Huh? Someone say my name?
Also let me remind you that one of your Dicks of Ra decided to stir up xxxx with NASA in this thread. He who pokes the hornet’s nest…
Huh? Someone say my name?
Also let me remind you that one of your Dicks of Ra decided to stir up xxxx with NASA in this thread. He who pokes the hornet’s nest…
1, destroyers change play balance… so one must adapt…
2, the team you lost with, is full of the people in here crying like xxxxxxx
3, if your not going to add to the game and give constructive feed back to the devs, just remember I do have a straight line to them, I am just HERE to help other people put in constructive feed back… and laugh at trolls : )
4, mechromancer…you are right, your a special kinda somthing… I swear caboose, some times I wish I could live in your world, for just five minutes …err… I mean mechro…
5, for playbalance issues to cover the destroyers…
They have slowed the game down… Players actually use them as there center and support their big guns as they move into place and keep them alive… (or die horribly)
Both the Int and frig pilot in me love this as I have a base to run back to, and a group to work with… will have to do anotuehr olaybalance threat in a month or two ta finalize what I have to say on that (have to build 3 detroyers after all)
So far you are the only one crying and trying to convince others that you are good or something.
You have as much direct line to devs as everybody else here, even less, considering you are not a Super Tester nor a GM or anything of that sort
Guys, let’s avoid flame and abusing in this thread, this thread is about balance, so discuss balance please.
This thread is about balance, but is based on wrong presumptions, Originator refused to have a construction discussion about basis because he knows best and rest of us are clueless. You might as well call it a discussion for different game, because these presumptions have almost nothing to do with current metagame, outside of execution mechanics
Guys, let’s avoid flame and abusing in this thread, this thread is about balance, so discuss balance please.
^^
This thread is about balance, but is based on wrong presumptions, Originator refused to have a construction discussion about basis because he knows best and rest of us are clueless. You might as well call it a discussion for different game, because these presumptions have almost nothing to do with current metagame, outside of execution mechanics
No, you and mecron refuse to have anything to do with constructive conversation. All i see is you trolling and mecron crap talking. Prove me wrong. Perhaps your dislike for top has something to do with his corp?
^^
No, you and mecron refuse to have anything to do with constructive conversation. All i see is you trolling and mecron crap talking. Prove me wrong. Perhaps your dislike for top has something to do with his corp?
Perhaps you should actually read what your buddy typed over there? I know it is a wall of text and it might be hard for you, but i know you can do it!
…
here, the screen form today/last night?
feel free to count how many uber-pro-lolol interceptors won the game for them.
Not taking side here, just for the record…
We had a makeshift wing there with players new to dreads. So we decided to play safe.
Unfortunately, servers in dreads make most of us choose frigs… this is always a big factor in our SQ battles.
Also, this battle was new for all the 16 of us imo since this was the first time for using destroyers in this kind of battle and it happened to be quite good. So this made some distraction I think. Not knowing that snipers can’t touch destroyers the enemy team wasted a lot of time trying to kill me. I could also stop their fighters and interceptors from pushing further because by the time they could pass me their ships were half dead.
Arctic repeatedly asked for fighters (and ceptors too I think) during wing assembly but most us were kinda uncomfortable with those or weren’t equipped for using them. Even he had to choose sniper and support us because the one who took that role was totally new and as we all might know having 2 effective snipers in SQ is almost a must.
And lastly, from what I saw, GEN guys weren’t very experienced either. My destroyer was maxed and purpled, theirs was a few levels lower.
So, yes. Frigs ruled this time. But I know that we always have a hard time when inties rushing at us in SQ.
Save for what sinaka just posted, NOTHING in this thread has been constructive whatsoever. Yourself included, kid. TopKek over there thinks he knows what is “best” for game balance, and cannot take any criticism for his narrowminded views on what a balanced meta should be. Rather than trying to counter the points Papi has made, he resorted to insulting NASA as a whole and trying rather pathetically to validate his deluded sense of power.
This entire thead is d1ld0es. I’d say close this thead because nothing good can come out of it if one side chooses to constructively critique while the other chooses to resort to ad hominem insults. No productive debate of ideas is happening here.
If a dev/mod wants to remove the nasa trolling and ban them from this thread, go right ahead
To thoughs defending me, dont worry about it, please spend more time discussing play balance issues or the trolls will feel like they are winning, (and it has nothing to do with my corp artic, and everything to do with the devs listing to me when I stir the forums once a year… and not them - these guys you may have noticed are only interested in stopping more constructive input to the devs, and through all that, still have to agree with me on my points)
[Mecronmancer](< base_url >/index.php?/user/246157-mecronmancer/) - Below is the productive feedback everyone has given so far, in fact, this is the mark 2 of that information.
GENERAL UPDATE 2
to Boil this down to the meat and potato’s
Weapon play ballance issues
Frig - Lasers hit for more damage if you set a rapid click on your mouse… when you hold the button down you have to keep on the target till the full dmg registers… or none of it registers…
This is caused by them nerfing these systems, in short, it seems they will not blow up within 100 M of the frig.
