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DanielAlex

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I dont know whether something like this is planned, but I really like the idea of having your ships name on its hull.

I dont get why you should name your ships if nobody can see it.

But instead of having a "name" decal, I would prefer if you had different options for where to put your ships name, for example:

- On top of your decal

- Below your decal

- On your ships bridge

- On your ships stern

- On your ships forecastle

- etc.

I have created a collection of lore information given in module descriptions and in the process, I discovered many mistakes and even some contradictions, which I would like to report.


Mistakes


These mistakes I found in module descriptions are ordered by their classes.


Destroyer

Flak Turrets II (“Hydra-EX-IId”), Goliath Torpedo II (“Ii” instead of “II”), Scylla Torpedo IV (“theScylla”), Torpedo Salvo IV (“before the start Uranian Campaign”), Weapon Amplifier IV (“at the beginning of Neptunian Invasion”), Scylla Torpedo V (“Campaing”)


Dreadnought

Repeater Guns N, I, II and III (“1200 mmm”); Plasma Broadside N (“in 2350 CE.s”); Jump Drive N and I (Descriptions identical); Vulture Missiles I (Sentence begins with lower-case “the”); Anti-Missile Lasers II (“Flyswatter -10”); Flechette Missiles III, Slug Torpedoes III, Light Missiles V (“at the beginning of end of the Saturn Attack”); Interceptors V (Description ends with “-”); Armorbooster Pulse V (Description ends with “in 2423 Ce. 2415 CE”)


Corvette

Heavy Torpedo II (“beginning of end of the Saturn Attack”); Light Cloak III (“theS ayanus”); Kinetic Weapon Amplifier III (“begin of Neptunian Invasion”); Heavy Torpedo III (“beginning of end of the Saturn Attack”)

Artillery Cruiser

Anti-Missile Lasers I and II (“Laserss”); Stasis Missile III (Second paragraph of description is about Vulture Missiles); Light Autoguns II (“were engineered by Oberon introduced to the battlefield”); Light Flak Turrets III (“The enhanced he Nove-40EX”); Disruptor Pulse III (named Muati-AC-IV, same as Disruptor Pulse IV); Stasis Pulse IV (“stasis technology pulse technology”); Stationary Cloak IV (“design theTanuki MK IV”); Machine Gun Turrets V (“Oberon did a complete overhaul of the Phalanx-V [..] and released the Phalanx-V”); Anti-Nuke Lasers V (Named “SNezha” instead of “Nezha”)


Tactical Cruiser

Beam Amplifier III (“on theNeptunian battlefields”); Target Warp IV and V (Description same as Emegency Evac); Tesla Turrets V (“theVajra”)


Contradictions


These contradictions regard events mentioned in module descriptions and their beginning and end. Since I dont know which year is correct, I will include all modules in which descriptions a event is mentioned.

I will use the abbreviations “DD” for Destroyer, “DR” for Dreadnought, “CR” for Corvette, “AC” for Artillery Cruiser and “TC” for Tactical Cruiser.


“Uneasy Peace”

This event mentioned in the following modules which set it between the years 2367 and 2388 and therefore between the end of the Uranian Campaign and the beginning of the First Atlantian Assault:


2367: TC Armored Lockdown III

2368: CR Blast Pulse IV

2369: TC Blast Pulse IV

2371: DD Jump Drive V and TC Autorepair IV

2374: CR Autorepair IV and CR Immelmann Maneuver V

2377: DD Module Reboot N and CR Disruptor Pulse IV

2386: TC Surge Drones IV

2387: CR Torpedo Salvo V

2388: DD Torpedo Salvo V, DR Flechette Missile IV, DR Repeater Guns V, DR Slug Torpedo V, CR Heavy Torpedo V, AC Flechette Missiles IV, AC Siege Mode V and TC Tesla Coil Pod V


However, the modules DR Offensive Lockdown V and TC Light Rocket Turrets V claim that the “Uneasy Peace” begun in 2400, more then 10 years later.


