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 Ship clss and size. 
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Ok I didn't read near all of this just jumped around a bit but I will say this. I do not want hull or shield factored into how much damage is done to you. Also I personally see nothing wrong with a smaller ship build. They spent the time to make their ship that way and they shouldn't be punished for it. However I do see why lots of other players don't like it. So how about instead of changing anything to do with how much damage is done to anyone we just up the max amount of mods you can put of everything on your ship. Sure this will make the big ships bigger but who really cares? We would make our ships bigger anyways if we could put something else new on as long as it ups our stats by a good amount. If I could have two more weapon, defense, shield, hull, and energy mods on my ship that would be amazing and I think would help everyone in the long run. The small ships wouldn't be able to improve much from it unless they upped their hull or took off other mods to make room for ones they won't and the big ships would just up all their stats.

I may not be able to check on this thread for a while but please post your thoughts here on this. I'm sure someone will remind me to check on this later on. :)

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Fri Sep 21, 2012 12:29 pm
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mojo311 wrote:
Ok I didn't read near all of this just jumped around a bit but I will say this. I do not want hull or shield factored into how much damage is done to you. Also I personally see nothing wrong with a smaller ship build. They spent the time to make their ship that way and they shouldn't be punished for it. However I do see why lots of other players don't like it. So how about instead of changing anything to do with how much damage is done to anyone we just up the max amount of mods you can put of everything on your ship. Sure this will make the big ships bigger but who really cares? We would make our ships bigger anyways if we could put something else new on as long as it ups our stats by a good amount. If I could have two more weapon, defense, shield, hull, and energy mods on my ship that would be amazing and I think would help everyone in the long run. The small ships wouldn't be able to improve much from it unless they upped their hull or took off other mods to make room for ones they won't and the big ships would just up all their stats.

I may not be able to check on this thread for a while but please post your thoughts here on this. I'm sure someone will remind me to check on this later on. :)

+1, after like rank 500 or something

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Fri Sep 21, 2012 12:51 pm
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mojo311 wrote:
If I could have two more weapon, defense, shield, hull, and energy mods on my ship that would be amazing and I think would help everyone in the long run. The small ships wouldn't be able to improve much from it unless they upped their hull or took off other mods to make room for ones they won't and the big ships would just up all their stats.

The issue with this is still that you hit the damage cap. Have 10k more attack doesn't help you fight a ssb when you're already hitting the damage cap. Actually it hurts you because you take more damage from them.

I think the idea of criticals that ignore the cap makes more sense in that case. It allows the SSB to still have it's inherent size defense but doesn't make them invulnerable.


Fri Sep 21, 2012 3:59 pm
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I agree, this crap has to change, the mechanic's are just not right in this case. Hull shouldn't determine the damage cap.

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Fri Sep 21, 2012 4:47 pm
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Ok, I have literally just spent the last 2 hours reading this from start to finish.

    Damage cap rules
  • (Rank + 19) / 2
  • Decks / 2

This was changed in April 2011 because all you guys complained that the scout cap was ridiculous and they were too hard to kill. Now your at it again.

As a ship gains ranks then their damage cap increases, its not just a matter of decks. As some of you guys know, I have just reset and will be using a SSB. There are many, many sacrifices that need to be done in order to utilize this ship build effectively.

The problem I see with this whole thread is one that isnt talked about commonly. Forget about SSB's and focus on lag. If there was less lag then Gol would not have had as much time to utilize repair nanos and cages, etc.

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Fri Sep 21, 2012 5:11 pm
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bobdebouwer wrote:
The problem I see with this whole thread is one that isnt talked about commonly. Forget about SSB's and focus on lag. If there was less lag then Gol would not have had as much time to utilize repair nanos and cages, etc.

Its not only that. Part of it is how the DB works. Someone can put on 1 Ktrap and it spring on 6 people (much like getting doubles on a base fight). So it appears they are spamming 3-5x the amount of traps they are. This also makes it hard to be able to take people down.


Fri Sep 21, 2012 5:19 pm
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ODragon wrote:
bobdebouwer wrote:
The problem I see with this whole thread is one that isnt talked about commonly. Forget about SSB's and focus on lag. If there was less lag then Gol would not have had as much time to utilize repair nanos and cages, etc.

