Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


Target met!

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/04/24 +5.5 Days

Search

Anniversaries

21th - Chubba

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » English (General) » » ICC/Kluth
Goto page ( Previous Page 1 | 2 | 3 | 4 Next Page )
 Author ICC/Kluth
Code Red
Chief Marshal
Non Omnis Moriar


Joined: September 08, 2007
Posts: 184
Posted: 2009-12-01 03:48   
so ICC get some numbers and they are nerfed instantly , whats next , 15% to zero if they still "say" we are op cos of numbers , laugh i nearly cried
_________________

Code Red, For winning in the 1RA Fleet Wars event, here's your coupon for a week.

Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2009-12-01 04:53   
Quote:

On 2009-11-30 20:08, MrSparkle wrote:
Plus, missiles vs ICC? You really have to spam them nonstop to get past their pulse shields (which were beefed btw)




and UGTO face the same annoyance there with our fighters.

i never really figured out why pulse shield had to be buffed.

it worked great the way it was, and all the buffing did was nerf what little long range capabilitys UGTO/K'luth had to the point where its hardly worth using them against ICC.

carriers were rare enough as it was because of that pulse shield, now they seem to be extinkt.

UGTO needs a carrier worth its name that has the dame damage potential as the missile dread. not sure if K'luth missile dread does that already so cant comment on that.
_________________


Dwarden
Admiral
CHIMERA

Joined: June 07, 2001
Posts: 1072
From: Czech Republic
Posted: 2009-12-01 05:17   
it's funny that people tends to compare same ship classes but noone thinks about e.g. dread vs cruiser scenario

even with the 25% shield increase and enhacement 1.5 to 2.5 alphas from Kluth dread mean 400% of shield gone , one arc of armor gone and 3% hull damage ...

now with 15% less resistance to energy that mean you can forget about bothering to escape
_________________
... Ideas? ... that's Ocean w/o borders !

Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2009-12-01 08:20   
Quote:

On 2009-12-01 04:53, Jar Jar Binks wrote:
Quote:

On 2009-11-30 20:08, MrSparkle wrote:
Plus, missiles vs ICC? You really have to spam them nonstop to get past their pulse shields (which were beefed btw)




and UGTO face the same annoyance there with our fighters.

i never really figured out why pulse shield had to be buffed.

it worked great the way it was, and all the buffing did was nerf what little long range capabilitys UGTO/K'luth had to the point where its hardly worth using them against ICC.

carriers were rare enough as it was because of that pulse shield, now they seem to be extinkt.

UGTO needs a carrier worth its name that has the dame damage potential as the missile dread. not sure if K'luth missile dread does that already so cant comment on that.




Really?
Fighters start shooting you about 1k out... and do massive damage. yeah when they get to 300gu we can pop pulse wave.. but are we in combat at the time? if so we wont be poping it all the time. uses alot of energy...


_________________


Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2009-12-01 10:00   
K'Luth should have no missle dread.

Period.

I do think they should get a Carrier Dread of some type though. Small fighters fit in with hit and run tactics.

Make the Brood a Fighter Carrier, make the Gang what it used to be.


[ This Message was edited by: Azreal on 2009-12-01 10:03 ]
_________________
bucket link



  Email Azreal   Goto the website of Azreal
Pyruvic
Fleet Admiral
Interstellar Cultural Confederation United


Joined: May 30, 2005
Posts: 18
From: CST - USA
Posted: 2009-12-01 14:49   
Eh... About the F2 Map... Yeah, it's glitched if you understand how the glitch works. You can see sensor contacts on the map for about 1-2 seconds even if they're not in sensor range of any allied ships.
For example, if say... An enemy ship jumps out of combat range and leaves the sensor range of your ships, their icon will move away, stop at the edge of your sensor range, hang there for a couple of seconds, and disappear. If you close F2 before they move out of sensor range, and their icon was already on your map, when you reopen F2, their icon still needs 2 seconds to fade... And it's glitched, because the map continues to update their position even though you don't have a sensor contact, thus, you have about 2 seconds to locate their exact position before their icon disappears.
This can be used to track ships that have jumped away if you can locate their icon before it disappears... It can also be used to track Kluth and if you extrapolate their position properly, you can even hit them with manual targetting. If they're too far away, it at least gives you an idea of what direction they're going and gives you an idea of where to go with your eccm pings.
_________________


CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2009-12-01 16:52   
i never never never use that tatic

the map that is
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Hell Bender
Grand Admiral
K'Luth Revolution


Joined: April 30, 2002
Posts: 117
From: Knoxville, Maryland USA
Posted: 2009-12-01 18:16   
Quote:

On 2009-12-01 14:49, Pyruvic wrote:
Eh... About the F2 Map... Yeah, it's glitched if you understand how the glitch works. You can see sensor contacts on the map for about 1-2 seconds even if they're not in sensor range of any allied ships.
For example, if say... An enemy ship jumps out of combat range and leaves the sensor range of your ships, their icon will move away, stop at the edge of your sensor range, hang there for a couple of seconds, and disappear. If you close F2 before they move out of sensor range, and their icon was already on your map, when you reopen F2, their icon still needs 2 seconds to fade... And it's glitched, because the map continues to update their position even though you don't have a sensor contact, thus, you have about 2 seconds to locate their exact position before their icon disappears.
This can be used to track ships that have jumped away if you can locate their icon before it disappears... It can also be used to track Kluth and if you extrapolate their position properly, you can even hit them with manual targetting. If they're too far away, it at least gives you an idea of what direction they're going and gives you an idea of where to go with your eccm pings.




maybe the dev's should take a look at this because if this is the case, then it basically becomes an exploit because it circumnavigates the system in place for kluth to avoid dectection.