First Atlantian Assault

The First Atlantian Assault is probably the event with the most contradictions surrounding it.


The following modules state that it begun 2388 and ended 2400:

DD Protean Autoguns V, TC Repair Autobeams V


I will give all years in which it is mentioned and will separate these depending on whether it was merely mentioned (Mention) or stated that it begun (Beginning) or ended (End) in this year. In some description it was also stated that their year was in the middle of the first Atlantian Assault which I will also separate (Middle).


2385 (Mention): AC Light Machine Guns IV

2388 (Beginning): DD Light Flechettes IV, DR Heavy Flak Turrets IV, DR Tartarus Missile IV, DR Flechette Missiles V, CR Light Cloak IV, CR Anti-Missile Pulse IV, AC Mobile Cloak IV, AC Bolt Gun Turrets V, AC Anti-Missile Pulse V, TC Repair Pod IV, TC Flechette Half-Battery V

2388 (Mention): DD Particle Turrets IV, DD Purge Ram IV, DD Weaponbooster Missile V, DR Stasis Pulse III, DR Nuclear Missile V, CR Heavy Cloak IV, AC Purge Mode IV, AC Stationary Cloak IV, TC Purge Beam IV, TC Armored Lockdown IV, TC Weaponbooster Missile V

2389 (Beginning): TC Tesla Turrets III, AC Evasive Maneuver V

2389 (Mention): CR Disruptor Pulse V, AC Rapid Fire Mode V, AC Disruptor Pulse V,

2390 (Beginning): AC Scrambler Missile IV, AC Dive Maneuver IV

2390 (Mention): DR Armorbreaker Ammo IV, CR Beam Turrets IV, AC Mine Catapult IV, TC Beam Amplifier III, TC Energy Missile IV

2392 (Mention): AC Mobile Cloak V

2393 (Mention): DD Missile Repeater IV

2394 (Beginning): DD Light Flechettes V

2394 (Mention): TC Stasis Beam IV

2394 (Middle): TC Tesla Turrets IV

2395 (Beginning): DD Goliath Torpedo IV, CR Thrust Amplifier IV

2395 (End): DD Missile Repeater V, DR Armorbreaker Ammo V

2395 (Mention): DD Module Reboot IV, DR Assault Thrusters IV

2395 (Middle): AC Flechette Missiles V

2398 (End): CR Disruptor Ammo V

2399 (Beginning): DR Heavy Mortar Turrets V, CR Anti-Nuke Lasers V, TC Anti-Nuke Lasers V

2399 (End): TC Surge Drones V, TC Energy Missile V

2399 (Mention): AC Anti-Nuke Lasers IV

2400 (Beginning): AC Flechette Missiles III

2400 (End): DD Goliath Torpedo V, DR Tartarus Missile V, AC Scrambler Missile V

2400 (Mention): CR Autoguns IV, AC Light Autoguns IV, AC Machine Gun Turrets IV, AC Damage Autobeams V, TC Cloak Pulse V, DD Particle Turrets V

2409 (End): AC Anti-Nuke Lasers V


I should also add that CR Heavy Cloak V states that the Atlantian Assault ended in 2409, but since I dont know the difference between the “Atlantian Assault” and the “First Atlantian Assault”, I can not tell whether this is a contradiction.


End of the Cronian Campaign

The following modules all set the end of the Cronain Campaign at a different year. 2461 is probably just a mistake because it would be almost 50 years after the end of the Great Solar War.


2361: DR Anti-Missile Lasers III

2362: DR Armor Amplifier IV

2461: AC Anti-Missile Lasers V


First Battles in the Neptunian System

CR Autorepair V sets the first battles in the Neptunian System at 2389, but TC Autorepair V claims that this event happened one year later in 2390.


Invasion of Neptune

Similar to the First Atlantian Assault but still with much less contradictions.


