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 Author Small Ships and Big Ships
BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-08-21 13:51   
Quote:

On 2005-08-21 13:47, Arcanum {C?} wrote:
How can there be balance if there is a superlatively powerful ship in the game? The assault type dreadnought should be the most powerful ship in each faction, but certainly not the Elite Assautl Dread being the most powerful in the GAME.




I meant ALL combat type dreads to be a force to be wreakoned with. All assault based ships should be doing the most damage, IMO. The reason I singled out the EAd was because its so UNDERPOWERED compaired to all the other dreads atm.

But, do bear in mind. It was in the original design that the EAD was to do the most damage over time out of all ships ingame. Due to its power, and armour. Damage OVER TIME. Please remember that, I dont mean in one hit, that would be the Siphon.

[ This Message was edited by: BackSlash *Jack* on 2005-08-21 13:52 ]
_________________


Ramius
Fleet Admiral
Agents

Joined: January 12, 2002
Posts: 894
From: Ramius
Posted: 2005-08-21 14:26   
And damage within range. EAD is a short range heavy attack ship, you could still own it easily with missile ships and carriers.
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Arcanum {C?}
Cadet

Joined: June 25, 2005
Posts: 222
Posted: 2005-08-21 14:36   
Now that is a fair statement. And that would be within the confines of good game balance. And I, for one, would support the EAD to be the strongest in firepower in CLOSE range combat and being able to deal out the most damage OVER TIME, if and only if, the other factions get their assault dreadnoughts balanced too.

For example, given the abysmal state of NORMAL disruptors, would you not agree that K'luth are not able to deliver the high on-impact damage that they are supposed to (at least with native weapons)?

And would you not also agree that the Assault Dreadnought of the ICC could use some additional fighter bays?
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We are many. We are one.

Coharie
Admiral

Joined: October 26, 2004
Posts: 59
From: Fayetteville, North Carolina
Posted: 2005-08-21 15:26   
Quote:

On 2005-08-21 12:01, N'Kra The Wolf {C?} wrote:
the bismark:

the hood was the biggest battleship in the entire british fleet, fyi. it sunk in 6 minutes, yes, because the bismark landed a shot right on the waterline within the opening shots of the fight.

when the fleet of british destroyers surrounded the bismark, they were out for revenge, not to sink the boat. they wanted to cause a lot of pain. not a single british shipped aimed for the bismarks waterline, they aimed for its deck.



What I quoted was straight from history records, British to be exact & fyi the HMS Hood was a battlecruiser & was one the most feared ships in the world even by the very sailors of the Bismark, they were surprised at how fast she sunk & fyi if you read the entire post, you will see that it did infact state how long it took for the HMS Hood to sink, as for the ships that took part in the final battle, any captain would know not to aim for the water line of a battleship, for the armor belt went below the waterline, so yes it was logical to aim for the deck & if you read the entire post it stated that even the armored deck was not even penetrated.

And that Boys & Girls concludes pt2 of todays Naval History

[ This Message was edited by: Coharie(VA) on 2005-08-21 15:27 ]
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Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2005-08-21 16:21   
Ok... I listened to some really good discussion going on here and I couldn't resist adding a few points to it.

What everyone agree on :

FA dreads for every faction have a big problem fighting a long time.

The EAD doesn't need to move a lot when fighting with his slew of long range weapons and if something comes nearby, the torps and the HCLs can take care of it if it's small and not too heavily armored/shielded, but it's staying power and sheer firepower compared to a BD makes it unappealing to flight.

The AD can fight alright with his guns and long range weapons too and has less energy problems when moving than the EAD, but the energy reserve gets drained way too fast compared to a combat dread which can last 4 to 5 times as long on the battlefield without running out of juice. Then again, the human factions have a "fallback dread" to rely on.

