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-xTc- ExisT
Chief Marshal
Army Of Darkness


Joined: March 20, 2010
Posts: 534
From: Red Lobster
Posted: 2013-09-17 00:10   
Quote:
On 2013-09-16 23:19, Kenny_Naboo wrote:
Quote:
On 2013-09-16 22:43, Sheraton *XO* wrote:

I would just like to note that to keep consistency with the Darkspace Lore fighters probably should not be named since names imply they have people inside of them and they do not in fact have pilots. The fighters are manned by AI. Because and I quote "Nobody wants to play chicken with a chemical laser."

-Sheraton




Where in the lore did it state that DS fighters are UCAVs?

I didn't catch that.





"There's a reason why fighters are now unmanned. It has nothing to do with the cost, or the training. You don't have fighter pilots anymore because no one is dumb enough to try playing chicken with the brilliant glow of a chemical laser."
-- Instructor Tarin, on making it clear he had spent far too much time operating laser battery turrets


Taken from the wiki from the beam(weapons) page.haha

[ This Message was edited by: -xTc-.xisT *XO* on 2013-09-17 00:10 ]
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-09-17 01:27   
the pilots all QQ'd and quit the game because of too many one hit kills.

Imagine if PD actually took a few moments, or several shots, to take down fighters and missiles. (And of course longer ranges and higher rate of fire to compensate for that)

I can see why it doesn't work that way. One of the main reasons being performance concerns, if I recall correctly.

There was another game which had a method of PD that I thought was interesting. (Any of you play Battleships forever?)
Point beams had a slow reload, but took out even tough projectiles instantly.
Flak turrets fired similar to a shotgun and could effectively reduce damage from fragile projectiles
Pulse turrets fired long range and accurate shots that were better for reducing enemy firepower from afar.

The developer did have issues optimizing PD, as it is a very CPU intensive process.

[ This Message was edited by: Fluttershy on 2013-09-17 01:27 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-09-17 04:53   
Quote:
On 2013-09-17 00:10, -xTc-.xisT *XO* wrote:
Quote:
On 2013-09-16 23:19, Kenny_Naboo wrote:
Quote:
On 2013-09-16 22:43, Sheraton *XO* wrote:

I would just like to note that to keep consistency with the Darkspace Lore fighters probably should not be named since names imply they have people inside of them and they do not in fact have pilots. The fighters are manned by AI. Because and I quote "Nobody wants to play chicken with a chemical laser."

-Sheraton




Where in the lore did it state that DS fighters are UCAVs?

I didn't catch that.





"There's a reason why fighters are now unmanned. It has nothing to do with the cost, or the training. You don't have fighter pilots anymore because no one is dumb enough to try playing chicken with the brilliant glow of a chemical laser."
-- Instructor Tarin, on making it clear he had spent far too much time operating laser battery turrets


Taken from the wiki from the beam(weapons) page.haha

[ This Message was edited by: -xTc-.xisT *XO* on 2013-09-17 00:10 ]





That's a recent entry.

If you look at the original lore in the History section, fighters appear to be manned.

2.19 2192 CE - New fighters prove a success
2192 CE: Amidst increasing pressure to secure its outer system bases, the GCC completes work on its aerospace fighter program. Cheap fighters are produced and delivered in large numbers to the outer colonies to aid in security. Pilots are trained from the available colony station employees. The pirates, ever resourceful, create their own fighters shortly there after. However, the GCC is able to produce both the fighters and the pilots much faster than the pirates. Order is established around the outer colonies.



Besides, all the fighter models appear to have cockpits.

So I guess we gotta hear from the ones who actually wrote, or are writing the lore, to get the real picture.


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


AlexHeartnet
2nd Lieutenant

Joined: September 06, 2013
Posts: 2
Posted: 2013-09-17 05:04   
What would truely make carriers useful is if their fighters could effectively patrol an entire system. You could launch them from the carrier, order one wing towards one point and another wing towards another point, and once you locate an enemy player you can order the nearest wing to start chipping away at him. This would give carriers a unique tactical role that other ship types cannot do.

