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 Author [1.7] Beta Feedback
Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2013-08-13 23:36   
Quote:
On 2013-08-13 23:09, Chewy Squirrel wrote:
Quote:
On 2013-08-13 22:29, Sheraton *XO* wrote:
I have noticed that the ELF damage on the K'luth Nightshade dread appears to range from either 3k-23k damage. Is this correct? I was under the impression that ELF beams drained energy but did very little damage. Is this correct or incorrect? On the website with the stats it shows the ELF max damage is: "maxDamage": "(3900 + (LEVEL * 150))"
and the damage is calculated by: damage": "(20 + (LEVEL * 4)) and the random damage: damageRandom": "(120 + (LEVEL * 24))"
Have the ELF beams been retooled for 1.7 or had there weapon damage increased?

-Sheraton

[ This Message was edited by: Sheraton *XO* on 2013-08-13 22:33 ]




On that same note, why do ICC cannons have a damage range? Do ICC weapons now have falloff....?


What you're seeing there is the random damage variation that is possible from one shot to the next.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2013-08-14 00:01   
I notice Magnetron is for Engineer, Transport and Scout. Zlarr and Benchford are for destroyer and bigger.

The small, fragile and essential Supply, Frigate has nothing unique to aid it in game. Would be appreciate if Magnetron is also able to equip on Supply and Frigate.

Enhancement in Store could have a re-arranged.

By the way, Deep Pink Exhaust cost more than normal Exhaust although it has the same effect.

Supply ship could be the new zero resource ship to launch. There are 2 reasons I think of:
First, to encourage player replacing/avoiding supply station.
Second, supply is essential in scenario.
[ This Message was edited by: DiepLuc on 2013-08-14 00:38 ]
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Code Red
Chief Marshal
Non Omnis Moriar


Joined: September 08, 2007
Posts: 184
Posted: 2013-08-14 04:15   
On the ugto command dread all the beam are standards with no option to change to extended etc or set to pd not sure if as intended.
I like the extended jd charge time for dreads and am loving the graphics in beta (have all set to maximum)
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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-08-14 07:02   
Quote:
On 2013-08-14 04:15, Code Red wrote:
On the ugto command dread all the beam are standards with no option to change to extended etc or set to pd not sure if as intended.
I like the extended jd charge time for dreads and am loving the graphics in beta (have all set to maximum)



I don't think the ugto command dread is even done yet.

If a ship doesn't have any PD beams by default, it's probably not done.
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Code Red
Chief Marshal
Non Omnis Moriar


Joined: September 08, 2007
Posts: 184
Posted: 2013-08-14 07:15   
Uggg my bad just realised most done but not the command dread ty
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Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2013-08-14 10:00   
ICC T2 dreads -
liking the decision to have 2 command dreads
not liking the idea to have 3 missile-hybrid dreads.

the T1 Missile dread has 10 heavy missiles, 1 ECM, standard ICC armor/shields and 1 ECM

the cannon-missile dread has very good DPS and weapon usability, and well outshines the missile dread at all but extreme ranges. its about at par with the core cannon-equipped T1 combat dread.

the EWar-missile dread has lower damaging ability, so thats acceptable given its extra reactor, extra beam and good EWar capabilities.

the bomber-missile dread also has lower DPS, but given its good versatility, extra reactor and EWar suite, i'd say its just better than the MD.


assault dread is assault dread, and its remarkably similar to the one in release.


command carrier with better fighters = better commanding experience
command flagship with cannons = excellent commanding experience

overall, i think the cannon-missile dread could have some tweaks to it, mainly removal of 1-2 missiles in favour of something else, say 8 shields and 1 armor or such.
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Iwancoppa
Fleet Admiral

Joined: November 15, 2008
Posts: 709
Posted: 2013-08-14 21:19   
speaking of ICC dreads, unless ICs got buffed overnight,


there is really no reason to ever take a combat dread over the line dread.
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Sheraton*XO*
Chief Marshal
Faster than Light


Joined: January 18, 2013
Posts: 482
From: Keel Mountains
Posted: 2013-08-14 21:34   
Ion cannons got buffed a month or so ago.

-Sheraton
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Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2013-08-14 22:57   
i took care of the testing mv not having a background.

preview here

[ This Message was edited by: Doran on 2013-08-14 22:57 ]
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Point Of No Return
Chief Marshal
United Nations Space Command


Joined: December 24, 2007
Posts: 78
Posted: 2013-08-14 23:53   
just checked the dev log I see no mention of IC getting a buff.

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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-08-15 05:44   
Weapon changes haven't been added to the dev blog yet as they're not finalised.

You can see it's changed multiple times in beta here:



Also note that Faustus removed the falloff calculation, so that's not taken into account anymore. Only the minumum and maximum damage in regards to random damage plus normal damage are calculated now.
[ This Message was edited by: Pantheon on 2013-08-15 05:48 ]
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2013-08-15 09:58   
Quote:
On 2013-08-14 22:57, Doran wrote:
i took care of the testing mv not having a background.

preview here







-10 points for not using Gygas music
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-08-15 14:09   
Quote:
On 2013-08-14 22:57, Doran wrote:
i took care of the testing mv not having a background.

preview here




You turned beta into a Flux sector.
_________________
Adapt or die.

Chewy Squirrel
Chief Marshal

Joined: January 27, 2003
Posts: 304
From: NYC
Posted: 2013-08-15 14:21   
Quote:
On 2013-08-15 05:44, Pantheon wrote:
Also note that Faustus removed the falloff calculation, so that's not taken into account anymore. Only the minumum and maximum damage in regards to random damage plus normal damage are calculated now.



So that means that human beams do the same amount of damage at all ranges? And that UGTO cannons also do the same amount of damage at all ranges? Seems like a removal of a major Luth and ICC advantage to me.
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Walrus of Apathy
Admiral
Templar Knights


Joined: August 07, 2005
Posts: 466
From: Dorans Basement
Posted: 2013-08-15 15:04   
Quote:
On 2013-08-15 14:21, Chewy Squirrel wrote:
Quote:
On 2013-08-15 05:44, Pantheon wrote:
Also note that Faustus removed the falloff calculation, so that's not taken into account anymore. Only the minumum and maximum damage in regards to random damage plus normal damage are calculated now.



So that means that human beams do the same amount of damage at all ranges? And that UGTO cannons also do the same amount of damage at all ranges? Seems like a removal of a major Luth and ICC advantage to me.



No, Jack means the falloff numbers were taken off the tooltips, not the weapons themselves. UGTO and K'luth Cannons still have falloff.
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