Developer Blog entry from September, 3rd

This is really annoying that after spending boat loads GS towards getting those Prem Ships and then fit them with GOLD MODS to supplement the few Green\BLUE and Purple you may be lucky to have picked up… to find all of sudden they have to be refitted ? 

 

Heck I have a T4 Jericho Prem Guard Frigate which had a 77K survivability rating prior to this “REFITTING”   drop down to 63K.  

 

What is really a joke is that SHIELD mod which is only activated when you are a FULL speed …  yea… sure I will really be using it on this Frigate which barely pokes along at a SNAILS pace on its full 2sec afterburner run before it ran out of juice…

Strong is exactly the same as Katana S

 

one has 1 more shield slot while the other extra cap slot but when you put them together final attributes are pretty close to each other. except you get slightly better options with modules under the shield category so Strong is more tweakable.

Nah. Sod that. My Diffusion Shield never wears down, even with a CovOps shooting all crits at me.

 

Heck I have a T4 Jericho Prem Guard Frigate which had a 77K survivability rating prior to this “REFITTING”   drop down to 63K.  

And you think you got a nerf with that? My Crus-S had 58k survivability. It now has… I don’t even know, but I don’t think I reach 50k.

not really a nerf if the drop in hp affected every frigate across the board. time to look at ship list and spot which ones that might have a relative advantage over the others and stuff like that.

 

i’ve run fits on inties and none of them had trouble with batteries. leads me to believe all those who moan about running out of cap either refuse to make the trade offs or haven’t really played games where such pro./ con decisions are the norm. this isn’t something Star Conflict messed up on, it’s a rather common choice puzzle found in many genres.

 

i wanted to moan about fed fighters being about as tanky as an ECM until i realised Jericho dont get no Engineers. If anything, this is only the beginning coz looks like faction locked hangars are coming pretty soon. So there’s that side of the ship fits to consider when looking at balance.

And you think you got a nerf with that? My Crus-S had 58k survivability. It now has… I don’t even know, but I don’t think I reach 50k.

same here with the naga…getting above 55k will require mk3/exp mods…

same here with the naga…getting above 55k will require mk3/exp mods…

Those crocodile tears. Interceptors that keep getting one shotted by everything that moves don’t deserve any attention, but minor reduction in incorrectly built frigate is worth crying about.

 

Hint: choose your ship, then build your ship properly. ESB guys already posted screenshots of most of the current T4 and T5 frigate lineups, showing increases rather than decreases in survivability numbers across the board. You just need to build it right and not pick the “bad” ships which now exist in trees.

Getting one shotted flying Fed interceptors … rawr 

 

Damn thing is fast though :slight_smile: No cap problems taht I can see, dunno what the moan is all about.

Those crocodile tears. Interceptors that keep getting one shotted by everything that moves don’t deserve any attention, but minor reduction in incorrectly built frigate is worth crying about.

 

Hint: choose your ship, then build your ship properly. ESB guys already posted screenshots of most of the current T4 and T5 frigate lineups, showing increases rather than decreases in survivability numbers across the board. You just need to build it right and not pick the “bad” ships which now exist in trees.

Then link me to that thread and I’ll believe you.

I find it hard to believe they can get above 70k with the current slot layout on the naga(2 hull 1 shield IIRC?)

Then link me to that thread and I’ll believe you.

I find it hard to believe they can get above 70k with the current slot layout on the naga(2 hull 1 shield IIRC?)

You can find it on russian forums. It’s the patch thread, just like this one. Have fun.

You can find it on russian forums. It’s the patch thread, just like this one. Have fun.

I can’t find anything there that is intresting. Since I can’t be bothered to download all the pictures I might have missed out, but google translate derped on me and stopped workig after the 10th page in rapid succesion :frowning:

I can’t find anything there that is intresting. Since I can’t be bothered to download all the pictures I might have missed out, but google translate derped on me and stopped workig after the 10th page in rapid succesion :frowning:

If you seriously think that someone wants to go through massive river of tears that is that thread to look for evidence of something fairly obvious to anyone who ever met ESB post patch in T5, you’re just clueless. I’ve ran into them there, I’ve seen them in game. They fly their standard frig ball xxxx, their engineer now regens at hilarios rates in addition to being tanky, while their jericho guards are basically immortal unless attacked by an overwhelming force.

If you seriously think that someone wants to go through massive river of tears that is that thread to look for evidence of something fairly obvious to anyone who ever met ESB post patch in T5, you’re just clueless. I’ve ran into them there, I’ve seen them in game. They fly their standard frig ball xxxx, their engineer now regens at hilarios rates in addition to being tanky, while their jericho guards are basically immortal unless attacked by an overwhelming force.