Its not only that. Part of it is how the DB works. Someone can put on 1 Ktrap and it spring on 6 people (much like getting doubles on a base fight). So it appears they are spamming 3-5x the amount of traps they are. This also makes it hard to be able to take people down.

Thats a long known problem, not sure how you would fix it and thats why I didnt mention it.

Im actually hoping Dan is checking out ways of dealing with that but in the mean time...

I guess the next best solution would be a cooldown on the following (something in the reqion of 20-30 seconds):

  • Disarming Bomb
  • EMP Sphere
  • Positron Clouder
  • Quantum Flare
  • Containment Cage
  • Krionus Virus Trap
  • Omicron Mine Trap
  • Quantum Firewall Trap
  • Repair Nanodrones
  • Shield Restorer

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Fri Sep 21, 2012 5:28 pm
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Just bouncing ideas around,

what if emps raised damage cap instead of lowering def?


Mods that make cap ignoring crits more likely, but require a full set of researched mods online to work? or maybe need a total number installed? Maybe make the chance a function of those?

After prolonged attack either cap goes up (defender is pinned down), or attackers damage goes up ( getting a better lock on target) ignoring cap?

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Fri Sep 21, 2012 8:13 pm
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KJReed wrote:
Just bouncing ideas around,

what if emps raised damage cap instead of lowering def?


Mods that make cap ignoring crits more likely, but require a full set of researched mods online to work? or maybe need a total number installed? Maybe make the chance a function of those?

After prolonged attack either cap goes up (defender is pinned down), or attackers damage goes up ( getting a better lock on target) ignoring cap?



An electromagnetic pulse (commonly abbreviated EMP) is a burst of electromagnetic radiation. The abrupt pulse of electromagnetic radiation usually results from certain types of high energy explosions, especially a nuclear explosion, or from a suddenly fluctuating magnetic field. The resulting rapidly-changing electric fields and magnetic fields may couple with electrical/electronic systems to produce damaging current and voltage surges.

That was taken for the EMP wiki on the internet so it does lower the defense because it disrupts the electronics of the ship that is hit by it or detonates near it.
That would lower any defense that uses power to function so it has to stay as it is.

I've suggested in another thread about making an EMP that takes more percentage of the ships defense to lower lag.
Such as 20% or 30% but they can't be used often or only only so many an hour or something.

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Fri Sep 21, 2012 10:05 pm
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Whats obe of the logical reasons behind smaller ships having a lower cap?
The fact the are dodgier.
No thrusters means no moving.

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Fri Sep 21, 2012 10:22 pm
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bobdebouwer wrote:
Ok, I have literally just spent the last 2 hours reading this from start to finish.

    Damage cap rules
  • (Rank + 19) / 2
  • Decks / 2

This was changed in April 2011 because all you guys complained that the scout cap was ridiculous and they were too hard to kill. Now your at it again.

As a ship gains ranks then their damage cap increases, its not just a matter of decks. As some of you guys know, I have just reset and will be using a SSB. There are many, many sacrifices that need to be done in order to utilize this ship build effectively.

The problem I see with this whole thread is one that isnt talked about commonly. Forget about SSB's and focus on lag. If there was less lag then Gol would not have had as much time to utilize repair nanos and cages, etc.


Man what are you doing ?????
After all that time and effort you just threw it all away ?

Seriously you just reset your account to get a lower damage cap ?
Who cares if your damage cap is lower. If I want to disable you, it's going to happen because you can't be on 24/7.
If you're going to do it to guard a planet, how often does that happen ?
Last but not least this is a problem on Exotica that everyone is fighting for and something has to give so it's fair for everyone to take a shot at it in the game.
I mentioned earlier that it would be a good idea to just lower the defense of all ships guarding Exotica after 8 hours. If this can be done it would solve the issue pretty much.

To the rest of you out there.
Think very hard before you make a decision like this. It's a BIG decision.
You will be going back to being a noob like when you first started having to change out everything all the time.
Seriously uninstalling your cloak and scanning to put in attack and defense only losing the higher chance of a critical hit done to you and one that you would do to your enemy.
Every new module that Dan makes and puts in the game will be useless to you because you won't be able to install it.

You also will be more vulnerable to critical hacks and reverse hacks because you can't have your cloak and scan in while having your defense and attack in at the same time.
There are so many things that you will lose that you probably don't realize just to reduce your damage cap.

