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Forum Index » » Developer Feedback » » [1.5] Stress Test - Bugs and Feedback
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 Author [1.5] Stress Test - Bugs and Feedback
Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2008-06-26 07:55   
You can also just shoot allied Dreads and then fix them.
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Mersenne Twister
Fleet Admiral

Joined: May 11, 2003
Posts: 1161
From: Sector C Test Labs and Contol Facilities
Posted: 2008-06-26 14:55   
it'll come under FF/farming/mutal pres gain same as gaifen/ai trannys
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I wouldn't screw with it if I were you. The doctor already holds you in poor favor. Messing with this might really fry his shorts.

Ospolos
Grand Admiral

Joined: January 31, 2004
Posts: 567
From: ON, CANADA
Posted: 2008-06-26 15:45   
Quote:

On 2008-06-26 14:55, Mersenne Twister wrote:
it'll come under FF/farming/mutal pres gain same as gaifen/ai trannys




Ok, naturally, Just thought I'd mention it because of the large amount that could be had with them, making it un-manageable, letting it go un-noticed, especually since they can litterally be built anywhere.

By the way, is there a limit as to how many -- Personal limits, faction limits, system limits, or zone limits? Or is it run freely as to how many can be managed before they self destruct, since there is a certain threshold between resources and platforms manageability.
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Honoured,
Osp

Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2008-06-26 17:13   
Maybe rename Interceptor to "Assault" fighters because they uuh, do beams pewpewpew like (Elite) Assault Dread, Assault Cruiser, Assault Destroyer, and turn up their beam damage a bit? (because at the moment their damage is uh. lulz).

and then rename Assault fighters to Interceptor?
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Coeus
Grand Admiral
Sundered Weimeriners


Joined: March 22, 2006
Posts: 2815
From: Philly
Posted: 2008-06-26 19:14   
Aren't inty fighters supposed to fly around killing other fighters & missiles though?
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Do I really look like a guy with a plan?
'I'm gonna go crazy, and I'm taking you with me!'


ICC Security Council Chief Enforcer

  Email Coeus   Goto the website of Coeus
Ospolos
Grand Admiral

Joined: January 31, 2004
Posts: 567
From: ON, CANADA
Posted: 2008-06-26 22:52   
Kluth frigate (as tested, inclusively) Beak and Nymph need an armor reduction. As tested against other ugto frigates, ent and I barely had to cloak at all, if even that.
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Honoured,
Osp

Enterprise
Chief Marshal
Raven Warriors

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2008-06-27 00:23   
Seconded, Kluth Scout -> Destroyer have far, far too much armor and terrible manueverability - it should be the other way around I would think.

Also, armor does not dampen down the ELF effect. Whether or not its intentional, two Drainers can suck another destroyer dry in less than 30 seconds. Again, whether or not this intended, its worth looking at.

To note some battles that took place:

Various fights with me and Ospolos in two frigates (Beak and Nymph) took on various frigate groups and a couple destroyers, and emerged unanimously victorious, without having to cloak. Too much armor, we would say.

The same with two drainers, no problem at all at facing down three UGTO destroyers, partly because we could drain one down in about two minutes of using cloak to dodge most fire. Also, two drainers took down a battle cruiser without one suffering hull damage, without having to cloak.

Again, I point to far too much armor on Kluth ships. I also note again that manueverability is poor, would be preferable to exchange the two.




-Ent


[ This Message was edited by: Enterprise on 2008-06-27 00:45 ]
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-07-01 20:46   
Parasite psi missile turns into a multi rack stinger (psi only fires one). Shreder will turn back into multi psi

Aura effect is borked.

aparantly you can soemtimes see cloaked ships (you can target them)


chit armor needs to be way stronger or have an insanely high regen to offset the loss of Auto hull and gadget repair. as of now, it's utterly useless

[ This Message was edited by: 1000 aremoredemocraticandsocialist Bloc on 2008-07-01 21:15 ]
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-07-02 18:28   
K'luth cloak is wierd with energy. It's not a bug, but a feedback.