The issue code wise is within that area, please remove it so missle systems stop vanishing when fired at close targets…after all a weapons systems is ment to kill people and taking that away is immersion breaking.
fighters - Ions and other laser type weapons, same as above
Ints - Shot gun has a quarter second delay between pressing the fire button, and it fireing, never used the weapon system as its the only gun that has built in lag.
FRIG PLAY BALANCE
Frig Sheilds can be bypassed if you come in on the bottom of some, (t4 and t5 jerico guards really have this issue bad) and some times you can hit the hull by shooting the wing tips from the side (may have been fixed with the last patch but ill go look again if I need to).
Frig lasers could do more damage, but the problem might be fixed if they just register damage as mentioned above… rapid click does more dmg then holding the button (use a prog like auto click so pressing the mouse button and holding it tell the computer to press it 40 times a second… try it) (suggested fix, Keep DPS the same, but make it fire 240 times a second for reduced dmg so the dmg registers)
Frig up close defense issues.
If this face torping as it seem to be called is the only up close weapon system defense a frig has… two suggestions (as just using torps is boring)
Allow missile lock systems on frigs to fire in any direction via free aim (they are big and should have more fire options to make up for lack of speed and maneuverability but with free aim you have to have Skill to get that missle kill, or at least point it in the right direction)
Remove safeties (Missles arm when they leave the ship, and if they blow up on the ship, take it like a frig son)
These are heavy weapon platforms so give the frig missiles some splash damage and a proximity detonation of 50% of that)
Test by having good pilots fly into the face of frigs to murder them like we usually do, if we start taking losses, you did the job right. (see the tourny idea below)
_ End Result _
This fix should ideally make it so ints and fighters have to keep a little distance from these tanks, and time when they come in for a kill if they do at all (my personal fix will be what it was back in the “face torp” days… I keep about 1000m between me and my victim and stay behind him (keeps me close enough to go in for plasma arc, but far enough away to dodge missile systems, mine fields, and clear pulsar range)
As for the 1% rule, save it for after we fix this. wait 1 month… see what the most un-used weapon is… and 1% the stats… have some mono crystal reward thingy to get people to use it, then wait 1 more month to collect data (if you have 5000 active players t3 and above, you should be able to do this once a week as you will have enough data)
Suggestions to add to the game that expand on the Havoc to make more "Ball Breakers"
Everything below should effect friend and foe alike!
Cov ops - emp generator to disable/enable lock on ability at random (the effect is to basically kill missile lock and be annoying, but not OP)
Recon - The effect of a micro locator on the group as a whole will make them move and not be OP
ECM - just plain op, leave alone for now,
Command - has the havoc nuff said
Tackler - feild that lowers resists by say 30 - 80%? …the balance for that needs some working out start low and 1% it… (they are about lowering resists and speed and all)
Gunship - 80% boost to critical hit damage to people in the area of effect sound good?
Sniper - with reverse thrusters, and the fix to frigs above, I think these are done… the rest of the frigs need to catch up, so don’t nerf it, just leave it and work on other stuff : ) … Still… even [StatueofLibroty](< base_url >/index.php?/user/244612-statueoflibroty/)agrees these guys are killable. (if a nasa guy can do it, any one can)
Eng - A module that turns their own heals off, and instead blocks heals to enemy ships in their normal “heal radius” by the same amount their moduals would normally heal their own hull sheild, energy (or whatever they have equipped)… makes engies more flexable as now they can “offend”.
Guard - hmmm a ball breaker… A feild that moves the sheild resists, of every ship in it, to the guards current sheild resist setting (making 2 sheild resists stats = 0 and the selected one +120), …should make the same sounds and colors as a guard as it rotates sheilds.
PLAY BALANCE TOURNY’s
Still trying to find a good counter to sniper disruptor fire… but other then increasing Int speed and roll a little bit, I got nothing… before you do that… try a new play mode…
Have players bring Ship types, make it so one team can only use one of these ship types, the other team can’t use that one ship type.
Take the sniper issue, when the matches end more or less 50-50 your done… or … people learn how to deal with snipers and wont cry about them any more.
You can do this for every ship class, a tourny where you test a fleet of “just this” vs these “ship types” to see how it plays out, and teach the other guys how to deal with it or figure out what you can 1% or add as a weapon/module to make it fair.
DESTROYERS
Will have more on this myself, once I make all three,
[Sinaka](< base_url >/index.php?/user/247730-sinaka/)
Artic was asking for that, as currently wings of fast ints (650 speed +) clean house if they fly as a wing, this goes back to stuff ESB, WPK, Blaze, Brute, and other corps I flew with or assisted used as far back as Beta (when weapons could go an ANY ship).
The idea is Covs/ an Recons, using micro locators, white noise, orions, to eat the target up from a distance as they close for the kill, (the guy getting shot at dodges while the other 3 kill)
They hit and run one ship in the group to kill the enemy ball one ship at a time.