Equipping the fighters with jump drives would be the way to do this. Carriers will have to be completely rebalanced though...

On a seperate note, could something be done about message spam and fighters? There is no better way to spam your message log then pressing Shift-N when you have dozens of fighters deployed.
[ This Message was edited by: AlexHeartnet on 2013-09-17 05:07 ]
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-09-17 05:39   
Quote:
On 2013-09-17 05:04, AlexHeartnet wrote:
What would truely make carriers useful is if their fighters could effectively patrol an entire system. You could launch them from the carrier, order one wing towards one point and another wing towards another point, and once you locate an enemy player you can order the nearest wing to start chipping away at him. This would give carriers a unique tactical role that other ship types cannot do.

Equipping the fighters with jump drives would be the way to do this. Carriers will have to be completely rebalanced though...

On a seperate note, could something be done about message spam and fighters? There is no better way to spam your message log then pressing Shift-N when you have dozens of fighters deployed.
[ This Message was edited by: Fluttershy on 2013-09-17 05:40 ]


Here carriers have this long range capability but it takes 5 minutes for them to reach max range.

I wouldnt mind seeing some kind of cruise drive on fighters, something to get them distances over 3k in a reasonable time frame. Not as fast as ship jump drives, something more subtle in effect, and much more limited in fuel.

You still need players to act as spotters for you at long ranges, and the enemy can always trace the fighters back to you. (which is always fun to do )

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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-09-17 05:39   
Suggestion: Make weapons fire also increase visual detectability.
_________________


Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-09-17 05:47   
Quote:
On 2013-09-17 05:39, iwancoppa wrote:
Suggestion: Make weapons fire also increase visual detectability.


And before anyone says "It already raises signature, not needed"
He means the VISUAL detection radius at which you see a ship despite whatever their signature is.

So if a ship fires weapons, one would assume this would make them visually more pronounced, because of projectiles eminating from a source, as well as the 'muzzle flash'
_________________


Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-09-17 07:26   
ICC fighter grumble time


A. ICC fighters are just awful
B. Fleet carrier is awful
C. ICC fighters are horrible


So, let's begin with A. First, we must grasp ICC weapon philosophy. The concept of applying lower, but steady, predictable DPS over long range in an efficient matter. To this end, ICC weapons generally have less damage, but more range and less energy use. However...

This doesn't translate fairly in to fighters.

All fighters have equal range and are long ranged by nature. All fighters use negligible energy to launch. However, ICC fighters still carry the burden of lower damage. Fighter damage looks like this:

K'luth => UGTO >> ICC

ICC fighters are the worst in the game.

B. The fleet carrier is pretty darn awful. Let's do some comparisons. We'll use the best non-tier 3 carrier for each faction.

Fighter bays
Agincourt(12)> Spiracle(10) > Fleet Carrier(8)

Defence
Agincourt>Fleet Carrier > Spiracle (there's a reason for this)

EWAR

Agincourt > Fleet Carrier => Spiracle


Now, looking at this, it seems that things are fairly equal. However, We need to properly consider damage and fighter bay numbers. Despite the spiracle having fewer bays, it has more damage from each fighter, resulting in aproximately equal damage to the agincourt. However..

The fleet carrier gets the double whammy of the least fighter bays AND the worst fighters.


Issue C is relating to ICC fighter damage type. All ICC fighters are kinetic! This literally means 'Press Ablative to Win' for UGTO.



So, to recap:

UGTO, the fighter faction, doesn't get the best fighters but overall gets the best use out of them with the superior agincourt. Sporting a scanner, a feature which the others lack, it does not need an EWAR Shuttle on CAP to detect mines or enemy fighters. Having 12 bays, it also suffers the least from devoting 1 or 2 bays to EWAR shuttles. UGTO also has the longest range Anti-fighter PD lasers.