Example:

Parasite - full speed, 3 PSI engines (aux gens off), cloak on . Drain is .5 energy per second.

Fang - full speed, 1 PSI engine, cloak on. Drain is .5 energy per second

Now, the problem here is that fang has a maximum energy reserve of 35, whil the Parasite has a maximum energy reserve of around 137.

Meaning that it will take a little over a minute of zooming that way at 35gu/s before the fang is completely dry of energy. And when it does auto-decloak, it will have an extremely hard time regaining energy (as it has to drop a lot of speed before energy regeneration kicks in a good level)


So, right now, cloak is really favored towards the higher ships. I think it should be the other way around, especially considering a new players position in the game.

also:

Parasite - no speed, 1 PSI engine, (aux gens off), cloak on. Drain is .05 energy per second

their is *scaling*, but I don't think it's taking into account the number of engines per ship and their level.
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Sardaukar
Admiral
Raven Warriors

Joined: October 08, 2002
Posts: 1656
Posted: 2008-07-02 18:43   
As a final number, the parasite lasted six minutes fifteen seconds at full speed, all engines online, auxiliary power online, and cloak active.

Seems like a tough thing to balance, as the smaller ships would be untouchable if they can cloak too well- that is, it's already hard to a K'luth scout or frigate. But draining at zero speed seems excessive...
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-07-02 21:16   
Is their a way to have an option that doesn't through you into the "metaverse" chat and keeps you in darkspace english lobby (or whatever you're default lobby is)?

It's annoying to have to jump back into it everytime I start beta.
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2008-07-03 19:03   
Balance:

A full particle volley from an Interceptor Frigate does 10% damage to one layer of Battle Cruiser armor.

A full particle (+1 EMP) volley from a Battle Cruiser does 25% damage to one layer of Interceptor Frigate armor.

Intended?

Arcs:

Battle Cruiser MkII ARs both fire off to the left before heading towards their target. Methunks one should arc off to the right instead, given their alignment on the ship.
Same for Interceptor Frigate arcs, all three of them.
Harrier Frigate arcs are fine, so... yeah, I think something's wrong with the missiles for the above ships.

Flux Wave does armor damage - Minimal, but it does.


Frigate ITs seem inable to hit another, motionless Frigate. Haven't been able to test extensively when the other Frigate logged, but the ITs exploded before hitting their mark. The second volley was interrupted by the log. :v

[ This Message was edited by: Bardiche on 2008-07-03 19:23 ]
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-07-07 13:24   
Some bugs on Medium Graphical detail:

http://img297.imageshack.us/img297/7517/somemediumbugsxn4.png

edit: I think some people should test the graphics out on low and medium, to see how bad/different it is.

pointed out some things:

http://img515.imageshack.us/img515/5373/closervi4.png

[ This Message was edited by: His Excellency, Marquis Fattierob on 2008-07-07 14:11 ]
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-07-07 13:36   
Possible bug/exploit: Swapping out a bomb for another bomb type does not make the new bomb reload. So I can fire a bomb rack, swap to neutrons in orbit, and fire again before the normal reload timer would be up. Might fall under the reset timer exploit in the RoC, but just offering it anyway.


ICC Bomber dessie has a Standard Chemical laser instead of a Chemical Beam Laser (so one can swap to point defence, and the other can't)
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Substantial Tumbleweed
Cadet

Joined: July 07, 2003
Posts: 1
Posted: 2008-07-07 16:33   
Delays in Transport Pods

Has anyone else experienced 5-20 seconds for the pods to register at their destination? (Infantry/Resources)

I have no idea if its lag (Don't think so, combat is fine.) or the game itself. This is after the pods reached your ship from their travel journy...

If other players can test this, and give their input on it, it would be appreciated.

--
Also, if you leave the planet before the infantry register (thats after you see the pods reach your ship) and pick up infantry somewhere else that do register very quickly, then try to drop on a planet, it doesn't seem to let you unload untill you scrap a few into space.. Worth mentioning.

EDIT: Also, I meant to post this on my main account, oh well.

[ This Message was edited by: Substantial Tumbleweed on 2008-07-07 20:16 ]
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