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Cloaking update... |
Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2013-09-03 19:17  
Quote:
On 2013-09-03 15:39, -xTc-.xisT *XO* wrote:
AND we have an EWAR advantage: Our ECM continues to run while we cloak, while the targeting variants of human ECCM lose their target when we cloak.
I think it wont be that bad as long as kluth has some dedicated ECM ships nearby.
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Actually, just cloaking doesn't break targeted ECCM, you have to get out of range of it to break the lock. Of course if you're cloaked that's not exactly hard to do unless you're low on energy and there's so much ECCM that you run out of energy before getting out of range.
[ This Message was edited by: Talien on 2013-09-03 19:18 ]
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2013-09-03 23:52  
Good points, both.
I guess if human factions are going to have to take PD ships out as escorts, then Kluth should have the need to grab ECM support.
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-xTc- ExisT Chief Marshal Army Of Darkness
Joined: March 20, 2010 Posts: 534 From: Red Lobster
| Posted: 2013-09-04 21:23  
After messing around in beta again for the first time in a while I realized kluth have a few ewar ships that have a somewhat decent combat loadout, to the point where they can provide decent ECM cover and not be totally useless combat wise. Some examples are t3 Mauler frigate and a t2 cruiser with ewar and cannons.
And remember we do have ewar enh.
At this point I'm not worried, kluth players will just need to learn to change how they play.
We will have to wait and see how it plays out come release day because live action is the ultimate test
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2013-09-09 04:43  
Yeah. The eWar cruiser needs a slight adjustment to the weap loadout.
It should forgo the 4 beams in exchange for PSI cannons. Even 2 torps would be better.
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Sheraton*XO* Chief Marshal Faster than Light
Joined: January 18, 2013 Posts: 482 From: Keel Mountains
| Posted: 2013-09-09 14:43  
Quote:
On 2013-09-09 04:43, Kenny_Naboo wrote:
Yeah. The eWar cruiser needs a slight adjustment to the weap loadout.
It should forgo the 4 beams in exchange for PSI cannons. Even 2 torps would be better.
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depends on what type of torpedoes imo.
-Sheraton
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2013-09-09 17:53  
Quote:
On 2013-09-09 14:43, Sheraton *XO* wrote:
depends on what type of torpedoes imo.
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Remember you can swap torps, but I'd imagine most would go for ELF.
_________________ Adapt or die.
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Sauur Chief Marshal Praetorian Wolves
Joined: November 30, 2004 Posts: 475
| Posted: 2014-01-10 08:12  
Keep this up to date please,
Just had a situation where I could not cloak near an enemy planet with and enemy station nearby. Had 350 energy left yet could not recloak. Had not been cloaked for over 12 minutes.
Have no idea if I did something wrong or was a bug.
Not even sliightly interested in scanning through every entry on this site or the forums to find the inforamtion.
More user friendly pls, part time player here ...
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Enterprise Chief Marshal Raven Warriors
Joined: May 19, 2002 Posts: 2576 From: Hawthorne, Nevada
| Posted: 2014-01-10 09:26  
Quote:
On 2014-01-10 08:12, Sauur wrote:
Keep this up to date please,
Just had a situation where I could not cloak near an enemy planet with and enemy station nearby. Had 350 energy left yet could not recloak. Had not been cloaked for over 12 minutes.
Have no idea if I did something wrong or was a bug.
Not even sliightly interested in scanning through every entry on this site or the forums to find the inforamtion.
More user friendly pls, part time player here ...
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The dev log lists all the curent changes to cloak. You could not cloak likely because your signature was too high, and your energy too low.
-Ent
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Jim Starluck Marshal Templar Knights
Joined: October 22, 2001 Posts: 2232 From: Cincinnati, OH
| Posted: 2014-01-12 10:40  
The energy required to cloak scales both with your signature and your maximum energy capacity. Every 1 sig costs another 2% of your total energy to cloak. So if your sig was at 50 or higher, it would take 100% of your energy to cloak.
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Kinthalas Chief Marshal Army Of Darkness
Joined: January 01, 2003 Posts: 60
| Posted: 2014-02-01 10:17  
Just so all the kluth know.. this is all the more reason to use ame drives, you'll go faster. In genergy it's a loss of 20% of your max energy and 0.4-0.2 energy per second.. but you'll also save upto 40 energy cloaking (in a dread)!
You'll still have to have a good percent of your energy, but with our drain weapons.. this is very easy. Yet another major advantage for us with this new cloak!
We get to go faster, recharge energy while cloaked (and driving an even faster max speed..!), and slay at will.. as per always ;p
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{:FOS:}=Miziricord= [Elite] Grand Admiral
Joined: January 20, 2012 Posts: 4 From: Omicron Gamma
| Posted: 2014-03-04 02:35  
Personally - ima hate this cloacking changes, by few reasons :
1)Less armor, okay you change cloack, but decrease chitinous armor -20%...