K'luth, the ambush/CQC faction, still gets a very good deal in the carrier department. Their fighters are by far the best giving them strong carrier cruisers. Unfortunately, paper armor and poor EWAR work against these strengths providing a balance.

ICC, the long range faction, gets the worst. With an awful fleet carrier and rubbish fighters, ICC carrier cruisers are also left with a burden of mediocrity. Only having kinectic-based fighters leaves ICC fleet carriers hideously vulnerable to UGTO vessels with ablative armor. Having the least fighter bays also means the greatest percentage loss of (already awful) DPS when an EWAR fighter is mixed in with the rest.


Why does ICC deserve better?


ICC has forever been the long range faction. Fighters are the ultimate in range - striking from over 5000gu away is no impossibility. Lore-wise, the UGTO were the first and on the forefront of carrier and fighter engineering; However, the ICC were never far behind with their own designs. In lore, however, K'luth never seem to use fighters at all.

TLDR; Long range faction worst at long range.


Suggestions to improve situation:

Change the XB-17 to fusion torpedos like all the other bombers. Less projectiles = less lag, and a different damage type to prevent 'Press ablative to Win'

Add an extra 2 fighter bays on the Fleet carrier. If ICC is going to have the worst fighters, can we at least not have the worst carrier assigned to them as well? Can we have at least some reasonable flexibility with our fighter choices without sacrificing large amounts of DPS?




Now, before someone jumps on me for using the Agincourt in comparisons instead of the 8 fighter UGTO carrier - it beat the fleet carrier in a combat test anyway. The Agincourt is also more likely to be used because it's better. I've also conveniently left out the missile + carrier dread UGTO gets.


Thanks for your time and consideration developers!






In totally unrelated news: Scarab is brutal.


[ This Message was edited by: iwancoppa on 2013-09-17 07:30 ]
_________________


Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-09-17 08:58   
It doesn't show Rate of Fire of fighters.

Plus fighter bays cost points, if you have less, you have more of something else, so the entire point is moot really.
_________________


Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-09-17 14:32   
Quote:
On 2013-09-17 07:26, iwancoppa wrote:
ICC fighter grumble time


A. ICC fighters are just awful
B. Fleet carrier is awful
C. ICC fighters are horrible

B. The fleet carrier is pretty darn awful. Let's do some comparisons. We'll use the best non-tier 3 carrier for each faction.

Fighter bays
Agincourt(12)> Spiracle(10) > Fleet Carrier(8)

Defence
Agincourt>Fleet Carrier > Spiracle (there's a reason for this)

EWAR

Agincourt > Fleet Carrier => Spiracle


Now, looking at this, it seems that things are fairly equal. However, We need to properly consider damage and fighter bay numbers. Despite the spiracle having fewer bays, it has more damage from each fighter, resulting in aproximately equal damage to the agincourt. However..

The fleet carrier gets the double whammy of the least fighter bays AND the worst fighters.


Issue C is relating to ICC fighter damage type. All ICC fighters are kinetic! This literally means 'Press Ablative to Win' for UGTO.



So, to recap:

K'luth, the ambush/CQC faction, still gets a very good deal in the carrier department. Their fighters are by far the best giving them strong carrier cruisers. Unfortunately, paper armor and poor EWAR work against these strengths providing a balance.

ICC, the long range faction, gets the worst. With an awful fleet carrier and rubbish fighters, ICC carrier cruisers are also left with a burden of mediocrity. Only having kinectic-based fighters leaves ICC fleet carriers hideously vulnerable to UGTO vessels with ablative armor. Having the least fighter bays also means the greatest percentage loss of (already awful) DPS when an EWAR fighter is mixed in with the rest.