May have an ecm trailing as they are slower but can stun someone to stubborn to hold still and blow up.
Tacklers can stop this!
No, the ints wolf pack tacklers first…and reconds and covs can drop direct lock debuffs while the other three slay em… tacks have no chance.
Frigs can…well ya they just blow up…
It used to be frigs could defend against plasma arcs and int balls by torping as no other weapon system can insta kill as fast as a plasma arc to the hull (which can bypass frigg sheilds if you got close…easy to do when they cant fight back up close like right now…)
Gave the game a Rock Paper Scissors Feel as ints where pure speed, fighters a mix of almost tank and almost speed, and frigs where tank, each could be played to a different advantage and playstyle.
But the other play balance issue here is Frig sheilds can be bypassed compleatly, an exploit some would prefer left alone as they can’t handle a fair fight or would have pointed it out… Like I am being forced to do here.
If you get in a custome battles, practice on a t5 guard with your t2 ints, once you learn how to make an Intercepter ball you can kill him 20 to nothing… then you will see why they nerfed Interceptor speed some time in the past 6 months, but with destroyers out there, they may have to un-nerf it… not sure on that one yet.
Destroyers have more toys on them, so 2 ecms to juggle the destroyer with no move or shoot, and no shoot would work well… the problem is destroyers have so much health they would have to hit and run the destroyer… several times… maybe all 4 plasma arc for the quick kill, but it depends on the destroyer layout…
Option b is The ints would just bypass the destroyer for squishy targets they can sweep aside and let speed render the destroyer worthless in the battle feild.
Naturally, if they nurf the speed of ints even more… well they have paper thin hulls… if they get hit… they blow up and thus everyone would run to frigs, guards, and destroyers leaving that whole wing of ships dead to the player base.
This issue really goes back to a team always wins over an indavidual, and “indaviduals” need exploits to feel good about flying alone.
They should bring the 4 man wing back, and when it cues up, add 2 players to the team against the 4 man wing to make up for the lack of team work with numbers. (I said that a long time ago Devs, here you are destoying team work by getting rid of 4 man wings)
The other issue people seem to have with ints… is it used to be they had options other then, “In your face” the lazers and rapid plasmas where in your face, while the plasma gun was the long range option, the other weapons where middle range… But now everything is mid range or in your face exsaserbating the problem of ints murdinging helpless frigs up close and being quiet about exploits… as right now we have no other options…
If the issue with frigs was fixed… ints (with no ranged weapons) would kill ints and fighters, fighters are more flexable, gunships up close, commands distance, tacks can mess with ints with back up, and frigs would stand their ground against most everything (being so big, its just a matter of pilot skill between the frig and who ever) Granted… engs would still come away by the skin of their teeth and need to heal up like always.
anyone else want to give some feed back other then just agree/disagree/troll?
If a dev/mod wants to remove the nasa trolling and ban them from this thread, go right ahead
To thoughs defending me, dont worry about it, please spend more time discussing play balance issues or the trolls will feel like they are winning, (and it has nothing to do with my corp artic, and everything to do with the devs listing to me when I stir the forums once a year… and not them - these guys you may have noticed are only interested in stopping more constructive input to the devs, and through all that, still have to agree with me on my points)
This is a lie
Weapon play ballance issues
Frig - Lasers hit for more damage if you set a rapid click on your mouse… when you hold the button down you have to keep on the target till the full dmg registers… or none of it registers…
This is not true or you can call a total lack of understanding how things work on code level, beam weapon hit every server tic (milliseconds) and accumulate a value over a second then display it, if you are going to program your to do massive clicks, as long as your hits are slower than server tick you will do LESS dmg, this is a fact, feel free to prove me wrong with your own testing.
- some frig missile systems vanish when they hit a target that are too close to the frig, even my detractor/troll [Papitas](< base_url >/index.php?/user/248198-andrests2/) agrees with me on this.
I have never seen toprs disappear without explosions during arming stage, if you are confident this is happening, here is Bug report section:
[http://forum.star-conflict.com/index.php?/forum/213-bug-report-section/](< base_url >/index.php?/forum/213-bug-report-section/)
This is caused by them nerfing these systems, in short, it seems they will not blow up within 100 M of the frig.
The issue code wise is within that area, please remove it so missile systems stop vanishing when fired at close targets…after all a weapons systems is ment to kill people and taking that away is immersion breaking.
Torpedos were never meant to do insta kills at melee range, that is precisely why arming stage has been added.
fighters - Ions and other laser type weapons, same as above
This is a plain lie and absolute ignorance to the game mechanics, Ion emitters will do massively more dmg if you can connect the beam prolonged time, if you are going to just click your mouse, you are not only missing server ticks, you’re going to ignore how Ions winds up its dmg, meaning you are going to do even less dmg
Ints - Shot gun has a quarter second delay between pressing the fire button, and it fireing, never used the weapon system as its the only gun that has built in lag.
