Star Conflict 1.3.3 Discussion

 

Orange guns for destroyers is more an issue of inclusiveness than of sheer DPS. No one complains about oranges on any other ship, after all.

 

It is not about that, it is about the fact that there is another addition of useless stuff, that changes nothing but at the same time, the ways to obtain monos are narrow, boring and grindy. Why not make some assignment in pvp for that even if it is 100 wins for 5 monos.

It is not about that, it is about the fact that there is another addition of useless stuff, that changes nothing but at the same time, the ways to obtain monos are narrow, boring and grindy. Why not make some assignment in pvp for that even if it is 100 wins for 5 monos.

Sure, but that’s not really an issue with this patch in particular. The progression in this game is stupid, but it’s not as if this patch made it any worse.

There’s also people flying in OS, not just Predators and Hunters. And sometimes these people fight each other (and sometimes result in even more awesome fights than normal PVP).

So a guy pursuing the church of negative karma will attack anything in sight for the glory of the red pill. Now, he could attack a destroyer with gravi lens, or he could BE the destroyer with gravi lens. I hope you can see how leaving it as it was in OS would backfire to one of the 2 parties, right?

 

Actually no i don’t see the problem with this, Open Space is currently already a Mad Max kind of mode with already enough variables to make actual PvP not fair/balanced, this is coming from a karma +4 player who is one of those people getting attacked. :stuck_out_tongue:

I mean in a mode were a wing of players (or even more) can pretty much lock down several sectors at the same time, balance isn’t really something that seems to be to much of a gameplay goal. Variables will always be there in Open Space, which makes sense because it’s not trying to be balanced PvP, having different stats from PvP wont change Open Space from already being unbalanced as it is now already.

Not to mention by looking at the new anti-alien ammunition we can at least assume that the developers can make equipment affect different enemies differently. So PvP stats could still count for actual PvP combat in Open Space, but having Open Space stats versus AI controlled ships.

 

Firstly, i never assumed that any of my wall of text would be adressed, as i never get any answers anyways from the actual people that make this game since a year or so.

You forget that there is a quite colorful story of how the community - dev relation evolved. It wasn’t always like this. There was a time where they listened to veterans and some of those were crying out loud battlecrys against squadding. Those left. I was talking about those, that was before Doomb0t and before there ever was any smell of destroyerism in the air.

I am saying this because there was actually never a real reason behind this, or at least not the reasons we got persented. What possible good does it do to remove a gamedefining feature like that from all the tiers.

This is an arcade game that now makes it immensly difficult to have anykind of prductive teamplay. There is limitations everywhere.

And nobody wants to queue extra long, just to sit in a 2 man squad.

Pubstomping would have been fixed by just making the player understand, that after a certain tech level there will be challenges that might exceed their previous encounters in intensity.

 

And about my attitude. Pardon me, that is how you get, when you watch 3 years of things turning in a circle because of the same assumptions and careless introduction of “monitored” features, bugs and ninjapatches.

Im done inspecting anal cavities, now i introduce my own.

In regards to your first sentence i can understand your frustration, communication isn’t always the developers strong suit.

As for your second sentence about how they listened to the community/veterans, i remember this differently. I remember 1-2 years ago the communication was waaaay worse, at least here on the english speaking forum until we finally got some more back and forth between the developers and the english speaking side of the community. There are still plenty of things that can be improved on, but i remember times were the english speaking community were pretty much talking to a brick wall (a big reason why i ghosted the forums for so long before i finally registered).

You saying that there was no reason for the removal of squads i have to disagree with, now was it a clean solution to a problem, heck no if the squads mechanic was a person on a operation table there would be guts all over the place, but squads (mostly in lower tiers) wasn’t just about newer players facing encounters higher in intensity than they’ve had before, squads would often flat out unbalance a match because one squad more times than not would be (way more) skilled than the squad on the other team.

Now squads can be reimplemented, but i’m pretty much agreeing with some other people that have already made posts/threads on the issue saying to reimplement them only for T4/T5. I myself would have no issue with them being reimplemented in all the tiers as well at some point later down the line, but not until the matchmaker gets a serious overhaul, because the matchmaker never has done a good job of balancing squads across teams (heck even with normal teams the matchmaker can already be iffy).

