So, before I even start to say anything, I’ma just going to point something out:
Just because I am mainly a T2 (I have ended up in T3 matches before) player and I’ve clocked only 20 or so hours (at the time of writing) in battle, this does not mean that ‘omg he hasn’t played that long so [my] opinion doesn’t matter!’. It does. Everyone’s opinion matters. Just some more than others. I’ve watched, I’ve listened, I’ve read and I’ve observed enough that I am confident in saying my knowledge of the game is a solid as any average player’s, and therefore my reasoning is fair.
Yes, I did just make that large, because otherwise half of you would have skipped it and then started posting utter drivel about how my opinions are worthless due to my lack of experience. Experience is half the game. The other half is knowledge (though it goes without saying, experience = more knowledge). Get over it.
So, now the disclaimer has been said and done, I will get on to the actual reason behind this topic: my general feedback on everything in Star Conflict. I can’t pretend to know much about any patches before 0.8.0 as I have only briefly managed to catch glimpses of gameplay by observing from the chair next to my good friend in England whilst he played 0.7.9 and .10.
Graphics
What can I say? Excellent. The medium graphics setting - the one I normally use - is outstanding in clarity and detail, and I have to say this is one of the best aspects of the game. Considering I use an Acer Aspire with an i5 core (2430M 2.4 GHz with up to 3.0GHz) and 6GB of DDR3 memory, this is pretty much as high as I can go before my Nvidia GPU (GT 520M) starts to complain and my framerate drops quite viciously. I get, on average, about 20 fps, 30 fps with Razer Gamebooster active (get this program).
For a game like this to have visuals as stunning and glorious as this, I must say that I am impressed.
Overall Rating: 9.5/10
Reason: I can’t play on high graphics, so I can’t give a full opinion. :sad:
Gameplay
This one is quite a bit longer than graphics, but stick around and I’ll walk through with each and every bit. Note that post-game and miscellaneous such as the equipment purchasing, tech trees, looting system etc are found in sections of their own.
So, let’s start off with the negatives so I can end this section on a high note!
Main problem I have with gameplay is that some ships (maybe not specifically the ships, but definitely the modules etc) just seem… Unnecessarily overpowered. Don’t you even think about scrolling down and making a post. Don’t even think about it. Why? Well, it’s mostly to do with interceptors and frigates.
A lot of people are unhappy with engineers and interceptors in all the tiers due to them being overpowered in one tier, and then underpowered in another. I think this stems mainly from the devs desperately trying to satisfy everyone’s wishes - which deserves my praise - but the way you’re trying to do it is wrong. You’re treating all the tiers the same, applying the same buffs and same nerfs to all ships across tiers 1 to 4, and this is not the way to go.
In tiers one and two, interceptors have become so dominating in play style and so ridiculously - hilariously - powerful it’s basically just bashing your face into your keyboard and hey! You’ve got some kills! No. No. You guys need to think about how the meta is different per tier. 2 is completely different from 3. In 2, you can play solo and do well. In 3, you get rolfstomped by organised squads who know exactly what they’re doing and how to counter the moves you make. In tier 3, interceptor hulls are of little more use than paper. In tier 2, it’s difficult to bring them down, even when in another interceptor.
Solution to this is just to remove a few of the buffs you’ve gifted interceptors with in the last couple of smaller updates and give the higher tier ones more of a fighting chance. Like I said, they have paper hulls and this really does ruin it for some players.
Engineers are the other side of this coin. Where do I start? Okay, the turret nerf from 6 to 4 was a good idea, as engineers are not goddamn tanks and never should be. Guards are the bullet sponges. Guards are movable shields that can dish out some hideous damage. Engineers are there for support.
I’m an engineer player by trade and the recent nerfs to this excellent class have really gone and pxxxxd me off, if you pardon my French. My job was not to sit at the beacon and murder everything that gets near and heal my teammates while I am at it, but instead to sit about 3km away, where my fields are close enough to function and I’m far enough away from the action not to get blown away as soon as the xxxx hits the fan. Now, I have the job of guards: sit there and be a bullet sponge, or my fields do jack all to help my teammates. Why? I’ll tell you why: the abuse of engineer clustering.
I am in no way in support of this completely overpowered setup, because it’s basically showing a lack of fair sportsmanship and how you have absolutely no clue on how to save yourself otherwise, of which there are a heck of a lot. I won’t name them, as the ‘elitist’ T3 players should be able to figure them out in their own time. But damn, is it annoying: cycling remote shields is just… Ugh. Now, I understand the nerf to these, but the nerfs to the mass shield and nanodrone cloud were unnecessary. And before any of you interceptor pilots start mouthing off about how you couldn’t kill another inty even with debuffs etc on whilst they were inside an engineer field, let me remind you that this is not your job. It never was. Kill the frigate and leave the interceptor to a tackler. Or, if you’re that annoyed, switch to a tackler, kill them, send a PM to them gloating about how you killed them, and return to playing as an interceptor.