I had to come back in here and add this in.
You will also lose the joy of unlocking a new module from a mission or a weekly mission like this week because you won't have the room to fit it in your ship.
To me it's like opening a Christmas present every so often. I know there will be more things to add to my ship but I don't know what they will be.
Adding things to your ship is fun and enjoyable to me. Ask yourself if it is to you also.

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Last edited by Xx Blitz xX on Fri Sep 21, 2012 11:05 pm, edited 1 time in total.



Fri Sep 21, 2012 10:25 pm
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Ahem Blitz...let me show you how a pro does it...

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then...just to make things faster

Image

now for the chicken dinner you can already have this set up BEFORE you attack and it is sooo much faster then a double tab thing and its legit too :ugeek:

Image

after that you can set up the repair if you know they are offline like so...

Image


So my question is why are you going through all this extra trouble? i mean the defender can camp the trade section but shoot you can put a hell hurt on them before they KVT and maybe if your hitting 1 kvt on 6 different ppl is because your laggin the game by clicking so fast, perhaps you could do a little self control with the clicking, or beg dan to get a lag reducer?

Also im so tired of the big guys complaining that the SSB HAVE to play the same way as you guys do. Golgotha is not invincible your just making him that way. Same thing with Mento and Same with you dysonians. Piont blank Period this is a LAG issue not a ship size or dmg cap issue. You guys already ruined my SSB the first time forcing me to play a way i didnt want to play i dont want to have to do this again because your "big powerful ships" cant handle a lag. Seriously what if the roles were reversed? it takes years and GREAT ap to accomplish what golgotha has done what you dont realize is that not everyone is as disciplined as him.


your enemy is not the SSB its...

LAGG

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Fri Sep 21, 2012 10:38 pm
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Can't speak for bob, but I don't think a lower cap was his sole reason.
Also crit hacks are a set percent. doesnt matter on cloak or scan.

Oh and any opinions Dan since you are watching?

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Fri Sep 21, 2012 10:48 pm
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Hawkeblade wrote:
Ahem Blitz...let me show you how a pro does it...

Image

then...just to make things faster

Image

now for the chicken dinner you can already have this set up BEFORE you attack and it is sooo much faster then a double tab thing and its legit too :ugeek:

Image

after that you can set up the repair if you know they are offline like so...

Image


So my question is why are you going through all this extra trouble? i mean the defender can camp the trade section but shoot you can put a hell hurt on them before they KVT and maybe if your hitting 1 kvt on 6 different ppl is because your laggin the game by clicking so fast, perhaps you could do a little self control with the clicking, or beg dan to get a lag reducer?

Also im so tired of the big guys complaining that the SSB HAVE to play the same way as you guys do. Golgotha is not invincible your just making him that way. Same thing with Mento and Same with you dysonians. Piont blank Period this is a LAG issue not a ship size or dmg cap issue. You guys already ruined my SSB the first time forcing me to play a way i didnt want to play i dont want to have to do this again because your "big powerful ships" cant handle a lag. Seriously what if the roles were reversed? it takes years and GREAT ap to accomplish what golgotha has done what you dont realize is that not everyone is as disciplined as him.


your enemy is not the SSB its...

LAGG


You want to get smart huh ?

Go back and read the things that I've said about that and many others before you think about coming at me with your bs.
READ.

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Fri Sep 21, 2012 11:07 pm
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Xx Blitz xX wrote:
But we do have more defense because we did the research and can fit all the defense modules that the game has where a smaller ship can not. I've done all the research in the entire tech tree and installed all of the modules in the game including defense.
A small ship could research all it wants but it can't fit every module in it to make it as strong. It would have to rely on maneuverability completely.
There is no tech for that in this game or is that the equation ? If it is I'd like to see that in writing.


But a small ship does not need to. A small ship, just because it is smaller, needs less comparative thrust to move quicker. For example, put two comparative engines in a car and a motorbike, or a car and a truck. Even though the engines are the same, the smaller vehicle will always have the quicker acceleration. Even giving the smaller vehicle a slightly smaller engine will still mean that it can move quicker, because it has a higher power to weight ratio. It takes less energy to move quicker because it is smaller.

Xx Blitz xX wrote:
The size does determine the defense of the ship just like a Tiger tank in WWII could take multiple hits from the smaller but faster Sherman tanks and the shells would bounce off them because the shells from the Sherman weren't strong enough to penetrate the thicker armor that it had. It took quite a few of the smaller tanks to confuse the Tiger tanks enough that they could flank them and get behind them to hit them in the back where the gas tanks were.
In this case,one little Sherman tank going up against a bunch of Tiger tanks is a joke.


