CinnamonFake

Star Conflict 1.4.5b: Vigilant Returns (Discussion)

41 posts in this topic

Nerf Taikin roll and strafe, not health.

CinnamonFake (Posted )

Tai'kin is interceptor and rely on maneuverability. It's not possible to leave it without it, just like leave frigates without survivability.
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The interface definitely needs some rescaling and the voucher amounts should be displayed back on the top window, also, there is no point in nerfing Tai'Kin's manoeuvrability if you don't do something about its modules and weapons, the damage for the Inhibitor Crystal should be reduced by 50% for now, and increase its cooldown by 7 seconds, you should also reduce the parameters of the Crystal Infiltrator, less damage increase, and a much higher cooldown, around 30 seconds should do, and keep the active time 15 seconds, and lower the damage to 25%.

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Tai'kin is interceptor and rely on maneuverability. It's not possible to leave it without it, just like leave frigates without survivability.

I guess you don't play the game. Tai'kin has:

  • most maneuverability
  • highest Dmg
  • highest healing capabilities
  • best movement capabilities - as ceptor is fast + jumps

compared to other ceptors :D 

CinnamonFake (Posted )

It's power depends on how you adjust it. The idea of Tai'kin is to encourage flying skill, if you're a master of maneuvers you'll feel comfortable with this ship. But one mistake and Tai'kin is blown up by enemies. It happens pretty often according to statistics.
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7 minutes ago, Tillowaty said:

compared to other ceptors 

Other ceptors that you have to spend a few millions of credits on for everything, that should be just as strong as Tai'Kin on which you have to spend tens of millions of credits on nodes alone, hundreds of xenocrystals and node resources, aswell as millions of synergy, to get to that point of being better than one, sure, makes a lot of sense.

Let's not forget about crafing the ship itself needing 50 cabin resources that are not that easy to earn and 100 xenos.

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25 minutes ago, xXThunderFlameXx said:

Other ceptors that you have to spend a few millions of credits on for everything, that should be just as strong as Tai'Kin on which you have to spend tens of millions of credits on nodes alone, hundreds of xenocrystals and node resources, aswell as millions of synergy, to get to that point of being better than one, sure, makes a lot of sense.

Let's not forget about crafing the ship itself needing 50 cabin resources that are not that easy to earn and 100 xenos.

If it's put in one game with normal ships then yes it should be balanced :) 

CinnamonFake (Posted )

And global ships rework is coming, and not only general normal ships. We're workng on that with high pripority ;)
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It's power depends on how you adjust it. The idea of Tai'kin is to encourage flying skill, if you're a master of maneuvers you'll feel comfortable with this ship. But one mistake and Tai'kin is blown up by enemies. It happens pretty often according to statistics.

You know I'm talking about fully developed builds to abuse as much mechanics as they can and not some newbie half-baked stuff which are as easy to deal with as any newbie stuff.

 

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And global ships rework is coming, and not only general normal ships. We're workng on that with high pripority ;)

I hope you put real effort in to that. But after every patch since Patch 1.3.12 (so like last 10 months) I doubt it :) Especially after yesterday's UI improvement.

 

CinnamonFake (Posted )

The one way to find out is to see this ships rework when it comes and try out some good old ships once again)
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And global ships rework is coming, and not only general normal ships. We're workng on that with high priority ;)

Finally!!!

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Are you going to do something with ELI ships modules which unfit to ship class?

CinnamonFake (Posted )

As it was said in developers blog, our aim is to make ships unique and feel fresh again. We're planing to achive it by adding individual eqiupment and special abilities for them. But old modules may have some necessary changes as well
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I guess the real problem is the raw damage output of the Tai'Kin ... yes its an interceptor ... personally i think the maneuverability is fine for Elly ships ... remove the destroyer one shot green glob and the whining will stop ... ITS A RECON!!!!     not a gunship engineer guard destroyer interceptor hybrid !

CinnamonFake (Posted )

Well the point of Ellydium ships is not to stick with one role. It could be a ship you like to see, with it's own special module and stats
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2 hours ago, xXThunderFlameXx said:

to get to that point of being better than one, sure, makes a lot of sense.

I don't get it why people think, the effort they put in into a ship should make it better.

That's just not how it works.

Games which work like that are usually coop or pve only. This is a team based shooter, not Diablo. Even if some ships are hard to get, in the end, balance is about fully developed ships; and what you work for is to have all the choices to be endgame competitive - not to have a ship which is naturally more versatile and stronger.

 

The effort you have to put in only saves you from paying it with money. It has nothing to do with abilities or strength of the ship. Naturally, they won't put up totally useless ships at the end of a grind, but that is not your privilege, that's just common sense.

