Line Item Rollback Poll (More Accurate)

People have been discussing a rollback of the most recent patch, but a lot of people only want a partial rollback, so I decided to create a poll which as I said in the title, more accurately reflects which changes players object to. 
I tried to eliminate trivial changes and positive changes such as bug fixes from the poll. Please take the time to go through all the changes and review them yourself.
 

**I am aware that there is already a poll out on whether or not to rollback, but I believe that this will be much more effective than a simple “yes” or “no” poll.

Below is the list of changes made in the recent patch. Please review these before you take the poll.**

Gameplay

Weapon damage tuning.

Increased PvE missions difficulty.

 

Development

Slightly increased starting ships upgrade times.

 

Bug fixes

Fixed a server-crashing bug.

Fixed some game-crashing bugs.

 

Star Conflict OBT v. 0.9.0
 
General changes
Economy

* All ship prices, except for Premium-modifications reduced by 25% on average.

* Increased sticker and colour application periods.

* The cost of owning stickers and colours, calculated for 1 day, has been reduced.

 
Ships
Interceptors

* "Dwarf"renamed into “Neutron”

* “Elf 2” renamed into “Black Swarm”

* “Black Elf” renamed into “Magnetar”

* “Elf” renamed into “Swarm”

* “Nibelung 2” renamed into “Tempest”

* “Arigato AE” renamed into “Nodachi EW”

* “Arigato type A” renamed into “Nodachi type A”

* “Arigato” renamed into “Nodachi”

* “White Hawk” renamed into “Talon”

* “White Eagle” renamed into “Swift Eagle”

Fighters

* “Phobos Aura” renamed into “Phobos”

* “Hercules 2” renamed into “Hercules Rage”

* “Prometheus 2” renamed into “Prometheus X”

* “Kastor 2” renamed into “Spartacus”

* “King Kastor” renamed into “Argonaut”

* “Kastor” renamed into “Castor”

* “Short Sword” renamed into “Orelus”

* “Poni” renamed into “Flamberge”

* “Mouse” renamed into “Panther”

Frigates

* “Siegfried” renamed into “Sigurd”

* “Cerberus 2” renamed into “Styx”

* “Centaur 2” renamed into “Minotaur”

* “Ginger Centaur” renamed into “Chiron”

* “TOR R2 Mk.S” renamed into “Scimitar”

New T5 ships available

Intercepors:

* Viking. Affiliation: Empire. Rank: 13. Role: Recon.

* Storm Viking. Affiliation: Empire. Rank: 14. Role: ECM.

* Jarl. Affiliation: Empire. Rank: 15. Role: Recon.

* Wakizashi. Affiliation: Jericho. Rank: 13. Role: ECM.

* Wakizashi AE. Affiliation: Jericho. Rank: 15. Role: ECM.

* Wakizashi type R. Affiliation: Jericho. Rank: 14. Role: Covert ops.

* Grey Falcon. Affiliation: Federation. Rank: 13. Role: Covert ops.

* Falcon-M. Affiliation: Federation. Rank: 15. Role: Covert ops.

* Spectre Falcon. Affiliation: Federation. Rank: 14. Role: Recon.

Fighters

* Apollo. Affiliation: Empire. Rank: 13. Role: Gunship.

* Aura. Affiliation: Empire. Rank: 14. Role: Command.

* Lightbringer. Affiliation: Empire. Rank: 15. Role: Gunship.

* Sword. Affiliation: Jericho. Rank: 13. Role: Covert ops.

* Sword AE. Affiliation: Jericho. Rank: 14. Role: Tackler.

* Sword type S. Affiliation: Jericho. Rank: 15. Role: Command.

* Lion. Affiliation: Federation. Rank: 13. Role: Tackler.

* Piranha-B2. Affiliation: Federation. Rank: 14. Role: Gunship.

* Lion Mk II. Affiliation: Federation. Rank: 15. Role: Tackler.

Frigates

* Dragon. Affiliation: Empire. Rank: 13. Role: Long-range.

* Naga. Affiliation: Empire. Rank: 14. Role: Engineering.

* Archdragon. Affiliation: Empire. Rank: 15. Role: Long-range.

* Inquisitor. Affiliation: Jericho. Rank: 13. Role: Guard.

* Inquisitor AE. Affiliation: Jericho. Rank: 14. Role: Long-range.

* Inquisitor type S. Affiliation: Jericho. Rank: 15. Role: Guard.