2362 (Mention): AC Light Flak Turrets N

2399 (Mention): DD Tempest Missiles V, DR Vulture Missiles V

2400 (Beginning): DD Module Reboot V, DR Bombers IV, DR Heavy Flak Turrets V

2400 (Mention): DD Plasma Ram IV, DD Drain Pulse IV, CR Afterburner V, AC Bomb Catapult V, AC Stasis Missile V

2402 (Mention): DD Disruptor Missile IV, CR Disruptor Ammo IV

2403 (Mention): AC Anti-Missile Pulse IV, AC Disruptor Pulse IV

2404 (Mention): CR Drain Torpedo II, AC Mine Catapult V

2405 (Mention): DD Drain Torpedo II, AC Purge Mode V, AC Drain Missile V

2406 (Mention): DD Drain Pulse V, AC Stasis Pulse V, TC Overclock Pulse III

2407 (End): CR Drain Torpedo III

2407 (Mention): DD Weaponbooster Pulse II, DR Bombers V, AC Disruptor Autobeams IV, AC Sentry Catapult V, TC Overclock Pulse IV

2408 (End): DD Drain Torpedo III, DD Weaponbooster Pulse III

2408 (Mention): DD Weaponbooster Pulse IV

2409 (End): DD Stasis Ammo IV, DD Thrust Amplifier IV

2410 (End): CR Stasis Ammo IV

2410 (Mention): TC Tesla Turrets V

End of the Jovian (System) Battles

2356: DR Vulture Missiles II, AC Stasis Missile III

2357: DD Tempest Missiles I, DD Torpedo Salvo II, DD Energy Generator III, DR Repeater Guns II, DR Scattergun Broadside IV, CR Disruptor Pulse II, CR Assault Blink Warp IV

2358: CR Heavy Torpedo I, AC Armor Amplifier IV


Addition


I had to post this report again because editing the original one made it disappear.

I have created a collection of lore information given in module descriptions and in the process, I discovered many mistakes and even some contradictions, which I would like to report.


Mistakes


Following are all mistakes I found in module descriptions ordered by their classes.


Destroyer

Flak Turrets II (“Hydra-EX-IId”), Goliath Torpedo II (“Ii” instead of “II”), Scylla Torpedo IV (“theScylla”), Torpedo Salvo IV (“before the start Uranian Campaign”), Weapon Amplifier IV (“at the beginning of Neptunian Invasion”), Scylla Torpedo V (“Campaing”)


Dreadnought

Repeater Guns N, I, II and III (“1200 mmm”); Plasma Broadside N (“in 2350 CE.s”); Jump Drive N and I (Descriptions identical); Vulture Missiles I (Sentence begins with lower-case “the”); Anti-Missile Lasers II (“Flyswatter -10”); Flechette Missiles III, Slug Torpedoes III, Light Missiles V (“at the beginning of end of the Saturn Attack”); Interceptors V (Description ends with “-”); Armorbooster Pulse V (Description ends with “in 2423 Ce. 2415 CE”)


Corvette

Heavy Torpedo II (“beginning of end of the Saturn Attack”); Light Cloak III (“theS ayanus”); Kinetic Weapon Amplifier III (“begin of Neptunian Invasion”); Heavy Torpedo III (“beginning of end of the Saturn Attack”)


Artillery Cruiser

Anti-Missile Lasers I and II (“Laserss”); Stasis Missile III (Second paragraph of description is about Vulture Missiles); Light Autoguns II (“were engineered by Oberon introduced to the battlefield”); Light Flak Turrets III (“The enhanced he Nove-40EX”); Disruptor Pulse III (named Muati-AC-IV, same as Disruptor Pulse IV); Stasis Pulse IV (“stasis technology pulse technology”); Stationary Cloak IV (“design theTanuki MK IV”); Machine Gun Turrets V (“Oberon did a complete overhaul of the Phalanx-V [..] and released the Phalanx-V”); Anti-Nuke Lasers V (Named “SNezha” instead of “Nezha”)


Tactical Cruiser

Beam Amplifier III (“on theNeptunian battlefields”); Target Warp IV and V (Description same as Emegency Evac); Tesla Turrets V (“theVajra”)


Contradictions


These contradictions regard events mentioned in module descriptions and their beginning and end. Since I dont know which year is correct, I will include all modules in which descriptions a event is mentioned.

