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Changes in patch 0.8.4


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#1 Antibus

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Posted 03 July 2013 - 09:10 AM

Good day, pilots!

As many players have rightly pointed out on the forums, the previous update was a lull before some major changes in the game. Which ones? In this dev. blog entry we would like to tell you about the three major changes coming in 0.8.4:
  • Changes in sector conquest
  • Expanded custom game functions (Custom battle)
  • Changes in Engineer ships.
Changes in sector conquest.

Let's start with the first point. Now, to participate in sector conquest you do not need to choose this option in the game mode selection screen anymore — just click the PvP mode and you can join the fight right away! We have simplified this aspect a little, since Arcade and Standard were often perceived as “extra” options on sector conquest map. However, you can still play these two modes as usual, but launching them is a little bit different now.

Besides, in order to make the whole thing a bit more varied, we give our pilots the opportunity to try their hand in two modes. Sector conquest is an important part of the game, and to emphasize the importance of this (and make it a bit harder), the players will now fight in both Arcade and Standard mode. Those who like to fight and receive their rewards only in one particular mode, don't have to worry — in the next part of our blog, we'll show you how to play these modes on your own terms!
 

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Expanded custom game functions (Custom battle)

Many players have been tasking for extended training opportunities in the game for some time now — they wanted to receive rewards for custom games or have a broader spectrum of settings. Moreover, going back to the first point, our pilots prefer to have certain rules in their battles. Based on your wishes, we have expanded the functionality of Custom battles! Yes, that's right — no matter what you want to play, whether it's PvP or PvE — now you can organize any battle yourself! Due to the expansion of this part of the game, the name has been changed — it is now called “Custom battle”.
  

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Do you want to prove that your corporation is the best, but just can't get into a fight with the right enemy? Do you like to launch into PvE missions with your friends? Do you want to show what real hardcore is and defeat everyone in standard mode? Do you want to try to organize your own corporate championship? With the latest update this is no longer a problem — you can use the Custom battle extended settings and conquer the space the way you want!

As you know, Star Conflict is played around the world — in order to solve the problem of response time due to large distances we suggest you choose the most geographically convenient server location!
  

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So, Custom battle gives you the opportunity to play in different modes and get a reward. Each mode can be further customized, but to prevent “easy wins”, where players set up the easiest modes and win effortlessly, we have added a condition that if you change the default rules, reward is not handed out to the team.
 

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So what settings can the pilots choose? Below is a list of parameters that can be changed by the players:
  
  • Password
  • Autobalance toggle.
  • Rank restriction
  • Role restriction
  • Friendly fire
  • Self fire
  • Number of AI ships
  • Difficulty of AI ships.
 

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Please note that when you change these settings, your game will be considered a training fight, and you will not get any rewards for it.

One may ask, “But where is the standard mode?” — It is very easy to get into this type of battle, you just need to pick a map and its mode: Beacon capture.
 

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The situation is similar in PvE — you can choose a map and a region, but you can't change any other options.

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As you can see, this system allows you to not only fight the way you want to, but also get a reward for it. In addition, it can help you find out “Who is stronger?” or to practice in conditions as close to the original as possible.

Changes in Engineer ships.

And now we come to the third point of the blog — the Engineer role. Players love this role, but for various reasons can't always participate in battle in this capacity. As we have already noted, we are closely monitoring the situation and working on this role!

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In this patch, we reach the next stage. So, here goes:

Engineers will now be able to install some of their modules in space! You read that right, now two modules, “Remote Shield Generator” and “Remote Hull Repair” will act as separate devices installed in space.
 

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Why was this done? This change had three reasons:
  • Removing the focus of fire from Engineers.
Judge for yourself, why attack a ship, if its module is already placed in space and is in a different part of the map?
  • Solving the problem of “Frigate clusters”.
Now that these modules can be placed in space, the engineers do not have any reason to gather in clusters: the modules only recover one ship, the most heavily damaged one, and it's not repaired by all modules at once, only the best one.
  • Making the role closer to its original purpose.
This role must deal with not only repairing ships, but also with actual engineering - that will help the players who felt confined to only one task.

Below you can see a description and approximate figures for these modules:
 
 

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Our internal tests have shown that this change should be beneficial to the situation on the battlefield, but as it happens, the “big game” often brings about changes, so we will continue to monitor the situation!

At this point we would like to summarize and reiterate that we are continuing to work on the game and we value your ideas! Your comments are welcome!
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#2 Oryngton

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Posted 03 July 2013 - 09:30 AM

Now this is a lot better than the usual... huh... "things". Although I do hope those recharge timers don't stay the way they are... Because that would force Imperial Engineers out of commission. Those should be alternatives to Federate Engies, not replacements. Let's hope those modules do make those changes, heh?


