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 Author Couple of observations
A Gundam
1st Rear Admiral

Joined: July 09, 2010
Posts: 18
Posted: 2011-04-10 14:28   
Quote:

On 2011-04-09 23:35, Grand Admiral Ray wrote:
ok hes clearly a noob and doesnt know much i spend most of my time in a station as many already know staions wit WH suck ask p2 when you see him he knows and altho JD on a station is slow and takes litarally 5 minutes to charge and mine take 6 cuz my labtop is just slow or somthin but you need to actually fly a statin to know its cababilitys youll agree that JD is better then WH especailly when your WH takes you into a planet or star and when its useless cuz the enemy will just follow you tho it in battle and youll still die but if you have JD less chance of dieing




lets just say im not who i appear to be.

you should not judge me by rank.

Ive flown stations. Its lame how mobile they are, and how their capable of doing everything you need to do to assault, capture, fortify, and defend a plant.. Currently why the hell would you not fly a fleet of station.
Lets make them more STATIONARY so they live up to their name of STATION, and are used primaraly for teritory defence instead of offence .


also my observation of AHR was that it did affect armor, and on small ships makes them almost invincible. A- didnt know if that was a feature or a flaw, B- dont think it is that big of a deal when you get up to cruisers and above.
[ This Message was edited by: Darth Taco on 2011-04-10 14:32 ]
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Phellan
Grand Admiral

Joined: February 27, 2007
Posts: 220
From: Red Light District
Posted: 2011-04-10 17:16   
Quote:
On 2011-04-10 14:28, Darth Taco wrote:
Currently why the hell would you not fly a fleet of station.


Lol, I think one of the factions heard you...not saying which
I agree though. I think stations need alot more long range firepower that they can project across a group of planets without needing to move, since they really shouldn't be able to.
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-04-10 18:25   
As I've said, 1 dictor and a fleet of stations are trapped indefinitely. Hell just planting a dictor along an escape or reinforcement route and jumping away after the stations' jump is interrupted will make them wait a couple minutes "stationary".

While trapped, ICC can spam missiles, Kluth can hit and run, UGTO can bash them and retreat for repairs.

Finally, WH suck, when retreating or changing ships, you often have to sublight at least 600gu.
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Reznor
Marshal

Joined: March 29, 2010
Posts: 316
Posted: 2011-04-11 23:12   
Quote:

On 2011-04-09 14:05, Darth Taco wrote:
1. Automated Hull Repair gives substantial bonus to armor regen rate when activated. I literaly cannot die! Ive even taken on an Assault dread and shrugged off its damage in my beak. (not full lasor alpha)

2. Stations should not be as mobile as they are. Perhaps they should be stuck with a Worm Hole Drive. Currently the slow travel speed of stations can be overlooked because of their ability to jump. Forcing stations to be less mobile would inforce using a vangaurd of assorted ships to suppport that station.

Thoughts?




K'luth keep saying they don't have EZ mode. They do. I've flown as K'luth and against them, they DO HAVE a considerable advantage. I'm constantly dumbfounded whenever they deny it, too .


I kinda like the idea of WH drive only. It's inaccuracy would give defenders (ie: ICC at fargo rock taking on station spam) a chance to take them on one at a time.
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Interdictor: (DS) A planetary emplacement or Cruiser Class vessel capable of preventing FTL travel in a certain radius.

Delando
Marshal

Joined: May 04, 2007
Posts: 260
Posted: 2011-04-12 01:24   
Yeah... Tex,I've seen ur fly ur frig, u a newbie if not a noob. And it really dosen't help when a new guy gives a nonsense post like this that leave other faction to try an nerf kluth more.

Your Question are a dead giveaway ur a noob.
First
Automatic Hull Repair (AHR), this repairs HULL only. Its' got nothing to do with armor. Kluth organic armor just reps faster, but is weaker compair to human ones, execept ablative (dosent self rep).