No it doesn’t lag quarter of a second, feel free to find SiegFried and challenge him into 1v1 in interceptors, he will tear you a new one with his Shrapnels cannon.
Frig Sheilds can be bypassed if you come in on the bottom of some, (t4 and t5 jerico guards really have this issue bad) and some times you can hit the hull by shooting the wing tips from the side (may have been fixed with the last patch but ill go look again if I need to).
Technically yes, practically that happens once in a blue moon on thursdays after the the double rainbow (for stupid that means you have higher chance of winning powerball lottery than see this happening), and Jericho guards are pretty much the only ones that are prone to this chances.
Frig lasers could do more damage, but the problem might be fixed if they just register damage as mentioned above… rapid click does more dmg then holding the button (use a prog like auto click so pressing the mouse button and holding it tell the computer to press it 40 times a second… try it) (suggested fix, Keep DPS the same, but make it fire 240 times a second for reduced dmg so the dmg registers)
See above, Frig lasers work, go try it.
Frig up close defense issues.
If this face torping as it seem to be called is the only up close weapon system defense a frig has… two suggestions (as just using torps is boring)
Allow missile lock systems on frigs to fire in any direction via free aim (they are big and should have more fire options to make up for lack of speed and maneuverability but with free aim you have to have Skill to get that missle kill, or at least point it in the right direction)
Remove safeties (Missles arm when they leave the ship, and if they blow up on the ship, take it like a frig son)
These are heavy weapon platforms so give the frig missiles some splash damage and a proximity detonation of 50% of that)
Frigs are not meant to go in the open and duel, they are meant to cover each other hence frig balls, if there is a choke point to take defend deny, masses of frigs win those encounters 8 out of 10 with arbitrarily close skill teams.
Again, arming stage for EM torps has been added because torps were used for not its intended purposes, so NO.
Mine fields and EM torps have aoe splash dmg, Jericho Guided torps have splash dmg, it even goes through obstacles.
Test by having good pilots fly into the face of frigs to murder them like we usually do, if we start taking losses, you did the job right. (see the tourny idea below)
_ End Result _
This fix should ideally make it so ints and fighters have to keep a little distance from these tanks, and time when they come in for a kill if they do at all (my personal fix will be what it was back in the “face torp” days… I keep about 1000m between me and my victim and stay behind him (keeps me close enough to go in for plasma arc, but far enough away to dodge missile systems, mine fields, and clear pulsar range)
Your End Result is based on False assumptions and lack of understanding how game works, hence misleading point and false information.
Cov ops - emp generator to disable/enable lock on ability at random (the effect is to basically kill missile lock and be annoying, but not OP)
Recon - The effect of a micro locator on the group as a whole will make them move and not be OP
ECM - just plain op, leave alone for now,
Why?
Why?
it is not OP.
You are claiming how super awesome all the interceptors are, yet you wanna buff them even more, this is not balancing.
Command - has the havoc nuff said
nuff said
Tackler - feild that lowers resists by say 30 - 80%? …the balance for that needs some working out start low and 1% it… (they are about lowering resists and speed and all)
gonna link it 2d time today, go read on how resistances work, atleast attempt to understand it, if you have anyquestions i’ll try to dumb it down for you. the fact of throwing such numbers even 30% (oh god lol 80%) is again another sign indicating your lack of knowledge and understanding of game mechanics.
Gunship - 80% boost to critical hit damage to people in the area of effect sound good?
This rivals with your - resistance field values, not sure which one of these suggestions more broken, it is a tough one.
Sniper - with reverse thrusters, and the fix to frigs above, I think these are done… the rest of the frigs need to catch up, so don’t nerf it, just leave it and work on other stuff : ) … Still… even [StatueofLibroty](< base_url >/index.php?/user/244612-statueoflibroty/)agrees these guys are killable. (if a nasa guy can do it, any one can)
This is whole other thread on its own, and all comes down to the game mode -map where this is executed.
Eng - A module that turns their own heals off, and instead blocks heals to enemy ships in their normal “heal radius” by the same amount their moduals would normally heal their own hull sheild, energy (or whatever they have equipped)… makes engies more flexable as now they can “offend”.
We already have specialised roles that directly deal with healing, aoe healing reduction would be just broken.
Guard - hmmm a ball breaker… A feild that moves the sheild resists, of every ship in it, to the guards current sheild resist setting (making 2 sheild resists stats = 0 and the selected one +120), …should make the same sounds and colors as a guard as it rotates sheilds.
a) i have no idea what you said there
b) we have a field that will generate resistances to guard based on a number of allies under the effect, aoe lowering resistances - see tacklers comment.
PLAY BALANCE TOURNY’s
Still trying to find a good counter to sniper disruptor fire… but other then increasing Int speed and roll a little bit, I got nothing… before you do that… try a new play mode…
Have players bring Ship types, make it so one team can only use one of these ship types, the other team can’t use that one ship type.
Take the sniper issue, when the matches end more or less 50-50 your done… or … people learn how to deal with snipers and wont cry about them any more.