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#3 JasanQuinn

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Posted 03 July 2013 - 09:54 AM

I have to echo Oryngton's concerns; Empire ships rely heavily on hull-repair to be viable, and despite your claims this will not fix the Frigate ball - you'll get all the frigates clustered together so they can chain their hull-heals due to the crippling reload time.

 

edit: Not to mention the nanorepair and mass shield modules still work as they always have, so you'll still get Frigates clustered together for mutual support, and they'll still be priority targets in Tier 2.

 

And for that matter, why wouldn't I still focus-fire the engineers? As long as they are alive they are potentially going to drop a healing module. If I focus-fire them with my team we might kill them before the deployment happens.

 

Overall, I don't think this change is actually going to do jack xxxx. If you really want to break up frigate balls and stop people picking on Engineers you are going to have to remove all incentives to cluster Frigates, and make all their healing remote-deployable.


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#4 BladeOfShadow

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Posted 03 July 2013 - 10:06 AM

I don't see the reason in why the cooldown of the hull heal module always being longer than its shield variant...

And in this case, you have to wait a further 135 seconds to redeploy your hull repair station while only 45 secs to redeploy shield recharge
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#5 Kine

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Posted 03 July 2013 - 10:53 AM

1. I didnt understand the change to sector conquest but +1 anyway

 

2. love custom battles. should be a positive addition especially for corp training

 

3. we'll see how things work out with the engineers

- I would give up on trying to remove focus fire from them tho. never gonna happen

- frigballs and immortal heals are 2 related but separate things

- blobs will happen only because it's natural - strength in numbers etc

- immortal heals is mainly a healing mechanic problem not geography

 

but i can see how it'll change things a fair bit so im gonna reserve feedback until I play with it more and see what wonderful creative ways people will no doubt find in the coming weeks.

 

good constructive patch overall. good work Devs.


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Why not make them stronger, like a Death Star 


#6 JasanQuinn

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Posted 03 July 2013 - 11:01 AM

Oh yes, let me just ask some questions about how this is going to physically work. Let's assume I want to play Combat Reconnaissance...

 

1) How is the Tier set? Do I get to decide by clicking an option in the matchmaking, or will it set the tier based on the ships in my roster?

 

2) What if I want to play a Combat Recon where only ranks 4, 5 and 6 are allowed? Is the game going to take away all the xp or will you actually acknowledge that "no mixed tiers" is what a lot of us want?

 

3) If you haven't done so already, now is really the time to do this - give us ranked games without mixed tiers! It's right there and it's easy to do! Just add an option to the menu!

 

You can have three modes, or even a box-tick system: Box 1 - set your tier. Box 2 - standard (allows ships from the tiers above and below) or locked (same tier only). Both modes give full rewards and xp.

 

Add that and you'll get a good response from the player base. Hell, add that and I will likely abandon sector conquest altogether.

 

Seriously, does anyone want mixed tiers?


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#7 Kine

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Posted 03 July 2013 - 11:04 AM

certain times of the day i dont mind mixed teirs simply beause not enough people are on and i dont feel like waiting 5 minutes or do pve.


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Why not make them stronger, like a Death Star 


#8 JasanQuinn

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Posted 03 July 2013 - 11:07 AM

certain times of the day i dont mind mixed teirs simply beause not enough people are on and i dont feel like waiting 5 minutes or do pve.

I never like mixed tiers. I never have and never will. A big part of this is probably that they are always in the enemy's favour - I've never been the one flying T3 in a T2 match.

 

But either way, I despise it and I want to see it gone.


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#9 Kine

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Posted 03 July 2013 - 11:12 AM

1,000 new active daily players + veteran T2 pilots moving on to T3 = no mixed tiers (hopefully)


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Why not make them stronger, like a Death Star 


#10 JasanQuinn

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Posted 03 July 2013 - 11:30 AM

Except that T3 is pretty much unplayable without a squad, so people are better off staying in T2 for solo play and not flying T3 unless they have a corp with them.

 

Besides which, mixed tiers are really not fair on people trying to move up in the game. Seeing a T1 group get slaughtered because there's a T2 engi hull-healing (something that can't be done on a T1 engi) pisses me off, as does T3 Covert Ops dropping nukes in a T2 match.

 

Mixing tiers throws elements in that are not meant to be there - if they were meant to be there then they'd be available for the ships of that tier!


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#11 OldSpice

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Posted 03 July 2013 - 12:52 PM

For all of those who probably will moan about remote repaits:

Get a repair kit. It does the same job.

