Akaurl

Star Conflict 1.5.2 (Discussion)

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40 minutes ago, Rakza said:

What about :

 

 

LIGHT COIL MORTAR

this weapon is quite fine on the excalibur , but the passive bonus range should be augmented , it's ridiculously small . :p

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12 minutes ago, dreamer78 said:

this weapon is quite fine on the excalibur , but the passive bonus range should be augmented , it's ridiculously small . :p

If it's fine, nothing should be augmented

If something should be augmented, it's not fine.

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Gordon is a very situational gun, which can at times be really devastating, but also be as effective as a toothpick launcher

 

Light coil mortar is one of the most underwhelming weapons in the Fleet update, if not the whole game...

 

Mirv and Homing laser are nothing, but a nuisance

 

Thermosphere is a joke gun, just like flux phaser

 

Plasma minigun is decent...

 

As for the rest, i don't know them enough to make a statement...

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21 minutes ago, Rakza said:

If it's fine, nothing should be augmented

If something should be augmented, it's not fine.

that why i said "quite" fine , meaning it's nearly fine , in PvE it's a very very strong weapon for command , give you strong AoE , good dmg , good range etc... 
 

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So this games worst (and mostly by the devs completely ignored) problems are:

 

[Focusing Laser] + [Magnetic field disruptor]

[Energy Leak]

[Deconstructor Cannon] (still waiting for further nerfs)

[Quantum Defence] (Like seriously, going upunished for full burst launches, because a 5 seconds invinvibility is just insane)

 

 

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11 minutes ago, Flash0914 said:

So this games worst (and mostly by the devs completely ignored) problems are:

 

[Focusing Laser] + [Magnetic field disruptor]

[Energy Leak]

[Deconstructor Cannon] (still waiting for further nerfs)

[Quantum Defence] (Like seriously, going upunished for full burst launches, because a 5 seconds invinvibility is just insane)

 

 

i have not tested it in custom , but it happened to me a few time , it seems quantum defence remove negative effect , at least the engine controller hack from the Zhen .i didn't know it had that effect before , it's even more powerfull than expected 

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1 hour ago, dreamer78 said:

i have not tested it in custom , but it happened to me a few time , it seems quantum defence remove negative effect , at least the engine controller hack from the Zhen .i didn't know it had that effect before , it's even more powerfull than expected 

It even states in its description that it ignores control effects.

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1 hour ago, Flash0914 said:

So this games worst (and mostly by the devs completely ignored) problems are:

 

[Focusing Laser] + [Magnetic field disruptor]

[Energy Leak]

[Deconstructor Cannon] (still waiting for further nerfs)

[Quantum Defence] (Like seriously, going upunished for full burst launches, because a 5 seconds invinvibility is just insane)

 

 

uhIhyx9.png

It's not only "Ignore", it's Ignore and "Remove"

 

 

Thermal Energy Burner damage before it's become out of control.

Object NY18 needs to be Nerfed, especially its "special module", the remove/immune to negative effect should not ever ever be present on Guards with such a low cooldown.

The Energy System Destabilizer ( you named it "Energy Leak" I think) needs to see its range rebalanced accordingly to other Guard's modules (around 2000m)

 

Missile Swarm's Energy Cost is way to high compared to its other stats, we are talking about a "750" Energy Point per use module with a 45 seconds CD for a Rank 17.

Considering the ship it is linked too : "T-Rex Mark II" with a base capacitor of 1492 Energy Point, It's more than 50% of the base Capacitor of the Guard. (50.2% of Stock Base T-Rex Mark II)

I think a lot of the new Engineer's Modules also suffer from high energy consumption.

 

There is a lack of Anti-Control tools while more and more tools to control are introduced into the game. And the Degressive Effect on Cumulative/Chain Control does not apply fast enough.

The Remote Detonator needs to only deal a percent of the missile slot's damage. Loosing a missile ammunition or the whole Cartridge is already penalizing enough by itself. Some Missile Carrier builds are just suicidal cause of this. 