I will use the abbreviations “DD” for Destroyer, “DR” for Dreadnought, “CR” for Corvette, “AC” for Artillery Cruiser and “TC” for Tactical Cruiser.


“Uneasy Peace”

This event is mentioned in the following modules which set it between the years 2367 and 2388 and therefore between the end of the Uranian Campaign and the beginning of the First Atlantian Assault:


2367: TC Armored Lockdown III

2368: CR Blast Pulse IV

2369: TC Blast Pulse IV

2371: DD Jump Drive V and TC Autorepair IV

2374: CR Autorepair IV and CR Immelmann Maneuver V

2377: DD Module Reboot N and CR Disruptor Pulse IV

2386: TC Surge Drones IV

2387: CR Torpedo Salvo V

2388: DD Torpedo Salvo V, DR Flechette Missile IV, DR Repeater Guns V, DR Slug Torpedo V, CR Heavy Torpedo V, AC Flechette Missiles IV, AC Siege Mode V and TC Tesla Coil Pod V


However, the modules DR Offensive Lockdown V and TC Light Rocket Turrets V claim that the “Uneasy Peace” begun in 2400, more then 10 years later.


First Atlantian Assault

The First Atlantian Assault is probably the event with the most contradictions surrounding it.

The following modules state that it begun 2388 and ended 2400:

DD Protean Autoguns V, TC Repair Autobeams V


I will give all years in which it is mentioned and will separate these depending on whether it was merely mentioned (Mention) or stated that it begun (Beginning) or ended (End) in this year. In some description it was also stated that their year was in the middle of the first Atlantian Assault which I will also separate (Middle).


2385 (Mention): AC Light Machine Guns IV

2388 (Beginning): DD Light Flechettes IV, DR Heavy Flak Turrets IV, DR Tartarus Missile IV, DR Flechette Missiles V, CR Light Cloak IV, CR Anti-Missile Pulse IV, AC Mobile Cloak IV, AC Bolt Gun Turrets V, AC Anti-Missile Pulse V, TC Repair Pod IV, TC Flechette Half-Battery V

2388 (Mention): DD Particle Turrets IV, DD Purge Ram IV, DD Weaponbooster Missile V, DR Stasis Pulse III, DR Nuclear Missile V, CR Heavy Cloak IV, AC Purge Mode IV, AC Stationary Cloak IV, TC Purge Beam IV, TC Armored Lockdown IV, TC Weaponbooster Missile V

2389 (Beginning): TC Tesla Turrets III, AC Evasive Maneuver V

2389 (Mention): CR Disruptor Pulse V, AC Rapid Fire Mode V, AC Disruptor Pulse V,

2390 (Beginning): AC Scrambler Missile IV, AC Dive Maneuver IV

2390 (Mention): DR Armorbreaker Ammo IV, CR Beam Turrets IV, AC Mine Catapult IV, TC Beam Amplifier III, TC Energy Missile IV

2392 (Mention): AC Mobile Cloak V

2393 (Mention): DD Missile Repeater IV

2394 (Beginning): DD Light Flechettes V

2394 (Mention): TC Stasis Beam IV

2394 (Middle): TC Tesla Turrets IV

2395 (Beginning): DD Goliath Torpedo IV, CR Thrust Amplifier IV

2395 (End): DD Missile Repeater V, DR Armorbreaker Ammo V

2395 (Mention): DD Module Reboot IV, DR Assault Thrusters IV

2395 (Middle): AC Flechette Missiles V

2398 (End): CR Disruptor Ammo V

2399 (Beginning): DR Heavy Mortar Turrets V, CR Anti-Nuke Lasers V, TC Anti-Nuke Lasers V

2399 (End): TC Surge Drones V, TC Energy Missile V

2399 (Mention): AC Anti-Nuke Lasers IV

2400 (Beginning): AC Flechette Missiles III

2400 (End): DD Goliath Torpedo V, DR Tartarus Missile V, AC Scrambler Missile V

2400 (Mention): CR Autoguns IV, AC Light Autoguns IV, AC Machine Gun Turrets IV, AC Damage Autobeams V, TC Cloak Pulse V, DD Particle Turrets V

2409 (End): AC Anti-Nuke Lasers V

I should also add that CR Heavy Cloak V states that the Atlantian Assault ended in 2409, but since I dont know the difference between the “Atlantian Assault” and the “First Atlantian Assault”, I can not tell whether this is a contradiction.


