Player Patch Note V0.9.2

EDIT: This is not an official post and should be treated as a suggestion thread only.

 

Hey there, forum! We’re back with another ‘Player Patch Notes’ for you to look at.

 

Firstly, I’m just going to address a couple of points I wish to make. The first is that we have an actual team now to help us decide on actions to be taken. You may be asking who exactly are on the team. Well, I’m pleased to say that it’ll be me (OldSpice, formerly Sabre01), JasanQuinn, FunkyBacon, Oryngton and Astraal pitching in to help bring these patches to you.

 

Second, we’ll be using JasanQuinn’s 0.9.1 post as our first ‘collaborative’ patch considering we agreed on the majority of its content. We’ll be tweaking it a tad in later patches, so just watch for some changes.

 

Star Conflict OBT V0.9.2 ‘Tweaks and Improvements’

Yes, we have just a smaller patch for now to get us going as a group. The next one will hopefully be much longer and more extensive.

 

Modules

 

Stasis Generator

  • Times for all marks (including military and experimental) reduced by 0.6 seconds.

Spy Drones

  • Reduced duration to 60 seconds.

Micro-locator

  • Reduced duration to 75 seconds.

White Noise Jammer

  • Reduced duration to 8 seconds.

Diffusion Shield

  • The use of this module now forces the carrier to drop the bomb in detonation. This mechanic was easily abused before in order to get an easy plant.

Guided Torpedo

  • If hit by the Missile Shield, the Torpedo will explode instead of fizzling out.

Matchmaking

 

Matchmaking will now add ships that are within only ±1 ranks. It will use a player’s highest rank ship for this purpose.

 

Visuals

 

Tiers 3, 4 and 5 now have painting options. Permanent colour option is enabled.

 

UI

 

Targeting reticule now has green highlights to help find its position on the screen.

 

Progression

 

  • Premium ships now generate 50% free synergy. This synergy is not Tiered: it can be used on any ship.
  • Integration of Tiered synergy pools. An Elite ship of the corresponding Tier may transfer synergy to that pool for 10 credits per synergy point, or to a general pool for GS that can be used on _any _ship of any Tier.
  • Synergy caps removed.

 

Like I said: just a small patch to see how we’ve been doing. Next patch will include weapon additions and extensive tweaking and additional modules for many ship classes.

Sounds good.

The Diffusion Shield tweak is unneccessary. 

 

Another Idea would be:

 

Elite-Ships (max lvl. ships) now have the option to fill at a rate of 5% from net-Synergy the Synergy of its successor.

Having that ship bought is not necessary. 

Sounds good.

The Diffusion Shield tweak is unneccessary. 

 

Another Idea would be:

 

Elite-Ships (max lvl. ships) now have the option to fill at a rate of 5% from net-Synergy the Synergy of its successor.

Having that ship bought is not necessary. 

Progression is still under review. We had some last-minute input just as I hit ‘post’ so we’re considering jostling that part around a little.

 

We felt Diffusion Shield was a tad overpowered in detonation, but if enough players say ‘no’ we’ll change it back. Thanks for your input!

The Diffusion Shield tweak is unneccessary. 

Agreed. It’s not like Command ships have anything other going for it to compensate. And the fact that a command ship can get to the enemy beacons in the first place is just reward lol.

 

  1. Premium ship free synergy
  • I looked at it and minimum required to match flying credit ships directly is 60%

  • That’s assuming double synergy is still in place for Elite ships.

 

  1. Stuns
  • Better alternative to stuns is to make the effects work both ways. If you stun a ship for 4 seconds, so will you. If victim cannot target lock for x seconds so will you.

  • This retains the module’s team element but eliminates 1v1 abuse

Agreed. It’s not like Command ships have anything other going for it to compensate. And the fact that a command ship can get to the enemy beacons in the first place is just reward lol.

Diffusion shield is an invulnerability though(Slightly, but it is) and should drop the bomb. Since every other invulnerability mechanic drops the bomb. Like Combat Reboot, Metastable energy generator(I feel I am forgetting one here…)

Diffusion shield for that reason should drop the bomb, because when he has his shield up, even if you were to hit him for 1m damage, only the diffusion shield would drop and he would get no further damage then that until you hit him again.

