Star Conflict 1.3.1 Discussion

c’mon spongy u can do better

 

 

I did it for the fun!

Fire rate cap, it is no longer 300 :006j:

I am sure you can come up with a build or 2 to benefit from it

It’s a “bug” it will be changed soon.

It’s a “bug” it will be changed soon.

and until then

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You guys can play with Destroyers all you want, but i am not missing out on opportunity to fly a Gunship with 400 fire-rate A-Rails under overdrive, even if its for couple of days.

I’ll give my review of the patch, I’ll put everything in spoilers, cuz I’m gonna make this a pretty full review

 

Destroyers:

Coming in to this patch, quite a few people kept saying these wouldn’t fit in the game, or would be extremely OP, or would suck, but I have been impressed by Destroyers. They may not be the same gameplay style or meta as the rest of the ships, but it adds new levels of complexity to the game, as well as new challenges.

 

The destroyers offer a combination of interactivity and passive gameplay, which makes for a nice change of pace from the rest of the game. While they are quite tanky and do large amounts of damage, they have their weaknesses.

 

While Destroyerballs seemed to be prevalent after the initial patch, now they seem to have gone away (for the most part) due to the fix of repair costs. The only problem now is that most games will be won by whichever team has the most destroyers on it (granted, Detonation is an exception to this, and when there are only 1 or 2 destroyers per team, they don’t have that much of an impact on the outcome). Although I’m not sure how to overcome this without removing destroyers or significantly increasing queue times…

 

From playing against all of the destroyers, I can safely say that the Archon is the weakest one. This is not due to it having a shield tank, but rather because you can bypass it’s shields in a small ship, and directly damage the hull.

 

Overall, I rate destroyers at a 7/10. They are very powerful, and prove very useful, but have some obvious flaws.

 

Destroyer Weapons:

I am greatly disappointed that there is no EM weapon for destroyers, but I have high hopes that one will be added soon. As for the other weapons, they are very good, but still balanced.

 

The Meson Cannon has definitely proven to be my favorite of the two destroyer weapons. It offers a high rate of fire and high DPS output. It is ideal for taking on other destroyers, frigates, and slower fighters. While it has high spread, this can be overcome with electronic guidance and/or the spread reduction implant.

 

The Coilgun has also proven to be a very effective gun, but for a different reason. It is very accurate, which makes it ideal for taking on interceptors and fast fighters, but can work against tankier ships like frigates. Unfortunately, this gun seems to be rather inefficient against enemy destroyers.

 

Together, these two weapons cover both ends of the spectrum in effectiveness, and are very good picks for destroyers. I rate the Destroyers weapons at a  7/10.  But the lack of an EM weapon is a huge downfall…

 

Destroyer Active Modules:

I am extremely impressed with Destroyer Actives. They all offer great perks. The only one I haven’t used is the multiphase shield (since I have the Invincible, which makes that module practically useless), but I can offer speculation on it.

 

The Pyro Emitter is a very powerful tool for destroyers against other destroyers and slower ships. It has tremendous damage, which, in the right hands, can be devastating to an enemy team. However, it is very hard to use against interceptors and fighters, as they can easily move out of the way.

 

The Tempest Launcher has definitely become my favorite damage-dealing module for destroyers. The barrage of 20 missiles has proven to be extremely versatile and effective at taking down a single, tanky enemy, or multiple weaker enemies. While interceptors can fairly easily avoid these missiles, slower fighters, frigates, and destroyers will have a tough time facing them. This module is incredibly useful in open space as well.

 

The Wormhole Projector is by far the most useful module for a destroyer, as it provides most of your mobility (unless you are TESLA who has a Procyon that can go 400m/s with a command speed boost). This module does have some drawbacks. If it hits another ship or an object, it will disappear, without warping your destroyer. But be warned, this module does large amounts of damage to enemy ships.

 

My speculations with the Multiphase Generator show that it would be extremely effective on a well-built Archon. It provides passive resistance increases, and can boost your resistances significantly for short bursts. This is vital to any Archon pilot who wishes to shield-tank.

 

The Blaster Turret has proven to be fairly useful to me. It is a good self-defense module against faster ships, but I find it a bit underwhelming against interceptors.

 

The Plasma Turret, in my opinion, is a must for all destroyers. This module is the ultimate in self-defense. It can easily deal with fast fighters and interceptors who like to get up close and personal, and when powered up, can even do significant damage to frigates.

 

Overall, I give the Destroyer Actives an 8/10, as they are all very good, but I wish there were a few more options. Hopefully more will be added in the future.