2)I am agreed with "how it works nowadays", but i am never apply "blind" fire currently with that changes. In my vision, it should be changed too. Not remove this "feature", just a change how it works too:
a) No more guided fire (ctrl point fire. add some checks to code, and allow fire only if that ship, planet etc.)
b) As i remember, game system have a hotkey, when pressed - all weapons fire (non-guided) to their primary "installed" directions.
also, you can implement this changes only to cannon-laser based weapons, exept mines, fighters, missles for example.
That changes in "blind" fire become to make a cloacking more effective, make this feature(blind fire) more hard to use (if you start blind fire near you teammates - they get a dmg too), more tactical game capabilities for any side.
As in fact - currently old "blind fire" feature - looks like a cancer and mad glitch on new combat system. Not in all. Use it with missles, mines, fighters, torpedos(?sometimes) - i call this - Tactical things. But laser-cannon usage... That solution for old cloacking system, but with all new changes in balance - old blind fire should be changed too.
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Scorched Soul[+R] Marshal Pitch Black
Joined: November 14, 2005 Posts: 378 From: USA, NJ, Princeton
| Posted: 2014-03-17 17:10  
Haven't been on lately, so I don't know how K'luth is adjusting to new cloak, but I played for all of 5 minutes after the update, and the first thought that crossed my mind about the new cloak mechanics was that it was now impossible to lay sit and wait traps due to timed use, so my thought was, that functionality could be regained if cloak runs out over distance traveled as apposed to time. A given ship would have the capacity to travel the same distance under the effects of cloak, but would be able to lay traps of patience, which always struck me as K'luths strong suit. For approaching and escaping combat the functionality would remain similar to before.
This could be achieved by giving the cloak a fuel count just like the jump drive, when activated the fuel would be refilled. (assuming that the fuel on the jump drive decreases with distance traveled, and you didn't make it decrease based on time active or some other variable).
Just my 2 cents worth of thoughts.
[ This Message was edited by: Scorched Soul[+R] on 2014-03-17 17:16 ]
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Died~2000~Deaths[+R]*CC* Chief Marshal Army Of Darkness
Joined: February 08, 2010 Posts: 540 From: Spokane WA.
| Posted: 2014-05-26 18:07  
i realy dont care for the timers on the cloak. it takes away kluth first strike and short range atack. we cant use short as well because if we see them odds are they have seen us, so now they know were we and our close range combat is just about nullified. all good players should know the weapon ranges on ships so the know how far to stay away and how close they need to be so with the timers theres not enough time to sneak in for close range combat so know we have to start relying on missiles and fighters more and then plat spam starts for pd and now we have planet capping thats if i can find someone in the new giant map. please try and remember i haven't played in like a year so alot of changes have taken place some are great and others ehh. Glad to see Icc has finaly be given better buffs compared to over a year ago. not sure what happend to the uggies were did they all go and kluth is pretty empty looking also. so i'm kinda wondering whats going on with DS where is everyone. Don't take me wrong i'm not bashing the game or all the hard work the DS team have put into it just woried about the game that ive played and loved for years.
Died~2000~Deaths[+R]*CC*
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Senti-Onikawa Admiral
Joined: September 21, 2011 Posts: 37
| Posted: 2014-08-08 07:01  
Quote:
On 2014-05-26 18:07, Died~2000~Deaths[+R]*CC* wrote:
i realy dont care for the timers on the cloak. it takes away kluth first strike and short range atack. we cant use short as well because if we see them odds are they have seen us, so now they know were we and our close range combat is just about nullified. all good players should know the weapon ranges on ships so the know how far to stay away and how close they need to be so with the timers theres not enough time to sneak in for close range combat so know we have to start relying on missiles and fighters more and then plat spam starts for pd and now we have planet capping thats if i can find someone in the new giant map. please try and remember i haven't played in like a year so alot of changes have taken place some are great and others ehh. Glad to see Icc has finaly be given better buffs compared to over a year ago. not sure what happend to the uggies were did they all go and kluth is pretty empty looking also. so i'm kinda wondering whats going on with DS where is everyone. Don't take me wrong i'm not bashing the game or all the hard work the DS team have put into it just woried about the game that ive played and loved for years.
Died~2000~Deaths[+R]*CC*
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Format your posts and fix those run-on sentences please. As for your complaint
Quote:
i realy dont care for the timers on the cloak. it takes away kluth first strike and short range atack. we cant use short as well because if we see them odds are they have seen us, so now they know were we and our close range combat is just about nullified.
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It's a moot point. Luth still have the offensive potential to do damage even if the other guys see them first. What it comes down to is using your cloak smart and not just spamming the Hell out of it like you used to. Hell, a lot of the changes to DS has been about 1) Knowing the strengths of your ship(s) and 2) employing a strategy to make the best use of them. You can't just pull out a dread and expect to insta-kill everyone now.
It's a welcome change that ICC and UGTO have adapted to. Wouldn't be fair if Luth didn't have to adapt, too.
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