You can do this for every ship class, a tourny where you test a fleet of “just this” vs these “ship types” to see how it plays out, and teach the other guys how to deal with it or figure out what you can 1% or add as a weapon/module to make it fair.
git gud
Artic was asking for that, as currently wings of fast ints (650 speed +) clean house if they fly as a wing, this goes back to stuff ESB, WPK, Blaze, Brute, and other corps I flew with or assisted used as far back as Beta (when weapons could go an ANY ship).
The idea is Covs/ an Recons, using micro locators, white noise, orions, to eat the target up from a distance as they close for the kill, (the guy getting shot at dodges while the other 3 kill)
They hit and run one ship in the group to kill the enemy ball one ship at a time.
May have an ecm trailing as they are slower but can stun someone to stubborn to hold still and blow up.
Tacklers can stop this!
No, the ints wolf pack tacklers first…and reconds and covs can drop direct lock debuffs while the other three slay em… tacks have no chance.
Frigs can…well ya they just blow up…
It used to be frigs could defend against plasma arcs and int balls by torping as no other weapon system can insta kill as fast as a plasma arc to the hull (which can bypass frigg sheilds if you got close…easy to do when they cant fight back up close like right now…)
Gave the game a Rock Paper Scissors Feel as ints where pure speed, fighters a mix of almost tank and almost speed, and frigs where tank, each could be played to a different advantage and playstyle.
But the other play balance issue here is Frig sheilds can be bypassed compleatly, an exploit some would prefer left alone as they can’t handle a fair fight or would have pointed it out… Like I am being forced to do here.
If you get in a custome battles, practice on a t5 guard with your t2 ints, once you learn how to make an Intercepter ball you can kill him 20 to nothing… then you will see why they nerfed Interceptor speed some time in the past 6 months, but with destroyers out there, they may have to un-nerf it… not sure on that one yet.
Destroyers have more toys on them, so 2 ecms to juggle the destroyer with no move or shoot, and no shoot would work well… the problem is destroyers have so much health they would have to hit and run the destroyer… several times… maybe all 4 plasma arc for the quick kill, but it depends on the destroyer layout…
Option b is The ints would just bypass the destroyer for squishy targets they can sweep aside and let speed render the destroyer worthless in the battle feild.
Naturally, if they nurf the speed of ints even more… well they have paper thin hulls… if they get hit… they blow up and thus everyone would run to frigs, guards, and destroyers leaving that whole wing of ships dead to the player base.
This issue really goes back to a team always wins over an indavidual, and “indaviduals” need exploits to feel good about flying alone.
They should bring the 4 man wing back, and when it cues up, add 2 players to the team against the 4 man wing to make up for the lack of team work with numbers. (I said that a long time ago Devs, here you are destoying team work by getting rid of 4 man wings)
The other issue people seem to have with ints… is it used to be they had options other then, “In your face” the lazers and rapid plasmas where in your face, while the plasma gun was the long range option, the other weapons where middle range… But now everything is mid range or in your face exsaserbating the problem of ints murdinging helpless frigs up close and being quiet about exploits… as right now we have no other options…
If the issue with frigs was fixed… ints (with no ranged weapons) would kill ints and fighters, fighters are more flexable, gunships up close, commands distance, tacks can mess with ints with back up, and frigs would stand their ground against most everything (being so big, its just a matter of pilot skill between the frig and who ever) Granted… engs would still come away by the skin of their teeth and need to heal up like always.
anyone else want to give some feed back other then just agree/disagree/troll?
And yet every single competitive tournament for past 3 years has been won by Mass fighters +1-2 frigs support and 1-rarely 2 interceptors.
The smaller the engagement the better interceptors performance, the bigger the number of opponents the higher efficiency of fighters and frigs, there is no way around it.
More troll dome… Dev/Mod, Read hes replys and mine, make up your own mind please…
This is a lie
Yes, we know you lied or you would have more to say
This is not true or you can call a total lack of understanding how things work on code level, beam weapon hit every server tic (milliseconds) and accumulate a value over a second then display it, if you are going to program your to do massive clicks, as long as your hits are slower than server tick you will do LESS dmg, this is a fact, feel free to prove me wrong with your own testing.
To Test…Drag your laser accross a target… Oh look. did not register ANY damige…
Now click on the target rapidly… oh look, it registers damige…
Stop trolling just to read yourself…
I have never seen toprs disappear without explosions during arming stage, if you are confident this is happening, here is Bug report section:
[http://forum.star-conflict.com/index.php?/forum/213-bug-report-section/](< base_url >/index.php?/forum/213-bug-report-section/)
How about we let your friend Papitas answer this for you… Papitas
“however ive seen something you say: torps sometimes vanish against walls and dont explode/deal dmg to nearby ships…”
Papis says this hsi very first post, page one, so even your buddy papitas has seen this… (and you and him started all this trolling in the first place as I now read, so I smaked ya for being kids and you all came over as a corp to cry… grow up)
Torpedos were never meant to do insta kills at melee range, that is precisely why arming stage has been added.