 

 5v5 would be perfect with one active destro per each side, whoever picks it first in the loading screen gets to play it first, simple.

 

 

It would be nice if it were that simple, Orca.

 

Let me give you a couple scenarios and you tell me how you plan to work around it.

 

  1. The match starts out as a 3v3, and each side has already picked their “one” destroyer using the system you just proposed.  Then, 10 seconds later, 2 more players are added to each side of the match, but one of them only has destroyers in their hangar.  How do we work around that?  Do they just not get to play, or does the person who already chose their destroyer have to switch their role?

 

  1. Let’s think about a 5v5 match that has just started, no one has spawned yet.  In Star Conflict, before getting thrown into the match, the game will automatically highlight the ship in your “1” slot for flying in battle.  What if more than one person from one team has a destroyer in their “1” slot already highlighted, and they joined the match at the same time?  Universe Implodes?

 

 

What I’m trying to say is that, so far, any suggestions or implemented fixes trying to limit destroyers have not really been effective in doing anything.  People are making the same complaints that they’ve been making from the very beginning, so clearly the kinds of solutions being made currently are not working, and are not good.

 

What the devs need to do is become more transparent about this, and actually tell us what they’re going to do sometimes, maybe weeks before the patch comes out just so that we don’t have useless “fixes” all the time.  

I’m aware of my suggestions, i just went all out, maybe it helps or gets to be a part of a better idea.

Nice patch…i like this patch…see you all in few months (maybe)    :snowgirl:

Can you guys go to T4 and actually try to play in this tier? 

T4 “Halo” signature weapon has been nerfed. Badly. 

T4 Doomsdays are not the same as T5 doomsdays. T4 version needs to be carefully launched at locked, almost immobile target. They deal shitload of damage, but only at 400-480m/s speed with 10 deg/s course correction. You can put it on ANYTHING T4.

T4 anomaly - it is VERY effective against destroyers

T4 ECM - and no longer gravity well will defend destroyer

T4 Firestorm - is perfectly calculated to take a destroyer’s turrets when it’s shields are down (hello, Brave!)

And again - ECM is a bane for destroyers. ECM with doomsdays? Hmmm.

Yes, I think we will see more specialized builds against destroyers soon.

 

 

Nice patch…i like this patch…see you all in few months (maybe)    :snowgirl:

…WAT?

 

The Gravitational Lens (black hole) nerf for PvP is a good thing, but it wasn’t really necessary for Open Space (same goes for the Halo launcher if it indeed got nerfed) and there have been plenty of other times were i was like ‘‘oh that makes sense to nerf it’’ when looking at PvP, but i would be absolutely hating the nerf for Open Space.

 

 

" Halo" signature weapon has been nerfed. Badly.

 

What nerfs were there, I didn’t notice anything in the news? Especially GraviLense?

What nerfs were there, I didn’t notice anything in the news? Especially GraviLense?

Regarding Halo Launcher, I think the nerf was explosion radius, which needed to be nerfed badly anyway since it was too strong of a method of beacon denial.

I dunno about GraviLense… I know it can be hacked by ECMs but I have no clue if that is new.

Patch 1337 is coming out soon… Better be good

  1. So, i just saw an Anaconda captain being 1-shot with anomaly full health…

 

  1. Go figure:

UhOUKEY.jpg

Regarding Halo Launcher, I think the nerf was explosion radius, which needed to be nerfed badly anyway since it was too strong of a method of beacon denial.

I dunno about GraviLense… I know it can be hacked by ECMs but I have no clue if that is new.

 

ah okay. well i dont see the ecm hack as a nerf, its a possible counter, but it doesnt stop the ability being horrible in its design. not to speak about the lack of a visual “friend or foe” distinction…

i think the ecm thing also worked for quite a while now.

Just make gravi lense damage friendly ships too and its usage will drop rapidly. I can’t see how a gravitational anomaly or black hole could differentiate friends and foes anyway. Also, how can it be hacked? Mystery. 

Maybe it could be hacked while invoking the black hole or right after, who knows, we need a captain here.

It would be nice if it were that simple, Orca.

Let me give you a couple scenarios and you tell me how you plan to work around it.