The siphon can fight alright with what? Long range weapons? yeah... beams are so long range... The siphon NEEDS to run at least half speed to do any kind of attack, yes it's got 6 special slots, but they only BARELY ( considering that 3 reactors lvl2 don't generate that much power ) give more power, in comparison, going half speed, drains almost half of the engines power that can't be used to fire any weapon ( BTW, most of the time I can't do anything but go almost full speed so that you guys don't flee out of range like sissies ). Yeah, I can go 1.7 gu while my core weapon recharges and cloaked and won't lose energy, but is that REALLY usefull considering that if I do this I get beaconed, gun spammed and promptly slaughtered? What's more for the K'luth, we don't have a drad to "fall back" on for a few reasons. The Manadible's got the same energy problems as the siphon, you drain it's reserves 3 to 4 times as fast as a BD or CD ( thanks to the assault disruptors ( yes I tried to keep them as a "finish him strike" but the other ruptors/torps don't do any decent damage to be able to achieve this ).

Jack's claim that the siphon is the most damaging dread over time is right, that is if the siphon and it's target are both standing still and the other ship ( god forbid a dread, I'd be dead faster than you can say, beginner mistake ) goes gentle on your front paper layers. A situation that NEVER happens, since most of the time I end up chasing a dread or a cruiser at almost full speedso I can hit him in the rear / right / left where I know I won't get WTF owned over time by the front facing weapons ( yeah, our armor really suck, even tho we have countless weapons, a kluth dread sitting in front of any human dread, alphaing and being alpha will go down before he can really hit the human dread hull ( SI doesnt help here, since it does crap on armor and shield, like 25% of a layer ). Result, the human dread lives with the front layers obliterated and minor hull damage, the K'luth dread is space dust. Do I have to say that I can't run like a human dread at full speed in a fight as they can do to drain my energy reserves? because I'll uncloak... get beaconed and die 20-30 seconds later.


Now that we can all agree that core weapon ships are the crap for everyone and that K'luth ships don't have the CHOICE of using long range tactics or having a dread that doesnt drain it's energy in less than a minute firing pee shooters and hence don't have ONE decent dread to fly for combat. I can explain part of why it is so...

Guns

Guns are overpowered in this build, they hit harder than most beams/torps over time since dreads CANT dodge guns fire. We even tested a Mandy fully outfitted with p-cannons was doing more damage over time with less of an energy drain than a full set of disruptors/StandardCL/psi cannons/railguns.

Small ships can dodge guns fire alright, for cruisers it can be a nuisance, not an achilles heel tho, as it currently is for the dreads that get pounded by the dessies that they can't get close enough to, to fire beams at and go too fast for torps and guns.

Energy problems

Dreads run out of energy too fast, especially human assault dreads and every K'luth dreads ( don't even being on the hit&run nonsense, if I don't have energy left, I CANT RUN since I wont be able to cloak... duh ).

Acceleration

Dreads don't accelerate or deccelerate very fast, back then, a cruiser that would run in front of an enemy dread would get chased upon by the dread which would inflict him major damage until the poor cruiser pilot would flee or finally, after a frenzied chase, get outta range ( or get tractored closer by the dread until the cruiser is ablaze ) ( or if he's good enough, make the dread flee by managaing to maneuver behind the dread before he's getting hit on the hull ). You can't see that anymore...

Small ship problems

Escort and picket dessies are obviously overpowered, but why? 2 reasons, Next to impossible to hit and they ALWAYS hit with their slew of guns ( pcannons ). Also they have too thick defenses over the hull for their class.
Moreso, other cruiser and below ships are mostly useless for big old fashioned MV fleet skirmishes. Not to mention us K'luthies don't even have ONE decent ship below the scale or parasite ( which have the same energy problems as the dreads, with the added pleasure of having far less firepower and gimped defenses ).

So my suggestion is :

1st and foremost, NERF THOSE GUNS on the damage they do, I'd nerf em by a factor of 3.