Armor self heal rate
ICC(shields)>>KLUTH(organic)>>UGTO(Standard)>>UGTO(reflective)>>UGTO(Ablative)

Second
I high doubt ANY frig will be able to stand more than a few seconds under a AD's fire, let alone a kluth frig.

As for ur station question, i'm not even gonna dignify that with an answer, cause it soo out of ur league, u couldn't begin to comprehend it if i bothered to tell u.

My advice to u:
Kluth is not a beginer faction. Flying dressy and under takes alot of skill, especially since they extend the 12 sec cloak cooldown to small ship (do u know howmany times a EAD can kill a frig in 12 sec?!)
Go cut ur teeth in ICC, when u work ur way up to a crusier, come back. I show u how to mod ur Scarab that'll turn it into a beast.



@Reznor
Dude, ur a Marshal, anyone whose played that long is gonna have enough skill to make playing kluth more survivable.
But pit a UGTO noob aginst a kluth noob, that UGTO noob's gonna win.
Which is the whole point, it take skill to play kluth.
[ This Message was edited by: Delando on 2011-04-12 01:45 ]
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-04-12 02:58   
Quote:

On 2011-04-12 01:24, Delando wrote:
Yeah... Tex,I've seen ur fly ur frig, u a newbie if not a noob. And it really dosen't help when a new guy gives a nonsense post like this that leave other faction to try an nerf kluth more.

Your Question are a dead giveaway ur a noob.
First
Automatic Hull Repair (AHR), this repairs HULL only. Its' got nothing to do with armor. Kluth organic armor just reps faster, but is weaker compair to human ones, execept ablative (dosent self rep).

Armor self heal rate
ICC(shields)>>KLUTH(organic)>>UGTO(Standard)>>UGTO(reflective)>>UGTO(Ablative)

Second
I high doubt ANY frig will be able to stand more than a few seconds under a AD's fire, let alone a kluth frig.

As for ur station question, i'm not even gonna dignify that with an answer, cause it soo out of ur league, u couldn't begin to comprehend it if i bothered to tell u.

My advice to u:
Kluth is not a beginer faction. Flying dressy and under takes alot of skill, especially since they extend the 12 sec cloak cooldown to small ship (do u know howmany times a EAD can kill a frig in 12 sec?!)
Go cut ur teeth in ICC, when u work ur way up to a crusier, come back. I show u how to mod ur Scarab that'll turn it into a beast.



@Reznor
Dude, ur a Marshal, anyone whose played that long is gonna have enough skill to make playing kluth more survivable.
But pit a UGTO noob aginst a kluth noob, that UGTO noob's gonna win.
Which is the whole point, it take skill to play kluth.
[ This Message was edited by: Delando on 2011-04-12 01:45 ]


In luth small ship vs human small ship, the luth small ship is scary.

But if you pit a luth small ship against a big ship, the luth small ship cries.
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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2011-04-12 18:56   
Quote:

On 2011-04-12 01:24, Delando wrote:
Yeah... Tex,I've seen ur fly ur frig, u a newbie if not a noob. And it really dosen't help when a new guy gives a nonsense post like this that leave other faction to try an nerf kluth more.

Your Question are a dead giveaway ur a noob.
First
Automatic Hull Repair (AHR), this repairs HULL only. Its' got nothing to do with armor. Kluth organic armor just reps faster, but is weaker compair to human ones, execept ablative (dosent self rep).




While hull is damaged AHR repairs armor
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Reznor
Marshal

Joined: March 29, 2010
Posts: 316
Posted: 2011-04-12 19:04   
Yes, K'luth does require skill when alone or in small groups. As the group scales above 3 members, it then becomes "Decloak at the same time as everyone else, and pick the same target."

AHR DOES repair damage as fast as a single drone. K'luth dreads have 2 AHR (Unless you choose chitin...but why would you?) . Regardless of how thin the armor is, it's high natural repair rate coupled with an automatic 2 drones at all times means that more damage hits armor than hull (It's replaced quicker than everyone else can manage, thus giving more to hit) .