End of the Cronian Campaign

The following modules all set the end of the Cronian Campaign at a different year. 2461 is probably just a mistake and not a contradiction because it would be almost 50 years after the end of the Great Solar War.


2361: DR Anti-Missile Lasers III

2362: DR Armor Amplifier IV

2461: AC Anti-Missile Lasers V


First Battles in the Neptunian System

CR Autorepair V claims that the first battles in the Neptunian System were in 2389, but TC Autorepair V sets this event one year later in 2390.


Invasion of Neptune

Similar to the First Atlantian Assault but still with much less contradictions.


2362 (Mention): AC Light Flak Turrets N

2399 (Mention): DD Tempest Missiles V, DR Vulture Missiles V

2400 (Beginning): DD Module Reboot V, DR Bombers IV, DR Heavy Flak Turrets V

2400 (Mention): DD Plasma Ram IV, DD Drain Pulse IV, CR Afterburner V, AC Bomb Catapult V, AC Stasis Missile V

2402 (Mention): DD Disruptor Missile IV, CR Disruptor Ammo IV

2403 (Mention): AC Anti-Missile Pulse IV, AC Disruptor Pulse IV

2404 (Mention): CR Drain Torpedo II, AC Mine Catapult V

2405 (Mention): DD Drain Torpedo II, AC Purge Mode V, AC Drain Missile V

2406 (Mention): DD Drain Pulse V, AC Stasis Pulse V, TC Overclock Pulse III

2407 (End): CR Drain Torpedo III

2407 (Mention): DD Weaponbooster Pulse II, DR Bombers V, AC Disruptor Autobeams IV, AC Sentry Catapult V, TC Overclock Pulse IV

2408 (End): DD Drain Torpedo III, DD Weaponbooster Pulse III

2408 (Mention): DD Weaponbooster Pulse IV

2409 (End): DD Stasis Ammo IV, DD Thrust Amplifier IV

2410 (End): CR Stasis Ammo IV

2410 (Mention): TC Tesla Turrets V


End of the Jovian (System) Battles

The following modules all set the end of the Jovian System Battles at a different year.


2356: DR Vulture Missiles II, AC Stasis Missile III

2357: DD Tempest Missiles I, DD Torpedo Salvo II, DD Energy Generator III, DR Repeater Guns II, DR Scattergun Broadside IV, CR Disruptor Pulse II, CR Assault Blink Warp IV

2358: CR Heavy Torpedo I, AC Armor Amplifier IV

Power to Weapons will only affect modules if you have the Officer Briefing "Module Amper".

Missiles will be amplified if PtW is active while they spawn. After they have spawned, you can turn PtW off, because they will keep the buff.

Weaponbooster will only affect your primary and secondary weapons. It has no effect on your modules.

Although I have never played XWing or Star Wars Armada, a similar game with ships from dreadnought where you have entire fleets sounds awsome. I have seen several videos about them and they looked very interesting, although laziness and stinginess have prevented me from trying it out myself.


But I would probably agree to anything that would allow me to have my own minature vindicta...

You are interested in the Lore that surrounds the Dreadnought Universe but don´t want to dig through News Articles, Patch-Notes (Shop-updated seriously often contain lore information) and hundreds of module descriptions?


Then take a look at the following Google Doc in which I am trying to collected as much Lore as I can:

Dreadnought Lore


Please make sure to read the Introduction on the first page.