2nd, dreads must be able to go at least 5 gu and alpha ( without the core weapon ) without losing energy ( make aux cores upgradable to lvl 10 on dreads first, if this isn't enough, add one engine slot to the non-core weapon bearing ships and add 2 to the core weapon bearing ones ).

With these 2 moves, you take care of the small ships owning big ones, since they cannot use pcannons instead of close range beams anymore, picket and escort dessies get the nerf bat hard and need to get in close to do any real damage. If they get in close, that means you can fight the small ships using the dreads torps/HCLs. Providing the human dessie and below ships get a significant adjustment to their armor/shield values that are by my approximations, ludicrously high, so much so that ships in the WW2 with so much armor and so few engines wouldn't even be able to move and would get owned by the dreads big toys of destruction. Also, you give dreads enough energy to be able to fight a decent amount of time without running out of energy as long as they don't go full speed or overuse their "hard hitting" ( assault ruptors, HCL, core weapons ) weapons.

Changes like these are easy and fast to do... no need to rewrite pages and pages of code, just need to adjust a few variables and modifiers and there you go.

DO IT, NOW!


[ This Message was edited by: Diabo|ik on 2005-08-21 16:27 ]
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Mostly Retired.

Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2005-08-21 17:49   
the bismark was very, very, very dead by the time the crew scuttled it. the deck was penetrated in some spots, but it essentially didnt have anything left on deck anways, so it was just a burning wreck floating at sea. the reason the crew scuttled was because the british wouldnt stop firing. was easier just to sink it then endure more fire.
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Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division


Tikki
Cadet
Raven Warriors

Joined: March 10, 2005
Posts: 132
From: Canuckistan
Posted: 2005-08-25 22:39   
I think the biggest point to all of this is don't piss off the Brits when it comes to naval actions! (DS and WWII)

*duck*
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I'm going to start wounding you now. I don't know when I'll stop.

Commander of the Missle Cruiser 'Nevermore'

BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2005-08-25 22:47   
Quote:

On 2005-08-25 22:39, Tikki (Viking Kitten) wrote:
I think the biggest point to all of this is don't piss off the Brits when it comes to naval actions! (DS and WWII)

*duck*





_________________


Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2005-08-25 23:10   
Quote:

FA dreads for every faction have a big problem fighting a long time.

The EAD doesn't need to move a lot when fighting with his slew of long range weapons and if something comes nearby, the torps and the HCLs can take care of it if it's small and not too heavily armored/shielded, but it's staying power and sheer firepower compared to a BD makes it unappealing to flight.

The AD can fight alright with his guns and long range weapons too and has less energy problems when moving than the EAD, but the energy reserve gets drained way too fast compared to a combat dread which can last 4 to 5 times as long on the battlefield without running out of juice. Then again, the human factions have a "fallback dread" to rely on.

The siphon can fight alright with what? Long range weapons? yeah... beams are so long range... The siphon NEEDS to run at least half speed to do any kind of attack, yes it's got 6 special slots, but they only BARELY ( considering that 3 reactors lvl2 don't generate that much power ) give more power, in comparison, going half speed, drains almost half of the engines power that can't be used to fire any weapon ( BTW, most of the time I can't do anything but go almost full speed so that you guys don't flee out of range like sissies ). Yeah, I can go 1.7 gu while my core weapon recharges and cloaked and won't lose energy, but is that REALLY usefull considering that if I do this I get beaconed, gun spammed and promptly slaughtered? What's more for the K'luth, we don't have a drad to "fall back" on for a few reasons. The Manadible's got the same energy problems as the siphon, you drain it's reserves 3 to 4 times as fast as a BD or CD ( thanks to the assault disruptors ( yes I tried to keep them as a "finish him strike" but the other ruptors/torps don't do any decent damage to be able to achieve this ).



Heres the thing - FA dreads are really meant to fight over time. The FA dreads are meant to do quick damage while able to stay with energy - It can't outmatch the other "Battle" Dreadnoughts over time.

FA Dreads are assault - they jump in, do their damage get out.