Your telling me, something that can insta kill most ints, does a lot of splash damige to deal with balls, and is a weapon (designed to kill stuff I might add) was never ment to kill? I presume your speaking for the Devs on this? lol Shall we rename it “star my little pony with hugs and kisses”
This is a plain lie and absolute ignorance to the game mechanics, Ion emitters will do massively more dmg if you can connect the beam prolonged time, if you are going to just click your mouse, you are not only missing server ticks, you’re going to ignore how Ions winds up its dmg, meaning you are going to do even less dmg
And when they fix the issue where damige does not register it will work, as it stands, everyone reading this thread can go… oh ya, drag ions across target… no damige… hold it on, if they break contact before damige registers… no damige…
its a glitch all laster type weapon have always had and is why most don’t use them unless its like… a spark, and up close : )
No it doesn’t lag quarter of a second, feel free to find SiegFried and challenge him into 1v1 in interceptors, he will tear you a new one with his Shrapnels cannon.
In short, your friend has skill, and your down playing the fact he can compansate for that split second of lag time between shooting and actually shooting… sort of like we see with torps…
Nice how you just say that impressive skill of his, is nothing all so you can fail to prove a very well known point…
Technically yes, practically that happens once in a blue moon on thursdays after the the double rainbow (for stupid that means you have higher chance of winning powerball lottery than see this happening), and Jericho guards are pretty much the only ones that are prone to this chances.
Once we ignore the trolling… you agree with me… yes we both agree, it happens… wonderful : )
Frigs are not meant to go in the open and duel, they are meant to cover each other hence frig balls, if there is a choke point to take defend deny, masses of frigs win those encounters 8 out of 10 with arbitrarily close skill teams.
Again, arming stage for EM torps has been added because torps were used for not its intended purposes, so NO.
Mine fields and EM torps have aoe splash dmg, Jericho Guided torps have splash dmg, it even goes through obstacles.
You trying to tell us… the tanks of star conflict… are not ment to fight the enemy toe to toe?
Inters are the hit and runs
Frigs are the walk up and rape your face with a rail gun
and Fighters are in the middle.
With proper play balance… what this threads actually about… any 1vs1 of any ship vs any other ship, will be a draw, or close win if the pilots have equil skill and play to their ship strengths.
To repeat what I said before… A Guard… Vs… an ECMm used to be a draw… as the ECM would could stun and run away and heal if it the guard zeroed in on him… but usualy cant solo kill a guard, just mess it up… and the guard could not chase the ECM down… thus…draw…
Now the ECM can go right through the sheild to insta kill it with 0 risk…
Less extream match ups would always be a fun and close fight, which is why team work was so important back in the day… (And personaly I feel the end of 4 man wings and team work is part of whats killing this game…as I said before, “Devs, xxxx 2 more pilots to the team that does not have the 4 man wing, balance it out skill vs numbers”) You instead… nerfed it… and drove still more pilots away : /
You are claiming how super awesome all the interceptors are, yet you wanna buff them even more, this is not balancing.
Well since people are crying about frig balls, and the devs are making things like the havoc I am sugesting Ball breaking for Ints, Fighters, and Guards… I love how you broke up your responce to hide the fact you where taking a peice of my responce out of context… to falsly try and make it sound like I wanted to buff…just ints… when I was talking a buff of different types for almost ALL SHIPS.
You just gotta trust him. He’s an ex-game dev
nuff said
Yes, you dont want to talk about the fighter and frig stuff, to try and prove your point with an open lie… a word you like to through around… got a green van with free candy spray painted on the side oh honorable sir? or did you forget about
"
Cov ops - emp generator to disable/enable lock on ability at random (the effect is to basically kill missile lock and be annoying, but not OP)
Recon - The effect of a micro locator on the group as a whole will make them move and not be OP
ECM - just plain op, leave alone for now,
Command - has the havoc nuff said
Tackler - feild that lowers resists by say 30 - 80%? …the balance for that needs some working out start low and 1% it… (they are about lowering resists and speed and all)
Gunship - 80% boost to critical hit damage to people in the area of effect sound good?
Sniper - with reverse thrusters, and the fix to frigs above, I think these are done… the rest of the frigs need to catch up, so don’t nerf it, just leave it and work on other stuff : ) … Still… even [StatueofLibroty](< base_url >/index.php?/user/244612-statueoflibroty/)agrees these guys are killable. (if a nasa guy can do it, any one can)
Eng - A module that turns their own heals off, and instead blocks heals to enemy ships in their normal “heal radius” by the same amount their moduals would normally heal their own hull sheild, energy (or whatever they have equipped)… makes engies more flexable as now they can “offend”.
Guard - hmmm a ball breaker… A feild that moves the sheild resists, of every ship in it, to the guards current sheild resist setting (making 2 sheild resists stats = 0 and the selected one +120), …should make the same sounds and colors as a guard as it rotates sheilds."