3.1.9 Cracking / System Exploitation
d. Exploiting any bug or weakness in the DarkSpace Game System is forbidden.
This includes not only the exploits listed in section 3.3 of this document, Game Exploits, but also anything that clearly provides an advantage for some over others, and is not designed to be that way. Players are required to communicate any bugs or weaknesses they discover to PaleStar via email or any official bug-reporting facilities provided by PaleStar. Distribution and/or publication of information about any bugs or weaknesses in the DarkSpace Game System for the purposes of encouraging exploitation by any other DarkSpace Players and/or Staff is forbidden.
_________________

If at first you don't succeed, try, try again. Then quit. There's no point in being a damn fool about it.

  Email Hell Bender
Jar Jar Binks
Grand Admiral

Joined: December 25, 2001
Posts: 556
Posted: 2009-12-01 18:39   
Quote:

On 2009-12-01 08:20, Fatal Ants *XO* wrote:
Really?
Fighters start shooting you about 1k out... and do massive damage. yeah when they get to 300gu we can pop pulse wave.. but are we in combat at the time? if so we wont be poping it all the time. uses alot of energy...






tried it today against a cruiser with the agincourt, and it looked like the pulse shield recharges as fast as my fighter bays did, so even if they did do alittle damage each time they sure didnt do enough to be on par with the missile dread.

but really, what would you rather face at range, a carrier or a missile dread?

missile dreads both recharge faster and launch more mieeiles then the carrier launch fighters.

and really, what ICC lets enemy fighters live if they can help it?

[ This Message was edited by: Mersenne Twister on 2009-12-02 15:23 ]
_________________


Pyruvic
Fleet Admiral
Interstellar Cultural Confederation United


Joined: May 30, 2005
Posts: 18
From: CST - USA
Posted: 2009-12-02 14:05   
Quote:

maybe the dev's should take a look at this because if this is the case, then it basically becomes an exploit because it circumnavigates the system in place for kluth to avoid dectection.



... How do people not even know about it? It's so blatantly obvious if you occasionally look at your map...
_________________


Ants
Chief Marshal

Joined: February 11, 2005
Posts: 315
From: Canada
Posted: 2009-12-02 14:06   
Quote:

On 2009-12-01 18:39, Jar Jar Binks wrote:
tried it today against a cruiser with the agincourt, and it looked like the pulse shield recharges as fast as my fighter bays did, so even if they did do alittle damage each time they sure didnt do enough to be on par with the missile dread.

but really, what would you rather face at range, a carrier or a missile dread?

missile dreads both recharge faster and launch more mieeiles then the carrier launch fighters.

and really, what ICC lets enemy fighters live if they can help it?




ICC is a ranged faction.
UGTO is a mid to close ranged faction.

Have you every jumped a MD... if you have, it did no damage to you... well hardly any! it has normal beams like 4 or 5 of them and 2 normal cannon slots.

Have you ever jumped a carrier? They will punch you in the face with cannons, beams, and the carrier at VA rank will toss a QST at you.
So yeah, the carrier dread vs. Missile dread... MD ranged giant. Carrier dread Mid-close ranged giant.

Yes ICC has a pulse wave... I guess no one tested it in beta, I have a feeling the dev's will look at it again and adjust it if it is needed. But this is noting in comparison imo.
[ This Message was edited by: Mersenne Twister on 2009-12-02 15:20 ]
_________________


Sir Night Runner
Fleet Admiral
Sanity Assassins


Joined: June 22, 2005
Posts: 87
Posted: 2009-12-02 14:51   
Stop crying about it !!!!!! when icc was strong you didn't have a problem about it, Just play the game or Not!!!
_________________


  Email Sir Night Runner
Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-12-02 18:28   
The MD has 4 fore heavy cannons, the Carrier dread on the otherhand, is a combat dread with no rear cannons. Its still weaker than the MD, but more durable. It can easily tear up a MD up close, provided the MD isn't sporting AR missiles. 22 missiles is nothing to quack at, but it isn't over-powered if countered properly.
_________________
Proud member of the Order of the Gaifen
Founder and former Club chair of the Shigernafy Fan Club
Co-founder of the Doran Judication Comittee


  Email Sens [R33]
CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2009-12-02 18:42   
um.... the MD has only 3 forward firing cannons.. two of em are heavy

and no rear firing anything no idea what your talking abut sensi
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-12-02 18:56   
3,4 same thing, its roughly 3/4 the firepower of a CD's broadside (even more with 4).
_________________
Proud member of the Order of the Gaifen
Founder and former Club chair of the Shigernafy Fan Club
Co-founder of the Doran Judication Comittee


  Email Sens [R33]
Goto page ( Previous Page 1 | 2 | 3 | 4 Next Page )
Page created in 0.021402 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR