Developer blog from June 9th: upcoming balance fixes

 

Tackler won’t do much. But the rest of the fleet will crush it in no time. Thanks to the tackler. That’s not a 1on1 situation.

Here’s what I don’t understand. I mine beacons with my LRF all the time. The only reason it is effective is because none of the interceptor pilots know how to capture a beacon without orbiting it.

Now granted, if every frigate has minefields and they nerf the facetorp, it is quite possible that there will be larger clouds of mines around beacons. But that shouldn’t mean they are impossible to cap. In theory.

If anything this put a lot more power in the ECMS hands to decide victory. That is my primary misgiving.

If they make anti-missile shields disable minefields, however, it might not be as big a problem as everyone thinks. (Waiting for frigball rage replies)

Frigates with minefields will be easy to counter within beacon games. sure, they might cloud a beacon for a time, but the other few beacons will be ripe for the picking,

and they themselves will be slow to stop it. the large mines were a problem when every single class could have them, mainly interceptors.

However, with them being restricted to frigates, and finally not only the lrf, (honestly, it didn’t make much sense, just give them to the tacklers already xD) they’ll be well balanced.

Frigates with minefields will be easy to counter within beacon games. sure, they might cloud a beacon for a time, but the other few beacons will be ripe for the picking,

and they themselves will be slow to stop it. the large mines were a problem when every single class could have them, mainly interceptors.

However, with them being restricted to frigates, and finally not only the lrf, (honestly, it didn’t make much sense, just give them to the tacklers already xD) they’ll be well balanced.

 

Tell that to the adaptive fed guard and his fed engi companion both with minefields.

Tell that to the adaptive fed guard and his fed engi companion both with minefields.

They will met “Mass Propulson Inhibitor’s Jericho Guards” and “ECM”

yeah, we’ll see on Thursday I guess.

 

I predict minefield beacons in beacon hunt and domination.

Frigates with minefields will be easy to counter within beacon games. sure, they might cloud a beacon for a time, but the other few beacons will be ripe for the picking,

and they themselves will be slow to stop it. the large mines were a problem when every single class could have them, mainly interceptors.

However, with them being restricted to frigates, and finally not only the lrf, (honestly, it didn’t make much sense, just give them to the tacklers already xD) they’ll be well balanced.

Oh god no…

That would be worse than letting tacklers have Tac Nukes.

It was good fun back when they had them. Surprised a couple frigates using that with another tackler buddy with the same setup, more or less.

double minelayer surprise attack! it was such fun gameplay. :) 

I suggest it because I have fond memories of that time. I had purchased thousands of premium minelayers down in the love of my life, T2, at the time just for the tackler… back when realistic was still there…

(Bring it back!)

Afterwards, the premium mines were ninja’d to T3 and then nerfed in damage. (to be honest, T3 was my most hated tier at the time: ← one of the reasons why I skipped right through it and free synergized my way to T5)

Of which I despised so much it caused my very first post on these forums. xD

All the intercept pilots didn’t complain about the buffs for their ships :stuck_out_tongue:

I’m an interceptor pilot, and I’m going to complain about those spy drone buffs! (Muahahahahahaha!!)

In all seriousness, they’re only easy to get rid of when you’re near objects, and when you have the 9c implant, or a good amount of hull to spare.

When you’re in open space, you’ll find that they are a bit op. 

 

The best thing that can happen for Spydrones is getting rid of the ability to smash into something to get rid of them, make it into an effects type, so that anti control effects will affect it, (2c implant, proton wall) 

Lastly! Get rid of the ability to reduce regeneration rates on the spydrones module.

 

As for the new ability gap that would come forth from the removal of the only module that reduces regeneration rates, go to this thread and make your suggestions.

https://forum.star-conflict.com/index.php?/topic/27336-new-module/

Anyways, here and there they probably show changes that they could make, knowing that they’d be for the worse just to get us to talk about them. If you have a problem, talk it up immediately.

They’ll listen, and they just might implement, or refrain from implementing said changes or even implement the changes that you suggest. That’s one of the reasons they would bring out this info so early.

It goes without saying: be polite, so our community will prosper in the eyes of the devs. If all is well, they’ll look to us more often for ideas and suggestions. Aliskosan is a perfect example of an outstretched hand to us.

