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 Author [1.7] Soft-release Feedback
The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2013-10-18 07:51   
Quote:
On 2013-10-18 07:49, Fattierob wrote:
Quote:
On 2013-10-17 21:18, iwancoppa wrote:

I'd look at replacing the flux wave with a *battle mode* module. Think toggleable aura with significant power drain that adds 20% damage reduction.



So like a Super Mode where you basically get +x% to everything (via enhancements) but it takes a flat percentage of your maximum energy every second (so it only lasts, say, 60 seconds or 90 seconds max)




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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2013-10-18 08:24   
brb adding golden hair to UGTO ships
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-10-18 09:50   
Want to fix UGTO? Fix the particle cannons. They are absolutely TERRIBLE since their falloff calculations were changed.

Flux Wave doesn't need to be changed, it's awesome, even moreso since it got the biggest single buff I've seen any one gadget get since I've been playing (that's when it was changed to no longer cause FF for those who missed it), people just need to learn how to use it instead of just spamming it every time it's available and wasting their energy. I suppose it would help if newly spawned ships didn't have it linked to a number key by default as well as V.

EMP already does some system damage through shields, it doesn't need to pop them like a balloon also. People just need to learn to use EMP along with pcannons instead of having the "lol dis sux, it duz no damij" attitude and ignoring it entirely. And please, don't even try to argue THAT point with me, I played UGTO for quite a while on an alt trying to get people to mix up cannon types and use some EMP but very rarely did anyone so much as try it because "it lowers pres gain". Ironically it was mostly new players who tried using them, the old timers who didn't really need more pres were the ones who argued against it.

ICC shields? Yeah, I said from the start the changes we got to them were a bad idea to begin with. Rotatable equivalent to Ablative and Reflective armor? Seriously bad. Of course the downside is equally glaring so it's a double edged sword. Is that Station or AD shrugging off your missiles because it's got Skirmish shields? Rush it with beamers and they'll melt like an icecube thrown on a BBQ grill and stay that way unless it jumps out of combat. Same goes with Reactives, just use kinetic damage and they drop stupid fast. Shields don't get any kind of augmented repair unless you let them get the OOC boost, and ICC doesn't have glitched shields that take no damage from their weakness like UGTO did for so long with ablative armor taking no extra energy damage.

I can't answer whether UGTO armor needs any kind of buff because I haven't gotten much chance to play them since 1.7 hit release and I was never able to find anyone for actual combat tests in beta, but remember that's also a double edged sword because it cuts down maneuverability. Sometimes more HP is not better especially if you're flying something other than a brick or shroom. That's something else UGTO needs to learn, all Dreadnoughts and Stations doesn't work so well in 1.7, smaller ships to escort them are absolutely crucial. Carriers with Interceptors is a good alternative because Carriers are what UGTO is really good at, get an Agincourt with 8 of them and you can screen an entire fleet from 2-3 MDs if you know what you're doing. But, again, I'm sure that's going to come down to "lol dis sux, i git no prez". There are very few people who actually enjoy doing things like EW and PD that have no tangible returns for time spent, but sometimes you just have to take one for the team and do it anyway.
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Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-10-18 11:46   
I have recently noticed an increase in "ghost" or duplicate ships. player ships that are duplicates of a player but that the person is not piloting. This ocurred ocassionally in 1.6 but I am not sure if the new server system is related to their sudden increasing frequency.

-Sheraton
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(Inuyasha)
Fleet Admiral
Pitch Black


Banned

Joined: February 12, 2013
Posts: 4
Posted: 2013-10-18 13:07   
I think the Kluth got the short end of the deal. ICC is too power and the ECCM don't work against the ECM. I think too that you have one the weapons of kluth has works like the idea of promatter I had under the a other name but that not a problem but cool
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Chewy Squirrel
Chief Marshal

Joined: January 27, 2003
Posts: 304
From: NYC
Posted: 2013-10-18 15:53   
edit-disregard, seems to be working now. I am just crazy.



Also now that a subscription has gameplay effects and isn't just an automatic credit purchase every month you should put a notice in "Online Store" that you can get credits+benefits for subscribing--and a link to subscribe. I say this because there was someone in game who had purchased 20k credits without realizing there was an option to subscribe for some perks.
[ This Message was edited by: Chewy Squirrel on 2013-10-18 16:06 ]
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2013-10-18 16:31   
Some feedback:

- Carriers are amazing now. However, when ordering a wing of fighters to engage a new target, you get a massive wall reporting each individual fighter has swapped target. It'd be nice if you could change that to report a specific wing has changed fighters or, better yet, a single message reporting "chosen fighters engage target x" instead!

- The new models are fantastic. However, the ICC Heavy Missile Dreadnought has the blue eye swirly thingies that are associated with command auras without actually having command auras. It looks a tad odd.

