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Krill |
[-clamup1995-] Marshal
Joined: March 24, 2009 Posts: 125 From: Colony Hub, Sag Hothha
| Posted: 2012-09-02 15:46  
Is the Krill to be refactored? or stay as it is? I've been anxious to see the new setup you guys come up with.
_________________ We The Lobsters...
The Few. The Proud. The K'luth.
For the Horde!
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*Flash* Chief Marshal
Joined: April 19, 2009 Posts: 291 From: Semi retired after 1.67 !
| Posted: 2012-09-02 15:51  
Add more SI and less armor maybe.
[ This Message was edited by: Flash. on 2012-09-02 15:52 ]
_________________ In space , no one can hear you scream!
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Died~2000~Deaths[+R]*CC* Chief Marshal Army Of Darkness
Joined: February 08, 2010 Posts: 540 From: Spokane WA.
| Posted: 2012-09-02 20:52  
kluth allready have the crapiest armour. if you remove armour from them even one plate people might not use it.
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[-clamup1995-] Marshal
Joined: March 24, 2009 Posts: 125 From: Colony Hub, Sag Hothha
| Posted: 2012-09-03 02:00  
i was thinking this for the Krill..:
Armor: 2 aft, 2-3 port and starboard, then 3 in fore
Weapons: 2-3 disruptors, 3-4 assault disruptors, 5-6 SI, and have Psionic shoot 4-5 360*
Misc: 2-3 aux gens, cloaking of course, same engines, etc...
Too OP? or do you think that fits the Badge and Rank requirements? anyone is welcome for suggestions, that way we help the devs with ideas and get the new krill up n running so Kluth can get the Krill back in action, because right now, the Krill will never be used in it's current state.
Also, every faction but Kluth have a tank ship, ICC have the Assault Dreadnaught, UGTO have the Elite Assault Dreadnaught, Kluth? closest thing is the siphon but is mainly beams and if the target is out of range...you're screwed, mandi is good for kluth range but armor isn't the best.
[ This Message was edited by: clamup *XO3* on 2012-09-03 02:13 ]
_________________ We The Lobsters...
The Few. The Proud. The K'luth.
For the Horde!
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SpaceAdmiral Grand Admiral
Joined: May 05, 2010 Posts: 1005
| Posted: 2012-09-03 04:09  
Quote:
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On 2012-09-03 02:00, clamup *XO3* wrote:
i was thinking this for the Krill..:
Armor: 2 aft, 2-3 port and starboard, then 3 in fore
Weapons: 2-3 disruptors, 3-4 assault disruptors, 5-6 SI, and have Psionic shoot 4-5 360*
Misc: 2-3 aux gens, cloaking of course, same engines, etc...
Too OP? or do you think that fits the Badge and Rank requirements? anyone is welcome for suggestions, that way we help the devs with ideas and get the new krill up n running so Kluth can get the Krill back in action, because right now, the Krill will never be used in it's current state.
Also, every faction but Kluth have a tank ship, ICC have the Assault Dreadnaught, UGTO have the Elite Assault Dreadnaught, Kluth? closest thing is the siphon but is mainly beams and if the target is out of range...you're screwed, mandi is good for kluth range but armor isn't the best.
[ This Message was edited by: clamup *XO3* on 2012-09-03 02:13 ]
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Why take a station when you have this?
Same number of cores as a UGTO BS on all sides, more cannons, slightly less beams, cloaking, more armor plates, ahr, 15 gu speed, and no energy problems.
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Incinarator Chief Marshal
Joined: May 24, 2010 Posts: 237
| Posted: 2012-09-03 04:22  
Quote:
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On 2012-09-03 02:00, clamup *XO3* wrote:
i was thinking this for the Krill..:
Armor: 2 aft, 2-3 port and starboard, then 3 in fore
Weapons: 2-3 disruptors, 3-4 assault disruptors, 5-6 SI, and have Psionic shoot 4-5 360*
Misc: 2-3 aux gens, cloaking of course, same engines, etc...
Too OP? or do you think that fits the Badge and Rank requirements? anyone is welcome for suggestions, that way we help the devs with ideas and get the new krill up n running so Kluth can get the Krill back in action, because right now, the Krill will never be used in it's current state.
Also, every faction but Kluth have a tank ship, ICC have the Assault Dreadnaught, UGTO have the Elite Assault Dreadnaught, Kluth? closest thing is the siphon but is mainly beams and if the target is out of range...you're screwed, mandi is good for kluth range but armor isn't the best.
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Way too OP. 1 disruptor and 1 AD on the fore and broadsides, 4 dual arc SI: one pair left/front, the other right/front, and 4 psi cannons
seems more reasonable to me
_________________ I be rebuilding your planets!
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Fatal Afro Man *NCO* Marshal Fatal Squadron
Joined: September 09, 2006 Posts: 201
| Posted: 2012-09-03 04:49  
Quote:
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On 2012-09-03 02:00, clamup *XO3* wrote:
Also, every faction but Kluth have a tank ship, ICC have the Assault Dreadnaught, UGTO have the Elite Assault Dreadnaught, Kluth? closest thing is the siphon but is mainly beams and if the target is out of range...you're screwed, mandi is good for kluth range but armor isn't the best.
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If an EAD's target is out of beam range its in the same boat as siphon. As for a tank ship....... K'luth arn't supposed to have a tank anything.
[ This Message was edited by: Afro Man on 2012-09-03 04:50 ]
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Boerenkool Marshal
Joined: December 18, 2007 Posts: 218
| Posted: 2012-09-03 07:13  
krill purpose in combat: mid-long range.
krill was the step between mandy and ganglia. rangewise: siphon, mandy, krill, ganglia.