If all is well, they’ll look to us more often for ideas and suggestions.

 

NQHKSVE.gif

About 70% of balance changes were originated from super testers collective concerns and feedback, just because no one personaly replying to every single message on this forum, does not mean the constructive ones dont get noted or reviewed.

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.

Good day. I’m the new member of star conflict it was never a secret. as a player of the game i’m also pretty new, so i doubt that we met in pvp, although yes i do fly. Would really appreciate if my nick stayed unrevealed cz i’m pretty sure that the meeting of me and a pilot with 2 years of successful experience would be very short and painful for me))) And no i’m not aware of the Black Friday. If you could specify i would be grateful.

But let’s not forget that starconflict team is not only me. The statements that i post are not just my personal opinion, it is the result of conversation with the whole team.

Of course some of decisions may not be the best. But that means what? we develop, we make desicions. None of the companies can be impeccable. And we do what we believe is right. Let’s make our collaboration as productive as possible. And there is only one way which i see can lead us to the desired result. Don’t rush with criticism. Try out the patch, after that i will provide your feedback to developers, so that they can reconsider their desicions and we can move forward.

Aliskosan, if you want some ship builds to test out, feel free to ask. :slight_smile:

We’ll be sure to try to push you towards one type of play style or another, but I hope you try all of them in your free time :smiley:

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.

Good day!

thank you for stating your point of view. we’d like to provide our comments regarding this question.

For balancing the frigates with minefields there are several fixes:

  1. ECM has a hack module which can provide control over frigate’s mienfields.

  2. we have buffed the damage of the kinetic supercharger

3)covert ops inties have buffed tactical warhead. it’s main usage is exactly fighting the frigates.

  1. inties have a buffed RF blaster which now has 27 sec cooling.

 

Again if after testing you think that something should be changed please leave a suggestion about it. we will consider it.

I’m an interceptor pilot, and I’m going to complain about those spy drone buffs! (Muahahahahahaha!!)

In all seriousness, they’re only easy to get rid of when you’re near objects, and when you have the 9c implant, or a good amount of hull to spare.

When you’re in open space, you’ll find that they are a bit op. 

 

The best thing that can happen for Spydrones is getting rid of the ability to smash into something to get rid of them, make it into an effects type, so that anti control effects will affect it, (2c implant, proton wall) 

Lastly! Get rid of the ability to reduce regeneration rates on the spydrones module.

 

As for the new ability gap that would come forth from the removal of the only module that reduces regeneration rates, go to this thread and make your suggestions.

https://forum.star-conflict.com/index.php?/topic/27336-new-module/

 

thank for the post. According to the information we have we decided to adjust them in this way. your suggestion is frowarded to devs. we will discuss it.

Thanks! :slight_smile:

:012j:

Good day. I’m the new member of star conflict it was never a secret. as a player of the game i’m also pretty new, so i doubt that we met in pvp, although yes i do fly. Would really appreciate if my nick stayed unrevealed cz i’m pretty sure that the meeting of me and a pilot with 2 years of successful experience would be very short and painful for me))) And no i’m not aware of the Black Friday. If you could specify i would be grateful.

But let’s not forget that starconflict team is not only me. The statements that i post are not just my personal opinion, it is the result of conversation with the whole team.

Of course some of decisions may not be the best. But that means what? we develop, we make desicions. None of the companies can be impeccable. And we do what we believe is right. Let’s make our collaboration as productive as possible. And there is only one way which i see can lead us to the desired result. Don’t rush with criticism. Try out the patch, after that i will provide your feedback to developers, so that they can reconsider their desicions and we can move forward.

About black friday: 

Here is the comic, enjoy it :slight_smile: https://forum.star-conflict.com/index.php?/topic/21994-the-star-conflict-comic/?hl=grumpy#entry243849

As I remember after the 1.0.4 patch on the BlackFriday we get a ninja patch where the tiers become mixed again.

I’m sure we lost a lot of players there but we can’t prove it because you are hide data.

 

I like the most of the changes, my only problem is the mines, and the fact you introduce major changes before the tournament.

Do you think this was a vice decision?

But since the new patch is already out, pointless to discuss this. Let’s see how it works since we can’t do anything with it.