Change the XB-17 to fusion torpedos like all the other bombers. Less projectiles = less lag, and a different damage type to prevent 'Press ablative to Win'

Add an extra 2 fighter bays on the Fleet carrier. If ICC is going to have the worst fighters, can we at least not have the worst carrier assigned to them as well? Can we have at least some reasonable flexibility with our fighter choices without sacrificing large amounts of DPS?




Now, before someone jumps on me for using the Agincourt in comparisons instead of the 8 fighter UGTO carrier - it beat the fleet carrier in a combat test anyway. The Agincourt is also more likely to be used because it's better. I've also conveniently left out the missile + carrier dread UGTO gets.


Thanks for your time and consideration developers!






In totally unrelated news: Scarab is brutal.


[ This Message was edited by: Sheraton *XO* on 2013-09-17 14:33 ]




A few points:
1) Your points A and C are the same points with one word replaced.

2) I would prefer to have sabbots being launched from the xb-17 than the fusion torpedoes because of the higher damage and greater velocity of the sabbots but that is my personal preference.

3) If a UGTO ship were to equip entirely ablative armor they would be a sitting duck to the lasers on other ships. Your scenario assumes that carriers are being used in a vacuum devoid of other ships.

4)did you only consider the fleet carrier in these scenarios or did you test the other ships like the escort and carrier cruisers not to mention the Command Carrier, and the Strike Dread, all of which use fighters. Your example completely ignores the use of fighters to attack ships besides other carriers.

5)ICC has greater ECM capabilities now than the UGTO does IMO and this helps to balance out the fighter differences because we can launch the fighters while never revealing our location via scanning. I can personally cloak a carrier cruiser and fire fighters at any UGTO dread and remain utterly safe once my JD recharges the first time unless there is an accompanying support ship.

6) The Extended range lasers of the UGTO have a reasonable recharge time which renders them more balanced because they cannot just shoot down all of the fighters at once. The ICC and K'luth variants of these Extended Range Lasers only have a 50 GU difference in their range.

7) While the ICC may not "dominate" in the fighter department we more than make up for it by the fact that our weapons can hit equally hard at minimum and maximum ranges. This lends us the ability to not need to get closer to a ship in order to dish out our full DPS. Weapons like railguns, gauss guns, and the railguns on fighters can all effectively lay a beating down on another faction, particularly the k'luth with their weaker armor.

I believe that covers everything and I thank you for your paitence in listening to these points.

-Sheraton

_________________


Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"

Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-09-17 16:39   
The point being made is mostly that the T1 ICC Fleet Carrier gets beaten pretty severely by a stock T1 UGTO Carrier.
This is supposed to be the case, right?

It may have helped that I was evading about 70% of the sabot alphas

This was with standard armor. Once I used ablative, I took far less damage.


In a later UGTO T1 missile vs ICC T1 missile test, we both died at the same.
The ICC pulse beams could shoot two missiles before impact.
The UGTO pulse beams could only hit 1 before impact.
UGTO missile dread was also utilizing ablative armor, if it were using standard or reflective for some reason, it would have been toast.
Also noticed that the ICC T1 missile could fire harpex fron a longer range than the UGTO T1 could fire the Phoenix.
_________________


Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-09-17 16:51   
Quote:
On 2013-09-17 14:32, Sheraton *XO* wrote:
Quote:
On 2013-09-17 07:26, iwancoppa wrote:
Isnip

[ This Message was edited by: iwancoppa on 2013-09-17 17:33 ]




A few points:
1) Your points A and C are the same points with one word replaced.

2) I would prefer to have sabbots being launched from the xb-17 than the fusion torpedoes because of the higher damage and greater velocity of the sabbots but that is my personal preference.

3) If a UGTO ship were to equip entirely ablative armor they would be a sitting duck to the lasers on other ships. Your scenario assumes that carriers are being used in a vacuum devoid of other ships.