 

There also is a problem with the abuse of Rank 6 or lower with the Focusing Laser. That's not even to use the Locked Low Rank Module like the "Protector Torpedo" / "Reserve Energy Circuit" / "Trampoline" but just to abuse the Low Rank Buff on an already imbalanced weapon. The system is nice but is also greatly amplifying imbalance.

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13 hours ago, Rakza said:

..

I think a lot of the new Engineer's Modules also suffer from high energy consumption.

..

I attribute it to not documented nerf in last patch (1.5.2b) not to mention ninja patch : ( --> further nerfs my Wazgot (why they doing this to engis?)

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16 minutes ago, avarshina said:

I attribute it to not documented nerf in last patch (1.5.2b) not to mention ninja patch : ( --> further nerfs my Wazgot (why they doing this to engis?)

what did they do to the waz'got :'(

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17 hours ago, Flash0914 said:

Light coil mortar is one of the most underwhelming weapons in the Fleet update, if not the whole game...

Recoil compensated cannon says hi.

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2 hours ago, avarshina said:

I attribute it to not documented nerf in last patch (1.5.2b) not to mention ninja patch : ( --> further nerfs my Wazgot (why they doing this to engis?)

What got nerfed again and can you prove it?

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11 hours ago, Koromac said:

What got nerfed again and can you prove it?

Can't locate the source -- my energy bar on standard Wazgot setup is depleting much more rapidly since last patch. No changes but drastically  less energy stability  -- How to 'proof' that, I ask you?

You know its not that the Wazgot did not got nerfed with almost every of the last patches -- :dntknw::012:

This expensive ship is going down .. :(:

Spoiler

 

 

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Maybe you misplaced an implant or a module? I didnt notice any changes regarding energy stability. :)

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38 minutes ago, Scar6 said:

Maybe you misplaced an implant or a module? I didnt notice any changes regarding energy stability. :)

What if I did nothin ..  before & after patch :dntknw::dntknw::dntknw:  -- just the patch then (some call this Ninja patch)

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Project 1011 ship feedback

 

Very solid LRF. Remote disintegrator is a useful tool both for attacking and diverting fire out of your ship, also allowing to another tactic if you are confident with your aim by using your own ship as bait for dissy fire. Increased damage seem significant - with purple weapon, any smaller ship goes down with 1-2 shots without barrier. Also as a side effect, teach people to get rid of any drones as fast as possible :p I like gun placement - this ship dont have real blindspot, there is no angle that at least 3 turrets cant fire.

Remote disintegrator

There are also some annoyances, sharing with normal disintegrator. Most notable is aiming having limited one of the axis - when you hit the limit, instead aim going in the desired direction instead rotates the screen. Another issue is once deployed you cant move your drone until it gets destroyed. There should be an option to manually destroy the drone for redeployment, for example by holding F key.
Bumping into drone cause it to fly away as other stationary drones do. It may sound tactical - you bump your drone out of cover and shoot while it moves, but I had issues with my teammates intentionaly colliding with it for me to not having clear line of fire.
The last issue is most annoying one - explosive weapons shift your aim. The effect depends on the weapon, from Halo just rotating the screen to Eclipse completely shaking the aim. You cant aim properly when your drone is under fire of such weapons.
There should be also some indicator of your drone health, but it's not necessary. Sound originating from your ship instead of drone might be confusing, but also indicate that something is closing to your ship.

 

'Sharpshooter' module
Absolute beast for anything closer than 2.5km to you. Damage rivals with Wolfhound's Archangel, and its kinetic. Good addition for those who like drift and jump away tactic or for self-defence. Also good for attacking beacons. 5s charging time seem long but damage it causes is worth it.