The naga’s tank is a freaking joke right now. Even the minotaur is better beyond healing & implants. But the naga’s tank is a joke in comparison to pre 9.4

The naga’s tank is a freaking joke right now. Even the minotaur is better beyond healing & implants. But the naga’s tank is a joke in comparison to pre 9.4

If by “joke” you mean “far more powerful in relation to everything but guard, to the point of utter hilarity”, you are indeed correct.

 

The only reason you could feel weaker is because everyone and their grandmother is abusing guards, that got buffed to levels that they couldn’t dream of even in 0.8.0, and as a result, even the second most powerful ship in the game feels bad.

 

No need to mention what the rest of classes, now known as “pointless trash classes” feel like. Useless cannon fodder doesn’t even begin to describe it. There is a reason to pick an engineer, that is to heal guards. There is no real reason to pick anything else except perhaps long range frigate, because instead of any fighter/interceptor you could have picked a guard and been infinitely more useful to your team than you trash class.

thus the playing style of different sides of conflict will be more diverse!

 

We will closely monitor the situation and collect the feedback.

 

Moving on to the next part of our blog! We would like to explain synergy earning and how it works depending on the strength of the enemy you killed. This table shows the levels of synergy for killed opponents, but do not forget - the more attention you give to being a team player and the objectives of the battle, the more synergy you get at the end of a battle!

In the final part of our blog, we would like to tell you about the mechanics of one of the types of our weapons - Gauss Cannon. We know that our pilots have rather lively discussions of the mechanics, and we would like to clarify what exactly is going on with damage calculation based on the number of weapons charges.

 

 

As you know, the more of this type of weapon charges, the greater the chance of dealing critical damage, however, critical damage itself is reduced in order to reduce the alpha strike strength. We have decided to use this mechanic to ensure that our players could inflict high damage, but did not destroy weak ships with single shots. More information can be found under the spoiler:

So, the basic formula for calculating weapon damage is as follows:

DMGfinal = X * DMGbasic * (1 + (A * X) * (B * / X))

Where X - is the number of charges.

DMGbasic - is the base damage of the gun.

A - Chance of dealing critical damage.

B - Critical damage value.

In the event of a critical hit, the formula becomes:

DMGfinal = X * DMGbasic * (1 +1 * (B / X))

Thus, if DMGbasic gun is 2000, we will see the following numbers on a crit with three charges:

DMGfinal = X * DMGbasic * (1 +1 * (B / X)) = 2000 * 3 * (1 * 0.1666666666666667 1) = 7000

However, when there’s no critical hit, we see the following:

DMGfinal = X * DMGbasic * (1 +0 * (B / X)) = X * DMG = 3 * 2000 * 1 = 6000.

Note: As you can see, X * A can not be greater than 1 (as it’s the probability of the event), so if you use the mechanics of charging and your chance of dealing critical damage exceeds 34%, then on the third charge you may lose some of your effective damage.

A simplified table for clarity:

4559820d771facc7a04e6af0b1d6.png

 

Thus, in order to increase the effectiveness of using this type of weapon, you can use the implants and modules that modify critical hit rates.

 

in fact, everyone will just play the ‘best in class’… ships will be even less varied. their stats may vary, but people will always choose one over the other for a given role.

 

yea… where have i heard that before…

 

synergy and DSR needs to grant a certain percent for assists. otherwise it leads to killstealing.

 

about the video - not sure what it shows except someone shooting an engineer 50 times to demonstrate how much it sucks.

 

and as for the calcs, appreciated, but all you’ve done is demonstrate once again, how inferior it is to other guns.

 

even if you MISS half your shots with a railgun, you still get the same DPS as a gauss.

 

and since when do gauss do 2000 damage per shot? they do 1000…

 

so your ‘theoretical’ alpha damage there is actually 4000, not 7000… reduced by resistances = 2500-3000 damage… that’s not alpha… that’s a joke…

 

a single singularity shot will do more damage than that when it crits: 5000+, so 3000-3500 after resistances…

 

and the dps is not even comparable… as i said… half the DPS… you can miss half your shots with other guns and still come out on top.

 

also, your math is incorrect:

 

DMGfinal = X * DMGbasic * (1 + (A * X) * (B * / X))

 

(B * / X) is denoted (B / X) below.

 

Where X - is the number of charges.

DMGbasic - is the base damage of the gun.

A - Chance of dealing critical damage.

B - Critical damage value.

In the event of a critical hit, the formula becomes:

DMGfinal = X * DMGbasic * (1 +1 * (B / X))

Thus, if DMGbasic gun is 2000, we will see the following numbers on a crit with three charges:

DMGfinal = X * DMGbasic * (1 +1 * (B / X)) = 2000 * 3 * (1 * 0.1666666666666667 1) = 7000

However, when there’s no critical hit, we see the following:

DMGfinal = X * DMGbasic * (1 +0 * (B / X)) = X * DMG = 3 * 2000 * 1 = 6000.

