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 Author 1.7 Layouts: Where we are
Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2013-08-16 05:58   
ICC tier 2 Line dread has roles that are highly complement each other, making it strictly better than the rest of its peer dreads over a large range of fighting distances (400 gu - 1500 gu). its energy is excellent and regenerates very well.

it is effective both in 1 vs 1 and many vs many scenarios, and only gets better with other line dreads.

it might be better to replace this cannon/missile dread with the legendary ICC torpedo/missile dreadnought, whose roles will be much less compatible, whose energy will actually be at stake and will not have such excellent array of broadside cannons
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_Sajuuk_
Fleet Admiral

Joined: December 08, 2010
Posts: 38
From: Washington (state) , United States of America
Posted: 2013-08-16 13:21   
joy! finally a carrier that can atleast defend itself

the ICC Strike Carrier is awesome!

(atleast it can defend itself from dying at the hands of someone with something smaller then a Cruiser)

and finally something to replace the unused Fighters (the 1s that shoot guns) now instead of Interceptors for attacking ships. we get fighters that finally shoot Torpedos!!! woo!

(and Interceptors have a more dedicated role. the role they were ment for)
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2013-08-16 15:10   
Quote:
On 2013-08-16 05:58, Trader of Destiny wrote:
ICC tier 2 Line dread has roles that are highly complement each other, making it strictly better than the rest of its peer dreads over a large range of fighting distances (400 gu - 1500 gu). its energy is excellent and regenerates very well.

it is effective both in 1 vs 1 and many vs many scenarios, and only gets better with other line dreads.

it might be better to replace this cannon/missile dread with the legendary ICC torpedo/missile dreadnought, whose roles will be much less compatible, whose energy will actually be at stake and will not have such excellent array of broadside cannons



Historically speaking, the Torp MD was a Missile Dread with all of its missiles replaced with torpedoes. You never saw the two mixed on a single ship. The Line Dreadnought is actually more true to the original layout of the Combat Dread, which mixed railguns and missiles.

That said, the Line Dread has fewer points in guns than the Combat, and fewer points in missiles than the MD. With a smaller missile salvo--8 to the MD's 10--it is also more susceptible to point-defense. A standard dreadnought has 2 full PD beams and two Fore/Broadside beams. Against an MD, that would take out 4 of its 10 missiles, leaving 6 to hit. Against the Line Dread it cuts the missile salvo in half, meaning only 4 get through.

The Line Dread is also fragile for a Dread and vulnerable at short range; an Assault dread would make short work of it.



We can't just get rid of a ship because its roles work too well together; the whole point of Tier 2 ships is for their different roles to complement each other and give them more tactical options than a Tier 1 ship would have.

Besides, you haven't seen the K'Luth and UGTO Tier 2 Dreadnoughts yet. K'Luth get a Cannon/Missile ship of their own in the Ganglia, while the UGTO are getting a Missile/Carrier dread which should help them level the playing field in long-range fights.
[ This Message was edited by: Jim Starluck on 2013-08-16 15:11 ]
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Terra Nova
Fleet Admiral

Joined: February 15, 2013
Posts: 29
From: Tau Volantis
Posted: 2013-08-16 18:16   
well has the idea of "Guided Mines" ever come up?

you guys could develop mines to fly at enemy ships when they within 250 gu. would improve mines and they would be atleast decently effective and the current "mines explode after being dropped and dmg anything nearby" idea is kinda risky due to ppl would die from their own weapons and that is hated

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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-08-16 18:41   
Quote:
On 2013-08-16 18:16, Terra Nova wrote:
well has the idea of "Guided Mines" ever come up?

you guys could develop mines to fly at enemy ships when they within 250 gu. would improve mines and they would be atleast decently effective and the current "mines explode after being dropped and dmg anything nearby" idea is kinda risky due to ppl would die from their own weapons and that is hated