The EAD infact is meant to be a close-range ship; as are all Assault ships meant to be. The fact is we mount long range weapons on the QST because it does much, much more damage than regular CLs - thats the only reason.

Oh by the way - the EAD has 3 Special I slots - even sitting still, using anything will drain that ship very very quickly.

The assumption that the EAD can take of smaller ships is also particularly humorous - its cannons are often too slow to hit smaller, faster targets, and as for HCLs - that is also a misguided conception. HCLs are pretty much as weak as normal disruptors, with an energy consuption rivaling DAs - their only advantage is they charge quicker.

The AD I found could sustain fairly well if I didn't use the IC and used reactive shields, I would find I could stay in combat far longer than the EAD ever could, doing more damage with 100% full arc slots.

The siphon, seems to be a gripe? In all truth, its my favorite assault ship.
Why you may ask? Put all long range cannons on it, put the 6 special I slots of level 2 reactors, and this sucker is mean. Flying it myself, uncloaked I could fly full speed, fire my SI and lose 3/4ths of my energy. So yes I was impressed. The fact also was that with as many guns it can bring to bear as the EAD (10) along with as much torpedo slots (around 6-7 if I remember correctly), and 6 DAs. It is a force to be reckoned with if used properly, and I found it to be the best of all the assault ships, for its longevity with its reactors.

Quote:

Jack's claim that the siphon is the most damaging dread over time is right, that is if the siphon and it's target are both standing still and the other ship ( god forbid a dread, I'd be dead faster than you can say, beginner mistake ) goes gentle on your front paper layers. A situation that NEVER happens, since most of the time I end up chasing a dread or a cruiser at almost full speedso I can hit him in the rear / right / left where I know I won't get WTF owned over time by the front facing weapons ( yeah, our armor really suck, even tho we have countless weapons, a kluth dread sitting in front of any human dread, alphaing and being alpha will go down before he can really hit the human dread hull ( SI doesnt help here, since it does crap on armor and shield, like 25% of a layer ). Result, the human dread lives with the front layers obliterated and minor hull damage, the K'luth dread is space dust. Do I have to say that I can't run like a human dread at full speed in a fight as they can do to drain my energy reserves? because I'll uncloak... get beaconed and die 20-30 seconds later.



The mere fact your attempting to engage a human dread head on explains the whole problem altogether, I found this out quickly.

With a modded siphon, I went head to head with an unmodded combat dread. The Combat dread won because I decided to sit still in front of his ship.

So going away, I spot an Assault Dreadnought, I jump in, immediately cloak. He tries to beacon spray but I keep my distance, and sneak up behind him when he seems to be off guard.

I uncloak...1...2...3, he gets maybe 2 or 3 cannon rounds into me before I lay all my weapons into him - I take down that shield arc and most of the armor arc alone there, and as he turns around I immediately turn to continue to stay behind him. He trys to shake me to move in front of him but this only moves his rear towards me - BAM, another alpha PLUS the SI I SAVED for his hull, and I had him down to 35%, when he jumped away.

Sure I was beaconed, his friends tried to kill me, but instead of being stupid and staying around, I jumped away.

The fact remains - Kluth dreadnoughts cannot be used by bowling balls anymore - you must now use the golf ball to knock all the pins down.

In otherwords, if you want to use a Kluth Dreadnought right, you have to do more than sit still and mash the spacebar - if your beaconed, FREAKING JUMP, dont just stand there.

Quote:

Now that we can all agree that core weapon ships are the crap for everyone and that K'luth ships don't have the CHOICE of using long range tactics or having a dread that doesnt drain it's energy in less than a minute firing pee shooters and hence don't have ONE decent dread to fly for combat. I can explain part of why it is so...



Totally. And. Completely. Wrong.

Kluth ships actually do have a choice for long range combat, believe it or not.

Can you say, Dread outfitted with cannons?