* Osprey. Affiliation: Federation. Rank: 13. Role: Engineering.

* T-Rex. Affiliation: Federation. Rank: 15. Role: Engineering.

* T-Rex Mk II. Affiliation: Federation. Rank: 14. Role: Guard.

Optimized the structure of the ship tree.
Engineer

* Combat Drones: Ally repair radius reduced by 50%

* Nanodrone Cloud: efficiency increased by 30%

* Mass Shioeld Generator: efficiency increased by 30%

 
Weaponry
All weapons can now overheat
Revised damage, range, spread and overheating values for all weapons in the game
Revamped weapon effects
Changed various weapon mechanics
Changed the names of some weapons
Now every weapon is fixed for a certain class of ship

* All weapons, not fitting the ships on which they are installed, will be forcibly unloaded to the warehouse

* All Premium modifications will be forcibly sold at full price

More on weapon changes:

Pulse laser

* Used on: Interceptors

* Summary: A simple weapon that does not require aim tracking

* Brief description: laser with spreading

Shrapnel Cannon

* Used on: Interceptors

* Summary: Well-suited for long-range attacks on stationary targets

* Brief description: A powerful close range weapon with a low rate of fire

RF Blaster

* Used on: Interceptors

* Summary: very high damage per second

* Brief description: A powerful melee range weapon

Plasma Gun

* Used on: Interceptors

* Description: a simple entry-level weapon

* Brief description: decent damage with small spread

SIngularity cannon

* Used on: Fighters

* Summary: A powerful weapon against slow-moving targets

* Brief description: Low fire rate is compensated by area damage

Gauss Cannon

* Used on: Fighters

* Summary: This weapon is good at suppressing targets

* Brief description: low rate of fire is compensated by good single projectile damage and small scatter

Ion Emitter

* Used on: Fighters

* Summary: A powerful tool in the hands of an experienced pilot

* Brief description: laser capable of increasing damage as you keep the beam on the target.

Assault Railgun

* Used on: Fighters

* Summary: a great weapon for rookie fighter pilots

* Brief description: medium-range weapon with moderate damage

Coil Mortar

* Used on: Frigates

* Summary: a cannon that shoots powerful explosive shells

* Brief description: low rate of fire and slow turning of turrets is offset by a guaranteed explosion even when a projectile misses

* All guns fire alternately. Overall firing rate depends on the number of guns on the ship.

Heavy Blaster

* Used on: Frigates

* Summary: a weapon that creates a dense stream of shells

* Brief Description: slow turret turn rate, fire rate increasing with time

Positron Cannon

* Used on: Frigates

* Summary: a good weapon for finishing off damaged ships

* Brief description: an accurate weapon with the ability to charge projectiles

Laser Assault

* New name: Beam Cannon

* Used on: Frigates

* Summary: A simple and convenient laser, in the right hands it becomes a deadly weapon

* Brief description: an accurate weapon with decent damage

 
Missiles
Now, each ship has a single slot for missiles.
Missile size division has been removed
Each type of missile is assigned to its own ship class or role.

* Missile assigned to the role can be installed on ships of the 4th and higher ranks.

Missiles are bought in cartridge packs:

* One cartridge pack includes an unlimited number of missiles for 1 battle.

* The cartridge pack is removed at the end of the battle

* The cartridge pack is removed if the ship launches into battle

* If the ship was taken to battle, but never actually flown, the cartridge pack is not removed

* Autoreplenish function now replenishes cartridge packs

* You can only sell cartridge packs through Equipment

* You can sell cartridge packs through the Store / Warehouse

Rocket ammunition are carried in cartridges:

* Reloading a cartridge takes some time.

* Improved Pylons do not speed up cartridge reloading

Premium cartridge packs have the same amount of missiles
Distribution of missiles by class:

Interceptor

* Unguided missiles

* New name: Small missiles

* Now homing

* Available at 1 rank

* Increased speed, maneuverability

* Damagereduced by 20%

* Plasma missile

* Available at 5 rank

* Damage increased by 20%

* Armor-piercing missile

* Available at 8 rank

* Speed increased by 50%

Fighter

* Standard missile

* Available at 1 rank

* EMP missile

* Available at 1 rank

* Turn speed increased

* Armor-piercing missiles 

* Available at 8 rank

* Speed increased by 50%

Frigate

* Cruise missile

* Available at 1 rank

* Torpedo

* Available at 5 rank

* Increased trigger and explosion radius

* Octopus

* Available at 8 rank

* Up to 20% reduced mobility

Distribution of missiles by roles:

ECM

* Missile with energy-neutralizing field

* Available at 6 rank

Covert ops

* Tactical warhead

* Available at 7 rank

Recon

* Slowing missile

* Available at 6 rank

* Sensor mine

* Available at 6 rank

* Damage increased by 25%

Gunship

* Firestorm

* Available at 8 rank

Command

* Ion-warhead missiles

* Available at 7 rank

Tackler

* Missile with slowing field

* Available at 6 rank

Engineer

* Attack drone

* Available at 6 rank

* Damage increased

* Speed increased

Guard

* Anomaly Generator

* Available at 6 rank

Long-range

* Minelayer

* Available at 6 rank

Most missile parameters were tweaked
 
Modules
Weapon modifiers

* Now the weapons have no modifiers

* Modifiers have been converted into munitions

* One pack of ammunition is enough for one battle

* Ammunition is removed at the end of the battle

* The ammunition pack is removed if the ship launches into battle

* If the ship was taken to battle, but never actually flown, the ammunition pack is not removed

* Autoreplenish function now replenishes ammunition packs

* Ammunition changing types of damage is no longer in the game

* You can buy ammunition only through the Shipyard

* You can sell ammunition in the Shop / Warehouse

* All modifiers will be removed with a refund:

* Mk1-MK3 fully refunded with credits.

* Premium version fully refunded with galactic standards.

* Military and Experimental versions are refunded with galactic standards at a cost of a trophy.

 
 
Additional Options
New booster module: Prospector Probe

* Provides additional try to find loot (only PvP).

Changed booster mechanics:

* Combat firmware

* Increases synergy gain by 40%

* Increases loyalty gain by 40%

* Hacked firmware

* Increases synergy gain by 200%

* Increases loyalty gain 200%

* Tactical Software

* Increases synergy gain by 30% for all allies

* Increases loyalty gain by 30% for all allies

All boosters with changed mechanics will be refunded
 
Hangar
Introduced a variety of hangars for different sides of conflict:

* Each pilot will be placed in the hangar of the corresponding side of the conflict, without regard to the jurisdiction of the corporation (for corporate pilots).

* Pilots can change the hangar.

* Hangar change is available in the Missions menu (PvE).

* Hangar change costs credits.

* The pilot can keep fighting for either side of conflict from any hangar.

 
Development
New implants are available

Rank 13

* Neuroconnector “Rapidus III”

* Clears module cooldown, if your opponent is destroyed by the damage done by you

* Affiliation: Empire

* Neuroconnector “Ant II”

* Increases main weapon damage by 25% if your opponent is knocked down by the damage done by you

* Effect duration: 15 seconds.

* Affiliation: Federation

* Neuroconnector “WPN-F70”

* Increases main weapon damage until the end of the battle if your opponent is destroyed by the damage done by you

* For each enemy damage is increased by 3%

* Damage bonus limit is  33%

* Affiliation: Jericho

Rank 14

* Neuroconnector “Gigas III”

* Neutralizes all negative effects and makes the ship immune to them if the shield is completely discharged

* Effect duration 7 seconds.

* Valid once per combat

* Affiliation: Empire

* Neuroconnector “SR-X”

* Increases hull resistance when the shield is fully discharged

* The increase is 75 points to all types of damage

* Effect duration 7 seconds.

* Valid once per combat

* Affiliation: Federation

* Neuroconnector “Albatross II”

* Activates the emergency invisibility generator if the shield is completely discharged

* Effect duration 7 seconds.

* Valid once per combat

* Affiliation: Jericho

Rank 15

* Neuroconnector “Gladius III”

* Accelerates synergy and credits gain and increases the damage of guns

* Gain is increased on the ships of all ranks

* Affiliation: Empire

* Neuroconnector “Owl II”

* Increases the credit gain, as well as hull and shield strength

* Gain is increased on the ships of all ranks

* Affiliation: Federation

* Neuroconnector “RB-X”

* Increases synergy gain and missile damage

* Gain is increased on the ships of all ranks

* Affiliation: Jericho

(UPD) Beta catalyst "Cheetah II»

Speed increase was reduced to 7%
 

Changed the mechanics of synergy

* Now, to buy the next ship in the tree, you need to reach a certain level of synergy with the previous ship.