 

finally: DMGfinal = X * DMGbasic * (1 + (A * X) * (B / X))

 

DMGfinal = 3 * 1000 * (1 + (1 * 3) * (1 / 3))

 

DMGfinal = 3000 * (1 + (3) * (1/3))

 

DMGfinal = 3000 * (1 + 1)

 

DMGfinal = 3000 * 2

 

DMGfinal = 6000

 

so your formula doesn’t add up with what you are saying… what it actually depicts is crits applying to all 3 shots.

 

if you replace the (A * X) with just A (crit chance) then it does match up with what you’re saying, if you let A = 1 when a crit occurs and A = 0 when it doesn’t. ie:

 

DMGfinal = X * DMGbasic * (1 + A * (B / X))

 

DMGfinal = 3 * 1000 * (1 + 1 * (1 / 6))

 

DMGfinal = 3000 * (7 / 6)

 

DMGfinal = 3500

 

in fact, as soon as you include crit chance as a percentage, you are no longer calculating damage per shot, but DPS (or average damage per shot)

 

and what happens when crits chance is greater than 33.33% ? the value of (A * X) will be greater than 1… :\ if you have crit rate 0.95 * 3 = 2.85… it’ll throw the math way off.

 

but yea, in fact if you have crits higher than 33%, you are wasting it by charging the gun… firing every shot will net more crit damage.

Those crocodile tears. Interceptors that keep getting one shotted by everything that moves don’t deserve any attention, but minor reduction in incorrectly built frigate is worth crying about.

 

Hint: choose your ship, then build your ship properly. ESB guys already posted screenshots of most of the current T4 and T5 frigate lineups, showing increases rather than decreases in survivability numbers across the board. You just need to build it right and not pick the “bad” ships which now exist in trees.

 

how is less resistance and more hp = more survivability? it isn’t… you could get HP before as well… and most people didn’t.

 

the reason is that HP works like a buffer, but actual damage taken is calculated from resistances, so healing can technically heal back more health with resistances…

 

hp = buffer for absorbing a short spike, it certainly won’t help you after the first 5-10 seconds… or in some cases for armor-ignoring damage.

 

anyways, the problem wit interceptors is EM torps… they have no problem taking out frigates if EM torps weren’t so OP…

 

who was it that said ‘there are 2 types of frigate pilots: those that use EM torps and those that don’t know how to frigate’. which, for the most part is true. either luckyo or xkostyan.

luckyo - and it’s not the whole truth
 
EM Torps cannot add DPS on offense. Not as consistently as the other alternatives anyway. It is god-send on defense however.
 

‘there are 2 types of frigate pilots: those that use EM torps and those that don’t know how to frigate’

Real frigate pilots are allowed to disagree with an interceptor pilot’s point of view. Packing anything else that has a chance of connecting from range is always better on offense.

 

Take Frig v Frig one on one. The frig that does not have a Torp on has the advantage in the majority of possible matchups. Easy to overlook if you’re talking about a class you don’t often fly.

luckyo - and it’s not the whole truth

 

EM Torps cannot add DPS on offense. Not as consistently as the other alternatives anyway. It is god-send on defense however.

 

Real frigate pilots are allowed to disagree with an interceptor pilot’s point of view. Packing anything else that has a chance of connecting from range is always better on offense.

 

Take Frig v Frig one on one. The frig that does not have a Torp on has the advantage in the majority of possible matchups. Easy to overlook if you’re talking about a class you don’t often fly.

There are no interceptor pilots in the game at the moment. There are a few hardcore people who still fly them, but you could not call them pilots. They’re suicidal maniacs at best, and just plan idiots at worst.

 

Like most people who don’t like flying bricks, I’m a fighter pilot at the moment, and torpedo is just as deadly. I’ve also dabbled into frigates again, and I use EM torpedoes exclusively with everything except engineers, with which I tend to use the currently bugged bots.

 

It’s especially hilarious as a LR frigate, where you can prevent people from ever trying to cap the beacon, while consistently “bitchslapping” the enemy for over 10k damage firing jericho torps and EM torps at intervals at beacons. It’s hilarious, gives an awesome amount of kills and is largely a joke on the level of nuke+suicide.

 

I also just don’t understand what missile slot weapon could have more usefulness than EM torpedo. Other weapons either have hilariously low damage to the point where a couple of mortar rounds will do more, or hilarious aiming requirements that essentially require your target to be an idiot to hit. The miniscule additional power you’d get from that over having your EM torpedo shot down by AMS is utterly incomparable to massive power that you get from it  on defense. And it remains very useful on offense provided you know how to use it. Granted, few people bothered to learn, as it’s so hilariously overpowered and about 90% of use scenarios are extremely easy.