4)did you only consider the fleet carrier in these scenarios or did you test the other ships like the escort and carrier cruisers not to mention the Command Carrier, and the Strike Dread, all of which use fighters. Your example completely ignores the use of fighters to attack ships besides other carriers.

5)ICC has greater ECM capabilities now than the UGTO does IMO and this helps to balance out the fighter differences because we can launch the fighters while never revealing our location via scanning. I can personally cloak a carrier cruiser and fire fighters at any UGTO dread and remain utterly safe once my JD recharges the first time unless there is an accompanying support ship.

6) The Extended range lasers of the UGTO have a reasonable recharge time which renders them more balanced because they cannot just shoot down all of the fighters at once. The ICC and K'luth variants of these Extended Range Lasers only have a 50 GU difference in their range.

7) While the ICC may not "dominate" in the fighter department we more than make up for it by the fact that our weapons can hit equally hard at minimum and maximum ranges. This lends us the ability to not need to get closer to a ship in order to dish out our full DPS. Weapons like railguns, gauss guns, and the railguns on fighters can all effectively lay a beating down on another faction, particularly the k'luth with their weaker armor.

I believe that covers everything and I thank you for your paitence in listening to these points.

-Sheraton





1. No, they really aren't
2. SABOTs seem quite evadeable
3. we're assuming that there are other ships with lasers? They'll be busy with the enemy laser ships etc. Not only that but ICC is quite limited in the *laser ships* department anyway.

4. The two carrier cruisers have absolutely horrible DPS and the escort carrier only has one ECM Anyway. the command carrier has less fighter bays for build drones etc and the Strike carrier is a tier 3 - most people won't be flying it

in *other combats* Fighters of both kinds seemed less effective then a simple cannon + missile dread.

5. Nope.

6. So do ICC/K'luth ER PD lasers.

7. Hooray, we don't need to close in to apply our peashooter DPS.



Quote:
On 2013-09-17 08:58, Pantheon wrote:
It doesn't show Rate of Fire of fighters.

Plus fighter bays cost points, if you have less, you have more of something else, so the entire point is moot really.




If the points system worked flawlessly I wouldn't have made the post in the first place. Fleet carrier is bad. It really doesn't get more of *something else*. My main post outlined the problems.




_________________


Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-09-17 17:55   
Quote:
On 2013-09-17 16:51, iwancoppa wrote:
Quote:
On 2013-09-17 14:32, Sheraton *XO* wrote:
Quote:
On 2013-09-17 07:26, iwancoppa wrote:
Isnip

[ This Message was edited by: Sheraton *XO* on 2013-09-17 18:03 ]




A few points:
1) Your points A and C are the same points with one word replaced.

2) I would prefer to have sabbots being launched from the xb-17 than the fusion torpedoes because of the higher damage and greater velocity of the sabbots but that is my personal preference.

3) If a UGTO ship were to equip entirely ablative armor they would be a sitting duck to the lasers on other ships. Your scenario assumes that carriers are being used in a vacuum devoid of other ships.

4)did you only consider the fleet carrier in these scenarios or did you test the other ships like the escort and carrier cruisers not to mention the Command Carrier, and the Strike Dread, all of which use fighters. Your example completely ignores the use of fighters to attack ships besides other carriers.

5)ICC has greater ECM capabilities now than the UGTO does IMO and this helps to balance out the fighter differences because we can launch the fighters while never revealing our location via scanning. I can personally cloak a carrier cruiser and fire fighters at any UGTO dread and remain utterly safe once my JD recharges the first time unless there is an accompanying support ship.

6) The Extended range lasers of the UGTO have a reasonable recharge time which renders them more balanced because they cannot just shoot down all of the fighters at once. The ICC and K'luth variants of these Extended Range Lasers only have a 50 GU difference in their range.

7) While the ICC may not "dominate" in the fighter department we more than make up for it by the fact that our weapons can hit equally hard at minimum and maximum ranges. This lends us the ability to not need to get closer to a ship in order to dish out our full DPS. Weapons like railguns, gauss guns, and the railguns on fighters can all effectively lay a beating down on another faction, particularly the k'luth with their weaker armor.

