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Forum Index » » Developer Feedback » » [1.702] Release Feedback
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 Author [1.702] Release Feedback
Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2013-11-23 22:04   
last night i noticed flux damage for the change first time i really noticed since so few ugto pm when im on) lost about 40% hull on my dessie from 1 flux blast from a cruiser, is this working right or a bit math error?
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-11-24 00:02   
Quote:
On 2013-11-23 22:04, Borgie wrote:
last night i noticed flux damage for the change first time i really noticed since so few ugto pm when im on) lost about 40% hull on my dessie from 1 flux blast from a cruiser, is this working right or a bit math error?


Is that from full armor and hull?
I noticed the flux waves are very painful, look at the stats, those things can pop a kluth frigate in one shot.
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-11-24 01:55   
I like the direction the game is taking.


Dare I say it, but I think Valence cannons are just tending to the bad habits of ICC players flying cannon boats all the time.


EMP missiles were a cool idea, but ultimately I doubt they'll see much use. You trade having reasonable damage for systems damage which has no quantifiable effect on the enemy and is generally pretty awful.

The new changes to torpedos in 1.703 will most likely reduce the appeal of the new long range K'luth torpedos.




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-xTc- ExisT
Chief Marshal
Army Of Darkness


Joined: March 20, 2010
Posts: 534
From: Red Lobster
Posted: 2013-11-24 02:34   
"Adjusted profile of torpedo damage. Each projectile starts off inflicting pure area damage. As the ship gets bigger the area grows larger but the amount of area damage remains the same; instead, the torpedo begins to inflict damage directly to its target on top of the area damage. End result: larger ships catching you in the AoE of their torpedoes will be much less damaging."

I know exactly what this is for ROFL
Kluth norps have a huge blast radius, as many of you know.
Currently if flying any dread with norps, if your close enough to catch a small ship in the AoE of your norp salvo, you can manual detonate them and pretty much instant kill any small ship, even a cruiser if it's damaged enough.
While this is quite entertaining, it's probably a very good thing to change.LOL
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Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2013-11-24 05:09   
missiles have a quite balanced turning character now.
skirmish missiles turn fast, and lose only about 200 gu on effective range.
strike missiles turn slow, but have a great range and end up losing only 250-300 gu.


i didnt test the torpedoes much, but on UGTO dreads, the QST has a 100 GU AoE. no matter how you look at it, its way too big.


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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2013-11-24 06:26   
Quote:
On 2013-11-24 00:02, Fluttershy wrote:
Quote:
On 2013-11-23 22:04, Borgie wrote:
last night i noticed flux damage for the change first time i really noticed since so few ugto pm when im on) lost about 40% hull on my dessie from 1 flux blast from a cruiser, is this working right or a bit math error?


Is that from full armor and hull?
I noticed the flux waves are very painful, look at the stats, those things can pop a kluth frigate in one shot.




from hull
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2013-11-24 08:04   
I lost one with 85 hull. Was told it was working as intended. It does a random amount of damage.

Its part of the new iWin tech being created for UGTO by Apple.


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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-11-24 10:44   
Flux waves need their damage dropped by ~1 level imo.
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-11-24 13:31   
Would it be possible to make the flux waves deal damage over 10 seconds or so rather than instantly vaporize anything smaller than a cruiser?
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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2013-11-24 14:28   
Quote:
On 2013-11-24 13:31, Fluttershy wrote:
Would it be possible to make the flux waves deal damage over 10 seconds or so rather than instantly vaporize anything smaller than a cruiser?




Flux Wave does not guarantee instant destruction, due to random damage. It also has a limited range, and a very long cooldown. A ship practically has to walk into it (on top of having enough armor/shield damage to be hulled).


[ This Message was edited by: Ent on 2013-11-24 14:33 ]
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-11-24 14:58   
Quote:
On 2013-11-24 14:28, Ent wrote:
Flux Wave does not guarantee instant destruction, due to random damage. It also has a limited range, and a very long cooldown. A ship practically has to walk into it (on top of having enough armor/shield damage to be hulled).