This has already been implemented, at least partially, I know the K'Luth have it at the moment but not sure if it has carried over to the ICC and UGTO, last I checked it hasn't.
[ This Message was edited by: Fluttershy on 2013-08-16 18:42 ]
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2013-08-16 20:50   
Quote:
On 2013-08-16 18:41, Fluttershy wrote:
Quote:
On 2013-08-16 18:16, Terra Nova wrote:
well has the idea of "Guided Mines" ever come up?

you guys could develop mines to fly at enemy ships when they within 250 gu. would improve mines and they would be atleast decently effective and the current "mines explode after being dropped and dmg anything nearby" idea is kinda risky due to ppl would die from their own weapons and that is hated



This has already been implemented, at least partially, I know the K'Luth have it at the moment but not sure if it has carried over to the ICC and UGTO, last I checked it hasn't.
[ This Message was edited by: Fluttershy on 2013-08-16 18:42 ]



ICC and UGTO mines finally got updated with the same behavior last night.
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Terra Nova
Fleet Admiral

Joined: February 15, 2013
Posts: 29
From: Tau Volantis
Posted: 2013-08-16 20:56   
so now each factions mines will fly at enemy ships? cool. makes them a little more effective then them just explodeing after being dropped

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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2013-08-17 01:35   
Quote:
On 2013-08-16 20:56, Terra Nova wrote:
so now each factions mines will fly at enemy ships? cool. makes them a little more effective then them just explodeing after being dropped



If you have a target when you drop them, they home in on that target. If you don't have a target, they sit there in space until something comes along, then they lock onto that. If they had a target and lose it, they'll pick a new one. If no targets remain, they'll stop moving and sit there waiting for something to come along.

Mines across the board last for 15 minutes and move at a speed 5 gu/sec less than the normal maximum for the launching ship.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-08-17 06:07   
Tractor beam should be tri-arc to work normally.
Moving at fast speed and turn circle, the tractor will shut down when the platform does not update its location when it is on the other side of the ship.
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2013-08-17 16:35   
I've just committed the UGTO Battle Station with its new layout. At the same time I also made a few tweaks to the ICC Support Station I put in last weekend:
  • Increased mass from 72 up to 80 to bring it in line with other Stations
  • Added the Pulse Shield I forgot the first time
  • Added a set of Heavy Chemical Lasers for close-in defense, especially against enemies that park on top of it


The Battle Station also gets an identical set of Heavy Lasers; this is now going to be a standard defensive armament on all Stations.
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Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2013-08-18 03:19   
really liking the new battlestation layout

combination of core cannons and missiles, giving heavy firepower at close and long ranges, very heavy at medium range

armor is stronger than ever before, providing excellent defense against beams and cannons yet susceptible to missiles and torpedoes en masse

very, very effective against the average dreadnought at all but extreme ranges. weak against missile ships (only 5 defense beams per arc) and maybe torpedo fighter swarms.

its destructive power shames the nautilus, and in favourable situations it would be equal to the node (bar wormhole drive and death beam)

[ This Message was edited by: Trader of Destiny on 2013-08-18 07:44 ]
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Forging legends and lives outside till naught remains inside.


_Sajuuk_
Fleet Admiral

Joined: December 08, 2010
Posts: 38
From: Washington (state) , United States of America
Posted: 2013-08-18 04:39   
Quote:
On 2013-08-18 03:19, Trader of Destiny wrote:
really liking the new battlestation layout

combination of core cannons and missiles, giving heavy firepower and close and long ranges, very heavy at medium range

armor is stronger than ever before, providing excellent defense against beams and cannons yet susceptible to missiles and torpedoes en masse

very, very effective against the average dreadnought at all but extreme ranges. weak against missile ships (only 5 defense beams per arc) and maybe torpedo fighter swarms.