Quote:

Guns

Guns are overpowered in this build, they hit harder than most beams/torps over time since dreads CANT dodge guns fire. We even tested a Mandy fully outfitted with p-cannons was doing more damage over time with less of an energy drain than a full set of disruptors/StandardCL/psi cannons/railguns.

Small ships can dodge guns fire alright, for cruisers it can be a nuisance, not an achilles heel tho, as it currently is for the dreads that get pounded by the dessies that they can't get close enough to, to fire beams at and go too fast for torps and guns.



This is a known issue - cannons are indeed more powerful than anything else, and its one of the reasons why smaller ships are so powerful.

Quote:

Energy problems

Dreads run out of energy too fast, especially human assault dreads and every K'luth dreads ( don't even being on the hit&run nonsense, if I don't have energy left, I CANT RUN since I wont be able to cloak... duh ).

Acceleration

Dreads don't accelerate or deccelerate very fast, back then, a cruiser that would run in front of an enemy dread would get chased upon by the dread which would inflict him major damage until the poor cruiser pilot would flee or finally, after a frenzied chase, get outta range ( or get tractored closer by the dread until the cruiser is ablaze ) ( or if he's good enough, make the dread flee by managaing to maneuver behind the dread before he's getting hit on the hull ). You can't see that anymore...



The Kluth dreads are not that horrible, with a mandy with cannons I could do hit and run passes at what was indeed - your Missile Dreadnought the one time. Going at full speed I could actually send my cannons raining into you, and immediately recloak.

The Assault dreads however do have energy problems, the Siphon is somewhat well off, but I think a bit more powerful reactors would help all the assault ships out.

As for acceleration, this is a flaw of it. A Dreadnought, should never be able to chase down a cruiser, and they are meant to have slower acceleration and such, such is the design of the game.

Quote:

Small ship problems

Escort and picket dessies are obviously overpowered, but why? 2 reasons, Next to impossible to hit and they ALWAYS hit with their slew of guns ( pcannons ). Also they have too thick defenses over the hull for their class.
Moreso, other cruiser and below ships are mostly useless for big old fashioned MV fleet skirmishes. Not to mention us K'luthies don't even have ONE decent ship below the scale or parasite ( which have the same energy problems as the dreads, with the added pleasure of having far less firepower and gimped defenses ).



Were sorry you don't have your 1.480 CL2k Dessies anymore.

As for the dessies - yeah, their bugged, thats getting fixed, and they will then suck just as bad as your dessies too.

Quote:

So my suggestion is :

1st and foremost, NERF THOSE GUNS on the damage they do, I'd nerf em by a factor of 3.

2nd, dreads must be able to go at least 5 gu and alpha ( without the core weapon ) without losing energy ( make aux cores upgradable to lvl 10 on dreads first, if this isn't enough, add one engine slot to the non-core weapon bearing ships and add 2 to the core weapon bearing ones ).

With these 2 moves, you take care of the small ships owning big ones, since they cannot use pcannons instead of close range beams anymore, picket and escort dessies get the nerf bat hard and need to get in close to do any real damage. If they get in close, that means you can fight the small ships using the dreads torps/HCLs. Providing the human dessie and below ships get a significant adjustment to their armor/shield values that are by my approximations, ludicrously high, so much so that ships in the WW2 with so much armor and so few engines wouldn't even be able to move and would get owned by the dreads big toys of destruction. Also, you give dreads enough energy to be able to fight a decent amount of time without running out of energy as long as they don't go full speed or overuse their "hard hitting" ( assault ruptors, HCL, core weapons ) weapons.



1. Its getting nerfed by limiting the level of weapons per class in the next version, it is then likely Dessies will be having lvl3-4 cannons, and certainly not that many of them.

2. Dreads should be able to go about half their speed without losing energy (without core weapons), at least. As for energy...I think just making the generators level 10 on Dreadnoughts would be a simple and easy fix.