Anti, I apporove of this patch fully.
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#12 ZapBrannigan

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Posted 03 July 2013 - 01:31 PM

Having realistic Battles sounds like fun. You really have to adapt to that playstyle... I guess there will be massive flaming incoming. 

Also many players will be annoyed about just sitting there because all their ships got destroyed. 

 

I for myself like the opportunity to adapt to a new playstyle. 

 

Custom battles seem to be cool, too. I very much appreciated it that they are (now in practice) free, and I hope they will stay that way. 

 

Will there be any other changes to healers? I dont think that will solve the frigball-problem: They will still mob-up with guards and the only thing that changes is the odd-drone-heal... can I at least shoot that thing down? Result: maybe no more invincible single-frigs but still an invincible frig-ball. 

 

And what is with picking a server? Does that mean if I choose the European server I can only play with those guys?

 

 

Well, so all in all a good patch, as far as I can say (I hope no ninja-stuff) and Im looking forward to it. 


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#13 JPhack

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Posted 03 July 2013 - 01:43 PM

Realistic favors the Rank 12 guys, like me, in all aspects. It will also be a big advantage to anyone using Teamspeak when they get thrown into a random realistic match. I switch to commander mode and give out orders like its a tourney.  

 

Also anyone that plays T3 knows that engineers are still the priority target, but at least it will be lessened to a degree. 

 

I forsee a lot better MM system and a way to make some good money in my favorite game mode, Combat Recon. 

 

Lets see more info on this patch though. Will be possible to match squad vs squad? 


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#14 Astraal

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Posted 03 July 2013 - 01:56 PM

Expecting good stuff for the most of it from this patch.

Still, frigate clusters will not disappear, like many said above as well. Drop a bunch of remote repairs, each picks a ship in order of best and damage and repairs it.

I actually think inty clusters will replace frig clusters now since the remote heals will auto-lock on them when hit and become most damaged almost instantly (do they need direct view or just to be in range?) in a chain effect. You have to damage a bigger ship nearby before hitting the intys and / or deal a 1-shot kill before it becomes the most damaged ship (implying there aren't more than one remote healer in place to heal multiple targets). Also, are those 'stations' destructible?


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#15 Antibus

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Posted 03 July 2013 - 02:03 PM

1. I didnt understand the change to sector conquest but +1 anyway
 
2. love custom battles. should be a positive addition especially for corp training
 
3. we'll see how things work out with the engineers
- I would give up on trying to remove focus fire from them tho. never gonna happen
- frigballs and immortal heals are 2 related but separate things
- blobs will happen only because it's natural - strength in numbers etc
- immortal heals is mainly a healing mechanic problem not geography
 
but i can see how it'll change things a fair bit so im gonna reserve feedback until I play with it more and see what wonderful creative ways people will no doubt find in the coming weeks.
 
good constructive patch overall. good work Devs.


1. Some players were frustrated by additional options which were in the Sector conquest screen - 'If it is sector conquest screen then why are there Arcade and Classic?'
Besides people were not using these options as often as they could - just went to Sector Conq and that was it. So we moved them away.

3. We want to see how this will go in 'big game' - on our internal test servers we saw a positive change. We will keep monitoring the situation with this Role too.
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#16 Antibus

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Posted 03 July 2013 - 02:05 PM

Are those 'stations' destructible?

Yes, Mk.1 T3 has around 2000 durability and also like all structures of this kind it doesn't have any resists nor does it have a shield.
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#17 Rakza

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Posted 03 July 2013 - 02:11 PM

Still nothing about ECM or Ions warhead?


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#18 Antibus

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Posted 03 July 2013 - 02:13 PM

Still nothing about ECM or Ions warhead?

As far as I can see there was no question asked here about ECM or Ions warhead - what do you mean by that post?
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#19 xKostyan

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Posted 03 July 2013 - 04:20 PM

 

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How does it determine witch ship is most damaged? is it based on total EHP% left?

- what if i have a ship with 1% HULL and 100% shield, will i get healer by shield regen? 

- what if there is a Guard with 5% hull and zero shields and a CoverOp with 4% hull and 1% shield, can we get some formulas regarding mechanics?


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#20 OldSpice

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Posted 03 July 2013 - 04:24 PM

How does it determine witch ship is most damaged? is it based on total EHP% left?
- what if i have a ship with 1% HULL and 100% shield, will i get healer by shield regen? 
- what if there is a Guard with 5% hull and zero shields and a CoverOp with 4% hull and 1% shield, can we get some formulas regarding mechanics?

I'm presuming it uses the same mechanics as the remote heals did in the last patvh.
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