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[FAQ
Forum Index » » Developer Feedback » » Krill
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 Author 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.
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The Few. The Proud. The K'luth.



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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 ]
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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 ]

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We The Lobsters...



The Few. The Proud. The K'luth.



For the Horde!

  Email [-clamup1995-]
SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2012-09-03 04:09   
Quote:

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 ]





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:

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.




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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Fatal Afro Man *NCO*
Marshal
Fatal Squadron


Joined: September 09, 2006
Posts: 201
Posted: 2012-09-03 04:49   
Quote:

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.





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
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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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  Email Borgie
Incinarator
Chief Marshal

Joined: May 24, 2010
Posts: 237
Posted: 2012-09-03 09:33   
Quote:

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.




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?
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[ML]RogueAvengerTTV
Marshal

Joined: September 11, 2010
Posts: 300
From: England
Posted: 2012-09-03 09:36   
Quote:

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.




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:

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.




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?
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I be rebuilding your planets!

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.

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[-clamup1995-]
Marshal

Joined: March 24, 2009
Posts: 125
From: Colony Hub, Sag Hothha
Posted: 2012-09-03 14:09   
Quote:

On 2012-09-03 04:22, Incinarator |SoT| |XO| wrote:
Quote:

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.




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




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!

  Email [-clamup1995-]
Mylith
Grand Admiral
Faster than Light


Joined: July 19, 2011
Posts: 507
From: Hivarin, CD+36*15693
Posted: 2012-09-03 14:41   
Quote:

On 2012-09-03 14:09, clamup *XO3* wrote:
Quote:

On 2012-09-03 04:22, Incinarator |SoT| |XO| wrote:
Quote:

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.




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




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



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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