Game Fail

Greetings, So of you may know me from the three previous positions i had working with the development team here in Star conflict.

Warning signs were given to the development team about abusive play, and i am sad to see they were utterly ignored.

 

checking back in to see how my effort went, Here is my feedback.

 

 

  • Interceptors need an agility, Nerf.  Their damage is insanely to high vs attack ships, The reason is because you HAVE to have a tackler to kill them. They are easily the more broken class in game.

 

 - 30% Reduction to agility

 - Reduce all interceptor weapon damage by 15-20%

 

  • Attack ships in general are suffering from slightly weakened tank, lack of agility and a few modules to high CD’s  (like slows etc).

  • Tackler gains 20% more Agility

  • All other attack ships gain 15% Agility

  • Reduce module Cd by 10-12%

 

  • Frigates seem to be doing well , but seem to oddly be limited to their ability. Their validity would improve if their agility was improved,

especially the tackler.

 

 

 - Annoying frigate sniper skills still exist, Which is utterly ridiculous They go against the spirit of fast pace game play, are 1 shooting, and encouraging people

not to get in that fast pace combat, These skills really need to go.

 

  • Ui-Interface is extremely Sluggish, It really needs better operation from player to battle.

  • death rays damage is to high

  • Nuke Fireball needs radius improved 35%

The only thing I agree with you is the buff to Nuke radius.

Interceptor too strong? lol sure that’s why is the less used class in the higher tiers.

Sensor range needs to be dropped to max of 2.5-3k On frigate, Attack ship.

The Interceptors need to have 4-4.5k

then improve capture rate of interceptors from 2 to 5 points a second. If they can swap the beacons fast, they will fastly improve the rate of game speed to make it extremely fast,

and make the interceptors viable for short term, Bursts of combat. They should not be engaging as a ship ment to kill, This is totally broken.

The problem with uberfast interceptors is that their main counter is the uberslow Guard, who in turn is screwed if mobbed or caught out of position.

Tacklers? They don’t counter Intys. They barely counter anyone!

The fixation on speed is, imo, a bad thing. When an Inty can jink through 6-8 players worth of fire and live, that’s a sign they need to have their speed and agility nerfed through the floor. You don’t see Guards or Engineers tanking that kind of firepower!

 

 

then improve capture rate of interceptors from 2 to 5 points a second.

 

HAHAHAHAHAHHAH… NO !

Speed of interceptors is not the problem, The speed at which they turn, or strafe is (Agility).

The attack ships if turning faster, or strafing faster, they will be much easier to catch them, and thus even that battlefield.

 

tacklers need another 70-90 Shield regeneration a second, and another 50-60 for the rest of attackships

 

What really needs to happen is the regeneration should be based on the HP. So instead of Regen HP per second, you do

regenerate HP % per a second. This way, Stacking Regeneration improves the rate, making it more competitive to resistance tanking.

Before doing all that you mentionned; Devs have to :

 

  • Rework the Hull Tanking vs Shield tanking
  • Nerf Empire Tanking hability compare to Other ships of the same rôles
  • Make the Verniel Engine only available for Frigates
  • Add a Degressive % on Crowd Controls (ECM/GUARD/CovertOps/Tackler)
  • Add more Maps and Game Modes
  • Improve the Arcade Battle (Matchmaking and Games Modes)
  • Improve Sector Conquest (Matchmaking / Game Modes / Balance)

 

This is just my Opinion but it would balance a lot of things.

I really hope yau are not working with devs anymore. Your suggestions are plain wrong.

Uhmari, no offense, I like you, but most of those suggestions are wrong. Frigballs still dominate if the match is large enough, ECM/BubbleGunship/Engineer is still the deathsquad motto, Tacklers do NOT kill Ceptors, nor anything else, BubbleGunships just murder EVERYTHING, instead.

 

What Rakza said is basically what the game needs. IN THAT ORDER.

I guess if nothing else this thread proves the Dev team are out of touch with their players…

I really hope yau are not working with devs anymore. Your suggestions are plain wrong. 

 

 

 

 

No, No They are not.

 

I have learnt explaining things on this forum (english) is utterly pointless, But i am curious to see the feedback, and if its still ignorant.

