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[FAQ
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 Author [1.7] Beta Feedback
Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-08-20 09:55   
Quote:
On 2013-08-20 06:28, Jim Starluck wrote:
One thing I think you guys are not keeping in mind is that cannons are not supposed to be effective against all smaller ships, they're supposed to be effective against ships that are one size smaller than you. So if you're in a Dreadnought, you should be expecting your cannons to be good at hitting Cruisers, but not so good at hitting Destroyers, Frigates and Scouts.

And for the record, cannons got a MAJOR buff to their projectile velocity nearly three months ago. It now scales with level, giving smaller ships faster projectiles. Take the Railgun, for example:

Old velocity: 175 gu/sec at all levels

New velocity:
- Level 2 (Scouts): 400 gu/sec
- Level 3 (Frigates): 350 gu/sec
- Level 4 (Destroyers): 300 gu/sec
- Level 5 (Cruisers): 250 gu/sec
- Level 6 (Dreadnoughts): 200 gu/sec



I realize the projectile speed was increased but it's still not very noticeable when it comes to targeting one size smaller, especially for ICC, unless you're well inside the UGTO/Kluth sweet spot for falloff. Trying to target smaller ICC ships? Good luck hitting an ICC Scout with anything but a beam unless you're point blank on it's rear end, it's not moving or you also have some friends shooting at it from different directions.....in which case it will most likely just jump. Frigates are getting there too even if the lower turnrates in beta hurt them slightly. Destroyers about the same as Frigates, good luck unless you're really good. Cruisers are hittable if the person flying them doesn't know what they're doing or didn't see you, but as soon as they get past about 350 GU.....yeah.

Now trying to hit same size or 1 larger? Eh. It's a tossup. Still not going to have much luck hitting ICC or Kluth Scouts with cannons even from another Scout unless you're within 100-150 GU (which is also beam range.....funny that), but other classes sure it's possible, moreso if your target is UGTO.
_________________
Adapt or die.

DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-08-20 14:36   
Quote:
On 2013-08-17 16:30, Jim Starluck wrote:
  1. Cannons = Used against targets 1 size smaller than you (Cannon Destroyer attacks Frigates)
  2. Beams = Used against targets equal in size (Beam Destroyer attacks other Destroyers)
  3. Torpedoes = Used against targets 1 size larger than you (Torpedo Destroyer attacks Cruisers)
  4. Missiles = Used against targets 2 sizes larger than you (Missile Destroyer attacks Dreads)


Quote:
On 2013-08-20 06:28, Jim Starluck wrote:
The bigger the ship, the larger the hitbox and the slower it flies and turns, so the less velocity you need to hit it at range.


I comprehend the reason with cannon.

Do we have the same logic apply to torpedo? The smaller the ship, the smaller the hitbox and the faster it flies and turns, thus the faster velocity you need to hit it at range. A.K.A torp velocity increases with level.
_________________


Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2013-08-20 22:54   
Quote:
On 2013-08-20 14:36, DiepLuc wrote:
I comprehend the reason with cannon.

Do we have the same logic apply to torpedo? The smaller the ship, the smaller the hitbox and the faster it flies and turns, thus the faster velocity you need to hit it at range. A.K.A torp velocity increases with level.


Correct. Low-level torpedoes are faster than high-level ones.

Still much slower than cannons at the same level, though.
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If at first you don't succeed, get a bigger space battleship and try again.

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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-08-21 12:41   
Quote:
Development Blog:
- Mines now have a new mechanic. Instead of sitting there until a ship runs into them, they will detonate a few seconds after being deployed, damaging everything in a large blast radius... including the ship that dropped them, if it's not moving fast enough.


Need updated.

Since beam is more powerful in 1.7, may we have the capture milestone doubled? Say, the capture range is currently varied from 1 to 11, it can extend from 2 to 22. There are 3 reasons:
  1. Privateer prestige is nowhere near the effort to get one successful capture. Dropping 100 infantry on a station or 50 infantry on a dread without successful capture is clearly frustrating to every player. 2% or even 22% is not a high percentage.
  2. Since captured ship now acts as ally, it's clearly the most benefit per capture. The most itching purnishment for using dread/station is to see that ship being allied to enemy.
  3. Player no longer loses prestige when one's clone is destroyed. They ought to not self-destruct anymore.

On the other side, I hope the 10% tax when you transfer ship between SY will be removed. Reasons:
  1. There are many ships in game. Free transfer encourages anyone to use any avaliable ships in garrage.
  2. Fairness to all players despite of time. The later guy would not need to transport resource between planets to get his ship out of the hottest SY.

[ This Message was edited by: DiepLuc on 2013-08-21 13:31 ]
_________________


Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2013-08-21 13:25   
Quote:
On 2013-08-20 22:54, Jim Starluck wrote:
Quote:
On 2013-08-20 14:36, DiepLuc wrote:
I comprehend the reason with cannon.

Do we have the same logic apply to torpedo? The smaller the ship, the smaller the hitbox and the faster it flies and turns, thus the faster velocity you need to hit it at range. A.K.A torp velocity increases with level.