 

The result is obvious no matter how you try to deny it: you can take a EM torpedo in your missile slot, or you can be a baddie. The choice is yours.

There are no interceptor pilots in the game at the moment. There are a few hardcore people who still fly them, but you could not call them pilots. They’re suicidal maniacs at best, and just plan idiots at worst.

 

Like most people who don’t like flying bricks, I’m a fighter pilot at the moment, and torpedo is just as deadly. I’ve also dabbled into frigates again, and I use EM torpedoes exclusively with everything except engineers, with which I tend to use the currently bugged bots.

 

It’s especially hilarious as a LR frigate, where you can prevent people from ever trying to cap the beacon, while consistently “bitchslapping” the enemy for over 10k damage firing jericho torps and EM torps at intervals at beacons. It’s hilarious, gives an awesome amount of kills and is largely a joke on the level of nuke+suicide.

 

I also just don’t understand what missile slot weapon could have more usefulness than EM torpedo. Other weapons either have hilariously low damage to the point where a couple of mortar rounds will do more, or hilarious aiming requirements that essentially require your target to be an idiot to hit. The miniscule additional power you’d get from that over having your EM torpedo shot down by AMS is utterly incomparable to massive power that you get from it  on defense. And it remains very useful on offense provided you know how to use it. Granted, few people bothered to learn, as it’s so hilariously overpowered and about 90% of use scenarios are extremely easy.

 

The result is obvious no matter how you try to deny it: you can take a EM torpedo in your missile slot, or you can be a baddie. The choice is yours.

I find the octopus to be quite good actually, especially when mixed with positron cannons.

It is guided ,it is quick, and it’s 5 missiles so a missile shield won’t stop it. 

 

Torpedo is good I agree, but most definitly not the only capable one.

 

Edit:

Playing in a 1 v 1 match with 2 bots in T5 with my naga, end result: 6+ drones at once, hitting for over 3k a second.

The tank is quite bad on the ship, but the drones are fun.

I’m not overly concerned about the EM Torp. It’s always been a strong ordnance. People didn’t pick it up as often before simply because mines had more versatility on top of sharing essentially the same self-defense function. Now that mines are off the menu, we see more torps taking over it’s place.

 

Roles on the field have changed. Torps might have a part in that but definitely not the only underlying factor.

 

Fact is, Interceptors have been relegated away from frontline brawling down to almost a purely supportive role. Alot of things caused that not just the torp which; barring one buff, is still the same missile from ages ago. And the commitment of those who claim themselves to be dedicated interceptor pilots are put to the test. I’ve always found it ludicrous that a single Covert Ops could troll another ship 6 times bigger in HP three times in a row unabated. That provided balance back when you had ‘unbreakable’ frigballs. Now that it’s no longer possible nor needed, the balance of power have shifted towards Inty > Fighter > Frigate > Inty. Question is - what happens now?

 

Frig vs Frig is a stalemate. Fighters can bring about change in the status quo and interceptors are still the best ones to take on a flaky Gunship. This is the new game. Inties are not able to plasma arc - nuke - orbit frigates solo anymore. They need to double team just to kill off fighters even and unquestionably ignore any Frigates in normal cases. Citing not being able to easily kill a frigate = give up interceptor only points out why ppl picked to fly them in the first place. Easy win. I mean look at the moans in patch thread. Not enough energy etc. It’s utter BS. You can perma AB + manage activation if you wanted to but ppl blatantly refuse to make the trade-offs. Job functions have changed.

 

People giving up on inties not because they aren’t functional anymore. It’s because their purpose for flying them have shifted elsewhere.

 

It’s not the ship.

Not the missile.

But the motives.

Kine energy problems are quite real tbh.

Some ships only get 1 energy slot, which means you can choose between either emergency barrier or energy…And in my eyes that is a bad trade-off to lose either…And some ships I have to fit a lot of energy regen mods to actually get them to be cap stable…

I took out the sai and kite to check out patch changes.

 

Hike in cruising speed (550 / 660 on sai) renders cap a non-issue. Arguments stating the compulsory need to perma AB is uninformed as changes in vector saves you not constant max speed where the former does best without having your finger glued to the shift key.

 

EB or inability to even have it fitted is a bigger concern and definitely needs a change.

 

Energy management is a good thing. It was optional for some classes before while irrelevant for most others. Now it’s required across the board. Devs answered the dumbing down accusations.

 

All said - I do find inty vs inty dogfights as stupid as Engi vs Engi. Things aren’t dying fast enough in those.