And welcome to today, where a better technology has made our ability to neutralise those threats easier. It's not the size that determines the strength, it is the technology, and believe it or not, we are all rocking the same tech.

Oh, and just to prove my point that size means nothing, I'm pretty certain that The Schwerer Gustav (read: the biggest tank ever made) would have destroyed any other tank... shame it took a half hour to load, meaning that you could walk in the opposite direction and get away from it with considerable ease.

Xx Blitz xX wrote:
The armor is the defense in this case right ? This is where it gets a little confusing to me. Hull is armor which gives a ship defense but there are modules that also give a ship more defense.
That's two pluses to a bigger ship.


Hull is the armour, and defenses are the ship's thrusters. That's why I am saying that a smaller ship does not need as much thrust (defense) to move quicker than a bigger ship. Meaning that it can outclass the bigger ship is speed and manoeuvrability .

Xx Blitz xX wrote:
So there is three legions of huge ships outside of a planet where a little scout is guarding. You're telling me that it will out maneuver all of those bigger ships and some small ones ?
Something is clearly wrong here and it's not just gravity on the outer part of a planet where it get's thinner anyways.


Worked for the rebels in Episode IV. You do have to get rid of the scout in order to conquer the planet, and you can't kill what you have trouble hitting. Sure, you could probably blow up the planet, but I think that defeats the entire purpose of being there.

Xx Blitz xX wrote:
You also said that a smaller ship can't fit the Heavy Quasi's to give the same amount of power that the bigger ship has but yet it does more damage to the larger ship. How is that ?
I need to get those extra powerful cheap weapons in my ship that take up less space too but there is no such thing.

I never said that it could fit the heavy quasi's. I said that it can fit weapons with the technology to penetrate your hulls. There is a difference.

Xx Blitz xX wrote:
In the Star Wars movies they had huge Star Destroyers and they had smaller fighters like the Tie fighters and X-Wings for instance. The smaller fighters could hit the larger Destroyers but it wouldn't even phase them. It might chip the paint on them at best. They had to find a vulnerable spot but they also had to know where it was.
The fighters couldn't do more damage on those Destroyers at all. They couldn't fit the same larger more powerful weapons in them to do it.
Smaller weaker weapons don't equal more damage on something that has more hull and defense.

And yet, those same x-wings and smaller ships destroyed two death stars. Obviously, they had some ability in terms of firepower.

Xx Blitz xX wrote:
One last thing. One blast from one of those Destroyers would obliterate a smaller ship and it wouldn't matter how tight anything was wrapped around it.
All it would have to do is have higher scan to lock it and fire. It might take a few shots but when it did hit, it would be all she wrote.

But those destroyers actually had to hit the smaller ships to destroy them, and we all know how poor they were at hitting fast moving targets.

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Fri Sep 21, 2012 11:36 pm
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Hansolocal wrote:
Xx Blitz xX wrote:
But we do have more defense because we did the research and can fit all the defense modules that the game has where a smaller ship can not. I've done all the research in the entire tech tree and installed all of the modules in the game including defense.
A small ship could research all it wants but it can't fit every module in it to make it as strong. It would have to rely on maneuverability completely.
There is no tech for that in this game or is that the equation ? If it is I'd like to see that in writing.


But a small ship does not need to. A small ship, just because it is smaller, needs less comparative thrust to move quicker. For example, put two comparative engines in a car and a motorbike, or a car and a truck. Even though the engines are the same, the smaller vehicle will always have the quicker acceleration. Even giving the smaller vehicle a slightly smaller engine will still mean that it can move quicker, because it has a higher power to weight ratio. It takes less energy to move quicker because it is smaller.

Xx Blitz xX wrote:
The size does determine the defense of the ship just like a Tiger tank in WWII could take multiple hits from the smaller but faster Sherman tanks and the shells would bounce off them because the shells from the Sherman weren't strong enough to penetrate the thicker armor that it had. It took quite a few of the smaller tanks to confuse the Tiger tanks enough that they could flank them and get behind them to hit them in the back where the gas tanks were.
In this case,one little Sherman tank going up against a bunch of Tiger tanks is a joke.


