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Star Conflict 1.5.3 (Discussion)

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1 hour ago, Flash0914 said:

 

I actually spectated an AI guard, watching how they handle lasers... Facing an AI tackler, this thing pulled out an incredible aimbot, that was an exact second behind all the tacklers actions, therefore not hitting the enemy at all. Why do we have to put up with on point laser aimbot, that melts you in seconds in PvAI, but get that xxxx as an ally in PvE... It's not like PvE wasn't hard enough before the patch...

The AI allies can shoot things alright. They also can turn alright.

 

Problem is they can't do both together correctly.

 

Most of the time they just sit there, occasionally spinning for a while.

When they do decide to shoot, it is usually aiming at someone right behind them so none of the gun turrets actually fire. The AIs stubbornly refuse to turn around. Noticed an AI Patriarch actively turning AWAY from approaching enemies so that only one laser is firing BEHIND it.

 

Still. They've got infinite(or at least a huge amount of) duplicators. Kinda useful...?

Went into a T5 Ariadne with 3 Tacklers and 1 AI bot. The AI did a fantastic job at drawing aggro away from us. 

 

General impression:

AI: Huh? What? Where am I? What am I doing? Why am I getting shot at? Where are the enemies? Why am I dead? Guess I'll revive then...

o-o?

 

 

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On ‎6‎/‎6‎/‎2018 at 1:34 PM, xXThunderFlameXx said:

 

  Reveal hidden contents

screenshot-180606-142351.png

I didn't use premium license, but I did use a premium ship, overall its almost worth farming this.

 

 

This is premium ships + 2x for first PvE that you made. 

Poor reward

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3 hours ago, GatoGrande said:

 

This is premium ships + 2x for first PvE that you made. 

Poor reward

It was 500k before on the  same ship and 2x is for synergy only.

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7 hours ago, Koromac said:

It would have been much better if each sector would display an additional interface when viewing OS map, showing all possible drops for the selected sector.

This would be even better.

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On 6/6/2018 at 11:51 AM, Rob40468 said:

Funniest part is that new players (again) get those modules for free when they buy a brand new silver ship.

I own every silver ship, came back to the game from a long break so that I have none of the new modules. I tried selling ships that I already own and buying them again, but I didn't get any new modules this way.

 

The farm for all the high rank modules (that have a much lower drop rate from enemies) is just insane.

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3 hours ago, Farfalla said:

I own every silver ship, came back to the game from a long break so that I have none of the new modules. I tried selling ships that I already own and buying them again, but I didn't get any new modules this way.

 

The farm for all the high rank modules (that have a much lower drop rate from enemies) is just insane.

You don't get a new set of mk1s for re-buying a ship, let alone the new modules, and also, you don't sell ships, ever.

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@FarfallaBest way to farm for anything is with as many people in a group as you can get to join you.  Since each player that is buffing, Debuffing, repairing, or dealing damage has a chance for a container to drop for each enemy killed it goes a lot faster.

 

For example:

5 players doing any of the above actions, to each other or the enemy, means 5 chances for a container to spawn when the enemy is killed. Literally the more the merrier when you farm for gear in this game.

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3 hours ago, xXThunderFlameXx said:

You don't get a new set of mk1s for re-buying a ship, let alone the new modules, and also, you don't sell ships, ever.

Sadly, it's true.

 

Do you know if the drops are now more common in the Pallas Border? Do you still get 1 random container for every 400 kills?

 

 

About the update 1.5.3. - Good update in general, but nothing special. It's missing a lot of bug-fixes. I would prefer much more focus on the bug fixes than anything else.

Some module and weapon balancing is a must.

 

Most annoying and abusive active module for the ECM - DDoS 11 (constant spam - recharge time: 9 seconds) Who tested this? No one?

EMpn006.png

 

Object NY18 (still overpowered)

- reduce both strafe speed acceleration and strafe acceleration itself by 25%

- reduce maximum shield capacity by 5%

 

 

A bit off-topic:

I spoke to many people, including Russians.