 

---

 

I am a bit surprised, you changed the order of ships appearing. The last picture showed Jerri - so Tyrant - next. Logically it was also the the same order they came out. What happened?

 

I do have to admit, the new UI was a bit surprising. I have to get used to it to really tell what I think about it.

 

CinnamonFake (Posted )

UI and HUD is now under rework, so there's more changes to come there)
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NINJA PATCHES ..... So you guys removed the refuel to spiral when the MiG-105 re-docked in open space but  both the MiG-105 and the spiral have 6 cargo slots not 8 like the endeavor and the MiG-105 still cant use ammo or  the spatial scanner ..... PLEASE FIX THIS 2 MONTH OLD PROBLEM !!!!

CinnamonFake (Posted )

MIG wasn't supposed to use that, it's a part of a ship, more like literal emergency pod, but not the whole ship
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@CinnamonFake

 

Sorry for being off-topic:

 

I got mono crysis! Old monos are at 1500/10000 and the new ones are at 500/500, which is the cap.

I already contacted Support, but they have told me that they cannot help me.

 

I only wanted that they would switch the new ones to the old ones, where there is a higher cap limit.

 

My monocrystals are getting destroyed now!

I got a feeling that there is actually no real Support, just some 'randoms' doing the tickets, getting paid for a bottle of Vodka.

 

I got no more reason to play now, plus my license expires in a few days!

CinnamonFake (Posted )

Well, that's why the limit was introduced in the first place. It's crusial to the game when there's a lot of resources in the storages not being used. Why not to use them somehow? Maybe craft something and sell on the market?
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The one way to find out is to see this ships rework when it comes and try out some good old ships once again)

When will it come out exactly?

CinnamonFake (Posted )

We're aiming to Autumn with it.
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koro, why dont you use them up a bit

you could start assembling things

i whish you could just give them to me!

 

 

CinnamonFake (Posted )

Assembling things is what makes economics alive and well. So it's true and a nice way to exchange some resources to GS
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10 minutes ago, g4borg said:

koro, why dont you use them up a bit

you could start assembling things

i whish you could just give them to me!

 

 

Get in line! I was first!

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4 hours ago, xXThunderFlameXx said:

The interface definitely needs some rescaling and the voucher amounts should be displayed back on the top window, also, there is no point in nerfing Tai'Kin's manoeuvrability if you don't do something about its modules and weapons, the damage for the Inhibitor Crystal should be reduced by 50% for now, and increase its cooldown by 7 seconds, you should also reduce the parameters of the Crystal Infiltrator, less damage increase, and a much higher cooldown, around 30 seconds should do, and keep the active time 15 seconds, and lower the damage to 25%.

 

Pretty much what i wanted to say too.

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Is the vigilant special module will get a buff? According to the stats it doesn't seem powerful or even useful, even if I didn't tried it myself for now if no one is using it probably mean it need a rework

CinnamonFake (Posted )

We have no plans to buff Vigilant individually at the moment
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so you put in back the rank restrictions, after it was clearly shown that most people actually liked it removed.

 

Then it's back to no-play for me.

 

 

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2 hours ago, Original_Taz said:

NINJA PATCHES ..... So you guys removed the refuel to spiral when the MiG-105 re-docked in open space but  both the MiG-105 and the spiral have 6 cargo slots not 8 like the endeavor and the MiG-105 still cant use ammo or  the spatial scanner ..... PLEASE FIX THIS 2 MONTH OLD PROBLEM !!!!

 

When will someone reply to the MiG-105 issue

CinnamonFake (Posted )

responded above) MIG wasn't supposed to use that, it's a part of a ship, more like literal emergency pod, but not the whole ship
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CinnamonFake (Posted 6 hours ago)

Assembling things is what makes economics alive and well. So it's true and a nice way to exchange some resources to GS

 

CinnamonFake (Posted 6 hours ago)

 

The problem is that almost nobody buys anything ... BP drop like rain ... parts drop like a drizzle ... that one parts the entire server needs  drops 5 times a month ... the new Elly ships parts everybody farms and nobody buys .. Plus  you still have to be parked at your computer all day to sell something .... no loud beep  ,,, no pop up message ,,, no way of knowing someone wants to buy other than having the trade window opened all day every day ... then there's the  language barrier .... RUSSIAN RUSSIAN RUSSIAN ... in English chat trade chat personal chat battle chat .... we  need a auction or a translator  ....  neither will happen so the economy fails

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NsXWlmg.png

Use them for what? I don't need advice, I need a solution!

You cannot sell already produced item, like Rank 13-15 Meson Cannon Mark 4 weapon, etc.

