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 +4.5 Days

Search

Anniversaries

22th - Tellaris
17th - Oskar von Reuenthal

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) » » Latest Update - Questions
Goto page ( 1 | 2 | 3 | 4 | 5 | 6 | 7 Next Page )
 Author Latest Update - Questions
-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2010-08-24 16:10   
Why do ICC and UGTO get faster PD and and the same time Kluth get nerfed once again with a delay on the cloak?

I think if you are going to increase the cooldown for cloak you should also increase (double) the cooldown for ECCM.

It's only fair if you start nerfing one you should nerf something the others use as well.

Does the AI FF check also include platforms and planet defences?



_________________


Marius Falix
Grand Admiral

Joined: July 05, 2010
Posts: 268
From: Luyten
Posted: 2010-08-24 16:54   
so applying a solution to fix a percieved problem only to make the problem worse.


this is one of the worst suggestions iv seen.

this is unbiased but see it this way.

what would be the purpose of making ECCM and Cloak times the same? in the devs eyes?

unless you have a different theory?
_________________
“We give our lives for the lives of Humanity. May you all see better days.”

We are the Falix Brothers...

Vice Admiral Josh Knight
Vice Admiral

Joined: July 25, 2010
Posts: 56
Posted: 2010-08-24 17:00   
Cloak needed a cooldown to make it even remotely balanced. Being able to cloak 2 seconds after you uncloaked was not cool. Cloak needs to fell like it is a important tool that needs to be planned out, not a thing you can spam every couple seconds.
[ This Message was edited by: Vice Admiral Josh Knight on 2010-08-24 17:01 ]
_________________


  Email Vice Admiral Josh Knight
NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-08-24 17:09   
havent played luth since latest patch...

IF i cant cloak for x sec after decloaking, does eccm still affect decloak ?
and does eccm still affect the time between decloaking and be able to shoot ?
_________________
The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.

-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2010-08-24 17:17   
Quote:

On 2010-08-24 17:09, NoBoDx wrote:
havent played luth since latest patch...

IF i cant cloak for x sec after decloaking, does eccm still affect decloak ?
and does eccm still affect the time between decloaking and be able to shoot ?




ECCM still effects cloak and time from decloak until shoot.
_________________


Katejina
Grand Admiral
Galactic Navy


Joined: February 13, 2010
Posts: 73
From: katejina
Posted: 2010-08-24 17:38   
Other updates kluth get good things and UGTO + ICC get nerfed so stop crying about it...
_________________


NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-08-24 17:41   
so if the humans put up their thousands of eccms, i have to wait for 10 (or next beta 15) seconds before i can reenable cloak because it make no sense to attack
_________________
The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.

Marius Falix
Grand Admiral

Joined: July 05, 2010
Posts: 268
From: Luyten
Posted: 2010-08-24 17:44   
Quote:

On 2010-08-24 17:41, NoBoDx wrote:
so if the humans put up their thousands of eccms, i have to wait for 10 (or next beta 15) seconds before i can reenable cloak because it make no sense to attack



well in that 15 seconds untill u can attack, ur cloak wouldve cooled down.
so i dont understand your point =\
explain please
_________________
“We give our lives for the lives of Humanity. May you all see better days.”

We are the Falix Brothers...

BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2010-08-24 18:53   
I made these changes. Not only with support of the dev team, but also with support of quite a few K'luth members. In fact, I was quite happy to leave the 10 seconds for a while whilst I collected more data. However, it was key K'luth players that came to me and told me that this should be increased, and as a result I increasd it by 5 seconds. I have yet to go into beta and really try this change out due to work and time limitations. However, if it seems too harsh (of which the 10 seconds was not), I will revert it back to 10 seconds, or further refine it.