Couple that with the fact that a skilled player's threat is doubled while playing as K'luth, and you get the picture when I say EZ mode.


It makes me remember playing Starfleet Command. In that game (1 and 2 at least) cloaked ships were visible, but gained a massive boost to their ECM level. In that game, ECM made it so standard weapons missed (It was a dice roll based system) . Even if they did hit, cloak gave damage reduction as well.

So maybe give cloakers damage reduction, but make them easier to target (Longer ping visibility time) ?
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Interdictor: (DS) A planetary emplacement or Cruiser Class vessel capable of preventing FTL travel in a certain radius.

Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-04-12 19:34   
Why is it when some dies to a luth ship they come to the forums crying for nerfs to luths cloak,repair systems, or weapons?

For starters cloak is not a get outta free card for luth. Both human facations have the ability to counter luths cloak, is it our fualts that yall fail to use em?
[ This Message was edited by: Borgie (if its red its dead) on 2011-04-12 19:35 ]
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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2011-04-12 19:38   
Quote:

On 2011-04-12 19:34, Borgie (if its red its dead) wrote:
Why is it when some dies to a luth ship they come to the forums crying for nerfs to luths cloak,repair systems, or weapons?

For starters cloak is not a get outta free card for luth. Both human facations have the ability to counter luths cloak, is it our fualts that yall fail to use em?
[ This Message was edited by: Borgie (if its red its dead) on 2011-04-12 19:35 ]




LOL this is one of the luth players starting this.

ICC and UGTO have NO counter to cloak
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-04-12 23:47   
1. Automated Hull Repair gives substantial bonus to armor regen rate when activated. I literaly cannot die! Ive even taken on an Assault dread and shrugged off its damage in my beak. (not full lasor alpha)

2. Stations should not be as mobile as they are. Perhaps they should be stuck with a Worm Hole Drive. Currently the slow travel speed of stations can be overlooked because of their ability to jump. Forcing stations to be less mobile would inforce using a vangaurd of assorted ships to suppport that station.

Thoughts?

since Rank carries validity around here...

im still saying my main point here is to say stations are too mobile.

point one was rather asking if that was a design flaw or intended
[ This Message was edited by: Defiance*FTL* on 2011-04-12 23:51 ]
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-04-13 01:03   
Quote:

On 2011-04-12 23:47, Defiance*FTL* wrote:
1. Automated Hull Repair gives substantial bonus to armor regen rate when activated. I literaly cannot die! Ive even taken on an Assault dread and shrugged off its damage in my beak. (not full lasor alpha)

2. Stations should not be as mobile as they are. Perhaps they should be stuck with a Worm Hole Drive. Currently the slow travel speed of stations can be overlooked because of their ability to jump. Forcing stations to be less mobile would inforce using a vangaurd of assorted ships to suppport that station.

Thoughts?

since Rank carries validity around here...

im still saying my main point here is to say stations are too mobile.

point one was rather asking if that was a design flaw or intended
[ This Message was edited by: Defiance*FTL* on 2011-04-12 23:51 ]



Restating what proly your alt said is not going to change any answers...
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-04-13 04:23   
Quote:

On 2011-04-12 19:38, Soulless* wrote:

LOL this is one of the luth players starting this.

ICC and UGTO have NO counter to cloak




really? what do beacons and ping do?
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Delando
Marshal

Joined: May 04, 2007
Posts: 260
Posted: 2011-04-13 08:47   
Quote:

On 2011-04-12 19:38, Soulless* wrote:

LOL this is one of the luth players starting this.

ICC and UGTO have NO counter to cloak




Learn to ping and manual targeting, it's not that hard....

Act as a unit and get a scout with a beacon....


Of course if ur too scared of geting of that Shroom or EAD then yeah u can keep keep peening for an ANOTHER kluth or ICC nerf. ^_^
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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2011-04-13 16:35   
does jack need to come and say there is no counter for luth cloak?
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