So it it obvious krill should have more si, to get over psi cannon range of mandy but stay under missle range of ganglia. what can be removed to achieve that goal? i'd say beam weaps
_________________ The greatest trick the devil ever pulled, was convincing the world he is a bot
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Borgie Chief Marshal Pitch Black
Joined: August 15, 2005 Posts: 2256 From: close by
| Posted: 2012-09-03 09:18  
the krill is fine the way it is. it was changed to what it was to nerf it down from what it was before the dred layout changes.
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Incinarator Chief Marshal
Joined: May 24, 2010 Posts: 237
| Posted: 2012-09-03 09:33  
Quote:
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On 2012-09-03 09:18, Borgie wrote:
the krill is fine the way it is. it was changed to what it was to nerf it down from what it was before the dred layout changes.
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If it's so fine why don't I see you, or anyone else for that matter, in a Krill for more than 10 minutes?
_________________ I be rebuilding your planets!
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[ML]RogueAvengerTTV Marshal
Joined: September 11, 2010 Posts: 300 From: England
| Posted: 2012-09-03 09:36  
Quote:
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On 2012-09-03 09:18, Borgie wrote:
the krill is fine the way it is. it was changed to what it was to nerf it down from what it was before the dred layout changes.
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the krill would be fine... if it was a VA ship
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Incinarator Chief Marshal
Joined: May 24, 2010 Posts: 237
| Posted: 2012-09-03 09:52  
Quote:
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On 2012-09-03 09:18, Borgie wrote:
the krill is fine the way it is. it was changed to what it was to nerf it down from what it was before the dred layout changes.
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If it's so fine why don't I see you, or anyone else for that matter, in a Krill for more than 10 minutes?
_________________ I be rebuilding your planets!
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2012-09-03 10:12  
IMO the Krill should go back go.the 1.5 version; which had
6 dual arc SIs
4 PSIs
4 to 6 beams
Remove the single rear SI
Definitely not the most recent 8 SI version. That was way too OP.
Justification:
6 SIs do eat up energy quite rapidly if spammed.
The few beams and lack of torps means that it cannot function as an assault ship
The low number of quick firing PSIs means it can't adequately defend itself against smaller and nimbler enemies.
It simply becomes a mid range fire support ship, as originally intended. And without being too OP.
_________________ ... in space, no one can hear you scream.....
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[-clamup1995-] Marshal
Joined: March 24, 2009 Posts: 125 From: Colony Hub, Sag Hothha
| Posted: 2012-09-03 14:09  
Quote:
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On 2012-09-03 04:22, Incinarator |SoT| |XO| wrote:
Quote:
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On 2012-09-03 02:00, clamup *XO3* wrote:
i was thinking this for the Krill..:
Armor: 2 aft, 2-3 port and starboard, then 3 in fore
Weapons: 2-3 disruptors, 3-4 assault disruptors, 5-6 SI, and have Psionic shoot 4-5 360*
Misc: 2-3 aux gens, cloaking of course, same engines, etc...
Too OP? or do you think that fits the Badge and Rank requirements? anyone is welcome for suggestions, that way we help the devs with ideas and get the new krill up n running so Kluth can get the Krill back in action, because right now, the Krill will never be used in it's current state.
Also, every faction but Kluth have a tank ship, ICC have the Assault Dreadnaught, UGTO have the Elite Assault Dreadnaught, Kluth? closest thing is the siphon but is mainly beams and if the target is out of range...you're screwed, mandi is good for kluth range but armor isn't the best.
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Way too OP. 1 disruptor and 1 AD on the fore and broadsides, 4 dual arc SI: one pair left/front, the other right/front, and 4 psi cannons
seems more reasonable to me
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with the rank and badges in mind? is it still OP? because it's Grand Admiral and many gold badges. i'm not tring to make it OP, just making it reasonable with the rank requirements
_________________ We The Lobsters...
The Few. The Proud. The K'luth.
For the Horde!
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Mylith Grand Admiral Faster than Light
Joined: July 19, 2011 Posts: 507 From: Hivarin, CD+36*15693
| Posted: 2012-09-03 14:41  
Quote:
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On 2012-09-03 14:09, clamup *XO3* wrote:
Quote:
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On 2012-09-03 04:22, Incinarator |SoT| |XO| wrote:
Quote:
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On 2012-09-03 02:00, clamup *XO3* wrote:
i was thinking this for the Krill..:
Armor: 2 aft, 2-3 port and starboard, then 3 in fore
Weapons: 2-3 disruptors, 3-4 assault disruptors, 5-6 SI, and have Psionic shoot 4-5 360*
Misc: 2-3 aux gens, cloaking of course, same engines, etc...
Too OP? or do you think that fits the Badge and Rank requirements? anyone is welcome for suggestions, that way we help the devs with ideas and get the new krill up n running so Kluth can get the Krill back in action, because right now, the Krill will never be used in it's current state.
Also, every faction but Kluth have a tank ship, ICC have the Assault Dreadnaught, UGTO have the Elite Assault Dreadnaught, Kluth? closest thing is the siphon but is mainly beams and if the target is out of range...you're screwed, mandi is good for kluth range but armor isn't the best.
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Way too OP. 1 disruptor and 1 AD on the fore and broadsides, 4 dual arc SI: one pair left/front, the other right/front, and 4 psi cannons
seems more reasonable to me
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with the rank and badges in mind? is it still OP? because it's Grand Admiral and many gold badges. i'm not tring to make it OP, just making it reasonable with the rank requirements
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When designing ships, try not to think about rank/badges too much.
There will always be a lot(comparatively) of people who can fly it(unless it's CM, plat star).
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