It's important that you see this change as one that induces more strategy into your gameplay, and not a nerf. The very function of cloak is exactly the same, all the cooldown does is force you to use it as a strategic tool and not abuse it as a 'get out of fight free' card.
_________________


Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2010-08-24 19:04   
protip: ECM counters the effects of ECCM on cloak

fly something other than a dreadnaught.
_________________
Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division


*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2010-08-24 19:10   
Quote:

On 2010-08-24 19:04, N'kra The Wolf wrote:
protip: ECM counters the effects of ECCM on cloak

fly something other than a dreadnaught.




great tip though probibly falling on deaf ears. Seeing how all we ever see is luth dreads unless its AI which don't count
_________________
We are Back from the shadows.


  Email *FTL*Soulless
-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2010-08-24 19:20   
Quote:

On 2010-08-24 18:53, BackSlash wrote:
I made these changes. Not only with support of the dev team, but also with support of quite a few K'luth members. In fact, I was quite happy to leave the 10 seconds for a while whilst I collected more data. However, it was key K'luth players that came to me and told me that this should be increased, and as a result I increasd it by 5 seconds. I have yet to go into beta and really try this change out due to work and time limitations. However, if it seems too harsh (of which the 10 seconds was not), I will revert it back to 10 seconds, or further refine it.

It's important that you see this change as one that induces more strategy into your gameplay, and not a nerf. The very function of cloak is exactly the same, all the cooldown does is force you to use it as a strategic tool and not abuse it as a 'get out of fight free' card.




So now ontop of ECCM delay we have programed delay. Lets pick one and go with that we don't need both. if you are going to increase it to 15 seconds I can live with that if at the same time you remove the ECCM ping.


_________________


*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2010-08-24 20:04   
Quote:

On 2010-08-24 19:20, Daedalus wrote:
So now ontop of ECCM delay we have programed delay. Lets pick one and go with that we don't need both. if you are going to increase it to 15 seconds I can live with that if at the same time you remove the ECCM ping.



what delay Luth can cloak a quite quick even if the sig around the area is over 200. And why would you take away the only counter that the human fractions have against cloak just cause you got a delay for recloaking. Seems a bit selfish to me don't it.
[ This Message was edited by: soulless93 on 2010-08-24 20:08 ]
_________________
We are Back from the shadows.


  Email *FTL*Soulless
Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2010-08-24 20:10   
i do believe this is a delay on the device itself, no the amount of time the device takes to work, in any case. so you cant decloak, fire, and cloak the very next second; this was exploitable through lots of ECM, btw. but u guys never used it =P
_________________
Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-08-24 20:43   
Quote:

On 2010-08-24 19:20, Daedalus wrote:
Quote:

On 2010-08-24 18:53, BackSlash wrote:
I made these changes. Not only with support of the dev team, but also with support of quite a few K'luth members. In fact, I was quite happy to leave the 10 seconds for a while whilst I collected more data. However, it was key K'luth players that came to me and told me that this should be increased, and as a result I increasd it by 5 seconds. I have yet to go into beta and really try this change out due to work and time limitations. However, if it seems too harsh (of which the 10 seconds was not), I will revert it back to 10 seconds, or further refine it.

It's important that you see this change as one that induces more strategy into your gameplay, and not a nerf. The very function of cloak is exactly the same, all the cooldown does is force you to use it as a strategic tool and not abuse it as a 'get out of fight free' card.




So now ontop of ECCM delay we have programed delay. Lets pick one and go with that we don't need both. if you are going to increase it to 15 seconds I can live with that if at the same time you remove the ECCM ping.






Many of the fleeted players are fine with the 10 sec cooldown. We'll be seeing if 15 secs is too harsh for the smaller ships. Dreads should have no probs with 15 secs.

Basically, we'll have to time our attack carefully now.



And lastly, I hope to not hear anymore QQ'ing (especially from some very prominent and vocal persons) regarding the cloak.



[ This Message was edited by: Kenny_Naboo on 2010-08-24 20:44 ]
_________________
... in space, no one can hear you scream.....


Goto page ( 1 | 2 | 3 | 4 | 5 | 6 | 7 Next Page )
Page created in 0.025102 seconds.


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