its destructive power shames the nautilus, and in favourable situations it would be equal to the node (bar wormhole drive and death beam)




ya no kidding about the Battle Station!!!! took out a longhead with 3 - 4 salvos from the Trebuchet missiles and if the node i was shooting at hadent PJ me i would have taken it out quick

downside : huge energy drain
(ran out of energy after about 4 - 5 salvos of missiles alone)

it could most likely be 1 of the few ships EVER to be able to take on a FLEET of enemy ships
[ This Message was edited by: -Orion- on 2013-08-18 04:41 ]
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2013-08-18 09:11   
Quote:
On 2013-08-18 04:39, -Orion- wrote:
Quote:
On 2013-08-18 03:19, Trader of Destiny wrote:
really liking the new battlestation layout

combination of core cannons and missiles, giving heavy firepower and close and long ranges, very heavy at medium range

armor is stronger than ever before, providing excellent defense against beams and cannons yet susceptible to missiles and torpedoes en masse

very, very effective against the average dreadnought at all but extreme ranges. weak against missile ships (only 5 defense beams per arc) and maybe torpedo fighter swarms.

its destructive power shames the nautilus, and in favourable situations it would be equal to the node (bar wormhole drive and death beam)




ya no kidding about the Battle Station!!!! took out a longhead with 3 - 4 salvos from the Trebuchet missiles and if the node i was shooting at hadent PJ me i would have taken it out quick

downside : huge energy drain
(ran out of energy after about 4 - 5 salvos of missiles alone)

it could most likely be 1 of the few ships EVER to be able to take on a FLEET of enemy ships



That is precisely what they were intended for. Stations are built to defend a planet from a large fleet of Dreadnoughts.

Notice, however, that the Battle Station lacks any kind of EWar capability. And while its missiles and positron cannons are formidable, a Torpedo dreadnought should be able to park inside missile minimum range while staying outside beam range, and hammer away at it. The positron cannons will still chew it up pretty fierce, but it would be the biggest threat possible.

And yes, swarms of smaller missileboats would be very dangerous to a Station.
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Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-08-18 09:40   
Quote:
On 2013-08-18 09:11, Jim Starluck wrote:
Quote:
On 2013-08-18 04:39, -Orion- wrote:
Quote:
On 2013-08-18 03:19, Trader of Destiny wrote:
really liking the new battlestation layout

combination of core cannons and missiles, giving heavy firepower and close and long ranges, very heavy at medium range

armor is stronger than ever before, providing excellent defense against beams and cannons yet susceptible to missiles and torpedoes en masse

very, very effective against the average dreadnought at all but extreme ranges. weak against missile ships (only 5 defense beams per arc) and maybe torpedo fighter swarms.

its destructive power shames the nautilus, and in favourable situations it would be equal to the node (bar wormhole drive and death beam)




ya no kidding about the Battle Station!!!! took out a longhead with 3 - 4 salvos from the Trebuchet missiles and if the node i was shooting at hadent PJ me i would have taken it out quick

downside : huge energy drain
(ran out of energy after about 4 - 5 salvos of missiles alone)

it could most likely be 1 of the few ships EVER to be able to take on a FLEET of enemy ships



That is precisely what they were intended for. Stations are built to defend a planet from a large fleet of Dreadnoughts.

Notice, however, that the Battle Station lacks any kind of EWar capability. And while its missiles and positron cannons are formidable, a Torpedo dreadnought should be able to park inside missile minimum range while staying outside beam range, and hammer away at it. The positron cannons will still chew it up pretty fierce, but it would be the biggest threat possible.

And yes, swarms of smaller missileboats would be very dangerous to a Station.




Missile frigates!!!!! Also, I am liking the BS layout for the UGTO. A mix of beams, cannons and missiles all make for an excellent mix of attacks.

-Sheraton
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-08-18 10:07   
Quote:
On 2013-08-18 09:11, Jim Starluck wrote:
That is precisely what they were intended for. Stations are built to defend a planet from a large fleet of Dreadnoughts.



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