You forget all this to try and twist my words so you can prove a point?
Nuff said…
gonna link it 2d time today, go read on how resistances work, atleast attempt to understand it, if you have anyquestions i’ll try to dumb it down for you. the fact of throwing such numbers even 30% (oh god lol 80%) is again another sign indicating your lack of knowledge and understanding of game mechanics.
This rivals with your - resistance field values, not sure which one of these suggestions more broken, it is a tough one.
Ya I understand that at 100 points its a 50% drop, 200% is 75%drop, Can you actually say something worth while, or like everything else in here troll? I mean ffs, it does wear on a guy like me to have to type up these long reports for the devs to exploit, and players to test out, I do make mistakes… and thank you, that will be a correction made to the third posting (see you actually contributed, do more of that!)
This is whole other thread on its own, and all comes down to the game mode -map where this is executed.
No, it is not… snipers are killable, you use, ints and speed, just like your nasa buddy StatueOfLiberty Said… map is irrelivent, its a question of are you fast enough, and smart enough to play your roll, reach the target, and kill it. Stop trolling just to read your self…
(statue… did you edit your post… or was that someone else talking about how Snipers are blind and you can cov ops up to them, and plasma arc them for like 2 seconds before they even respond… who ever it was, was right)
We already have specialised roles that directly deal with healing, aoe healing reduction would be just broken.
No, it would give 2 or 3 engies working togeather the option to say… "Oh hey… my buddy is out healing me!, I guess I’ll reduce the enemys heal ability in my area to help us repel the enemy and kill them!
a) i have no idea what you said there
b) we have a field that will generate resistances to guard based on a number of allies under the effect, aoe lowering resistances - see tacklers comment.
A) it was a lot of writing… and I was tired
B) good call, you contributed twice, any ideas on a guard based ball breaker anyone?
And yet every single competitive tournament for past 3 years has been won by Mass fighters +1-2 frigs support and 1-rarely 2 interceptors.
The smaller the engagement the better interceptors performance, the bigger the number of opponents the higher efficiency of fighters and frigs, there is no way around it.
Ask your int friend with the shot gun, how deadly would 4 or 5 ints be… with maxed speed… oh wait people do nuke runs and win with that in dreads… nm you already know the answer yes?
and yes, their is a way around it, swarm tactics and team work… ever go 4 vs 1? guy doesnt last long does he, and if your small, fast, can white noise him, reduce his heals and make it so he cant go invis. and buff your damige, and drop mines on him as you pass, or missle spam him… you can kill one enemy in the ball… per pass… but you already know that…
Thank you for 2 contributions…no I am to tired to spell check all this…
[_terrorblade](< base_url >/index.php?/user/243375-terrorblade/)
Your telling me hes one of the guys who worked the code on this game and quit/was let go?
It Doesnt show
GENERAL UPDATE 3
Guard issue removed, it was unbalancing
tackler ball breaker corrected
to Boil this down to the meat and potato’s
Weapon play balance issues
Frig - Lasers hit for more damage if you set a rapid click on your mouse… when you hold the button down you have to keep on the target till the full dmg registers… or none of it registers…
This is caused by them nerfing these systems, in short, it seems they will not blow up within 100 M of the frig.
The issue code wise is within that area, please remove it so missile systems stop vanishing when fired at close targets…after all a weapons systems is ment to kill people and taking that away is immersion breaking.
fighters - Ions and other laser type weapons, same as above
Ints - Shot gun has a quarter second delay between pressing the fire button, and it firing, never used the weapon system as its the only gun that has built in lag.
FRIG PLAY BALANCE
Frig Shields can be bypassed if you come in on the bottom of some, (t4 and t5 jerico guards really have this issue bad) and some times you can hit the hull by shooting the wing tips from the side (may have been fixed with the last patch but ill go look again if I need to).
Frig lasers could do more damage, but the problem might be fixed if they just register damage as mentioned above… rapid click does more dmg then holding the button (use a prog like auto click so pressing the mouse button and holding it tell the computer to press it 40 times a second… try it) (suggested fix, Keep DPS the same, but make it fire 240 times a second for reduced dmg so the dmg registers)
Frig up close defense issues.
If this face torping as it seem to be called is the only up close weapon system defense a frig has… two suggestions (as just using torps is boring)
Allow missile lock systems on frigs to fire in any direction via free aim (they are big and should have more fire options to make up for lack of speed and maneuverability but with free aim you have to have Skill to get that missile kill, or at least point it in the right direction)
Remove safeties (Missiles arm when they leave the ship, and if they blow up on the ship, take it like a frig son)
These are heavy weapon platforms so give the frig missiles some splash damage and a proximity detonation of 50% of that)
Test by having good pilots fly into the face of frigs to murder them like we usually do, if we start taking losses, you did the job right. (see the tourney idea below)
End Result
This fix should ideally make it so ints and fighters have to keep a little distance from these tanks, and time when they come in for a kill if they do at all (my personal fix will be what it was back in the “face torp” days… I keep about 1000m between me and my victim and stay behind him (keeps me close enough to go in for plasma arc, but far enough away to dodge missile systems, mine fields, and clear pulsar range)
As for the 1% rule, save it for after we fix this. wait 1 month… see what the most un-used weapon is… and 1% the stats… have some mono crystal reward thingy to get people to use it, then wait 1 more month to collect data (if you have 5000 active players t3 and above, you should be able to do this once a week as you will have enough data)
Suggestions to add to the game that expand on the Havoc to make more "Ball Breakers"
Everything below should effect friend and foe alike!
