ORCA1911

Star Conflict 1.6.0 (Discussion)

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-The gifts will be awarded on next update.

-Crimson Haze still at 27lvl.
-Best suggestion award will be announced and winners soon enough.

-Video contest title has been distributed.

-1070 TI is rus only because of insane shipping costs.

-Th'ak'len cannon 11-17 is a prize that can only be won by upvotes which are very few around here, bad luck i guess.

-The 50k gs pack had an issue with liquid Metal and was fixed, those who didnt get it can ask for it with a ticket on support page.

-Swarm and the other balance issues should be covered in this months update.

 

All is not lost, the end is not nigh yet.

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On 1/10/2019 at 8:17 AM, ORCA1911 said:

-The 50k gs pack had an issue with liquid Metal and was fixed, those who didnt get it can ask for it with a ticket on support page.

 

Uh… why? It’d make more sense to log who’s paid for the pack and distribute it to those who didn’t receive it. Surely there must be some way to track this rather than making players request support for someone else’s mistake…

just saying

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57 minutes ago, Exarus said:

 

Uh… why? It’d make more sense to log who’s paid for the pack and distribute it to those who didn’t receive it. Surely there must be some way to track this rather than making players request support for someone else’s mistake…

just saying

Eehh, if there was a better way i'd know of it by now but this is still better than nothing, hope it works for those afflicted with the problem. 

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M'kay, so new update - new changes - nothing too special kinda.

 

Cluster Missile Fix|Buff|Its-still-pretty-meh

This was much appreciated since even on paper the cluster missile was vastly inferior to the regular Guided Torpedo, now it just needs to have the turning radius of the warheads significantly reduced so they can actually hit what they lock on to and a slight explosion radius buff and it'll be useful for actually hurting enemies rather than just debuffing.

 

For those curious, cluster missile went from 8k base explosion to ~15k with a mk5 weapon equipped. Its not enough to kill stuff but its there.

 

Free presets

They're free, they look pretty dope, the animated one isn't a flat colour for once. I like it.

 

Rank 17 PvAi

This is where something is going on that we need to know about. The enemies in rank 17 PvAi do absurd amounts of damage that melts destroyers even from outside of the 950m debuff zone. It honestly feels like the Ai was tuned to verse players with 3x the average EHP and 3x the damage because right now this is ridiculous. Especially with the beam laser frigates.

 

Ui changes in hangar

I'll get used to it.

 

Only thing tedious is the crew button is kinda hard to spot offhand. That's about it.

 

PvP quests in PvAi

None of the medals were adjusted to accommodate for this so it doesn't affect me at all.

 

Conquest Changes

Giving corporations the ability to own 3 dreads at the same time looks like a good Iridium sink on paper since most corps I've been in have been stuck at the Iridium cap for a very long time.

Deadly conquest looks interesting since it stops suicide spamming to capture objects but might make quad Covert Ops loadouts a bit too common.

 

Ze'ta nerf?

I'm not sure what to say about this since the range wasn't noted and doesn't seem to be noted anywhere, but here's hoping its something like 7.5-10km so Swarm Control Ze'tas have to get out of their spawns now.

Swarm Control itself needs a proper nerf akin to giving it a set max duration or a stronger deficit to the host ship rather than just outright buffing everything the ship has since despite being effectively given a range cap its still just as strong as before - which is too strong.

 

Improved PvE missions looks like enemies got worse again since every time this is noted enemies get some new bullsh*t mechanic which is completely unfair to most classes.

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It does actually feel like the cluster missile is doing something, R17 co-op is nice, a nice way of testing out builds without getting stomped in PvP, the swarm now has a limited range of 6km, upgradeable to 7.25km, it was always supposed to have a limit to the active time, about 20 seconds, so hopefully they fixed that and now the module should be fine despite people still not knowing how to fight it.

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50 minutes ago, TheDerpNukem said:

Ze'ta nerf?

I'm not sure what to say about this since the range wasn't noted and doesn't seem to be noted anywhere, but here's hoping its something like 7.5-10km so Swarm Control Ze'tas have to get out of their spawns now.