I welcome any dev to visit this document because it also contains information on mistakes and contradictions in module descriptions.


And feel free to give me some feedback!


Redwyrm#3695 posted (#post-125793)


Hm... well, maybe then it worth put heavy corvette as tier-2? Its slow and even harder to use properly than light corvette.

And make light corvette first unlockable as tier-3.

Obviously some more experienced player still will be able to wreak havoc even with "underpowered" as tier-2 heavy vettes, still...



I like this suggestion. The heavy corvette not only wouldn´t be able to crush new players as the light corvette, but also it serves the "massive firepower" new players expect better.

Only problem I am seeing with this is that the heavy corvette is quite different from the other corvettes and could give a false impression. But to be honest, thats the case for every corvette.


An experienced player can always easily destroy unexperienced ones. It is the task of the matchmaking to seperate new and veteran players and the task of the progression system to make playing higher tiers rewarding enough to keep them from even entering lower tier battles. (Although you could argue on how they currently are at this.)


So problem solved, I guess? Just make the heavy corvette the T2 corvette? I hope so, these discussions on balancing can be very exhausting...


Redwyrm#3695 posted (#post-125771)

And how exactly you think it become simple, and how new player become veterans?

You either learn it by yourself, or at very least, if you feel that you not doing well but can do better - seek help in internet about tactics and such.

There is no: "Oh i'll just keep playing as noob, and eventually i'll just become veteran... somehow".



There is a difference between how harsh the entry to a game can be. Corvettes make starting Dreadnought to hard IMO.

And I think that there are many players agreeing with me judging by the amount of "Corvettes are OP" posts in the forums.

These posts are mostly made by new players who are just frustated with how hard Dreadnought is for beginners. Corvettes are one reason behind this.


Corvettes are fine at higher Tiers, but at lower Tiers, they are the reason behind ruining the game experience for many new players.


As there is no "I'll just become veteran... somehow", you do not start as a veteran either. You have to learn the game mechanics. This takes time. And it is not good to have something like corvettes that pushs to many new players to give up to early.


Redwyrm#3695 posted (#post-125761)

You seems missed the last part in my post



Oh and, if you not heed those SIMPLE rules. You not gonna be bad just against vettes, in veteran matches you gonna be bad with ANY class vs EVERY class (including same class you using).




Do you really ask new players to instantainously understand the game machanics as soon as they start playing?


For experienced players, these are simple rules. For unexperienced players, they are not. They demand an amount of multitasking, situational awareness and tactical planning new players simply don´t have yet.


Games should be encouraging and fair to new players, not like "follow these rules we have never told you or you will die all the time". A game should demand more skill the further you progress, but it should not demand to much from new players.


In veteran matches, most players understand and follow these rules, but you can not expect this to be the case for unexperienced players.


Lymceh#8349 posted (#post-125758)

I think you are missing the point. We are not saying that corvettes are balanced because "it is possible to kill them", we are saying they are balanced because it is just as easy to kill them as it is for them to kill you; because hey, that's actually true, if not in favor of you killing them with the appropriate response to the threat.


My "support" for the current state of corvettes is based on a few hours of flying them, and many, many hours of crushing them. My experience tells me that corvettes are really easy to kill, and that they are in a good spot because of that. Buffing them would make them overpowered, but nerfing them would make them useless; ergo, balanced.



Since I play Tac most of the time, I have spend hours crushing corvettes too. It is not unusuall for me to end a match with not a single death, even if my team was completely destroyed.

But this was in veteran matches.


My criticsm on corvettes is based on playing the T2 light corvette. I feeled so OP with this thing, that I often made mistakes on purpose just to not ruin new players experiences.


You have to differentiate between higher and lower Tiers when discussing corvettes. Otherwise both sides of the discussion will talk about different topics without noticing.


I am willingly to accept that the corvette is balanced in higher Tiers, even though I demanded nerfs for the corvette for all Tiers previously. I do not demand nerfs for the high-tier corvette anymore.

But I expect from you to try to understand the situation the corvette is in at lower Tiers.