Developer blog from June 9th: upcoming balance fixes

As the minefield is absolutely necessary for fighting interceptors it is now available to all the frigates.

 

Hope you don t like to Plasma Arc.  

 

This was on wiki:

Plasma Arc

The covert ops’ signature ability.  - - - -  - (NOT ANYMORE soon to be called the unused ability.)

As the minefield is absolutely necessary for fighting interceptors it is now available to all the frigates.

Hope you don t like to Plasma Arc.

This was on wiki: Plasma Arc

The covert ops’ signature ability. - - - - - (NOT ANYMORE soon to be called the unused ability.)

it is much easier to plasma arc a frigate when it has mine field than when it has a torpedo

I think that the main problem here is that most of the forum dwellers are either inty players or fighter players.

 

The average joe playing frigates will be more than glad with all those changes. If it serves to increase the player base for me it is ok. Maybe I will start playing guards after all. They are better now in beacon games than a recon…

it is much easier to plasma arc a frigate when it has mine field than when it has a torpedo

With the difference that the torping frigate actually has to aim torwards the ceptor, the mining frigate can continue shooting other stuff while the interceptor gets wrecked by mines while not being adaptive.

I think that the main problem here is that most of the forum dwellers are either inty players or fighter players.

 

 

That is nonsense, playing one role good gets you nowhere in this game. Everyone flys frigates sometimes you have to fly a healer or a guard just to win the game. And everyone of those “forum warriors” know how to position and use a frigate. It’s not like it’s a fine art or something :smiley:

Again the mines supposedly will deal less damage more often, perhaps it will allow you to finish your arc since the mines will take 1-2s to hit you due to reactions (standard players) and you won’t blow yourself up if you launch a missile at the same time. Also, multiphase shield generator (“but that’s a multipurpose module you can’t use that if you are good!!!”). EM torp basically vapourised any cov ops or got them to EB whereas mines are thermal and deal less damage, so you have more resistance normally.

 

Cov ops have undefeatable nuke and new area effect “Self Destruct”, recons have more spy drones and holoships - destroy mines with them they are stupid bots, ECM have system hack and metastable.

 

So yes I think interceptors have their counters. The question is will it be balanced? Ironically the new stuff is supposed to be about balance XD

Again the mines supposedly will deal less damage more often, perhaps it will allow you to finish your arc since the mines will take 1-2s to hit you due to reactions (standard players) and you won’t blow yourself up if you launch a missile at the same time. Also, multiphase shield generator (“but that’s a multipurpose module you can’t use that if you are good!!!”). EM torp basically vapourised any cov ops or got them to EB whereas mines are thermal and deal less damage, so you have more resistance normally.

 

Cov ops have undefeatable nuke and new area effect “Self Destruct”, recons have more spy drones and holoships - destroy mines with them they are stupid bots, ECM have system hack and metastable.

 

So yes I think interceptors have their counters. The question is will it be balanced? Ironically the new stuff is supposed to be about balance XD

Pulsar + mines… that should be fun

“We tried to add the mine field effect in such a way that the mines around the enemy explode more often and less powerfully”

 

It seems people  missed this part ;p

I didn’t, but it’s still approving frigballs.

guys, guys. we are closely monitoring the opinion of you, super-testers and also we have the statistics of usage. the first point especially is my job so guys don’t be so rude) due to amount of tables and meetings we have about them. the next thing connected to this topic is to exactly collect your suggestions after checking this patch out. this update will not be the final step of the balance fixes. If after the update we’ll see that some changes were not productive we will cancel them. and about “Ace” friendliness. it’s not the goal we just believe that some weapon and modules should be easier for acquiring then others.

Just a question before I go mad… What is you ingame name? I hope you have real game experience not just some fancty graphs. Did we ever meet in PVP?

Hear our scream, and make some ingame poll before you do this madness please.

As you see from the feedbacks of this topic the mine is the most problematic part of the patch.

My personal feedback: MineConflict is the worst idea ever. I play this game  2+ years, and I saw several bad decisions from the devs. Do you remember the Black Friday? I would like to see some nice graphs how much players did you lost with that. And I’ll like to see some graphs after this patch too.

Do you remember the Black Friday?

It was the worst day in the history of Star Conflict which entirely killed the fun in T3 and made tons of players leaving the game…

mines - 500m

torps - will activate around 1km from frig

long heatin time on RF blaster

strafe ceptor

so all I have to do now is figure out what missile frig use:

-if it’s torp > just land on da frig use OP blasters with orion + plasma arc

  • if it’s minelayer - stay at back of da frig(strafe will help) - 600m behind and just farm kills

 

8GxYVsK.jpg

Regarding RFB, it will get overheat time buff and little buff to “min to max spread” time

So, to be clear, you’re giving minefields to defense frigs, leaving beams as they are, and nerfing torps.

 

So, basically, you’re just moving the frigball meta to defense frigs, since you can just stack them with mines/beam AoE and pretty much laugh at anything that tried to come over your cover as it is decimated by twice as much AoE per ship, and your burst DPS is trashed by the resist shields.