It mainly renders K'Luth Scouts, Frigates, and even Destroyers to be ineffective.
Their cruisers can handle it perfectly fine, but anything smaller will get hulled instantly most of the time unless it's a T1.
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Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-11-24 17:55   
Quote:
On 2013-11-24 14:58, Fluttershy wrote:
Quote:
On 2013-11-24 14:28, Ent wrote:
Flux Wave does not guarantee instant destruction, due to random damage. It also has a limited range, and a very long cooldown. A ship practically has to walk into it (on top of having enough armor/shield damage to be hulled).



It mainly renders K'Luth Scouts, Frigates, and even Destroyers to be ineffective.
Their cruisers can handle it perfectly fine, but anything smaller will get hulled instantly most of the time unless it's a T1.





That is slightly disturbing...for the k'luth.

-Sheraton
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2013-11-24 19:26   
K'Luth Torpedo range is, what, 480? A Destroyer aiming to deliver its torpedo payload to an UGTO Cruiser will have 180gu of range it can move before it has to get out of the way when delivering its torpedo payload.

That means if it moves 20gu/s (not going max), it has exactly 9 seconds to have turned its ship around and move in the opposite direction to remain out of range of the Flux Wave. If you want to fire a second time, you're going to have to accept you will be Flux Waved (possibly).

If you refuse to accept the Flux Wave, you can release one volley in return for however often the enemy Cruiser can fire on you.

If your target is moving towards you at 20gu/s, you have 4 seconds to turn.

I disagree that you'd "have to practically walk into it": For K'Luth, never coming with 300gu is actively difficult. Saying "just use cannons" is silly, considering fall-off and torps are meant to be used against a ship class one class up or some such.

I'll crunch some numbers tomorrow to see just how strong the Flux Wave is actually, though.
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2013-11-24 19:39   
lost a ravenger due to flux, dred jumped me, took out my aft armor, fluxed me knocked me down to 12 hull from 90ish, while cloaked, then died to the cruisers flux. losing 78% of my hull on a dessie in one shot is a bit extreme.
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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2013-11-24 19:40   
Quote:
On 2013-11-24 14:58, Fluttershy wrote:

It mainly renders K'Luth Scouts, Frigates, and even Destroyers to be ineffective.
Their cruisers can handle it perfectly fine, but anything smaller will get hulled instantly most of the time unless it's a T1.




"Most of the time" can be pretty broad, so I decided to take a small cross section.

Using a Dread level Flux Wave:
52800-158400.

A Kluth scout with organic is guaranteed to get hulled from a Flux Wave, and thats 2.8k damage to hull. For reference, scouts have 35200 hull.

A Kluth Frigate T3 has very thin armor, only one arc with two plates. Assuming that they're having terrible luck and manage to get nuked on a side plate, with hull combined a Flux Wave needs to do 113500 damage to be an instant kill. Decent odds, but at two plates they need to do 173500 and only stations can meet that.

If its Chtin armor, then Flux needs to 133500 damage.

The Ravager is a T3 destroyer with 3F/2L/2R/1A for armor arcs. At worst they can only protect against 70k damage against the rear stock, at best they can protect against 210k from the front. A destroyer comes with 160000 Hull.

If a Dread level Flux wave rolled maximum damage, it not only wouldn't go through the Fore armor, or barely go through the side armor (if Chitin, then they are protected from there), but it wouldn't even be able to do enough damage against bare hull to kill a Destroyer in one hit.

And this is just maximum damage.. the minimum wouldn't even scratch it

It also has 300gu range, and a 90 second cooldown. Hardly a spammable iWin button.

This is also just with a Dread level wave. Lets see about:

Cruiser: 42000-126000
Destroyer: 32400-97200
Frigate: 24000-72000

Feel free to plug some numbers. And don't forget.. its random damage. So the lowest and the highest are both possibilities on every roll.
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