3. A.) Some Destroyers are meant to use cannons - just not that many of them, so that they do some damage, but not enough for it to be serious to larger ships without larger numbers of them. B.) Dreadnoughts are meant to have some energy problems, especially the assault dreads, but not to the extent it puts it out of battle.

As for the beams...HCLs need a boost in their close range damage. DAs need a lower recharge timer (with a small jump of energy consumption), and as for core weapons, I would be happy to get rid of them.




-Ent


(P.S. - Drafell, if you don't like the quotes, don't read them. )


[ This Message was edited by: Enterprise on 2005-08-25 23:12 ]
_________________


Arcanum {C?}
Cadet

Joined: June 25, 2005
Posts: 222
Posted: 2005-08-25 23:34   
Enterprise - Even though your comments about modding K'luth dreadnoughts for long range via a cannon configuration are absolutely correct, I would like to point out that K'luth are not supposed to be long range fighters. The reason we must resort to long-range weapons is because our signature short range weapon - the standard disruptor - currently does next to no damage on standard armour, and truly negligible damage on reflective armour.

The reality is that K'luth are a broken faction in the sense that they must resort to faction-external weapons to be effective. (And for those people who would immediately object to the term "broken," no, it does not mean that K'luth need to be made uber.) I am merely pointing out the fact that disruptors are a major issue for the K'luth JUST AS energy is a major issue for EADs.
_________________
The Praetorian Wolves.



We are many. We are one.

Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2005-08-25 23:37   
Quote:

On 2005-08-25 23:34, Arcanum {C?} wrote:
Enterprise - Even though your comments about modding K'luth dreadnoughts for long range via a cannon configuration are absolutely correct, I would like to point out that K'luth are not supposed to be long range fighters. The reason we must resort to long-range weapons is because our signature short range weapon - the standard disruptor - currently does next to no damage on standard armour, and truly negligible damage on reflective armour.

The reality is that K'luth are a broken faction in the sense that they must resort to faction-external weapons to be effective. (And for those people who would immediately object to the term "broken," no, it does not mean that K'luth need to be made uber.) I am merely pointing out the fact that disruptors are a major issue for the K'luth JUST AS energy is a major issue for EADs.




It's a solid fact indeed - one I do not intend to argue, that literally all beams are worthless. The KLuth can use the psi-cannon, though it is inferior to the p-cannon.

Hopefully, this will get worked out to make beams much more effective at close range, and making cannons a secondary weapon on ships, beams/torpedos being the primary.




-Ent
_________________


Arcanum {C?}
Cadet

Joined: June 25, 2005
Posts: 222
Posted: 2005-08-25 23:48   
If missile tracking and cannon projectile speed were better, coupled with stronger beam damage, one could even have different primary/secondary weapons for each faction, which may have been the intention all along. The problem here is that certain weapons are simply superior to other weapons.

I am of the opinion that missiles should deal more damage than torpedoes, but should be fired much more sparingly but with greater deadliness, as opposed to the missile spam that we witness now.

Also, AM torpedoes are now of minimal utility, because of their slow projectile speed, and the dearth of ammunition that is carried on each weapon bay, as opposed to fusion torpedoes or proton torpedoes. Yes, this opinion takes into account remote detonation and the wide explosion radius.
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The Praetorian Wolves.



We are many. We are one.

Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2005-08-25 23:53   
Quote:

On 2005-08-25 23:48, Arcanum {C?} wrote:
If missile tracking and cannon projectile speed were better, coupled with stronger beam damage, one could even have different primary/secondary weapons for each faction, which may have been the intention all along. The problem here is that certain weapons are simply superior to other weapons.



This has been an issue for a very long time.

I am in agreement with making missiles far more accurate and powerful, but also very minimal usage - PCMS would be hell hath no fury on wheels.

The easiest way to fix that is those suggestions there, and making modding weapon specific (torpedos for torpedos, missiles for missiles, etc.)