 

The only real way to combat that frigball is with your own frigball of torps to force them out of position.

 

Here’s an idea: What if ships had, like, roles, and those roles made them naturally weaker to other types of ships?

 

Inties should suck versus fighters, frigs should suck versus inties, and fighters should suck versus frigs.

 

I don’t see a point in making frigs stronger versus interceptors or fighters. In any actual match they’re already quite balanced already. A smart inty pilot can 1v1 most frigs. Fighters generally get wrecked unless they sneak in with a chameleon or the target is distracted.

 

These changes effectively make frigs better at inty cover. Why? Isn’t the entire point of inties that they counter frigs? You know, so that some people on your team have to play something other than a frigate because a well balanced team should include all ship types?

 

If you can’t kill frigs with inties, then why bother playing inties outside of beacon hunt? If nobody is playing inties, then why bother playing fighters? Do you really think a competitive match will result in anything other than two sides worth of nothing but frigates? That already happens far too much, and it removes incentive to play 2/3 of the ships in the game.

 

I hate rolling an elimination match these days. Every one of them is two giant balls of frigates. It’s boring, it lasts forever, and there’s no good reason to fly anything that isn’t a frig because no matter your skill you’ll be smashed to pieces in seconds if you do anything other than play the frigball game.

 

Minefield and the mine

In the current version all the minefields are painted red, regardless of who set them - an ally of an enemy frigate. After the update the enemy mines will be painted red and ally mines - green. As it will change the efficiency of mines in battles it is decided to slightly increase the number in one cassette and to leave the recharging time as it is.We tried to add the mine field effect in such a way that the mines around the enemy explode more often and less powerfully. As the minefield is absolutely necessary for fighting interceptors it is now available to all the frigates.

 

Destructor  Many people complained to us about the full control of the beacons with help of this weapon. However this control is a feature of the weapon but there is a safe radius. This is why it was decided to decrease the cloud radius and slightly enhance the damage.

 

Multiphase shield adapter

The change in the module mechanic is caused by a lot of energy not used by the ship.Поэтому решено было дать возможность танковать щитами при помощи емкости энергоблока - now the extra energy gives more resistance.

Mines on all frigates ARE YOU SERIOUS?!?!?!

Multiphase shield addapter-good now even more frigball guard can abuse this to get insane resists!

The Destructor change is the ONLY  good change here!

 

:fed014:  :01414:  :014j:

A Question to the Developers:Do you ever play you’r own game or you make changes to it according to logs?

 

 

 

Mass shield generator

It is decided to simplify the use of the module and make it active by default to avoid the unpleasant situations when the frigate pilot to switch them off. Besides the module still has a possibility to instantly restore the hull or shield durability for the pilot or the allies. The regeneration will depend on the remained energy of the engineering frigate.

 

 

 

So will this change be only for Mass shield generator or also for Nanodrone cloud?

So will this change be only for Mass shield generator or also for Nanodrone cloud?

both

EM torpedo

Quite frequently the situation arose when the frigate launched a torpedo and it exploded immediately when the enemy was near the frigate.From now on the torpedo will not explode immediately as there will be a small explosion delay.  Nevertheless the torpedo can be exploded when it meets an obstacle. To balance that the torpedo’s damage will be increased. The minefield is now available to all frigates and  should be used to fight interception.

Oh thank goodness, I don’t have to worry about EM torps ever again when using interceptors.

Minefield and the mine

In the current version all the minefields are painted red, regardless of who set them - an ally of an enemy frigate. After the update the enemy mines will be painted red and ally mines - green. As it will change the efficiency of mines in battles it is decided to slightly increase the number in one cassette and to leave the recharging time as it is.We tried to add the mine field effect in such a way that the mines around the enemy explode more often and less powerfully. As the minefield is absolutely necessary for fighting interceptors it is now available to all the frigates.[/size]

Hey, now christmas has come early. Thank goodness there’s a simple counter available that forces me to fly my least favourite class!

Spy drones

In the current game reality it is very easy to get rid of them, the recharging time is very long, so their ineffectiveness is clear, that is the reason to decrease the recharging time and the energy consumption.[/size]

Yes. 23 seconds of cooldown for 60 seconds of effect was way too long of a cooldown. Especially for something that can do 3k damage on the margin easily for sharp pilots.

IR pulsar

The long active time didn’t allow to the enemy to capture the target. The player was vulnerable too long. The time was decreased.[/size]

I’m sure IR pulsar could have used a nerf, and yet I feel like there’s a different sort of solution available to stop the long capture denial.

Thank goodness there’s a simple counter available that forces me to fly my least favourite class!

well some people dont like flying a tackler and then complain about fed adaptive guards reaping their team to shreds

well some people dont like flying a tackler and then complain about fed adaptive guards reaping their team to shreds

Tacklers don’t even tickle adaptive guard.

Pulsar,MPI,flares,shield booster or

Pulsar,shield boost,emergency shield boost,MSA.