Please Rollback from 0.9.0

And here’s the thing: whilst I didn’t like being smashed in by interceptors I could still beat them if I saw them coming 5 times out of ten. I accepted this: it was perfectly balanced. Using a WTF OP gun on a Rank 4 ship with attack drones so I can laugh at interceptors has no appeal to me at all.

 

Interceptors kill frigates.

 

Now that meta has been screwed over.

Why? Why should all Interceptors automatically beat all Frigates?

 

The best anti-Frigate weapon is now in the hands of the Fighter. Fighter, not Interceptor. By contrast, most of my T2 Inty kills in the games I’ve played have been made vs Fighters - the Shotgun is pretty damn nasty against them once the shields go down.

 

There’s nothing to say that Interceptors have to be the best vs Frigates. Hell, it’s probably better if there aren’t those kind of blanket statements - Fighters with Singularity are the best anti-Frigate, but Fighters with another weapon might be strong vs Interceptors, or even other Fighters.

No it’s not dumbed down.

If anything - clueless nubs have a higher chance of not picking the right weapons for the right playstyle is higher now since weapons are no longer linear. But that still largely depends on the effective stat numbers.

 

actually, T1 is really dumbed down, and that is all new users see. only 1 weapon choice and damage type for each ship…

 

furthermore, if you choose to fly T1 so you can be handicapped in T2 matches, to provide some extra difficulty, you can’t… because of the damage type limitation… well, you can… but it just provides a handicap i’m not willing to live with. i can’t fulfil my role properly without EM on my command fighter… plain and simple.

 

why even have T1 premium ships now? they are such a joke. literally.

actually, T1 is really dumbed down, and that is all new users see. only 1 weapon choice and damage type for each ship…

 

furthermore, if you choose to fly T1 so you can be handicapped in T2 matches, to provide some extra difficulty, you can’t… because of the damage type limitation… well, you can… but it just provides a handicap i’m not willing to live with. i can’t fulfil my role properly without EM on my command fighter… plain and simple.

T1 is for learning and should be as simple as possible. In T1 you learn how to fly your ship and some basics while you get more stuff in T2/3.

and you seem to ignore the fact that there are three damage types and three resistance types resistances 

 

Not ignoring, side-stepping coz I still cannot fathom completely on why they took it out. I suspect it’s a reaction towards extreme passive tanking. Antibus’ comments and the dev blog were ultra vague. I can see + and - for taking them out but I’ll leave judgement out of it until I have one. Right now I’m just waiting for all you guys to go to bed so I can log in without traffic and play test :P 

as has been said before T1 is for beginners so as you level up you get given more stuff and you should be flying the ships that represent the level you are so i dont understand why T1 is even being discussed hear.

 

 

Edit; Error ninja posted me lol

T1 is for learning and should be as simple as possible. In T1 you learn how to fly your ship and some basics while you get more stuff in T2/3.

 

that is ridiculous. you are limiting choice.

 

what about pilots who prefer not to participate in T3/T4 spam? what about those who want to play lower tiers to take a break? or switch play styles?

 

does this not occur to everyone? why must you force players to play the game you want them to…

 

what about pilots who want to have a handicap by flying T1 premium, which get matched with T2 in most cases…

 

also, by completely eliminating tier-spread matchups you are doing the community a huge disservice.

 

part of the fun comes from facing some vessels 1 tier above your own. however, 2 tiers is too much and that is what people are complaining about. and the fact that higher tiers had more missiles before, but the missile issue is fixed now (actually, it isnt fixed its all spam now, but what i mean is that there is less of a difference in missile quantity between tiers), so a 1-tier difference will not be a problem, and will in fact enhance the gaming experience.

as has been said before T1 is for beginners so as you level up you get given more stuff and you should be flying the ships that represent the level you are so i dont understand why T1 is even being discussed hear.

 

which is a wrong approach in any game imho.

 

that’s making this huge assumption that people dont understand or might be put off by high level game mechanics.

 

tbh - kinetic/EM/thermal resistance, damage types etc. these aren’t unique ideas that only exist in Star Conflict. We’ve seen this same thing over and over in every space game be it shooters to RTS to RPGs so why the Daddy Knows Best approach ?

 

But yah T1 lasts for exactly 2 hours of gameplay so meh.

Not ignoring, side-stepping coz I still cannot fathom completely on why they took it out. I suspect it’s a reaction towards extreme passive tanking. Antibus’ comments and the dev blog were ultra vague. I can see + and - for taking them out but I’ll leave judgement out of it until I have one. Right now I’m just waiting for all you guys to go to bed so I can log in without traffic and play test :P 

 

This is the main issue at hand imo to sidestep it is like sticking our head in the sand and ignoring the real issue other than the new weapon mechanics being more and more redic the more i play test 

 

 

as has been said before T1 is for beginners so as you level up you get given more stuff and you should be flying the ships that represent the level you are so i dont understand why T1 is even being discussed hear.

 

 

Edit; Error ninja posted me lol

 

if its not meant to be played then take it out of the game you should be able to play what you are comfortable with to the fullest extent 

 

 

essentially the system they have added may have benefits may add tactical layers but they broke it when they ignored the issues of resistances and damage types again i wont even touch on the fact that the actual implementation of the new weapons are horrible YAY BEACHBALLS floating everywhere.

this game update took a little bit to get used to. because of my playstyle this does not concern me. i really don’t care about the game updates cause all i want is to have fun.