And welcome to today, where a better technology has made our ability to neutralise those threats easier. It's not the size that determines the strength, it is the technology, and believe it or not, we are all rocking the same tech.

Oh, and just to prove my point that size means nothing, I'm pretty certain that The Schwerer Gustav (read: the biggest tank ever made) would have destroyed any other tank... shame it took a half hour to load, meaning that you could walk in the opposite direction and get away from it with considerable ease.

Xx Blitz xX wrote:
The armor is the defense in this case right ? This is where it gets a little confusing to me. Hull is armor which gives a ship defense but there are modules that also give a ship more defense.
That's two pluses to a bigger ship.


Hull is the armour, and defenses are the ship's thrusters. That's why I am saying that a smaller ship does not need as much thrust (defense) to move quicker than a bigger ship. Meaning that it can outclass the bigger ship is speed and manoeuvrability .

Xx Blitz xX wrote:
So there is three legions of huge ships outside of a planet where a little scout is guarding. You're telling me that it will out maneuver all of those bigger ships and some small ones ?
Something is clearly wrong here and it's not just gravity on the outer part of a planet where it get's thinner anyways.


Worked for the rebels in Episode IV. You do have to get rid of the scout in order to conquer the planet, and you can't kill what you have trouble hitting. Sure, you could probably blow up the planet, but I think that defeats the entire purpose of being there.

Xx Blitz xX wrote:
You also said that a smaller ship can't fit the Heavy Quasi's to give the same amount of power that the bigger ship has but yet it does more damage to the larger ship. How is that ?
I need to get those extra powerful cheap weapons in my ship that take up less space too but there is no such thing.

I never said that it could fit the heavy quasi's. I said that it can fit weapons with the technology to penetrate your hulls. There is a difference.

Xx Blitz xX wrote:
In the Star Wars movies they had huge Star Destroyers and they had smaller fighters like the Tie fighters and X-Wings for instance. The smaller fighters could hit the larger Destroyers but it wouldn't even phase them. It might chip the paint on them at best. They had to find a vulnerable spot but they also had to know where it was.
The fighters couldn't do more damage on those Destroyers at all. They couldn't fit the same larger more powerful weapons in them to do it.
Smaller weaker weapons don't equal more damage on something that has more hull and defense.

And yet, those same x-wings and smaller ships destroyed two death stars. Obviously, they had some ability in terms of firepower.

Xx Blitz xX wrote:
One last thing. One blast from one of those Destroyers would obliterate a smaller ship and it wouldn't matter how tight anything was wrapped around it.
All it would have to do is have higher scan to lock it and fire. It might take a few shots but when it did hit, it would be all she wrote.

But those destroyers actually had to hit the smaller ships to destroy them, and we all know how poor they were at hitting fast moving targets.


Give this some thought.

Battlestar Galactica could take on any ship and the only thing it had to worry about was Nukes from the Cylons that you don't have in this game.
They don't have the power with their regular weapons to penetrate the hull of that ship so they had to have a special weapon ( a nuke ) that could.

Since there isn't a special weapon in this game for you guys then you should't be able to penetrate our hull.

We also have higher scan and cloak than you do which means that you can't hit us with criticals as much as we can you and you can't block criticals with cloak because you have none with your defense and attack modules in.

Sure Battlestar Galactica had to have it's fighters to go take out the cylon fighters but they weren't a real threat to the mother ship with their conventional weapons.
The main reason the cylon fighters had to be taken out was the nuke threat that isn't present in this game.

In my opinion you guys need a special weapon to do the damage on us to kill us but we have more cloak so we're harder to see so you have to be able to find us first.
Also we have higher scan all the time so we can have our guns on you the whole time that we're cloaked while you're looking for us with your attack and defense modules in because .......
you can't have cloak, scan attack and defense modules in at the same time as we can.

Another reason we have an advantage is all of the modules that we put in our ships from missions. Some give both cloak and scan. Something you should have a lot of but don't.
You might be a little thing but we can see you with no problem from the power of our scanning because you're not cloaked all the time like we are.

Also your idea that a scout stopped an invasion on a planet is wrong. There is noway that could be done. A huge ship could simply brush it aside while it landed without a problem.
It wouldn't even have to be disabled. It would be a little insignificant speck of dust especially with 3 legions invading it.