I believe that covers everything and I thank you for your paitence in listening to these points.

-Sheraton





1. No, they really aren't
2. SABOTs seem quite evadeable
3. we're assuming that there are other ships with lasers? They'll be busy with the enemy laser ships etc. Not only that but ICC is quite limited in the *laser ships* department anyway.

4. The two carrier cruisers have absolutely horrible DPS and the escort carrier only has one ECM Anyway. the command carrier has less fighter bays for build drones etc and the Strike carrier is a tier 3 - most people won't be flying it

in *other combats* Fighters of both kinds seemed less effective then a simple cannon + missile dread.

5. Nope.

6. So do ICC/K'luth ER PD lasers.

7. Hooray, we don't need to close in to apply our peashooter DPS.



Quote:
On 2013-09-17 08:58, Pantheon wrote:
It doesn't show Rate of Fire of fighters.

Plus fighter bays cost points, if you have less, you have more of something else, so the entire point is moot really.




If the points system worked flawlessly I wouldn't have made the post in the first place. Fleet carrier is bad. It really doesn't get more of *something else*. My main post outlined the problems.









Except they aren't problems. They are the weaknesses of the particular ship IE: Fleet Carrier. And I was able to take down a bastion dread, an ead and a battle dread using the carrier cruiser. Additionally the DPS may be horrible as you claim but the ability to remain utterly invisible in a carrier cruiser means you cannot be targetted even at relatively close ranges. This means you have the ability to wear down the other ship using the death by a thousand cuts method. Now I understand that some people who like the instant gratification of seeing an opponents armor and hull drop to nothing IMMEDIATELY will find this method to be offputting. However, I have found it to work exceptionally well so far in beta.


As to the Fleet Carrier ship it has fighters but little abilities close in this applies to most of the tier 1 carrier dreads. Long story short, you have done an excellent job of outlining the fleet carriers weaknesses, and arguably the weaknesses of all figther ships is that they are very big chewtoys once you get in close. However, the fleet carrier is not the only ship the ICC has that uses fighters. I think your problem is with the fleet carrier rather than the fighters. In which case I would recommend you not use that ship if it is really as horrible as you say.

-Sheraton


_________________


Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"

Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-09-17 19:46   
Quote:
On 2013-09-17 16:51, iwancoppa wrote:
Quote:
On 2013-09-17 14:32, Sheraton *XO* wrote:
Quote:
On 2013-09-17 07:26, iwancoppa wrote:
Isnip

[ This Message was edited by: iwancoppa on 2013-09-17 17:33 ]




A few points:
1) Your points A and C are the same points with one word replaced.

2) I would prefer to have sabbots being launched from the xb-17 than the fusion torpedoes because of the higher damage and greater velocity of the sabbots but that is my personal preference.

3) If a UGTO ship were to equip entirely ablative armor they would be a sitting duck to the lasers on other ships. Your scenario assumes that carriers are being used in a vacuum devoid of other ships.

4)did you only consider the fleet carrier in these scenarios or did you test the other ships like the escort and carrier cruisers not to mention the Command Carrier, and the Strike Dread, all of which use fighters. Your example completely ignores the use of fighters to attack ships besides other carriers.

5)ICC has greater ECM capabilities now than the UGTO does IMO and this helps to balance out the fighter differences because we can launch the fighters while never revealing our location via scanning. I can personally cloak a carrier cruiser and fire fighters at any UGTO dread and remain utterly safe once my JD recharges the first time unless there is an accompanying support ship.

6) The Extended range lasers of the UGTO have a reasonable recharge time which renders them more balanced because they cannot just shoot down all of the fighters at once. The ICC and K'luth variants of these Extended Range Lasers only have a 50 GU difference in their range.