Sadly, most of them gave up on this game, supporting you, because of one simple reason. Lack of acknowledgment. They feel like they're talking to a wall.

 

I will just give one example.

 

When the new ships were tested internally by game testers, all the bugs with Project 1011 and other ships were already reported like 6 months prior the release.

Of course, they were posted on the Russian Forum in a proper bug report format with all the logs and necessary information. Bugs were pretty obvious but were never fixed, even to this day.

I am talking about damage scaling on Spike and Project 1011 and their weapons and the module that is not applied to Remote disintegrator to increase the rate of fire. That's just one example.

 

I need to ask.

Why are you not fixing reported bug reports that have been reported internally, prior to public release?

 

You're releasing new, unfinished and unpolished content.

Community feedback is being mostly ignored. I feel that such bugs should not be ignored, yet they are.

 

 

Thank you for your feedback.

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The bug with "description" of Project's remote dissy was not a description, but a nerf. Now it deals flat 13k damage. Before it scaled on the level of main weapon up to 18k-ish. So now you deal mostly 9k after resists.
I'm not mad, because it was little overkill, almost downing 2k energy diffo shield in a single shoot, but at least write patch notes properly.

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23 minutes ago, Rob40468 said:

The bug with "description" of Project's remote dissy was not a description, but a nerf. Now it deals flat 13k damage. Before it scaled on the level of main weapon up to 18k-ish. So now you deal mostly 9k after resists.
I'm not mad, because it was little overkill, almost downing 2k energy diffo shield in a single shoot, but at least write patch notes properly.

You can take over if you don't like my methods. Also, there must be some issue with the description. It was said to me that the Russian version specifically states that it's also affected.

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1 hour ago, Koromac said:

You can take over if you don't like my methods. Also, there must be some issue with the description. It was said to me that the Russian version specifically states that it's also affected.

In the description there was a line that said the remote dissy scales with weapon level and it did. Now it got removed and remote dissy is not scaling anymore. I have a screenshot from translation, but I doubt I can paste it in public.

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Where do I even begin with this patch. So to preface; I've barely been playing the game anymore. Game crashes are still absurdly frequent and there has been no action to mitigate or isolate them.

 

Now then, to the Contentlite of the update.

New PvE mission

So from the get go, maybe 50% of the feedback given from the test server was actually taken into account. Saws are still obnoxiously common, beacon captures are highly irritating due to masses of AoEs and that "Destroyer weapon" turned out to be a coil mortar (I checked, I was sad). That out of the way, the new mission is extremely laid back compared to missions like Ariadnes Thread where most enemies will maul any ship build no matter how tanky, allowing for players to take whatever they want into the battle if they want to win - which is a first in SC history (woo). HOWEVER - mission objectives are beyond obscure as players are left to twiddle their thumbs or deal with the growing hoarde of enemies on field as there is little to no communication in regards to main objectives, side objectives and consequences of failure.

 

Other than that, the mission yields too fewer credits in comparison to Ariadnes but has the unique gimmic of mixing all ranks pitting Rank 14 ships with Rank 6s, giving quite the unique experience.

 

PvP Balances

Spike changes: they appear welcome and not too far overkill since Spike is still a Covert Ops (salt river later on that trigger word).

 

Object NY18 changes: Jesus f**king christ. CHANGE THE ENERGY DESTABILISING BULLS**T TO LOWER REGEN BY 50% AND REMOVE THE SUPER STRAFE GIMMIC. F**K.

 

Waz'Got changes: They seem okay. Wazzies are still impossible to tell if they're glass cannons or not because of a certain trigger word class WHICH NEEDS TO BE NERFED HARDER MR. BALANCE MAN.