- New way of Point Defence is solid and I like how beams no longer shoot at enemy vessels when hitting spacebar. However, trying to shoot at ships you can see but not detect due to signature still takes your PD beams along: It'd be better if activating PD completely disables them from spacebar or manual control.

- I like the way Wormholes work now; Being a secondary JD on some ships is pretty cool. Unfortunately, there's a rather annoying thing that came along with it: The Brood. It can now jump towards a planet and cloak, then crawl in and open a WH on some ship or station that thought itself safe near the planet... and into a place where they are no longer safe. Few ships are agile enough to utilise the WH back, and it's disastrous if the WH opens near the targeted point in, say, a Dico field, or the middle of a K'Luth fleet. This may be an intended game feature, but I think cloak makes it needlessly strong.

- I still dislike cloak being the great positioning and first strike skill that it is.

- UGTO seem supremely weak. PCannons pretty much suck at any distance that isn't "in your face".

- Battle Stations firing their positronic cannons don't have any accompanying sound for it. Bard sadface.

- Jump Cruiser feels odd. Being a missile ship (long-range) with a 1000gu debuff field means it's a missile ship that has to mingle in combat to actually be effective at its special role. I know missiles still work at close-range but it looks to be a bit awkward in my opinion here.

- Station auras seem supremely pointless. There are very few times where you would want to use your aura to improve someone's mining or engineering, it strikes me as something you use to buff yourself if anything. Since they use fighters they'd be awkward to have in combat anyway so I don't even know. Is it possible to improve planetary defences with their auras instead? Buff platforms with the auras?

- Scanners no longer reveal structures on a planet as well as they did (you have to get in close), and it's difficult to see resources etcetera. Speaking of visual detection, a scout is still able to remain invisible until it's nearly right on top of you.

- EWar ECM Scouts make Cloak look like a perfectly balanced game mechanic in comparison. I can appreciate the effort put into changing DarkSpace from an arcade game into one that needs a little more thought into it and that forces you to counter the enemy tit-for-tat, but I don't enjoy the sort of game that requires equal numbers without being able to guarantee it.

- EMP breaking through all protection is hilariously broken. Destroyers fitting full EMP should have no issue whatsoever dealing with any sort of threat the enemy might field.


Verdict:
I think 1.7 DarkSpace is a massive step forward so far. However, based on what I've seen and experienced, it's still not the game I'd want to play for a little relaxation at any point of the day. ECM Scouts are completely unchallenged (maybe mines might work, do they attack hidden targets?) and provide a massive boon to the fleet, with stealth modules removing any notion of a fair EWar fight (you need more ECCM than they need ECM).
You've managed to emphasise a hide-and-seek aspect of the game where K'Luth cloak is relatively weak in comparison (you can't shoot from hidden)! I didn't think that possible, lol.

So, kudos on the game, but I won't be playing it much. It's not you, it's just me - I'm sure someone into this style of play will enjoy it a lot, but at the end of the day I want to be able to play without being forced into counter-EWar roles because of its prevalence and devastating effect on play.

GG, back to DOTA.
[ This Message was edited by: Bardiche on 2013-10-18 18:14 ]
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-10-18 18:32   
Quote:
On 2013-10-18 07:49, Fattierob wrote:
Quote:
On 2013-10-17 21:18, iwancoppa wrote:

I'd look at replacing the flux wave with a *battle mode* module. Think toggleable aura with significant power drain that adds 20% damage reduction.



So like a Super Mode where you basically get +x% to everything (via enhancements) but it takes a flat percentage of your maximum energy every second (so it only lasts, say, 60 seconds or 90 seconds max)



Basically. If you wanted it to be really cool, you could base the buffs to stats on the amount of energy remaining.
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Point Of No Return
Chief Marshal
United Nations Space Command


Joined: December 24, 2007
Posts: 78
Posted: 2013-10-18 19:05   
ICC Ion cannons have lost thier punch so if it is intended or not to remove them from ICC arsenal of weapons then just remove them as of now they do not live up to thier purposerange is not a question or excuse and the damage they now do is only a couple % per shot hit per cannon as compared to other factions core weapons which do 20-40 % per hit per shot. The Ion cannon had a role as a ICC special defensive and offensive weapon but now its effect is less than a regular railgun but only slower fireing
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-10-18 19:38   
Visual detection is now horrible.



Frigates can sit at 100gu and fire full alphas without detection.

As I've said before, firing weapons needs to add to visual detectability. It makes no sense that you can't visually detect someone when you can very clearly see yourself the hull and massive muzzle flash from torpedos, cannons etc. Considering most ships have awful targetted ECCM....
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Altodar
2nd Rear Admiral

Joined: September 29, 2013
Posts: 25
Posted: 2013-10-18 19:49   
Quote:
On 2013-10-18 19:05, Point Of No Return wrote:
ICC Ion cannons have lost thier punch so if it is intended or not to remove them from ICC arsenal of weapons then just remove them as of now they do not live up to thier purposerange is not a question or excuse and the damage they now do is only a couple % per shot hit per cannon as compared to other factions core weapons which do 20-40 % per hit per shot. The Ion cannon had a role as a ICC special defensive and offensive weapon but now its effect is less than a regular railgun but only slower fireing



They sound cool, and they're like a mix between Railgun and Gauss.
It's a core cannon, it's basically smaller cannons clustered together, but geared towards having a higher burst damage.