OH NOOOOOOOO

White Noise Jammer

Reduced duration to 8 seconds.

Sheesh at least let my Kamakazi through the gauntlet of Frigs be worth worth something !

Diffusion Shield

The use of this module now forces the carrier to drop the bomb in detonation. This mechanic was easily abused before in order to get an easy plant.

Well alot of the times you were as they say self - nerfing ? By using up your energy on afterburners and getting slammed with hits on your shield anyway… energy goes to 0 … it was bye bye anyway.

OH NOOOOOOOO White Noise Jammer Reduced duration to 8 seconds. Sheesh at least let my Kamakazi through the gauntlet of Frigs be worth worth something ! Diffusion Shield The use of this module now forces the carrier to drop the bomb in detonation. This mechanic was easily abused before in order to get an easy plant. Well alot of the times you were as they say self - nerfing ? By using up your energy on afterburners and getting slammed with hits on your shield anyway… energy goes to 0 … it was bye bye anyway.

The White Noise Jammer had far too long a duration and it was unanimously agreed that a duration cut of at least 50% was required. 8 seconds was the agreed time, as ECMs and Tacklers both require locks on their targets for their modules to be used.

 

It’s likely we will revert the Diffusion Shield in the next patch.

Matchmaking

 

Matchmaking will now add ships that are within only ±1 ranks. It will use a player’s highest rank ship for this purpose.

 

Add in 4 man squads again and I like this idea.

Agreed. It’s not like Command ships have anything other going for it to compensate. And the fact that a command ship can get to the enemy beacons in the first place is just reward lol.

 

4K range buff module *KOF KOF*

Sabre, you forgot to say in the topic title that this is a suggestion :smiley:

 

Modules

Diffusion Shield

  • The use of this module now forces the carrier to drop the bomb in detonation. This mechanic was easily abused before in order to get an easy plant. > Yay me! Hi5s everywhere!.. what? Anyway, i see some people disagree with this. Let me tell you one thing: when i activate my diffusion shield on my Katana S in T3, i am (almost) literally immortal (never died when i planted in this state), even with ECM about. However it is BOTH fitting skill and flying skill included to do it right tho, as i’ve seen lots of Katanas go out of diffusion faster than an egg blowing up in your squeezing hand. So think carefully if yes or no. We could propose it only as an initial test as well.

Guided Torpedo

  • If hit by the Missile Shield, the Torpedo will explode instead of fizzling out. > Was thinking of IR effect since exploding it at a random distance is nearly the same stuff. Thoughts?

Matchmaking

Matchmaking will now add ships that are within only ±1 ranks. It will use a player’s highest rank ship for this purpose. > Need opinions wether people agree with this or more with isolated tiers (note that isolated tiers will need all ships rebalanced as slots, stats etc. as the lower ranked not to feel useless compared to the higher ranked) - i prefer the isolated tiers tbh

^ if said stuff happens, 4-man squads should be a viable option again

UI

Targeting reticule now has green highlights to help find its position on the screen.

Here’s a linky to an existing thread with already discussed and tweaked reticles:

[http://forum.star-conflict.com/index.php?/topic/19611-losing-track-of-your-aiming-reticle-make-it-more-noticable/](< base_url >/index.php?/topic/19611-losing-track-of-your-aiming-reticle-make-it-more-noticable/)

Also, there’s a thread for the rest of the in-combat HUD:

[http://forum.star-conflict.com/index.php?/topic/20052-hud-remastered/](< base_url >/index.php?/topic/20052-hud-remastered/)

Note that these have been active for a few months now. Also, Error confirmed their submission to the dev team. We’ve been waiting for a while now…

Progression

  • Premium ships now generate 50% free synergy. This synergy is not Tiered: it can be used on any ship.
  • Integration of Tiered synergy pools. An Elite ship of the corresponding Tier may transfer synergy to that pool for 10 credits per synergy point, or to a general pool for GS that can be used on _any _ship of any Tier.
  • Synergy caps removed.
  • Synergy stuff is still in discussion, changes look very good so far.