 

 

Questions to prove this position

 

Why would you pick a fighter, when the interceptor can run circles around all fighters (except the tackler, with the exception of WHEN he can pop his modules every 45 seconds)?

Why should you play the interceptor when it is the fastest, fastest cap, most agil, deal near damage levels to fighters, and equal level tank (if you factor in dodge from mobility)?

Other then the module difference, Why Play fighters at all?

I guess if nothing else this thread proves the Dev team are out of touch with their players… 

 

 

 

This is actually not true, its more accurate to say, they are out of touch with the people on this forum, They are very active on the russian forums.

Before doing all that you mentionned; Devs have to :

 

Posting a list, and saying it has to be like this, is just demonstrating an opinion, not an accuracy of fact.

Rework the Hull Tanking vs Shield tanking

 

Yes, but the tanking changes would be purely to Interceptors. at current all three races have differences in speed, turn rates, armor, shields, hp, and even shield regeneration. what your doing is changing the tanking process of raw hp / resistances to a regenerative factor, making the interceptors more suited for hit and run attacks, and less for heavy combat.

 

  • Nerf Empire Tanking hability compare to Other ships of the same rôles

Honesty, The ships should all have the same stats when it comes to speed, turn, Strafe. Its in the resistances and hull shield values they should change, and the technology.

  • Make the Verniel Engine only available for Frigates

Frigates have nothing to do with these changes, they are fine for now.

  • Add a Degressive % on Crowd Controls (ECM/GUARD/CovertOps/Tackler)

This has nothing to do with current suggested changes.

  • Add more Maps and Game Modes
  • Improve the Arcade Battle (Matchmaking and Games Modes)
  • Improve Sector Conquest (Matchmaking / Game Modes / Balance)

The above has nothing to do with the changes, the game will be fine with these rates, it will just make people more mobile. Honestly the frigates are out of place,

but i respect the dev teams desire to keep them as is. What they need is more power behind their Afterburners.

Other then the module difference, Why Play fighters at all?

 

Have you ever played Gunships? They’re a nightmare in the proper hands in any tier.

Tacklers in T5 are pretty good, and in t3 you can also get good results with them.

Commands are very nice support ships in almost any tier, they’re just weak compared to Gunships if you go T4/5

 

Why play fighters at all? Gauss is a good weapon vs interceptors. Ion is a good weapon vs guards and empire engineers. Bubbles are very good overall. 

An Empire gunship is almost impossible to kill in hands of a good player due to the high hull and resists, a Fed gunship is almost impossible to kill in hands of a good player because of the insane amounts of speed they can get.

 

Interceptors are not that good in high tiers, and I’ve suffered from that, they literally vanish against a Lightbringer or a Piranha. They’re way more situational than gunships. 

 

I do play Fighters and for many reasons, they’re not useless like you say, maybe tacklers and commands could get a little buff on their hull or shield, but that’s all.

Have you ever played Gunships? They’re a nightmare in the proper hands in any tier.

Tacklers in T5 are pretty good, and in t3 you can also get good results with them.

Commands are very nice support ships in almost any tier, they’re just weak compared to Gunships if you go T4/5

 

Other then the module difference, Why Play fighters at all?

 

^ Read carefully, The fighter class has nothing to offer naturally, Only modules. There for, Why pick an inferior ship in natural build, over a faster, agil, and tank/dps equivilent?

 

This shows that the fighter class is useless, Or Useless vs intercepters, we know its the ladder because fighters do 80% of the performance they should do vs frigates, so its interceptors that are op

Interceptors are not that good in high tiers, and I’ve suffered from that, they literally vanish against a Lightbringer or a Piranha. They’re way more situational than gunships. 

 

You obviously are not taking part in clan conquest at higher tiers.

You obviously are not taking part in clan conquest at higher tiers.

 

And, You are wrong !

You obviously are not taking part in clan conquest at higher tiers.

So… wait. EVO’s back?

You can see how much the game has changed since you’ve left Uhmari.  You’re still seeing the game like it’s 0.7.0 with only 3 basic roles:  Interceptor, Fighter, Frigate.  

If that is the case, Why did i address changes to fighters, and specific changes to tackler?

 

As always, Nasa is using fail logic as like in 0.7.0