Now, as a fix for the clustering, why not just prevent more than one remote generator activating in a certain area for a certain period of time? Or, if you really want to, just have it short out active modules and prevent their activation for a certain time afterwards? The missile shield support offered by guards? Yep, you guessed it: gone. It would greatly reduce an engineer cluster’s efficiency and leave players with a choice to make: do I want a slow and steady regen for my teammates, or would I prefer a faster, more powerful one which leaves them and me vulnerable for a short period of time? (On an unrelated note, I would just go for the slow regen. I like it more :D)
I think that’s about it for balancing issues. Fighters are good and do their job well, which is killing interceptors. Seriously, guys: with the right modules you can reduce an interceptor to a crawl slower than a frigate’s. I’ve done it. It’s downright hilarious and often dissuades six to seven interceptors per side, like in tier 2 games. Plus, it makes the pilot mad, which is always funny to see.
Now, for the positives!
The gameplay - as in actual controls etc - is brilliant. I love it. I love the way you can jink, turn, dodge and move, as well as customising loadouts to make a ship good at a specific task. I’d say the only thing missing from here are special manoeuvres.
Those of you who have played Halo will have flown a banshee at some point. It’s inevitable. Now, you know how you’re able to press the B button or something (can’t quite recall as I have not played for a long time) and you execute a really fancy move that allows you to dodge missiles? Add this to Star Conflict, and BOOM! Interceptors and fighters have just gotten a helluva lot cooler.
Interceptors could be able to pull off advanced and basic dodges, fighters only basic ones. Frigates don’t get anything from this, but it could be compensated for somehow. Dodging could reduce the chance to be smacked by a missile and also help you out of a sticky situation fast.
If this ever happens, a barrel roll must be implemented. No arguments.
…I’m sorry. I had to. I just had to.
Overall rating: 8/10
Reward System
This is my favourite part of Star Conflict to complain about!
So…
…
…
Looting System.
*Cue groans of despair here*
Well, we all have our own opinions, and I know some of you (hi there Censored! XD) will mash your face on the keyboard for this being brought up yet again, but I really think this needs to be brought into the light.
The looting system is… Crap. There. I said it. I’ve said it a thousand times to myself and others. Why? Because
The current system is a GS sink primarily designed to get the developers and Gaijin more cash, at the cost of detracting from the overall experience.
-Sabre01 (me)
The rest of that post is found on page four of [You Screwed Up](< base_url >/index.php?/topic/19771-you-screwed-up/page-4?).
Look, guys. The looting system is now worthless due to the damn ninja nerfs on grey loot, which makes it worthless as my repair costs in a Rank 4 ship even when coming up relatively high on the leaderboard eat through them and part of my total earnings from the match. This is even worse in T3 and T4, where more than half your earnings can go to restocking and repairing your ship(s).
This, and the fact that you can pay for a 30% chance. I have no real words to actually represent my… I can’t even find an emotion to describe it it’s so stupid! At best, a mixture of disdain, confusion and flat out anger, with a bit of facepalm thrown in for good measure. You want us to pay for a 30% chance to get something?
I don’t think any of us want anything less than a 90% chance of getting something when we’re paying for it [insert: in a game]. It’s like buying something in a shop. You don’t go in, take an item and pay at the counter, and then the cashier says “Sorry, but you only get this 30% of the time when you pay. But I’ll still take the money!”. It’s all or nothing.
-Sabre01 (me)
Same basic principle. If we are going to pay for it, we should get full satisfaction, not a 30% chance of satisfaction. You really want to make money off us?
A lot of us are suckers for aesthetics (not myself, though I have an entire posse of guys back in England who just love their aesthetics) and will happily fork out [insert: a lot] money for paint jobs, stickers and even full-on personalisation. Some of us do like having the more powerful items earlier (hence PTW, but there are always those who follow), and wouldn’t mind paying for those. You need to prioritise your customer satisfaction over your income, and your income will magically rise as if your players are more willing to pay because your game is worth it! Isn’t that strange?
-Sabre01 (me)
[I’ve said this twice already, so I’m not copypasting it again.](< base_url >/index.php?/topic/19918-looting-overhaul-proposal/)
Overall Rating: What do you think?
Miscellaneous
(I’m really tired now, so this’ll be short and sweet. Hopefully)
Now onto ship trees, the equipment tab and implants. Well, maybe not the implants, as I’m happy with those. You’ve done that right.
The equipment tab is a little haphazard, IMO. It’s genuinely confusing to new players and needs either a walk through to come up on the first time you use it (I didn’t get it) or a good deal of simplification. I spent half an hour trying to figure out how everything worked before I could change the guns on my Lynx. This isn’t a good thing.
The ship tree… You know what? Forget it. I’m too tired to finish this off and my brain is starting to short out on me, so I’ll complete it some other time.
Peace.
TL;DR: There isn’t one. Go to the top, read through it. I’ll be able to tell if you have when you’re posting. If you haven’t, refer to my reply to Censored’s post below for a guideline on what will happen.