 

Trigger word changes: Okay, Mr. Balance man - listen here. Lowering Deconstructor and Front Blaster by 10-15% a month is doing nothing. It is only one part of the problem. Orion needs to have it's efficiency lowered drastically and Front Blaster needs to have a fire rate cap placed on it or simply no longer be affected by iridium heatsinks or fire rate implants. You gave zero sh*ts when you gutted the entire Destroyer class, now show that lack of remorse to Covert Ops'. These baby steps are killing the community and the PvP scene. Cut it out.

 

Squad changes: These are well overdue as the major gap in rank ranges used by players has been restricting or outright denying the use of Squads and furthermore made organising Spec Ops groups a living nightmare as there is always that guy who refuses to slot a ship the same rank as the leaders. 

 

The Elephant in the hangar

The source of the mass crashes needs to be found and fixed. Soon. PvP is almost literally unplayable as every match is a roll of the dice as to whether or not you'll crash, crash and be able to rejoin or crash and be unable to rejoin at all. These crashes are costly, time consuming, demoralising and killing the game. Some major suspects of mine are the Gravitational Lens (The model, the effect or the partical FX - I'm not sure) and mid-join as a whole as these crashes seem to trigger upon certain assets being loaded. Fix these crashes before the game suffers more for it.

 

 

 

Edited by TheDerpNukem
Toned down the... language and hostility.

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Also, I agree that game crashes need to be eliminated. A 32-bit program attempting to use more memory than it has never ends well.

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22 hours ago, TheDerpNukem said:

Jesus f**king christ. CHANGE THE ENERGY DESTABILISING BULLS**T TO LOWER REGEN BY 50% AND REMOVE THE SUPER STRAFE GIMMIC. F**K.

Pretty much what i complained about since it became op

 

22 hours ago, TheDerpNukem said:

Orion needs to have it's efficiency lowered drastically

So you want to make covops that don't utlilize the op bs pretty much useless? No thanks, nerf the op BS and not what's fine.

 

 

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5 hours ago, Flash0914 said:

Pretty much what i complained about since it became op

Well - I prefer it as it is. Same as my dread team - to work as  area denial. You have to take down NY18 before your team can rush in with covertopses and starts to shred everything. That's basically how our latest Dread battles were looking like. It's pretty hard to stop 8 covertopses with nukes if you don't have something like this in your lineup. With 2 Objects covering most of the dread approach (few smart guys will use 3rd dimension to still sneak with nukes) tackler and microlocators, we were able to fend off such zerg tactics. We were thinking and trying other approaches as well but with limited range of microlocators and engine inhibitor that can be easily cancelled out - that was the only one we could take down 6 of 8 rushing covertopses (including one before he dropped it's nuke). So you have area denial ship, you have gunships and tacklers that can counter it - so where seems to be a problem now? If we left our NY18 unprotected it went down in seconds under fire of 2 gunships and a tackler. Ok, you cannot have classic furball with that ship on map, but in dreads if there is no NY18 on map - you have covops rushes till your dread has no structures no guns and no hardpoints in a matter of minutes. I agree that's it's signature module can be reworked, but I would leave functionality of this ship as it is. And if anyone finds it's too hard to hit because of strafing - Gravi on tacklers works wonders. 

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Inhibitor Swarm or the Shrapnel Cone also work, found that out the hard way.

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3 hours ago, niripas said:

Well - I prefer it as it is. Same as my dread team - to work as  area denial. You have to take down NY18 before your team can rush in with covertopses and starts to shred everything. That's basically how our latest Dread battles were looking like. It's pretty hard to stop 8 covertopses with nukes if you don't have something like this in your lineup. With 2 Objects covering most of the dread approach (few smart guys will use 3rd dimension to still sneak with nukes) tackler and microlocators, we were able to fend off such zerg tactics. We were thinking and trying other approaches as well but with limited range of microlocators and engine inhibitor that can be easily cancelled out - that was the only one we could take down 6 of 8 rushing covertopses (including one before he dropped it's nuke). So you have area denial ship, you have gunships and tacklers that can counter it - so where seems to be a problem now? If we left our NY18 unprotected it went down in seconds under fire of 2 gunships and a tackler. Ok, you cannot have classic furball with that ship on map, but in dreads if there is no NY18 on map - you have covops rushes till your dread has no structures no guns and no hardpoints in a matter of minutes. I agree that's it's signature module can be reworked, but I would leave functionality of this ship as it is. And if anyone finds it's too hard to hit because of strafing - Gravi on tacklers works wonders.  