 

 

my ign: StarSky ZdeN7ms.png

Guys, the lack of options in T1 shouldn’t be such an issue; most FPS style games I play start you with a limited armoury and make it clear you’ll get more guns as you level up. Star Conflict is the same kind of instanced match game, so the same progression theory can conceivably apply.

whatever, i dont care… you don’t want to add the damage types back to T1 to give players their choice back, you lost me as a customer.

 

if our conversation here is concluded, then i will be taking my leave.

 

btw, i will restate: T1 premium are utterly worthless now. you might as well remove them from the game if it is exactly as you claim.

This patch has done a fair bit for Frigates - slap a Mortar on your Raptor Mk II, get those drones out and laugh at every Interceptor who comes close. You’ll smash them to scrap without even trying.

 

I completely do not comprehend the mortar. I’m just plain bad with them; I don’t know how to work that low projectile speed. Singularities… still alright. The rationale behind mortars elude me at the moment. ><

 

 

 

 

Guys, the lack of options in T1 shouldn’t be such an issue; most FPS style games I play start you with a limited armoury and make it clear you’ll get more guns as you level up. Star Conflict is the same kind of instanced match game, so the same progression theory can conceivably apply.

 

For new players, the reduced ship costs also speeds up the transition to T2. 

If you want some more options, but not go to T3/4 -> T2. Decent choice and good balance.

I will miss hail plasma on my Dragonfly… anyone recommends a decent weapon for him?

regardless of what is going on at t1 t2 and up still have heavily reduced choice which now has created massive glaring holes and imbalance in the game play by ignoring the fact that there are in fact 3 damage types and three resistances types 

which is a wrong approach in any game imho.

 

that’s making this huge assumption that people dont understand or might be put off by high level game mechanics.

 

tbh - kinetic/EM/thermal resistance, damage types etc. these aren’t unique ideas that only exist in Star Conflict. We’ve seen this same thing over and over in every space game be it shooters to RTS to RPGs so why the Daddy Knows Best approach ?

 

But yah T1 lasts for exactly 2 hours of gameplay so meh.

Singularity cannon. It’s OP anyway.

If you want some more options, but not go to T3/4 -> T2. Decent choice and good balance.

 

T2 gets matched with T3 and sometimes T4, same spam. in any case… it provides for variation in play style…

 

the real problem here is this: all design decisions are increasingly being driven by the ‘profit’ model instead of the ‘reward’ model… wrong model… attempting to force users further up the ladder to spend more money on more expensive ships and mods… tried, tested and failed with WoT. they’ve amassed a generally negative reputation for that. having pioneered the P2W genre…

 

ie: i assume that the salvage costs for loot hasn’t changed… so it’s basically 1$ for T3 mods, 2$ for T4 and 4$ for a T5 experimental mod… so to fully kit a T4 is around 20$+, and a T5 is 40$+…

 

btw, i should mention that these can be considered ‘hidden costs’ and generally speaking, fall foul of fair trading practices. since you can determine the GS price of a ship by looking at the tree, but you cant tell the salavge cost of a T3/T4/T5 mod until you actually reach those tiers. just saying, from a legal perspective. i was recently shocked to find this out because T1 mods cost about 25 cents for 3 salvage attempts which should net you an item… i never guessed the price would also scale with tier.

If you want some more options, but not go to T3/4 -> T2. Decent choice and good balance.

This would be true if the game didn’t mix tiers.

 

The Mortar does take some getting used to. It’s a really weird weapon that really isn’t well suited to long-range combat. That said, I think it could stand a slight range boost.

 

Where it excels, however, is it’s stopping power. You get smacked in the face with one of those mortar bombs you will know about it!

 

Actually… if we could get some volunteers, I’d like to test a theory - I think the mortar might have splash damage.

to put it quite frankly: i bought a game… i didn’t buy ‘half a game’ where i’m forced into higher tiers because you’ve made my T1 premiums USELESS… utterly and completely. how do you expect T1 to fight against T2 with just rails?

 

oh yea, i read you’re planning to eliminate tier-spread. as i already stated: bad idea… again, it will just lead to less variety in gameplay… a 1-tier spread is fine as long as 1 tier doesnt have 2 missile slots while the other has one (or at least if they have 2 slots, they should have slightly more than half the missiles in each slot, to provide variery, but not SPAM)… the ship stats are not that much different from 1 tier to the next, and an extra 2 modules won’t give you a huge advantage… this is actually a good feature… but a 2-tier spread is too much…

 

trust me, i played WoT for like 5-6 months… i have plenty of experience with tier-spread… in that game its ridiculous. 1 tier = 40% more dps and armor, 2 tiers is 80% more dps and armor. this game doesn’t even come clsoe to that level of spread stupidity…

This would be true if the game didn’t mix tiers.

 

The Mortar does take some getting used to. It’s a really weird weapon that really isn’t well suited to long-range combat. That said, I think it could stand a slight range boost.

 

Where it excels, however, is it’s stopping power. You get smacked in the face with one of those mortar bombs you will know about it!

 

Actually… if we could get some volunteers, I’d like to test a theory - I think the mortar might have splash damage.

 

It does.

I damaged a guard hiding behind a beacon with only shooting at the beacon, where it is closet to him.

 

I’m still not sure about Beam or Coil, I tried Coil I liked it, but given many situations, when you encounter a good pilot, you still can’t hit him, so I’m going with beam for now, still got pissed by the damage, but at least I can stay far enough to avoid danger.