Quote:

I am of the opinion that missiles should deal more damage than torpedoes, but should be fired much more sparingly but with greater deadliness, as opposed to the missile spam that we witness now.



I read ahead. Answer is above. Im in agreement.

Quote:


Also, AM torpedoes are now of minimal utility, because of their slow projectile speed, and the dearth of ammunition that is carried on each weapon bay, as opposed to fusion torpedoes or proton torpedoes. Yes, this opinion takes into account remote detonation and the wide explosion radius.




All, All torpedos should be powerful at higher levels; the slower speed would make it an extremely powerful anti-capital ship killer.

AM torpedos in particular, would be a force of destruction on most ships, it however being way too slow for smaller ships, and a massive splash radius, it would be the heaviest capital ship killers.




-Ent
_________________


Diabo|ik
Grand Admiral

Joined: August 16, 2002
Posts: 327
From: Quebec, Canada
Posted: 2005-08-26 02:10   
Enterprise Quote:

" The mere fact your attempting to engage a human dread head on explains the whole problem altogether, I found this out quickly.

With a modded siphon, I went head to head with an unmodded combat dread. The Combat dread won because I decided to sit still in front of his ship.

So going away, I spot an Assault Dreadnought, I jump in, immediately cloak. He tries to beacon spray but I keep my distance, and sneak up behind him when he seems to be off guard.

I uncloak...1...2...3, he gets maybe 2 or 3 cannon rounds into me before I lay all my weapons into him - I take down that shield arc and most of the armor arc alone there, and as he turns around I immediately turn to continue to stay behind him. He trys to shake me to move in front of him but this only moves his rear towards me - BAM, another alpha PLUS the SI I SAVED for his hull, and I had him down to 35%, when he jumped away.

Sure I was beaconed, his friends tried to kill me, but instead of being stupid and staying around, I jumped away.

The fact remains - Kluth dreadnoughts cannot be used by bowling balls anymore - you must now use the golf ball to knock all the pins down.

In otherwords, if you want to use a Kluth Dreadnought right, you have to do more than sit still and mash the spacebar - if your beaconed, FREAKING JUMP, dont just stand there.
"

I never tried to do that myself in this build, to stand still and fight... I can also do what you did, with the standard beam layout, but I end up with an empty energy reserve which should NEVER happen while flying a K'luth ship...

I still think the Manadible's possible alternative of using p-cannons can't "fix" the problem in itself.
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Mostly Retired.

Phoebuzz
Grand Admiral

Joined: November 17, 2003
Posts: 110
Posted: 2005-08-26 02:43   
Standard ships are designed for optimal efficiency, if a ship is specificaly designed for a specific purpose, then that ship moves away from the optimum balance of the standard ship in favor of improved efficiency in specific situations.
Assault ships DO apply to that rule.

Assault ships are designed for advantage:
against larger ships
while not under fire
when massed in fleets

Assault ships are NOT at their advantage:
against maller ships
while under fire
when alone

So a lone assault ship is NOT at advantage when dueling a smaller ship.

In other words, a dessie SHOULD beat the living crap out of a lone assault dread if it can get on it's 6.

If dessies are nerfed (and/or dread buffed) to the point where a LONE dread can easily beat a skilled dessie in a duel, then the dessies will end up being COMPLETELY gimped in fleet battles where their maneuvrability is ALOT less useful than in a duel.

----------

About the DS vs WW2 analogy.

It can't work for two reason:
One, ships in DS can virtually teleport around (jumping).
Two, the killing range versus maneuvrability is nothing alike. In WW2 a smaller more maneuvrable ship would risk destruction if it tried to get into a range where it could maneuver in the bigger ship's dead angles; in DS a dessie can safely charge a dread and get in it's dead angle without much (if any) danger for the dessie (I know, I've done it many times).

If jump would be removed and the weapons' threat range would be increased, DS could start to be comparable to WW2, but until then (and it'll never happen) any such comparision is simply ridiculous.

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