 

Ship Manufacturing:

While I am a huge fan of the new refitting system, there are several problems with the new ship manufacturing system.

 

My biggest complaint is that ships have a preset of parts they need. This sucks, because even if you didn’t plan on throwing shields on your ship, you still need at least one deflector package (and apply to any passive slot). While I’m sure this makes the refit system work better, it isn’t nearly as viable any more for most pilots. (Plus, it also makes the Caltrop more expensive than the Ronin. Huge WTF there). 

 

I give the new Ship Manufacturing a  6/10.

 

Ship Tree/Aesthetics:

I do like the vertical ship tree, as it is something I’m used to from World of Warships and War Thunder. 

 

However, I am not a fan of the new art style. It is a bit too cartoony for me. I preferred the older more realistic, “battle-like” art style we had before.

 

I do like the new hangars, and the new lighting (except the Jericho hangar, it makes silver look pretty ugly). 

 

I give this category a  5/10. There are some good things, but some bad.

 

Misc. Changes:

I am definitely a fan of the new metastable fields. It was annoying to come out of metastable and die to a torp or a mine instantly. Kind of defeated the purpose of a metastable field.

 

Links in chat are now a thing, so yay!

 

I like that my Jaguar is back to it’s main weapon damage boost, so also yay!

 

The other changes are good, but I don’t have anything to say about them.

 

I give Misc. Changes a  9/10.

 

I give this overall patch a score of  7/10. It was very well implemented, but there are some flaws here and there. Over all, very good patch.

 

Bonus Category! Doomb0t:

I have to give massive props to Doomb0t. He really impressed me with all the work he’s done for the community, as well as the help he’s given me personally. He has done an excellent job with community interactions, and has really proven to me that he truly cares about the player base, and wants to help the English speaking players the best he can.

 

I tip my hat to you Doomb0t, as I give you a  10/10*.

 

* = I would give you an 11/10, but you are in Radix… :stuck_out_tongue:

We are thinking about making tournaments available every day for every ranks range.

You should definitely do that. The daily tournies didn’t exactly have high return (the loyalty vouchers helped, for sure, but not exactly game changing) but it was just fun. Even if we lost every single match we still had fun. 

 

On the subject of grinding:

 

I didn’t get a chance to participate every single day during the holiday event, because, you know, Christmas. Which made me lose out in many of the components I need to build a destroyer. Monocrystals and impure neodium are going to take me at least another month to gather, which is frustrating to say the least. If there was a better way to get more monocrystals, at least monocrystals, things would be more copasetic. 

 

On the destroyers themselves: They were horrifying the first day to come across them in pvp. I got clever against them pretty quickly and have taken down several of them. However, if there are two or more on one team and the other team doesn’t have any, the team without is absolutely screwed. If there isn’t an equal amount on one side or the other, the team with more destroyers wins. I think it would be tough to find that balance. Perhaps a matchmaking change? 

 

 

I tip my hat to you Doomb0t, as I give you a  10/10*.

 

* = I would give you an 11/10, but you are in Radix… :stuck_out_tongue:

That should make it 12 not 10 :stuck_out_tongue:

right now we are thinking in direction to turn ctrl button in switcher of control modes, means you won’t need to hold it every time with your little finger. What do you guys think about it?

I’ll reply below

 

Yes, please. I have the ability to do dozens of keybind setups but, not everybody does. My vote would be for a toggle but that is just my personal pref.

Same

 

I don’t like the steering for destroyers. For me Ctrl does nothing, hull is decoupled from the cursor all the time. Switching modes is really what needs to be done. 

I don’t like look of the ship tree - it takes more time now to get to the ship you want. Also for assigned mission there is no clear indication which ships should be assigned.

Hold control to fly like other ships (mostly). Replying to doombot, seraphym and niri: i still support this: https://forum.star-conflict.com/index.php?/topic/29311-2-simple-suggestions-for-destroyers/ The toggle key is an option i would really love to see, and even more if it can be assigned to any key (not just control), just how “ship status” keybind works (allows both toggle and hold keybindings).

Reading most of this thread i havent seen anything about my 2nd suggestion in the link above. Looking for comments about it :stuck_out_tongue:

 

I waited for the destroyers as you published the idea… but for me you have released them in the worst way you could… i played the game for 3 years and bought at least 8 packs and still can not build a destroyer…  its a bad decision to make a class unreachable for most people in a classbased game… i hoped you would make them like the other classes… 

i like the idea of the destroyers and i want one so bad… the problem is… if i ever be able to build one… i will only be able to build ONE… 

i love your game and most of your decisions… but its not easy for me to enjoy it now afte the destroyers released in the way you did…

 

What a joke. i did most of the missions and am still far away from that piece of crap rank 8 ship.