Correct. Low-level torpedoes are faster than high-level ones.

Still much slower than cannons at the same level, though.




He ask if the Torp velocity increases with level
you say hes correct and tell him the complete opposite

[ This Message was edited by: Zero28 on 2013-08-21 13:37 ]
_________________
19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"

Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-08-21 15:43   
Remember you can check www.jack-online.co.uk/gadgets to get the gadget info.
_________________


BLADERUNNER2019
Chief Marshal
Ravenous Wolfpack Clan


Joined: December 18, 2010
Posts: 140
Posted: 2013-08-21 16:21   
I was wondering if it could be possible to click on an Enemy AI ship, then press 'c' to see the Enemy AI camera view in 1.7?


[ This Message was edited by: The Phantom of Darkspace on 2013-08-21 16:35 ]
_________________


Null Pointer
Grand Admiral
Templar Knights


Joined: April 10, 2010
Posts: 148
Posted: 2013-08-21 17:09   
Quote:
On 2013-08-21 16:21, The Phantom of Darkspace wrote:
I was wondering if it could be possible to click on an Enemy AI ship, then press 'c' to see the Enemy AI camera view in 1.7?


[ This Message was edited by: The Phantom of Darkspace on 2013-08-21 16:35 ]




Probably not, if you were able to Camera Enemy AI, that wouldn't make much sense.
_________________


Zero28
Grand Admiral

Joined: August 25, 2006
Posts: 591
Posted: 2013-08-21 17:16   
Quote:
On 2013-08-20 14:36, DiepLuc wrote:
A.K.A torp velocity increases with level.


Quote:
On 2013-08-20 22:54, Jim Starluck wrote:
Low-level torpedoes are faster than high-level ones.



Those 2 are opposite
_________________
19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"

Null Pointer
Grand Admiral
Templar Knights


Joined: April 10, 2010
Posts: 148
Posted: 2013-08-21 17:19   
Deleted my post, just saw that
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2013-08-21 17:28   
Quote:
On 2013-08-21 17:16, Zero28 wrote:
Quote:
On 2013-08-20 14:36, DiepLuc wrote:
A.K.A torp velocity increases with level.


Quote:
On 2013-08-20 22:54, Jim Starluck wrote:
Low-level torpedoes are faster than high-level ones.



Those 2 are opposite



His question was self-contradictory, not my answer. I'd already said that cannon velocity decreased with level, and the main question was whether the same applied to torpedoes. Then he added "AKA torp velocity increases with level", which I took to be a goof because he probably meant that it decreases with level, just like cannons did.

I answered the question as it was meant, not as it was worded. Stop nit-picking over it.
_________________
If at first you don't succeed, get a bigger space battleship and try again.

  Email Jim Starluck
Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-08-21 19:02   
Quote:
On 2013-08-21 15:43, Pantheon wrote:
Remember you can check http://www.jack-online.co.uk/gadgets to get the gadget info.



You know, a "Resources" sticky with links to things like this and the prestige calculator would be great. I'm betting a lot of people don't even know those things exist, much less where to find them. It seems like a waste to have nice tools like those dwell in obscurity.
_________________
Adapt or die.

Terra Nova
Fleet Admiral

Joined: February 15, 2013
Posts: 29
From: Tau Volantis
Posted: 2013-08-22 00:53   
can anyone explain why ICC have 2 missile dreads in beta? and if there gunna be 2 missile dreads in 1.7 why not make 1 of them a Strike Missile Dreadnought?

take about 5 - 8 ECM on it , give it a few Gauss guns so it can defend itself and give it 10 Harpex missiles and like 4 Amplified Pulse Beams but to balance it. take all its armor away like u guys did with the Strike Carrier.

would give ICC a version of the Ganglia or atleast it greatly improves effectivness of the Missile Dread
_________________
I am become Death , Destroyer of Worlds

Chewy Squirrel
Chief Marshal

Joined: January 27, 2003
Posts: 304
From: NYC
Posted: 2013-08-22 03:40   
Quote:
On 2013-08-22 00:53, Terra Nova wrote:
can anyone explain why ICC have 2 missile dreads in beta? and if there gunna be 2 missile dreads in 1.7 why not make 1 of them a Strike Missile Dreadnought?





Easy. One is a pure missile ship with the maximum amount of missiles possible. The other is an ewar missile ship for when you need to be sneaky. It gives up some missiles for the ability to be much less detectable.

If the enemy only has stations you can pull out this ewar missile dread and blast away at them with impunity. Or if you are in a standoff situation, turn on your ewar and your fragile missile dread suddenly becomes much less of a target.

Alternatively you pull out the regular missile dread for maximum possible firepower.

Edit-We also have what you are talking about in the form of the line dread, unless I am misunderstanding you. It is a dread with cannons and missiles.
[ This Message was edited by: Chewy Squirrel on 2013-08-22 03:42 ]
_________________


DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-08-22 09:09   
Can you tell us about the new aura, Jim?
We know the outcome but we'd like to hear how they work.
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