This might be a solid strategy in "competitive" aspects of the game and the only counter to covops spam right now, but consider:

a) Casual PvP, where 2 Objects rip through an entire team and turning basically lost games with ease

b) Gamemodes, where taking down such a treat, before it screws you over is basically impossible, because your team lacks firepower (scl 5v5)

c)The psychological effect it has on the players on the recieving end of it... if you get trapped in a way like that, you are basically left with nothing, but your main gun... might aswell deinstall all your actives and play Star conflict no module mode, oh by the way no afterburners, so xxxx all inty, fighter players

 

-> this feeling, of having, nothing you can really do and an overpowered enemy, will lead, especially for a lot of new players, to droping the game, because especially those have no way of working around this... noone really wants to play a multiplayer game, that makes you feel entirely powerless and weak from the very beginning

 

The point is, how can you support something so gamebreaking, just because it benefits you in the least played gamemode of the entire game?

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20 hours ago, Farfalla said:

Also, I agree that game crashes need to be eliminated. A 32-bit program attempting to use more memory than it has never ends well.

I think this is the case. Once more stuff got added, texture loading and freeze lag became much more apparent, along with crashes.

It started with the Dogs of War update, then it got worse with each major addition.

 

I can just show one example of loading textures in the hangar after logging in. It grows worse with each and every update, but my OS has no issues.

 

Screenshot: Hangar in the first 3 seconds. It takes 15-20 seconds to fully load and sharpen all the textures.

zqP8Nk9.png

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3 hours ago, Flash0914 said:

...

 

While I know that this is not the answer, and duration-cool down ratio still not as it should for the strength of the effect, but 8-3 now works on it and 8-3 is 15 seconds, helps with ECMs too

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11 hours ago, niripas said:

 And if anyone finds it's too hard to hit because of strafing - Gravi on tacklers works wonders. 

 

Try to stay alive on tackler nowadays... Is using specific equipment on specific ship to counter another specific ship ideal balance to you? Taikin jumping around and abducting things are not anymore, why introducing another?

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8 hours ago, Koromac said:

I think this is the case. Once more stuff got added, texture loading and freeze lag became much more apparent, along with crashes.

It started with the Dogs of War update, then it got worse with each major addition.

 

I can just show one example of loading textures in the hangar after logging in. It grows worse with each and every update, but my OS has no issues.

 

Screenshot: Hangar in the first 3 seconds. It takes 15-20 seconds to fully load and sharpen all the textures.

zqP8Nk9.png

Star Conflict doesn't have to be 64bit. It normally does not get close to the memory limit. The crashes are probably because of a memory leak but not because the assets size has grown. Trying to switch SC to 64bit would probably end in even more bugs that never will be fixed.

 

I agree that they should try to fix the way they load assets. But the issue that it takes 15-20 seconds to load textures is on your site with to low disk speed (either the disk is just really slow and old or some other programming is reading/writing heavily to it).

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9 hours ago, Flash0914 said:

This might be a solid strategy in "competitive" aspects of the game and the only counter to covops spam right now, but consider:

a) Casual PvP, where 2 Objects rip through an entire team and turning basically lost games with ease

b) Gamemodes, where taking down such a treat, before it screws you over is basically impossible, because your team lacks firepower (scl 5v5)

c)The psychological effect it has on the players on the recieving end of it... if you get trapped in a way like that, you are basically left with nothing, but your main gun... might aswell deinstall all your actives and play Star conflict no module mode, oh by the way no afterburners, so xxxx all inty, fighter players

 

-> this feeling, of having, nothing you can really do and an overpowered enemy, will lead, especially for a lot of new players, to droping the game, because especially those have no way of working around this... noone really wants to play a multiplayer game, that makes you feel entirely powerless and weak from the very beginning

 

The point is, how can you support something so gamebreaking, just because it benefits you in the least played gamemode of the entire game?