  1. The match starts out as a 3v3, and each side has already picked their “one” destroyer using the system you just proposed. Then, 10 seconds later, 2 more players are added to each side of the match, but one of them only has destroyers in their hangar. How do we work around that? Do they just not get to play, or does the person who already chose their destroyer have to switch their role?

  2. Let’s think about a 5v5 match that has just started, no one has spawned yet. In Star Conflict, before getting thrown into the match, the game will automatically highlight the ship in your “1” slot for flying in battle. What if more than one person from one team has a destroyer in their “1” slot already highlighted, and they joined the match at the same time? Universe Implodes?

What I’m trying to say is that, so far, any suggestions or implemented fixes trying to limit destroyers have not really been effective in doing anything. People are making the same complaints that they’ve been making from the very beginning, so clearly the kinds of solutions being made currently are not working, and are not good.

What the devs need to do is become more transparent about this, and actually tell us what they’re going to do sometimes, maybe weeks before the patch comes out just so that we don’t have useless “fixes” all the time.

#1 Isn’t possible. The MM don’t put player in your team not available for the current teamlayout.

#2 You don’t seem to have looked at MM rules or? Every ship that doesn’t suit the MM rule is greyed out. So if a destroyer is already picked all others are greyed out. #1 Is avoided as the system check before the joining if you are eligible for the team. If a player with only a destroyer in his layout are put into the team(only possible if non had choosen one already) all other will be blocked for the whole match. And if slot 1 is greyed out, slot 2 will automatically used and so on.

So your scenarios are already avoided by the current MM. Take a closer look at the mechanics before posting scenarios already impossible.

Also, how can it be hacked? Mystery. 

Well. It works wonders if destroyer is trying to gravi lens nearby intie. Just grab it and destroyer is going down.

 

Maybe it could be hacked while invoking the black hole or right after, who knows, we need a captain here.

 

I am not a captain, however ECM has ability to hack entities spawned by enemy. Use it. 

 Take a closer look at the mechanics before posting scenarios already impossible.

 

Or just give the idea up, because he is right, such a solution will not work, and it is easy to come up with yet another myriad of examples which are corner cases. You can’t tell me you believe, all this can be sorted out by MM rules?

In fact, remember back when the MM had so many rules and loopholes, that players found ways to make the match unfair yet again. MM should have simple but logical rules to ensure strategically equal teams, the rest of the game should be purely tactics; and ship choices are tactical.

Greyed out ships are a solution to discourage players from taking ships into the wrong queues, not rules of the game, but to prevent tier rushing. It shows you, your ship isn’t available and the only reason CtB allows them now anyway, is because otherwise you would make your team a great disadvantage, by selecting only 1-2 lives instead 4 for a CtB matchup (and acts as the major way to bring Destros into T5 atm). Which could have also deserved an MM rule for a while now to disallow <3 or <4 ships in T4 and T5, but that has never been done aswell.

Trusting to fix everything with MM rules is not optimal, and lazy.

 

 

Just make gravi lense damage friendly ships too and its usage will drop rapidly. I can’t see how a gravitational anomaly or black hole could differentiate friends and foes anyway. Also, how can it be hacked? Mystery. 

I think that would remove the ECM trick, and I for one like mechanics which give you choices on the battlefield.

Nah, I stay with the firm simple solution, that while the gravi lense does all that damage, it actually never should be able to take your last hp (or below 1%) like this; So one of your team has to steamroll in and collect all the Ramming Medals.

It would make the mechanic fair. It would still be very effective against groups.

We shoot singularities, so we do the one thing most impossible, move them, and our lasers do thermal instead of kinetic damage, so physics should not be the problem.

Nah, I stay with the firm simple solution, that while the gravi lense does all that damage, it actually never should be able to take your last hp (or below 1%) like this; So one of your team has to steamroll in and collect all the Ramming Medals.

 

What about damage in percents instead of the current one?

Well. It works wonders if destroyer is trying to gravi lens nearby intie. Just grab it and destroyer is going down.

 

Its mechanics is clear. I just don’t like the “philosophy” behind it. It is getting to be like a sonic screwdriver. Hacks everything. 

http://imgur.com/gallery/2LiRnBo

One thing is for sure, the MM needs some serious rework, few buffs and nerfs here and there and it should be okay, kinda.