this was the old description)

It was only after the recent nerf in response to the overwhelming QQ that it was 'deemed' a gunboat.

Personally I would like to see its rank/badge requirements kept and its original design and purpose returned. I would even sacrifice all PSIs if it meant having 6 SIs and more beams... Or 8 single arc, forward only SIs. Heh.

[ This Message was edited by: Kenny_Naboo[+R] on 2012-04-13 23:13 ]
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Brutality
Marshal

Joined: May 25, 2009
Posts: 659
From: Alaska, USA
Posted: 2012-04-13 23:26   
then we will be back where we started.... a krill spam as it will be the easiest and most effective dread to fly. Not saying it doesn't need to be looked at as I haven't used it, but not sure if your answer is the right one.

[ This Message was edited by: Brutality *XO2* on 2012-04-13 23:30 ]

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Silent Threat { Vier }
Marshal
Anarchy's End


Joined: August 03, 2004
Posts: 278
From: Waiting...watching...
Posted: 2012-04-14 00:11   
I tried flying a Krill again the other day. I found that it's firepower was so bad compaired to other K'luth dreads that it really was not worth using no matter how good it's energy is.

Also K'luth weapons are so short ranged that trying to fly it as a "gunship" doesn't even work that well. There is really just no reason to fly it when you could be much more effective using a Mandy or a Siphon.

The only good thing it can do is hit those small cruiser or lower ships that just don't stay still but even then a Siphon's beams will probably destroy your target quicker...
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2012-04-14 00:24   
Quote:

On 2012-04-13 23:26, Brutality *XO2* wrote:
then we will be back where we started.... a krill spam as it will be the easiest and most effective dread to fly. Not saying it doesn't need to be looked at as I haven't used it, but not sure if your answer is the right one.

[ This Message was edited by: Brutality *XO2* on 2012-04-13 23:30 ]





Heh. Definitely not the 8 SI version. Was jk abt tt one.

IMO, the way to go is either the 1.5x version, or more dual arc Heavy PSIs.


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... in space, no one can hear you scream.....


Brutality
Marshal

Joined: May 25, 2009
Posts: 659
From: Alaska, USA
Posted: 2012-04-14 01:20   
Quote:

On 2012-04-14 00:24, Kenny_Naboo[+R] wrote:


Heh. Definitely not the 8 SI version. Was jk abt tt one.

IMO, the way to go is either the 1.5x version, or more dual arc Heavy PSIs.






6 SI just seems over the top me, but the dual arc PSI be reasonable... I think.

[ This Message was edited by: Brutality *XO2* on 2012-04-14 01:45 ]

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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-04-14 01:32   
Even in it's current config the Krill has more cores than any other Dreadnought, double what most have.
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