We are not talking about parts or blueprints here, but already fully developed or upgraded items, that are already made from all those components.

So, since there is no way to put enriched monocrystals, or already constructed items on the Trade, as a result, my items are getting destroyed now. For nothing and I can't do anything.

There is no other solution, than to increase the cap limit to at least 1000 units. However, that's not enough!

Fully upgraded items should also be possible to sell, like for 300-400 GS as a minimum price instead of 100-150.

That would solve my problem and procure someone with a fully upgraded item.

 

Again, if it's so crucial to the game and its financial stability, why is then no cap limit, if you pay for such items in the Store?

You can go over the limit in such case. I think I've said enough already!

 

 

Regards,

Koromac

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Just make the basic building materials trade-able for credits, rare ones for GS, leave it like that for a week without limits, introduce the storage limits after that, make everything GS and be done with experimenting :D simple actually lol 

On another note, why change to vigilant instead of tyrant?

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Wow, I am shocked that there is just the 1 page of discussion so far.

Fewer xenochips is a bad thing. Period. This is now an event that is more like a funeral than a party.
What was the player feedback or data collection that said we wanted fewer chances to collect these items?
Oh wait. 5 xenochips for 200 gs is the reason for this.
60k credits for a mission reward? pfft. That's not worth the effort.

Why is the hangar clock gone? One nice feature and it's gone.
I didn't see it in the options to replace it. WHY?
A clock is necessary. Needed. Valuable. Put it back please. Soon.

While I didn't initially like the look of the loyalty voucher totals across the top I learned to like it.
Now it takes an extra click to see the totals rather than a glance.
The look of it was cluttered but it WAS convenient. Now it's inconvenient.
It should be visible when a different window is up. Like the upgrade window.
 

CinnamonFake. We collected a lot of resources because some of the builds require a lot of resources.
I realize that future trade is being considered here. But limiting items we can't trade and having them get destroyed is poor decision making.
On the dev's part. Not the players.
It takes 457 enriched mono to build a Tyrant. I would guess the other 2 are roughly the same.
With a limit of 500 that doesn't leave much room for the other items a player will build for an r14 destroyer.

We earned them. We collected them. And you guys are destroying them. That's not right.
Telling a player to use them so they won't be destroyed is BS!
We need things by the hundreds to build the new destroyers. By the thousands in some cases. And you tell us to waste these items by building things?
The storage limits need to be raised on all items. 10k for all. Not 500. Not 200. Not 15.

Unless a player has a rare item trade is useless.
Nobody needs the plans for an r9 plasma gun. Nobody needs a Waz Got cabin interior.
There is no market for the garbage parts. So we have to sell them for credits or have them destroyed.
Again, we earn it. But we can't have it. You destroy it.
Granted, the cabin interiors have no market for them so I am selling my extra's to avoid their destruction.
I can't save them on the off chance that at some point someone might need them.

The artificial price controls on trade are killing sales of garbage items. I can see setting a max limit.
But if I wish to sell something for 10 gs then let me do so.
You still get your 10%. And I sell an item I don't need and someone gets something they do need at a reasonable price.
Forcing players to buy gs to utilize trade is what you are doing. You know it and I know it.

Conversely, 5 trades a day is too restrictive. When there is a chance to trade then let us trade.
It's like telling a restaurant they can sell just 20 hamburgers a day. Artificial limits choke an economy.

The corporate limit for iridium is ridiculously low. It needs to be raised to 100 million.
Seriously. 100 million. As long as the game is taking it when a player earns it then it should always be awarded to the corp.
Or given to the players if the corp limit has been reached.
Again, these are things that the player has earned and yet we don't get it`` and neither does the corp.

"For any three tasks completed, you will receive a reward — a container with cabin parts for Waz'Got. "
We don't get the container. We get to buy the container. We get a chance at a needed part.
Granted, $50k isn't much. But it isn't "received."  It's a chance to purchase the reward.
The cache boxes for iridium is the same thing. It's loot we can't get unless we pay for it. And it's usually garbage.
In most cases it's wasted loot opportunities. We earn it. Yet we can't always get it. Especially the new players.
We have a "chance" to get something good. OOOOH. How exciting.
At Christmas I wasted gs trying to get some of the few decent items in the loot crates. Wasted my gs.
I got several loyalty bonuses. Synergy bonuses. GARBAGE.
That's not how the most successful games do things.
It's having to buy your own present.
When my family gives me a present it may not be what I wanted but I didn't have to buy it and still not get what I wanted.

Dastard

 

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Hiw long is that event about the vigilant CPU-Parts supposed to last ? 2 weeks or something like that ? Didn't remember how long for the Sirius and don't want to miss Vigilants turn...

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