7) While the ICC may not "dominate" in the fighter department we more than make up for it by the fact that our weapons can hit equally hard at minimum and maximum ranges. This lends us the ability to not need to get closer to a ship in order to dish out our full DPS. Weapons like railguns, gauss guns, and the railguns on fighters can all effectively lay a beating down on another faction, particularly the k'luth with their weaker armor.

I believe that covers everything and I thank you for your paitence in listening to these points.

-Sheraton





1. No, they really aren't
2. SABOTs seem quite evadeable
3. we're assuming that there are other ships with lasers? They'll be busy with the enemy laser ships etc. Not only that but ICC is quite limited in the *laser ships* department anyway.

4. The two carrier cruisers have absolutely horrible DPS and the escort carrier only has one ECM Anyway. the command carrier has less fighter bays for build drones etc and the Strike carrier is a tier 3 - most people won't be flying it

in *other combats* Fighters of both kinds seemed less effective then a simple cannon + missile dread.

5. Nope.

6. So do ICC/K'luth ER PD lasers.

7. Hooray, we don't need to close in to apply our peashooter DPS.



Quote:
On 2013-09-17 08:58, Pantheon wrote:
It doesn't show Rate of Fire of fighters.

Plus fighter bays cost points, if you have less, you have more of something else, so the entire point is moot really.




If the points system worked flawlessly I wouldn't have made the post in the first place. Fleet carrier is bad. It really doesn't get more of *something else*. My main post outlined the problems.








The point system covers more than just other weapons, it covers arcs too. So you'll find your gadgets/weapons have better coverage.
_________________


Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-09-17 22:27   
Quote:
On 2013-09-17 17:55, Sheraton *XO* wrote:

Except they aren't problems. They are the weaknesses of the particular ship IE: Fleet Carrier. And I was able to take down a bastion dread, an ead and a battle dread using the carrier cruiser. Additionally the DPS may be horrible as you claim but the ability to remain utterly invisible in a carrier cruiser means you cannot be targetted even at relatively close ranges. This means you have the ability to wear down the other ship using the death by a thousand cuts method. Now I understand that some people who like the instant gratification of seeing an opponents armor and hull drop to nothing IMMEDIATELY will find this method to be offputting. However, I have found it to work exceptionally well so far in beta.


As to the Fleet Carrier ship it has fighters but little abilities close in this applies to most of the tier 1 carrier dreads. Long story short, you have done an excellent job of outlining the fleet carriers weaknesses, and arguably the weaknesses of all figther ships is that they are very big chewtoys once you get in close. However, the fleet carrier is not the only ship the ICC has that uses fighters. I think your problem is with the fleet carrier rather than the fighters. In which case I would recommend you not use that ship if it is really as horrible as you say.

-Sheraton







So basically, your post is..

saying that the inferior quality of the fleet carrier is a 'weakness' on top of all the weaknesses carriers get

that you successfully killed a dread that clearly wasn't trying to kill you and/or didn't have a single long-range PD beam

Once again, the fleet carrier is weaker then other carriers as well as being a carrier with it's associated issues. It really is horrible and that's why I made my original post!



Quote:
On 2013-09-17 19:46, Pantheon wrote:


The point system covers more than just other weapons, it covers arcs too. So you'll find your gadgets/weapons have better coverage.



Except.. they really don't have spectacular arcs. at all.

Two PD beams are 360.
2 PD beams are F/R/L
1 PD beam is L/R


Hardly spectacular.




As another suggestion for the fleet carrier,

Seeing as we are so reliant on the points system for ~balans~

It would make logical sense to drop the pulse shield. Think about it. Not only do fighters generally stay out of pulse shield range, but there would also be the risk of activating it and accidentally destroying friendly fighters or (insert lore here)
TLDR; remove pulse shield and add more darn fighters


[ This Message was edited by: iwancoppa on 2013-09-17 22:34 ]

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