 

Disintegrator booster

Would be worth it if effect would be significant, like shortening time from normal 3.33s to 1.5s or something. It might be bugged with remote disintegrator

Disorienting Gun

Gun designed in mind of helping hiding from enemies, I don't think it fullfil its role. Secondary effect is alright, 2s blind with 8s cd seem ok, until enemy dont equip Proton Wall or there is Granite around. Damage is on the level, but slow fire rate, slow projectile, fast heating makes this gun far from being something worthwhile. Good against ECMs or for disorienting close covies right before jumping away, but in this case IR Pulsar module is better.

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You were faster to fix the Destructor/Beam Cannon than fixing the Focusing Laser.

You were faster reworking the Spectre Field than fixing the Energy Field Destabilizer.

You were faster fixing Mass Driver / Coil Mortar than Fixing the Deconstructor.

 

Added tons of new control modules - Didn't add new anti-control modifiers or modules.

Added tons of new energy burning / Draining Mechanics - Didn't add new anti-Energy Burn/Drain modifiers/Modules/Dynamics.

 

Where are the Jericho Long Range? Where are the Engineers? Where are the Fed Guards? 

Did you take into consideration ships that were playing on slow speed and positionning? You Didn't

Did you put the same application and same motivation for all the fleet upgrades? You Didn't

 

Long Range Fleet Upgrade, looking at the modules and the Modifiers is a Joke.

Guard Fleet Upgrade, looking by the Diversity of modules used, is a joke. Rellying on Broken Mechanics expecting the best like Gravilasso. The Supportive Modules aren't even available for High Rank.

Engineers Fleet Upgrade has more bugged Description and missleading descriptions than anything else.

 

Any frigate that would have been broken as the Tai'Kin would have been nerfed to its knee in less than 1 week.

Any frigate that would have got a weapon like the Focusing Laser or the Deconstructor would have been nerfed in less than a week.

 

Tai'kin exploiting collision bugs to OS player when they spawn without any counter ? You did nothing

People abusing Premium R6 Gunship with focusing laser? You did Nothing

Object NY18 being overpowered due to its uniques modules? You did Nothing

 

All this ships are linked to Real Money in way or another (Bundles, Premium and DLC) and that's called "Pay to Win"

For the Remaining, that's called "Double-Speed Balance", Congrats, we are back into 2013 OBT Mentality.

 

The PVP is a joke dictated by which team has the bigger amount of Broken stuff ingame.

It's a glorious ClownFiesta decided by the Matchmaking.

 

Without even mentionning the "So called" Secret Project ships. Fleet Upgrades are not allowed for them while their are lower crafted ships and high crafted ships with specifics modifiers/Modules?

What is the logic behind that? And of course no communication about it. You know, just to let players know if they will have access to it or if they will have their own new stuff.

 

If the "Journey" consist to take a Dolorean and go back to the worst era of the game that will be a short "Voyage".

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5 hours ago, Rakza said:

People abusing Premium R6 Gunship

It's actually R5 (just saying)

 

5 hours ago, Rakza said:

The PVP is a joke dictated by which team has the bigger amount of Broken stuff ingame.

It's a glorious ClownFiesta decided by the Matchmaking.

Unfortunately yes

 

5 hours ago, Rakza said:

Without even mentionning the "So called" Secret Project ships. Fleet Upgrades are not allowed for them while their are lower crafted ships and high crafted ships with specifics modifiers/Modules?

Yeah.. those bugs costed me a lot of resources, and i wasn't able to use mjolnir (effectively) once, since construction, because it was always out of meta

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5 hours ago, Rakza said:

You were faster to fix the Destructor/Beam Cannon than fixing the Focusing Laser.

You were faster reworking the Spectre Field than fixing the Energy Field Destabilizer.

You were faster fixing Mass Driver / Coil Mortar than Fixing the Deconstructor.

 

Added tons of new control modules - Didn't add new anti-control modifiers or modules.

Added tons of new energy burning / Draining Mechanics - Didn't add new anti-Energy Burn/Drain modifiers/Modules/Dynamics.

 

Where are the Jericho Long Range? Where are the Engineers? Where are the Fed Guards? 