 

9 hours ago, Flash0914 said:

b) Gamemodes, where taking down such a treat, before it screws you over is basically impossible, because your team lacks firepower (scl 5v5)

I think we are playing different SCL then. Gunship + dessie is the staple setup if we are playing against guards. Usually with ECM as a support. Of course if your team consists of 5 recons you will probably lose as NY18 is basically area denial for interceptors. If your team lacks the firepower to take down a single guard then... ist it a guard issue or your team?

 

9 hours ago, Flash0914 said:

The point is, how can you support something so gamebreaking, just because it benefits you in the least played gamemode of the entire game?

For me is the most frequently played mode. And you actually gave an answer in your first line. To prevent zerg rushing tactics. And please read what I wrote carefully - I support the concept, but it still needs some tweaking. Actually this ships is what should prevent people going full frontal blaster + covops teams and making the game at least somewhat interesting. As for new players - well. They do expect to what? Slap random ships with random weapons and win? And when losing - just whine "they had op ships!! P2W!!!"? I see that almost no one is now thinking "why did we lose? What setup should be a counter to enemy team?" - maybe players got lazy, maybe they don't grasp the idea of rock paper scissors in such games. But you are right - no new player I saw was even trying to setup their ships correctly. Also what do you mean about people "have no way of working around this"? Is it that hard to have med range tackler? Or LRF? In T4 Chiron kicks NY18s bottom. In wings - two gunships and a tackler take down NY18 in a matter of seconds. Focus fire is (and always was) a key to victory here. Pity no one is caring about it anymore. 

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6 hours ago, niripas said:

As for new players - well. They do expect to what? Slap random ships with random weapons and win? And when losing - just whine "they had op ships!! P2W!!!"? I see that almost no one is now thinking "why did we lose? What setup should be a counter to enemy team?" - maybe players got lazy, maybe they don't grasp the idea of rock paper scissors in such games. But you are right - no new player I saw was even trying to setup their ships correctly. Also what do you mean about people "have no way of working around this"? Is it that hard to have med range tackler? Or LRF? In T4 Chiron kicks NY18s bottom. In wings - two gunships and a tackler take down NY18 in a matter of seconds. Focus fire is (and always was) a key to victory here. Pity no one is caring about it anymore. 

 

 

This is definitely true, and it's also the reason why I like or used to like this game. It requires team play, adaptation, thinking about all possible scenarios, in short - synergy among players.

Still, when going into PvP with a fellow player, you usually need to wait 10-15 minutes to get one battle which is just 2 vs. 2 or 3 vs. 3 an entire match.

The biggest issue is that there are not enough players now. Game population is extremely low and I often see the same players in both groups.

Join-in-progress matchmaking with such changes often fails or is unable to balance the odds because of limited options or choices.

And this was the biggest loss. This game should have encouraged playing in groups, but it's actually doing the opposite.

The strongest aspect of this game - PvP suffers because of it. And this is a major problem now.

 

Developers thought that putting practically all equipment to Open Space will keep the players busy to keep them in the game.

It achieved more like exactly an opposite effect. More people left instead or became inactive or less active in general because of how it was implemented.

 

Xeno-chip event should be available for the last two remaining roles - Recon and Engineer in order for people to gain access to new modules easier and faster.

I had nothing to spend them on, I lost them all for nothing.

If it would be up to me, I would just add all the modules to the Store again, but significantly buffed up the prices, up to ten times instead.

That's only the first step. I am not sure about passive bonuses on Ranks now. They added Rank 16 and 17 but failed to provide information about extra hidden passive modifiers.

 

The second step would be the removal of Join-in-Progress matchmaking mechanic for PvP. At least temporarily. I believe that the balancing issues would be less apparent to some degree.

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