Swarm Control itself needs a proper nerf akin to giving it a set max duration or a stronger deficit to the host ship rather than just outright buffing everything the ship has since despite being effectively given a range cap its still just as strong as before - which is too strong.

7.25Km for Mk4 and 6km for Mk1 Variants.

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53 minutes ago, TheDerpNukem said:

Rank 17 PvAi

This is where something is going on that we need to know about. The enemies in rank 17 PvAi do absurd amounts of damage that melts destroyers even from outside of the 950m debuff zone. It honestly feels like the Ai was tuned to verse players with 3x the average EHP and 3x the damage because right now this is ridiculous. Especially with the beam laser frigates.

 

Every single game I played today ended in a camp in AI spawn (11 games in total)

53 minutes ago, TheDerpNukem said:

PvP quests in PvAi

None of the medals were adjusted to accommodate for this so it doesn't affect me at all.

 

And none of the tasks work in PvAI as well. No specmodule ones or most of the campaign ones. It just looks like someone forgot to implement that change.

 

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2 minutes ago, OwnageMaster said:

Every single game I played today ended in a camp in AI spawn (11 games in total)

Well, I guess I got bad luck with my maps/modes then because I just got shredded every time an Ai came into range of me regardless of how close my team was.

 

8 minutes ago, xXThunderFlameXx said:

...the swarm now has a limited range of 6km, upgradeable to 7.25km..

3 minutes ago, John161 said:

7.25Km for Mk4 and 6km for Mk1 Variants.

Good to know the range is at least decent. I'll have to hop into PvP later to see if swarms everywhere is still a problem or not, but that range seems at least tolerable since the host ship has to come out of spawn on most maps.

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Some Changes in 1.6.0.d (Have not started the game yet to check them)

  • Missile Reload: Removed from Destroyers
  • Swarm Control: Remote Max Range (6000m(Mk1) - 7250m (Mk4))
  • Swarm Control Module can now be destroyed (5k Damage to Host, 1.7k Health)
  • Swarm: Vision of 2.5km, Radius at 1/3 (32.5m instead of 100m) (?),
  • Health of Dreadnought(Clanship) Element Doubled (40k -> 80k)
  • Dreadnought Battles: Kill points now 30 instead of 20
  • Dreadnought Battles: Snipers now have Weapon Overcharge always active (?!?)
  • Dreadnought Battles: Radar Debuff increased even more (by 25%)
  • Fixed some bugs with Hackable PVE Objects (Not hackable anymore :(
  • Hazardous veil/Опасная завеса: Now gives 0.2 Secons full Invulnarability (Probably drops bomb (?))
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Aw, I'm going to miss the hackable PvE objects, welp, time to go back to Stingray.

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So I honestly forgot about the January birthday thing. I was expecting zeta stage 2 today (along with several bug fixes that I'll have to test out later)

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10 minutes ago, TheDarkRedFox said:

So I honestly forgot about the January birthday thing. I was expecting zeta stage 2 today (along with several bug fixes that I'll have to test out later)

They actually added most if not all game files for Stage Two today in the game files.

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5 hours ago, TheDerpNukem said:

Rank 17 PvAi

This is where something is going on that we need to know about. The enemies in rank 17 PvAi do absurd amounts of damage that melts destroyers even from outside of the 950m debuff zone. It honestly feels like the Ai was tuned to verse players with 3x the average EHP and 3x the damage because right now this is ridiculous. Especially with the beam laser frigates.

It's more about the 100% aim than about the damage of beam laser frigates. Still, they aren't that bad unless you meet a LRF doing critical damage. Normal ships of vs AI are easy unless you decide to play interceptor of ships that can't take much punishment.

 

Difficulty of vsAI depends on your team. Interceptors are not a good choice for vsAI. The only thing negative is the return of that damned full Ellydium AI team. One player with a guard can almost dominate every vs AI battle(if there's someone to cap the point of course) unless there are destroyers(or even destroyer team) or all Ellydium team. Ellydium AI was never fair. Sure, it's quite easy to 1vs1 a Elly AI with a guard but interceptors, fighters and other frigates can't survive this and guard have a huge problem if Thar'ga activates special module. Normal ships have like 50% more damage, shield and HP. Elly ones have 300% of both.