And then i got one of the packs to check whats in it: 5 Impure neodium; big jokes there.

I still havent spend a single dolar in this game, i dont have license nor DLC bonuses, i havent bought a single destroyer bundle and i did all but 1 of the christmas missions: i ONLY needed 2 neodium plates to build my destroyer…i even managed to fully synergyse it and get all mk4 in the first day. All i did was saving the tremendous rewards given at christmas and giving a good use of my hard-work-awarded patriarch. If you didnt do the missions, you missed the easy comfortable destroyer parts farm. Even so, you can still get a decent amount of neodium with spatial scanner if you know how to look (my T4 spat scanner does amazingly well on T4 ships, nothing i envy to T5).

A couple of major points I want to bring up since the release of the patch. I haven’t seen anyone else mention them before so sorry if they have:

 

1: The Cruiser from the PVE missions can now fire through itself with its front EM turrets. I believe it is a bug but then there’s a small chance it might be intentional. Regardless of what it is it looks very off and has made the missions quite a bit harder because now it has no blind-spots to exploit.

 

2: The federation destroyer Procyon has a little window on the bottom of it which mirrors the one on the top and in it you got upside down seats! Everybody who owns one: go to your shipyard and check! That has to be a mistake on the modeller’s part and it looks plain silly. I think it should be replaced/re textured with maybe a solid panel or something similar.

Yeah, I’ve already seen some team compositions where a single Destroyer has multiple pocket Engis with healguns. It works, but can be countered with Fun Phase Suppressor.

i’ve been using the heavy blaster in mine, The coilgun gets kills easier, but I’ve been sitting back around 6-7k range “suppressing” enemy ships, until i get within 5k then they get the beam cannon and the missiles.  Blaster has the added benefit of being rediculously strong in close quarters, while coil is more of a medium range weapon due to low projectile speed. I play at range like this mostly because team support is hard to find in random battles, and getting close and personal with a destroyer requires backup. The fun thing is even with a more ranged setup you can get close and personal, because blaster damage is so high to begin with.

If anything, my favorite are the covops players who  kamikaze me thinking they’re an anime music listening badass out to own some destroyer skrebs. Clearly they’ve been facing a much lesser skilled group of destroyers because I can’t see that being effective.  Unless it’s some bombers bar tier covops swarming.

If i may make a suggestion perhaps up the monocrystal rewards up to 4 or 5 if the devs wish to keep it a daily mission reward only. I need 40-60 give or take to build all the parts. I fell short due to the fact i did not find out about the event till the 25th of Dec. that is almost a week worth of dailies i missed.

oh also, if i click disassemble on my destroyer, do I get anything back? if so, what?  I’ve got it into my head that I’m going to disassemble my invincible when the r11 or r14 destroyer comes out, because I’m lazy and want to farm as little as possible for it.

Point of coils is explosive dmg, they ignore static shields of Destroyers, HWBlaster can be easily blocked

Point of coils is explosive dmg, they ignore static shields of Destroyers, HWBlaster can be easily blocked

are you talking to me?

Well. I have to say. Update #1 to 1.3.1 broke the game.

Now build jeri dread with 3 hulls 2 shields and 1 cpu. Laugh at anything. It is not possible to kill it without the help of other destroyer or 2-3 LRFs. Most of my games today were 3v3 or 4v4. Side with destroyer - wins automatically.

They should occupy 2 slots and maybe even be played by 2 people, that would require more moduls and mybe a additional gun, but i would love to see that :smiley:

I am talking to coils apperantly

How the hell do I manufacture an Octopus now???

 

I just finished farming enough resources to make one, so now you’re telling me I can’t??? 

 

I spent tons of time specialising as an Engineer just so I could build that Octopus… 

 

Now let me build that Octopus!!! 

 

 

Same here, i was collecting components for several month! Now, i can not manufacture the special project ship anymore… I hope they roll back, i hate that new version.

It’s a “bug” it will be changed soon.

 

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btw, the new ship tree is absolutely awful.

 

Could we have an option to switch back to the previous version?

Thank you people! - I think the destroyers are an interesting addition to the game. They really increase the levels of epicness. Things might need a little tweaking here and there, but I know you will get there. I can’t wait to tear those big nasties to pieces! Muhaha

I for one really like the new ship tree and not having to go back to the hangar every time. It is especially useful for last minute ship layout changes before dreads.

Are mk4 kits removed from pvp loot? i haven’t got 1 since last year

 

 

Pretty much, but we now get more iridium instead,mk4 kits were way better