Having said all of that I don't even care that you want to be a little thing.
All I really care about is that Exotica has a chance to be taken after the 8 hours after the person invaded it and got the medal.
If you read the entire thread you would know that but I can tell that you just wanted to come in here and ruffle my feathers like you do everyone else.

Do something like play the game and get on the leader board or something and try to help people have solutions to things and come up with ideas to make the game better.
You seem to put way too much energy trying to better someone in one way or another when you really need to help solve the problems and issues.

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Xx Blitz xX wrote:

Battlestar Galactica could take on any ship and the only thing it had to worry about was Nukes from the Cylons that you don't have in this game.
They don't have the power with their regular weapons to penetrate the hull of that ship so they had to have a special weapon ( a nuke ) that could.

Since there isn't a special weapon in this game for you guys then you should't be able to penetrate our hull.

We also have higher scan and cloak than you do which means that you can't hit us with criticals as much as we can you and you can't block criticals with cloak because you have none with your defense and attack modules in.

Sure Battlestar Galactica had to have it's fighters to go take out the cylon fighters but they weren't a real threat to the mother ship with their conventional weapons.
The main reason the cylon fighters had to be taken out was the nuke threat that isn't present in this game.

In my opinion you guys need a special weapon to do the damage on us to kill us but we have more cloak so we're harder to see so you have to be able to find us first.
Also we have higher scan all the time so we can have our guns on you the whole time that we're cloaked while you're looking for us with your attack and defense modules in because .......
you can't have cloak, scan attack and defense modules in at the same time as we can.

Another reason we have an advantage is all of the modules that we put in our ships from missions. Some give both cloak and scan. Something you should have a lot of but don't.
You might be a little thing but we can see you with no problem from the power of our scanning because you're not cloaked all the time like we are.

Also your idea that a scout stopped an invasion on a planet is wrong. There is noway that could be done. A huge ship could simply brush it aside while it landed without a problem.
It wouldn't even have to be disabled. It would be a little insignificant speck of dust especially with 3 legions invading it.

Having said all of that I don't even care that you want to be a little thing.
All I really care about is that Exotica has a chance to be taken after the 8 hours after the person invaded it and got the medal.
If you read the entire thread you would know that but I can tell that you just wanted to come in here and ruffle my feathers like you do everyone else.

Do something like play the game and get on the leader board or something and try to help people have solutions to things and come up with ideas to make the game better.
You seem to put way too much energy trying to better someone in one way or another when you really need to help solve the problems and issues.


OK, since we have started debating the theory of small ships instead of the mechaincs again, lol...

nuke = threat to big ships?
man, level 100 ships are using weapons that disrupt matter on the subatomic level. Matter Disruption > Nuke. A research base could easily let ships be doing this by level 30.
By default, all our weapons are vastly more powerful than the special weapons you are quoting.

And again, all these fighters everyone is using as examples? They are less than 1 deck.
The USS Enterprise - D is 42 decks total. Thats a 640 metre long ship.
In galaxy legion, the Enterprise is a scout ship.
A level 500 small ship build will have 1000 decks.
Personally, i have 2049 decks. I am the equivilent of 49 Enterprise D's. Does that make my ship 31k long?
Quite possibly.


Check the pictures out on this site - they will really put things into persepctive for you.
http://www.st-minutiae.com/misc/comparison/
Especially on the "Huge" page. There is a picture of a 30k long Cylon Colony ship, and a 90km long Whale Probe from star trek. Thats roughly the size difference between us. A normal small ship build is "only" the size of a star destroyer. We simply use a different naming convention.

But this is why comparing us to low-tech sci-fi shows doesnt help much :P

The scan and cloak thing? I agree - thats exactly why we were talking about that as a method for helping balance the game. I get critical hitted a lot - but doing double damage from 300 to 600 doesnt really make a noticable difference.
But yes, your given reason is exactly why a high level small ship build will never find you on the battle tab, but you can find them. Dont worry, you are safe unless you chose to attack ;)

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Last edited by Golgotha on Sat Sep 22, 2012 2:41 am, edited 1 time in total.



Sat Sep 22, 2012 2:23 am
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I don't think the problem is ssb's, but modules. Increasing the damage cap for more modules stops being worth it after a certain point (the exact point would be worth a lot). There are only so many worth while mods, and only so many at the same time. Is a quasi worth a 27 point higher damage cap for 427 attack? Maybe, maybe not. Some sort of module retooling (I like the crit idea) would be more productive than nerfing ssbs.