Cov ops - emp generator to disable/enable lock on ability at random (the effect is to basically kill missile lock and be annoying, but not OP)
Recon - The effect of a micro locator on the group as a whole will make them move and not be OP
ECM - just plain op, leave alone for now,
Command - has the havoc nuff said
Tackler - field that lowers resists by say 30 points? …the balance for that needs some working out start low and 1% it… (they are about lowering resists and speed and all)
Gunship - 80% boost to critical hit damage to people in the area of effect sound good? (basiclly their solo modual for an aoe)
Sniper - with reverse thrusters, and the fix to frigs above, I think these are done… the rest of the frigs need to catch up, so don’t nerf it, just leave it and work on other stuff : ) … Still… even [StatueofLibroty](< base_url >/index.php?/user/244612-statueoflibroty/)agrees these guys are killable. (if a nasa guy can do it, any one can)
Eng - A module that turns their own heals off, and instead blocks heals to enemy ships in their normal “heal radius” by the same amount their modals would normally heal their own hull shield, energy (or whatever they have equipped)… makes engies more flexible as now they can “offend”.
Guard - I got nothing, suggestions?
PLAY BALANCE TOURNEY’S
Still trying to find a good counter to sniper disruptor fire… but other then increasing Int speed and roll a little bit, I got nothing… before you do that… try a new play mode…
Have players bring Ship types, make it so one team can only use one of these ship types, the other team can’t use that one ship type.
Take the sniper issue, when the matches end more or less 50-50 your done… or … people learn how to deal with snipers and wont cry about them any more.
You can do this for every ship class, a tourney where you test a fleet of “just this” vs. these “ship types” to see how it plays out, and teach the other guys how to deal with it or figure out what you can 1% or add as a weapon/module to make it fair.
DESTROYERS
Will have more on this myself, once I make all three,
anyone else want to give some feed back other then just agree/disagree/troll?
Repeating a false statement over and over will not make it miraculously true, nor will it give you any more credit, nor will it show how supposedly influential you are, I know for a fact you aren’t.
It looks like that you desperately want to be important in all the endeavours of yours, and yet, people see you as some teenage kid, ever though the problem aren’t the people but you?
You just gotta trust him. He’s an ex-game dev
An ex-military with an associate of SCIENCE! degree. Man, I wish I were as cool as him.
No, it is not… snipers are killable, you use, ints and speed, just like your nasa buddy StatueOfLiberty Said… map is irrelivent, its a question of are you fast enough, and smart enough to play your roll, reach the target, and kill it. Stop trolling just to read your self…
(statue… did you edit your post… or was that someone else talking about how Snipers are blind and you can cov ops up to them, and plasma arc them for like 2 seconds before they even respond… who ever it was, was right)
Disregarding everything else you’ve said, my comment specifically picked out situation blind LRFs, which are quite possibly the easiest players to kill in the game. And, no, while I get the feeling mods have been screwing around with post deletion in this thread for a while, my post is still in perfect condition on page two. An experienced LRF using positrons and reverse thruster, on the other hand, is in a completely different class, and is not only difficult to kill, but dangerous to so much as approach, even under cloak. Kaiju, for all his issues, was a great example of such an LRF.
Ya I understand that at 100 points its a 50% drop, 200% is 75%drop, Can you actually say something worth while, or like everything else in here troll? I mean ffs, it does wear on a guy like me to have to type up these long reports for the devs to exploit, and players to test out, I do make mistakes… and thank you, that will be a correction made to the third posting (see you actually contributed, do more of that!)
Okay, perhaps not disregarding everything else you’ve said. While Kost tends to be less patient with people, and often assumes that they can put two and two together by themselves, I tend to be more patient with explicit description. See, [well, 200 resist gives a 67% damage reduction, first off…] while there are diminishing (hyperbolic!) returns on damage reduction with resistance, each further point of resistance will always increase your effective health by 1% of the shield/hull volume you have (linear!). Thus, an 80% resistance reduction is equivalent to an 80% health reduction while inside the effect. Of course, the actual math works out to be a little different: What I’ve described only really works with positive resistances, while negative resistances have a linear damage increase and diminishing (again, hyperbolic!) effective health reduction, but since most folks have positive resistances, and people with negative resistances are only going to die even faster than their normally quick deaths are, the actual math doesn’t matter that much, here.
I don’t see any constructive in this thread anymore. Closed.