Here’s a more story: we had seen the inties pilots stats, realized the reason of it’s OP and made a solution by adding a blind spot. It wasn’t a fast process btw. From our point of view it’s a bug, which was used to get supremacy and had the actual influence on game balance. Better late then never, it was fixed.
Ru/Eu timezone playerbase were always in favors of Fighters, that is traditional classic, it has nothing to do with nerf/buff of interceptors, and yet there are enough of instances of games where there are swarms of interceptors on both sides, even after the nerf, yet best ones came from Russikes anyways, but that has to do with sheer volume of players and unrelated to this topic factors.
So which one of these two is true?
Also, can we have names of those top rotating Interceptor pilots? For all I know only Listick was flying high-strafe build and actually he is a person that started this whole movement against highspeed rolling, so it couldn’t be slow process, sorry. Unless you mean “yeah we knew that it is a bug and we just waited 3 years to fix this, cause it wasn’t so important”.
Also again - CinnamonFake - why did you change base mechanic after over 3 years? Why didn’t you add counters for it? Simple “also reduces rotation by xx%” for tackler, guard and ECM modules/weapons will solve this problem permanently.
Also I have to give you a hint: properly build intie can strafe now around fighters and frigates (and slower other inties) with weapons facing all the time at the target, they are impossible to hit with that build.
How is this process any different from considerably nerfing strafe builds? they were available for years, and in a span of half a year they got a hefty nerf on acceleration.
I am sorry, Kosty - my question was to CinnamonFake, sorry if I didn’t make it clearer. He is a good sport and looks like he actually cares about this game and players. He is in pretty difficult position here, where - as you noticed - EN population is very small now and we weren’t given proper information for a long time.
BTW, Kosty - are you talking on this forum on behalf of developers, as a supertester or as a private person?
I am sorry, Kosty - my question was to CinnamonFake, sorry if I didn’t make it clearer.
I am sorry, my question was aimed at the empty spot over there, my apologies i was not able to make it more clear by providing even emptier quote.
The “considering what time zone you play” is a stupid argument that was somewhat valid a year ago, let it go. Even in my “irrelevant” time zone we get up to 8v8s in r10+. I think somebody should get off their “High Horse of how exclusive we are”
sorry, yeah i poked deep there.
but - i still meant consider it. i am not saying its exclusive. its just a different experience to start in the evening in prime time eu/ru, and go playing until the night until us starts up. semi-regularly nowadays for me anyway.
you get a range of different playstyles. and often, the one which is played late night and start of US is something that gets heavily countered in prime time.
this is also why i always was torn between different sides of balance discussions in the past, as i saw certain players complaining about things, that truly were OP in one playerbase, but nearly ineffective in another.
i still feel, with that experience, you would see things differently. I am actually happy you get 8v8 now for you.
but in prime time, even if we queue at the same time, we can end up in 3 different full games.
i do watch the few youtube vids you feed, so its even feelable, you have more fun there.
so sorry for the aggressive wording, blame nicotine withdrawal, but consider my input noted.
I do play in Ru/Eu hours, not every patch I get to do that, every other-other 2 patches i get to play in RU hours. I know precisly what you mean by different metas, and that forced by what masses are using, still even in my “other side of the world” every other day, I get to play with some of the guys from top 8 S1 League teams.
So whats wrong with this simple update:
If you are pressing a “turn Key” use the current “interceptor blind spots.”
If you are not pressing a “turn Key” use the old interceptor no blind spots which has been there for 3 years.
So whats wrong with this simple update:
If you are pressing a “turn Key” use the current “interceptor blind spots.”
If you are not pressing a “turn Key” use the old interceptor no blind spots which has been there for 3 years.
I’m sorry, but that makes no sense. If you actually want to nerf spinning keys, just remove them or at least make them unavailable for interceptors.
I do play in Ru/Eu hours, not every patch I get to do that, every other-other 2 patches i get to play in RU hours. I know precisly what you mean by different metas, and that forced by what masses are using, still even in my “other side of the world” every other day, I get to play with some of the guys from top 8 S1 League teams.
Yeah, well the other world aspect…
good for exercise, timing, etc. also fun, yeah, i have that a little bit less.
but the new stuff is after all always first visible in the pubs, where random people try BS until it works.
thats why i love that, but it feels atm. either one or the other.
So whats wrong with this simple update:
If you are pressing a “turn Key” use the current “interceptor blind spots.”
If you are not pressing a “turn Key” use the old interceptor no blind spots which has been there for 3 years.
rotation/strafe hard cap would be better. In T5 some builds are insane. You just can’t shoot them.
I’m sorry, but that makes no sense. If you actually want to nerf spinning keys, just remove them or at least make them unavailable for interceptors.
I vote for remove completely. Why do I get the feeling I’m one of the very few that still uses Q E in combination with strafing to turn. Once you get good at it you have soooo much more control over your spin and what direction you’re going when you come out of your maneuvers. Want to be that interceptor nobody can hit? Do bursts of AB instead of just holding it down while alternating strafing directions (your A,D,Alt, Spacebar)…that lead indicator will be all over the place!
why remove, just make it 80% effectiveness or sth. for ceptors.
to be honest if you physically simulate a spin like our ceptors do, you immediately lose speed, because the main thrusters cancel forward speed over 90°. So there is even a plausible explanation, why high turn speeds could get less maximum turn out of that key, and have to use mouse to improve movement. Not even sure if its not like that in SC anyway.
why remove, just make it 80% effectiveness or sth. for ceptors.
to be honest if you physically simulate a spin like our ceptors do, you immediately lose speed, because the main thrusters cancel forward speed over 90°. So there is even a plausible explanation, why high turn speeds could get less maximum turn out of that key, and have to use mouse to improve movement. Not even sure if its not like that in SC anyway.
Well, physics and Star Conflict aren’t really friends… For example, why couldn’t you disable your inertial dumpers and drift in space without using engines?
Wait a sec, I’ve got a wonderful idea. If something like that was put into the game, interceptors could move forward, disable inertial stabilizers, turn 180° and shoot back while still moving in the other direction… I’m probably going to make a suggestion about this! Maybe it could be a interceptor-only module/passive! The brainstorming is real right now.
Well, physics and Star Conflict aren’t really friends… For example, why couldn’t you disable your inertial dumpers and drift in space without using engines?
Wait a sec, I’ve got a wonderful idea. If something like that was put into the game, interceptors could move forward, disable inertial stabilizers, turn 180° and shoot back while still moving in the other direction… I’m probably going to make a suggestion about this! Maybe it could be a interceptor-only module/passive! The brainstorming is real right now.
You cant even imagine how hard it is to fly Star Conflict with Newtonian physics model, even in a Frigate
why remove, just make it 80% effectiveness or sth. for ceptors.
They would have to redo the entire key bind system in order to make it separate from fighters and frigates (i.e. a keybind menu for each class of ship). You can’t nerf a key bind for 1 class without affecting the other 2 in the current system.
Even if they separated interceptor controls from the other 2 types the effectiveness of the turn key is purely based on how much rotation speed the ship has. There is no way to nerf the turn key…you either turn or you don’t. It’s more of an on/off type control. Hence why I say just remove it, undo the blind spot and have everybody learn to fly the old fashioned way…trial and error.
You cant even imagine how hard it is to fly Star Conflict with Newtonian physics model, even in a Frigate
Funny thing is: The animations already handle it like real.
Sad: The devs response was it’s an relative system and not an absolute one… A few weapons/missile would have another handling with it.
Thanks for all the input.
Read through them all and actually learned a few a things.