Did you take into consideration ships that were playing on slow speed and positionning? You Didn't

Did you put the same application and same motivation for all the fleet upgrades? You Didn't

 

Long Range Fleet Upgrade, looking at the modules and the Modifiers is a Joke.

Guard Fleet Upgrade, looking by the Diversity of modules used, is a joke. Rellying on Broken Mechanics expecting the best like Gravilasso. The Supportive Modules aren't even available for High Rank.

Engineers Fleet Upgrade has more bugged Description and missleading descriptions than anything else.

 

Any frigate that would have been broken as the Tai'Kin would have been nerfed to its knee in less than 1 week.

Any frigate that would have got a weapon like the Focusing Laser or the Deconstructor would have been nerfed in less than a week.

 

Tai'kin exploiting collision bugs to OS player when they spawn without any counter ? You did nothing

People abusing Premium R6 Gunship with focusing laser? You did Nothing

Object NY18 being overpowered due to its uniques modules? You did Nothing

 

All this ships are linked to Real Money in way or another (Bundles, Premium and DLC) and that's called "Pay to Win"

For the Remaining, that's called "Double-Speed Balance", Congrats, we are back into 2013 OBT Mentality.

 

The PVP is a joke dictated by which team has the bigger amount of Broken stuff ingame.

It's a glorious ClownFiesta decided by the Matchmaking.

 

Without even mentionning the "So called" Secret Project ships. Fleet Upgrades are not allowed for them while their are lower crafted ships and high crafted ships with specifics modifiers/Modules?

What is the logic behind that? And of course no communication about it. You know, just to let players know if they will have access to it or if they will have their own new stuff.

 

If the "Journey" consist to take a Dolorean and go back to the worst era of the game that will be a short "Voyage".

amen, there was a serious bias here, inties should be nerfed and frigates should get more creative equipment

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4 hours ago, xKostyan said:

The only nerfs interceptors really need is a nerf to Cutters dmg. 

I feel like the Deconstructor has too much alpha, given how easy it is to use. I'd lower the damage and increase the firerate to compensate. The projectile speed could be decreased aswell. 

Alternatively, its critical damage  could be reduced. 

Right now it acts like a Ace friendly shrapnel cannon: it has all of its upsides and none of its drawbacks.

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The deconstructor needs a lesser trigger radius, object needs shorter actives, that taikin dab is an oversimplified excuse to deal damage, also people taking a wolfhound with a ghost need to be punished for exploiting game features and while we're at it these features should be a bit less, one would say, OP. There's plenty wrong with the pvp now but nothing a simple tweak can't fix, IF someone wants to fix it.

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1 hour ago, ORCA1911 said:

The deconstructor needs a lesser trigger radius, object needs shorter actives, that taikin dab is an oversimplified excuse to deal damage, also people taking a wolfhound with a ghost need to be punished for exploiting game features and while we're at it these features should be a bit less, one would say, OP. There's plenty wrong with the pvp now but nothing a simple tweak can't fix, IF someone wants to fix it.

 

The Desconstructor need the same treatment that the Destructor got.

Being Reworked into a pile of pure Sheet and put under the carpet like they did with the Destructor.

 

Alpha-Strike weapons were too strong huh? That's once again not applying to all the ships ingame apparently.

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About the Object: I honestly believe that ship was balanced at its initial release. A squishy ship with extraordinarily good suppression modules. However people instantly complained about it not also being as tanky as a jericho guard.

 

I think they kinda dug their own grave tbh.

 

I really enjoy using and fighting the newly released ships. They are surprisingly well balanced, even if some mods are... underwhelming. (Looking at you, Trap Mine and Drone Booster,)

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The trap mine is sooo guuud lol when you trap a darting taikin or karud and they dont know wth is happening, priceless. The drone booster boosts beacon drones, destro shields, darts frontal shield, like any and every extension one has thats out of the ordinary. Idk if its intended but its funny.

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