 

Like I said: just a small patch to see how we’ve been doing. Next patch will include weapon additions and extensive tweaking and additional modules for many ship classes. < re-read this, other stuff will be proposed later on

It will also contain module swapping from where they feel out of place to strengthen role choice for ships and make them of proper use.

 

White Noise Generator: in T2 the experimental variant has 20 seconds debuff duration. You don’t want to get hit by that do you? Proposing to separately discuss timers for all MK variants of it.

Suggestion:

MK1:                8 /   9s

MK2:              10 / 11s   (+2)

MK3:              12 / 13s   (+4)

Military:          13 / 14s   (+5)

Experimental: 14 / 15s   (+6)

 

Important: ** remember this is in the suggestions area, we hope it’s being forwarded to and read by the devs and considered from the players. It is not necessary to be the next Thursday with 0.9.2 or the Thursday after, but it would be nice to hear ‘soon’ of it.**

Add in 4 man squads again and I like this idea.

The current 0.9.1 patch is not factored in and so this 0.9.2 patch still has 4 man squads.

I’d also like to say that I am trying to get as much first hand flight experience as I can across as many tiers as I can, and reluctantly I must admit the squad reduction has had no negative impact, but it does seem to have improved higher tier matches.

It was not the right way to fix the problem, but it seems to have worked…

White Noise Generator: in T2 the experimental variant has 20 seconds debuff duration. You don’t want to get hit by that do you?moreposing to separately discuss timers for all MK variants of it.

Suggestion:

MK1:                8 /   9s

MK2:              10 / 11s   (+2)

MK3:              12 / 13s   (+4)

Military:          13 / 14s   (+5)

Experimental: 14 / 15s   (+6)

 

Important: ** remember this is in the suggestions area, we hope it’s being forwarded to and read by the devs and considered from the players. It is not necessary to be the next Thursday with 0.9.2 or the Thursday after, but it would be nice to hear ‘soon’ of it.**

I’m for the WNJ idea. The times could be tweaked a little, but I’ll put a pin in that.

As for the bit in blue: I’m with Astraal on this, and hopefully the rest of the team are as well. We’re doing this for everyone’s benefit. We’re trying to make the experience much more enjoyable for the players and to help StarGem and Gaijin get more potential customers and therefore more profit, which is (I’m presuming) exactly what they want.

The torpedo-guard one is the only one I’d have reservations about, though I definitely feel neutral about it overall, not negatively. Everything else: love it. Great job, all of you!

The torpedo-guard one is the only one I’d have reservations about, though I definitely feel neutral about it overall, not negatively. Everything else: love it. Great job, all of you!

Thanks! If the PM chat size allowed more than 5 we’d certainly welcome anyone else who wished to contribute. If there was a chat room spare then that would help.

As I like to fly my Guards, I like the fact it will not be lacking one of its main features. But for those flying Jeri LRF’s, I am sure they aren’t happy about the change. At first, it LOOKS like a great compromise and I like it. Compromise is generally the best solution.

 

But what about something a bit more radical? Removing the Guided Missile altogether and slapping the Disintegrator on the Jeri ship same as the empire as an alternative? I like they have “racial” uniqueness, but it might be worth considering. Just an idea.

Like what you guys are doing here. Apparently they should hire you. More coherent and progressive ideas in 1 day than in 3 weeks. 

 

* Dev’s…if you made these changes, I would buy a DLC pack just to celebrate.

But what about something a bit more radical? Removing the Guided Missile altogether and slapping the Disintegrator on the Jeri ship same as the empire as an alternative?

because the torp is useful and serve a different purpose than the disintegrator ?

  • Synergy caps removed.
     

 

Or if that’s too much to ask, then removing them only for elite ships should not be an issue.

It’ll generate a bit more free synergy, true, but mainly it generates a bigger pool of synergy that can only be converted using GS, i.e. that should be in the devs’ interest. Also would make premium ships more attractive.

I’m taking no part in this mess. I’m spilling ideas, but this is pointless as it’ll never reach the devs until the game goes live.