* Introduced the concept of “free synergy” — synergy, not tied to a particular ship

* Synergy earned in battle receives a bonus of 5% of free synergy

* Free synergy can be used for upgrading any ship

* Ship synergy upgrade does not happen automatically

* When the ship reaches maximum synergy, it starts to accumulate surplus synergy

* The pilot has the ability to transfer surplus synergy from one ship into free synergy. Operation is not free.

* Operations with synergy are available in the Shipyard

(UPD) Re-adjusted synergy.

  Some ships have another number of synergy levels now.

  Re-adjusted synergy values.

  The total amount of synergy on ships has not been changed.

According to Reputation and Loyalty:

* If the pilot at the time of the release of patch 0.8.0 had a reputation and / or loyalty rank either side of conflict or faction above the 12th, the rank will be restored

 
Gameplay
A new PvE-mission “Pirate base attack”
Now the game has no concept of “side of conflict bonus” which pilots chose at the start of the game.

* Side of conflict bonuses were moved to the implants of the 15th rank.

* “Forged ID” was removed from the store.

Changed the principles of effectiveness calculation

* Reward for supporting an ally increased by 67%

* Reward for weakening the enemy increased by 67%

 
Sound
Added new combat music tracks
Added different sounds for different hangars
Added sounds of new weapons
 
Bug fixes
Fixed a bug where the autonomous stations and warp gate could be installed inside objects 
Sound editing errors
Small fixes

 

Update # 1:

* Adjusted damage for certain weapons.
* Increased difficulty for PvE-missions.
* Slightly increased the synergy requirements for the first levels.

* Fixed a problem with the game servers.
* Fixed some problems that caused random network problems.

This seems to be missing the only thing I am so-so about, which is the removal of faction reputation and the way unlocking new ships works now.

 

I thought it worked fine the way it did before, personally.

 

The rest of the patch is pretty good - once people actually take a step back and evaluate what the changes really mean. It’s not perfect, it needs tweak and balance, but it’s a huge step in the right direction. For example, the restriction of weapons to specific ships is something that should have been in from the start, it creates huge depth further down the line.

 

What needs tweaking though;

  • Bubbles.
  • Most ship damage, spread, range, etc. The whole set of weapons needs further balance.
  • Missiles. Unlimited missiles are bad, hmkay.
  • Synergy. The new system is too complex, not user friendly and doesn’t really make any sense to new players.

 

Then re-evaluate and tweak further.

 

The developers are already aware of these things and are working hard to create patches to balance things to the best of their abilities, and will continue to do so until things are working as intended.

For me, the big issue is Synergy. It’s like the developers sat down and had the following conversation:

 

Okay, so people are just skipping past Rank 4, 7 and 10 without playing those ships. What do we do?

“Force people to level up ships to advance!”

Great idea!

“Err… should we maybe look into why people skip these ships?”

Too much effort! We’ll go with the first idea!

For me, the big issue is Synergy. It’s like the developers sat down and had the following conversation:

 

Okay, so people are just skipping past Rank 4, 7 and 10 without playing those ships. What do we do?

“Force people to level up ships to advance!”

Great idea!

“Err… should we maybe look into why people skip these ships?”

Too much effort! We’ll go with the first idea!

I believe you have hit the nail on the head Sir …but the synergy system is here to stay according to information on steam

For me, the big issue is Synergy. It’s like the developers sat down and had the following conversation:

 

Okay, so people are just skipping past Rank 4, 7 and 10 without playing those ships. What do we do?

“Force people to level up ships to advance!”

Great idea!

“Err… should we maybe look into why people skip these ships?”

Too much effort! We’ll go with the first idea!

Agree 100%. This is the the change that tastes the worst for me too. Some of the other changes were hard to get used to, but they weren’t game breaking to me.

 

Bring back reputation!

@EvilTactician 
Yeah, sorry about that. I must have missed it; I will add it into the poll. It was 1:00 AM my time when I wrote this post, so I don’t doubt I made mistakes.
Also, I totally agree with you about that Jasan. There are quite a few ships that need to be worked on.

Weapons: Nope. Everything rolled back.

Economy: Not very many qualms with this.

Others: New synergy system is a joke. Cheetah implant didn’t really need nerfing, but if the devs intended to remove the 500m/s frigs then a lower percentage increase per class would have made sense. Side of conflict bonuses being removed hurts as well.