 

Actually I always have fun playing vs AI in a guard and push the enemies to their spawn together with the team and being able to take every ship into AI battle is a huge improvement.

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All is good but i expected balance changes, ah well, next month i guess ¯\_(ツ)_/¯

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11 hours ago, Gon009 said:

 

It's more about the 100% aim than about the damage of beam laser frigates. Still, they aren't that bad unless you meet a LRF doing critical damage. Normal ships of vs AI are easy unless you decide to play interceptor of ships that can't take much punishment.

 

Difficulty of vsAI depends on your team. Interceptors are not a good choice for vsAI. The only thing negative is the return of that damned full Ellydium AI team. One player with a guard can almost dominate every vs AI battle(if there's someone to cap the point of course) unless there are destroyers(or even destroyer team) or all Ellydium team. Ellydium AI was never fair. Sure, it's quite easy to 1vs1 a Elly AI with a guard but interceptors, fighters and other frigates can't survive this and guard have a huge problem if Thar'ga activates special module. Normal ships have like 50% more damage, shield and HP. Elly ones have 300% of both.

 

Actually I always have fun playing vs AI in a guard and push the enemies to their spawn together with the team and being able to take every ship into AI battle is a huge improvement.

When I made that post earlier I had just encountered the full Ellydium team multiple times, hence my complaint, and yes being able to take any ship into VsAi is definitely nice.

 

And after playing Cluster Missile in PvP for 4 or so hours I have a little bit more to say about it...

 

Right off the bat: WHY IS THIS THING SO INCONSISTENT?

On a multitude of occasions when I hit enemies with this module it was a literal flip of the coin on if they'd get one shot from full shields and hull or if it'd do literally nothing.
Which to clarify on literally nothing - that isn't an exaggeration. On multiple occasions when I hit an enemy with both the main missile explosion and a few warheads there was 0 damage dealt - which on the other side of the extreme I literally 1 shot a T-rex Mk II from full hull doing the same method. I'm not sure what is going on to cause this but it'd be nice if actually killing with this module was a little more consistent.

 

On the second note: I can't hurt destroyers at all with this thing...

Every time I fired a Cluster Missile at a destroyer, detonated the missile just under its shield so the main missiles AoE hit and some of the warheads - it did 0 damage. Every time. I don't know why this is happening, if its a bug or a safety measure to stop people like me from 1 shotting poor rank 8 destroyers, but its annoying and it more often than not wastes a charge since it does literally nothing on the initial explosions. The only time I've seen the CM do damage to a destroyer is if I pilot the missile directly into it and don't detonate it prematurely to get a double AoE or if a stray warhead actually decides to seek out a nearby destroyer.

 

And then on the topic of warheads: They actually do need a bit of a buff.

So as I said on my initial post with the tag of "Its-still-pretty-meh" the whole part of the module that made me see it as "meh" was the fantastically bad tracking of the warheads. In the time I played this module in PvP I've had warheads:
-Fail to hit a stationary target

-Instant kill an interceptor I didn't even see

-Lock onto an fail to hit swarms

-Lock onto micro locators and waste 3 warheads

-Fail to lock onto any targets at all

-Fail to turn in time to chase their target

 

In summary of the issues with these things still... they're just too slow and have too small of a range. Can I see warheads with a 4km range being OP? Yes. Can I see warheads with a 2km range doing anything at all? No.

The range and turning speed of the warheads is just too low right now to hit most targets and most of the time I saw them actually kill someone was when they literally ran into the warheads themselves - which for a note that I forgot from earlier, sometimes the warheads don't seem to deal explosive damage at all, resulting in the aforementioned instant kills on random interceptors.

 

So can this module be good? Yes.

Is it reliable? Not even slightly.

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The usual notes:

  • Beacon Capture (Capture the Beacons) not allows reusing destroyed ships,with a total of 4 respawns
  • T1-T4 Modules are cheaper now
  • League, now allows squads of 8 and a team size of 12.
  • Synergy requirement for lvl 1 - 9 lowered.
  • SecCon: Anti Radar Debuff lowered, weapon range debuff (-33%)
  • Ai movement pattern got extended (Strafe Shooting)
  • Other stuff I either don't see worth mentioning or I have not noticed.

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