Sat Sep 22, 2012 2:33 am
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Golgotha wrote:
Xx Blitz xX wrote:

Battlestar Galactica could take on any ship and the only thing it had to worry about was Nukes from the Cylons that you don't have in this game.
They don't have the power with their regular weapons to penetrate the hull of that ship so they had to have a special weapon ( a nuke ) that could.

Since there isn't a special weapon in this game for you guys then you should't be able to penetrate our hull.

We also have higher scan and cloak than you do which means that you can't hit us with criticals as much as we can you and you can't block criticals with cloak because you have none with your defense and attack modules in.

Sure Battlestar Galactica had to have it's fighters to go take out the cylon fighters but they weren't a real threat to the mother ship with their conventional weapons.
The main reason the cylon fighters had to be taken out was the nuke threat that isn't present in this game.

In my opinion you guys need a special weapon to do the damage on us to kill us but we have more cloak so we're harder to see so you have to be able to find us first.
Also we have higher scan all the time so we can have our guns on you the whole time that we're cloaked while you're looking for us with your attack and defense modules in because .......
you can't have cloak, scan attack and defense modules in at the same time as we can.

Another reason we have an advantage is all of the modules that we put in our ships from missions. Some give both cloak and scan. Something you should have a lot of but don't.
You might be a little thing but we can see you with no problem from the power of our scanning because you're not cloaked all the time like we are.

Also your idea that a scout stopped an invasion on a planet is wrong. There is noway that could be done. A huge ship could simply brush it aside while it landed without a problem.
It wouldn't even have to be disabled. It would be a little insignificant speck of dust especially with 3 legions invading it.

Having said all of that I don't even care that you want to be a little thing.
All I really care about is that Exotica has a chance to be taken after the 8 hours after the person invaded it and got the medal.
If you read the entire thread you would know that but I can tell that you just wanted to come in here and ruffle my feathers like you do everyone else.

Do something like play the game and get on the leader board or something and try to help people have solutions to things and come up with ideas to make the game better.
You seem to put way too much energy trying to better someone in one way or another when you really need to help solve the problems and issues.


OK, since we have started debating the theory of small ships instead of the mechaincs again, lol...

nuke = threat to big ships?
man, level 100 ships are using weapons that disrupt matter on the subatomic level. Matter Disruption > Nuke. A research base could easily let ships be doing this by level 30.
By default, all our weapons are vastly more powerful than the special weapons you are quoting.

And again, all these fighters everyone is using as examples? They are less than 1 deck.
The USS Enterprise - D is 42 decks total. Thats a 640 metre long ship.
In galaxy legion, the Enterprise is a scout ship.
A level 500 small ship build will have 1000 decks.
Personally, i have 2049 decks. I am the equivilent of 49 Enterprise D's. Does that make my ship 31k long?
Quite possibly.


Check the pictures out on this site - they will really put things into persepctive for you.
http://www.st-minutiae.com/misc/comparison/

But this is why comparing us to low-tech sci-fi shows doesnt help much :P

The scan and cloak thing? I agree - thats exactly why we were talking about that as a method for helping balance the game. I get critical hitted a lot - but doing double damage from 300 to 600 doesnt really make a noticable difference.
But yes, your given reason is exactly why a high level small ship build will never find you on the battle tab, but you can find them. Dont worry, you are safe unless you chose to attack ;)


Trust me I really didn't want to go back into all that debating this and that but I felt I had to since certain people feel the need to attack me and not the issue at hand.
I want to stick to the issues and get some kind of acceptable result for everyone especially on Exotica.
Some haven't read through this entire thread so they don't know every detail that has been said and are picking little things here and there out to disrupt the ideas that need to be made.

And I hope you do attack me back when I scan you lol

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Sat Sep 22, 2012 2:36 am
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Xx Blitz xX wrote:
You want to get smart huh ?

Go back and read the things that I've said about that and many others before you think about coming at me with your bs.
READ.


Smart ass? no, your way of removing KVTs is a longer way. I was simply showing you a better way to remove KVTs in like two seconds.

I have, you have even qouted what ive said a few times even said some of them were good, so when did i start spewing bs? Your issue is with lag but your using it as a facilitator to change certain aspects of the game to something that is unnessicary.

Lol im not attacking you blitz, just your complaint...but take it as you want.

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Sat Sep 22, 2012 2:45 am
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