Railgun is 1 cannon, Heavy Railgun is 2 cannons, Ion Cannon is 5 cannons.
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Terra Nova
Fleet Admiral

Joined: February 15, 2013
Posts: 29
From: Tau Volantis
Posted: 2013-10-18 22:02   
Quote:
On 2013-10-18 19:05, Point Of No Return wrote:
ICC Ion cannons have lost thier punch so if it is intended or not to remove them from ICC arsenal of weapons then just remove them as of now they do not live up to thier purposerange is not a question or excuse and the damage they now do is only a couple % per shot hit per cannon as compared to other factions core weapons which do 20-40 % per hit per shot. The Ion cannon had a role as a ICC special defensive and offensive weapon but now its effect is less than a regular railgun but only slower fireing




Ion Cannons are Cannon class weapons , and in 1.7 they adjusted cannons to trade damage for greater accuracy.

[ This Message was edited by: Terra Nova on 2013-10-18 23:41 ]

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Sparkx
Vice Admiral

Joined: September 11, 2012
Posts: 18
From: St. Pete, FL
Posted: 2013-10-18 22:59   
So, we are forced to use team effort to overcome obsticles. Whether or not we will have enough team members to fulfill this is another question. But, as of now I think the game has changed a lot and I like the new changes. We must conform and prosper. There are a few things though, that I think are too obtuse. Kluth cloak abilities, UGTO p cannons, and ICC shields. The latter two need a buff and the last needs a nerf, or the entirety needs a slight rebalance... After playing both sides with two accounts, I have felt both positive and negatives for all three factions. I also really miss having a all round balanced ship for every bracket of every faction. Like, a battle dessy, cruiser, dread should have a min of one of every heavy weapon class. There are going to be times that we are all alone. Also, these should be able to equip ecm/eccm. Currently we are limited to focused versions of these and that does not help us save our planets when we are out numbered... How do I fight a small ship that is covered with ecm if I cant see it? How do I help cover up my ship, if all I have is focused eccm. If they have 3 players vs my one, I should be able to project eccm to see incoming items, while they have a tactical ship with ecm masking missiles, fighters... Local eccm would be nice to have to see plats that have ecm... The ones I cant even target from 150gu away... Its so close, but I think a tiny more balancing is in order...

-DBS

P.S. What are these PSIwave things are they a missile or a fighter? Can they shoot missiles from just out of PD range... Can torp/missile fighters at least after drop return at a faster rate?
[ This Message was edited by: ItHurtsWhenYouShoot on 2013-10-18 23:14 ]

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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-10-18 23:34   
The entire visual detection change is a bit silly, IMO. It's getting to the point where you can easily see the hostile and, if they are not moving, Ctrl+click and shoot them but can't get a visual lockon. It's ridiculous, especially when they sit so close and fire full alphas without becoming even momentarily visible.
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Scorched Soul[+R]
Marshal
Pitch Black


Joined: November 14, 2005
Posts: 378
From: USA, NJ, Princeton
Posted: 2013-10-18 23:43   
A couple things, first to mirror what others have said I was in a siphon approaching an AI transport that was under ECM cover and I didnt get a visual lock on it untill my armor ring was in contact with its armor ring.

Next, every once and a while when I try to launch fighters the ammo count will go down but no fighters will spawn and i will have to wait for them to recharge before i can try for another launch.

Third, I dont know if this is true for the other factions fighters but wasps will not bomb mycopia. My uneducated opinion is that the planet is so large that the bombers cant get close enough to the central particle to deploy bombs. there are ways around this, but it is a pain.

Last of all, I wish that there was something that would allow fighters to engage or atleast return from long range more quickly. First thought was that they should, once they reach a certain distance away from the origin ship, say 1k gu, WH (no effects needed but should ignore obsticals) to within a set distance of the target, say 5-3k, and then approach normally. this should give reasonable time for the fighters to be shot down while leaving the origin ship and while approaching the target. you can justify this by the fact that with the current system you can already navigate your fighters around something between you and your target it just takes even longer. on the way back the fighters would do the same thing except in reverse.

If that doesnt float your boat you could have the fighters accelerate within the the distance they would otherwise WH through, so they can still be shot down within the whole range.

If that is too much then at least give us a way to detonate our fighters remotely the same way they disappear when you change your gadget, so that we dont have to wait for 1 of each gadgets worth of fighters to fly 20k back to you before you can launch a new batch.

I ask for all of this with almost 0 understanding of how the game is programmed
[ This Message was edited by: Scorched Soul[+R] on 2013-10-18 23:47 ]
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