Weapons: RF Blaster is just crap, singularity cannon i just dont know.

Economy: Don’t know.

Other: Roll back the synergy thing it is damn stupid to grind it up all the way.

I can deal with the other changes and learn to adapt. I cannot come back to this game again if the Synergy system is not changed. I am stuck with what premium ships I have and the 2 T3 ships I unlocked. Anything else I have to go back and spend more money on or start over at T1/T2. If they change the synergy and go back to Reputation, I can stop complaining. If that does not change, I’ll be sure to let people know on Steam and any other outlet I can rant and rave on that this game is not worth your time.

The weapons I know they will tweak, that is a given. To outright tell me “Start over, this is the way the ship tree should have been in the beginning” is outright ludicrous. I’m not getting on response on this, but if there is a means to give me a refund and just delete my account, please contact me if you really are not considering changing the Synergy level system. I won’t start over. I just won’t.

Synergy is better than Reputation system. Ship Tree is the problem

 

 

New system:

Between 80 to 120 games to move from R7 to R10

number of games depend on the ship path you are travelling along and (strangely) the ship reward bonus you have on you.

 

Old system:

~150 games to rank up from R7 to R10 depending on bonuses

 

Point for point, synergy system looks better for me so I changed my opinion about it. so that’s the plus point in favor of synergy ranking.

 

 

 

Disadvantages are:

 

  1. You have to fly thrash ships once or twice per tier in order to progress

 

  1. On certain paths and in certain tiers you would need to fly ship roles you DON’T want in order to get to the roles that you do WANT.

 

  1. You have to start from Tier 1 and work your way all the way back up to T4 or T5 if you decide to unlock a new ship path.

 

Now,

 

I am absolutely fine with minus point number 1

  • I like thrash ships. They are absolutely useless competitively (except a couple of ships like tackler and guard who’s got better skills in their thrash variants) but are still flyable in pub games

  • if it’s the price to pay for a better ranking up system, I’d say it’s a small one - only worth a few hours of angst.

  • and it’s not as big a deal if you include the fact that the first thrash ship actually flies in a lower tier due to how the match making works

  • for eg. my T4 thrashcan plays in T3 matches. Hardly unfair when you consider that a low synergy T4 thrashcan is decidedly weaker than R9 elites.

 

Minus point number 2 and 3 are Ship Tree issues.

 

Point number 2

  • The only useless role is arguably LRF in upper tiers. For pro Empire frigate pilots this is a deal breaker. I could argue that LRF is in-fact the Imperials flagship frigate probably wont hold much weight but whatever. Fix the ship tree and you wont have to deal with this anymore.

  • But for non Empire pilots, we don’t have this issue :slight_smile:

  • Again, fix the tree, fix the problem

 

Point number 3

  • This is the REAL problem

  • FOR EVERYONE

 

If you are a T5 interceptor pilot and got told by your CEO everyone needs to have atleast one T5 frigate in your hangars, you’re gonna QUIT the game lol,

 

I’m a Fed pilot, flying T4 Empire because my officer told me they needed Engineers and Empire was the way to go. Now T5 has been released and I’m eyeing Federation ships up and down and thinking yea I want them badass Eve-O Tengu mofos. Except I have to unlock it all the way from T1 to T5 ?? ahahahhahahahhahahahahhahahhahahahahhahahhahahahahahhahahahahhahahahhahahahahhahahahhahahahahahahahhahahahahhahahahhahahahahahahahhahahaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaahahhahhahahhahahahahahhahahahahhahaha…

 

License or no license. Boosters or no boosters… it’s not gonna help.

Perhaps there should be an alternate way to work your way up the Tiers… 

SSYBtXi.jpg

Dev?

player … probably hardcore PVE

Not in 282 battles, and since premiums don’t help advance rank, and there are not T5 premiums, I’d say dev.  Getting a 12 win PvP win streak also?  My guess is someone’s good at T4/T5 where it’s basically 1v1 a lot.

 

I believe the total include PvE but I could be wrong.  In any case, assuming 8 minute matches on average, that’s 12.5 a day.  I’ll assume 10k synergy per match.  Considering how synergy varies, I’m going to say 10k would be high end for an average.  That means he’d get at most 2.6 million synergy since he started.  That’s not enough to get to R15.  If he were buying premium ships(20% free synergy boost), bought every DLC with a boost, used booster mods like crazy, and paid to transfer synergy, then maybe, possibly.  I doubt it.

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