Star Conflict 1.3.3 Discussion

About buffing the guards it’s a 'no". Before destroyers there were reasons why they were balanced like that, buffing them 'cause “they are guards after all” have no sense at all. They need to die faster if they are out of position otherwise the whole game became a standing fights without so much happenig. 

You are right, it’s a complicated question, that’s why guards need accurate approach in their balance. But they definetely demand some tweaks.

The anomaly buff was a good idea but its 10K m range is too much I think. At least in lower ranks. It is not a sniper after all. 

You are right, it’s a complicated question, that’s why guards need accurate approach in their balance. But they definetely demand some tweaks.

 

I agree they need some tweaks, but not buffs.

I see the struggle guards players suffer in tournaments and leagues where indeed there is focus fire. But in random pvp, they are fine.

Maybe give guards a tweaked turtleish shield module. An extra mode for its phase shield selection. Rotating F module to it would give a shield with higher resistance to all 3 damage types for a short time.

 

  • This actually could give a little chance to survive against cov ops too since plasma arc would not damage it as much or it would not let small ships approach guards too close. 

Doomb0t in the intro video to the game there is this “full power to the front shields” -thing. It would actually be sweet to see in the game

Static shield is kinda like that already. Also the turtle shield could be like that as well… I am getting to like this 4th phase shield mode idea more and more.

Maybe give guards a tweaked turtleish shield module. An extra mode for its phase shield selection. Rotating F module to it would give a shield with higher resistance to all 3 damage types for a short time.

 

  • This actually could give a little chance to survive against cov ops too since plasma arc would not damage it as much or it would not let small ships approach guards too close. 

 

Actually instead of better shields I was thinking about a new module that will provide additional resistence and maybe a little hp bonus according to how many locks the guard get (but not for the first lock). A little like the 9 - 1 implant do. Since the big problem with guards (apart dessies) are the focus fire from multiple guns type. 

 

For example : activating this module will give for a given ammount of seconds + 25 to all resistences and +5% hp for every lock it gets apart the first one.

Random numbers here…

I would like to see guards more, all i see is interceptors and destroyers with some here and there fighter with improvised damage output. There is also barely any dogfights since every ship now is in some damage meta build so everyone is trying to one-shot the other. 

 

Either way i vote for some guard changes and squadding, whatever happens in that term.

ohh seems I touched a sensitive point, and my list was not even full :smiley:

My problem is the next.
they make a patch:

  • x.x.1 Remove PvP squads. 0/10
    - x.x.2 Add 2 new button, resize he login screen, change something small but good in UI. 10/10
  • x.x.3 Add Grindy material what you only can get in OS. 0/10
  • x.x.4 Fix some small bug, add some corp logos. 10/10

Overall 5/10? No way. Maybe you can brainwash yourself from patch to patch, but I can’t.

At the end every second patchnote would get 10/10 like this, but overall the game become more and more crap and at the end they could think they work well, or at least OK.

My strategy is the next. If they break something I write it to my “negative list”, if the next patch doesn’t have fix for that, the problem still exist, and that gives a negative point. Is the negative list subjective? Yes, but don’t fool yourself, your opinion is also subjective.

Anyway I’m basically out from the game, because of the changes in the last few month. I don’t like the direction where they move the game. If ppl still play it, that is good. they probably found the way howto profit from the grindfest what they do. If you like it I don’t judge you.

About moderation:

  • I find it funny when we posted a funny pic 1,5year ago in the patch discussion it was immediately deleted, now they let to post this picturefest.

I could write good things about the current patch, there are some positive things in it, but I don’t want to, because these changes didn’t give me back the main features what I’m missing. 

This is funny:

 

Decision - buff anomaly gen to be better vs destroyers

Followed by action - buff anomaly gen vs everything

 

Way to go

An issue with current discussion on patches and destros right now seems to be that there is no distinction between the different ranks. Including saying that they are completly balanced within the game. :01515:

 

For T3 (R7-9) tournament i have no issue with the enemy squad going full destroyer. They are foolish and will lose horribly against even the most half orgaised team. I mean it totally works and they should keep doing it. More gs for me uh them i mean. :004j:

 

However with R11 the same does not appy. En masse a group of half witted R11 destros v none will wipe the floor with almost every random team regardless of the rank against them. The team that opposes them has to be 100% accurate with their teamplay, even tho such teams are withdrawn from the game mode. All the while each of the R11 destros gets to act as an individual within their team and do whatever they like. Which in turn makes it even more difficult for an organised team to predict and react to their opponents.

 

On the patch itself, a nice ninja nerf to Halo Launcher. Huge blast radius on a main weapon was ridiculous. At moment though the beacon denying ‘radiation’ effect just means that pilots then have to deal with the single player 7k+ from the beacon behind his entire enemy team sitting in a super tank. I believe we used to call this the ranged destructor guard. If this is supposed to be a ranged anti destroyer/frigate weapon then it should be that and no more. I dont see why further utility has to be added to ship that does next to everything already. I have had lots of beacon hunt games recently that were decided simply on the use of this weapon and nothing else. ie only one beacon got capped for a second.

 

Guards are given some help to deal with destros, good and all but its a little cute. I have a sibyl, the most vulernable to this type of attack and have taken the hit as just a warning. The guard usually dies around the time he can fire off another anomaly shot. Being OP is fun but it tells me that the problem is not with the damage from other ships but from the damage that the ship can take. Please nerf this OP nonsense.

 

Main point being my W/L has climbed just from using R11 destro and nobody is in a position to claim any skill level with them. In fact they are relatively skilless machines. No ECM or command? Then u must stink cause your team drowned in gravy, you out DPS’ed or a seemingly random photon torp erased you from the game. These are not git gud conditions. In fact they are campfest conditions that players simply do not have the time for since the introduction of shorter matches.

 

EDIT: The buff to guards anomaly seems like a passive aggressive slight towards jericho ships again. Gravy lens will bypass their tank and now an anomaly exists that will obliterate it entirely more often. Where those ships OP to begin with? I dont think so. “Oh but JC it only applies to Jeri guards” Yep the very thng thats suppose to help deal with destros.

 

I’m well aware that in T5 we all won a few games where we had no destros v many but thats why we ‘hiding’ in T5 is it not. Lets see that happens when R14 rolls around.

Actually instead of better shields I was thinking about a new module that will provide additional resistence and maybe a little hp bonus according to how many locks the guard get (but not for the first lock). A little like the 9 - 1 implant do. Since the big problem with guards (apart dessies) are the focus fire from multiple guns type. 

 

For example : activating this module will give for a given ammount of seconds + 25 to all resistences and +5% hp for every lock it gets apart the first one.

Random numbers here…

Isn’t that basicly what the multipurpose resistance modules are supposed to do? Or a command? And I also thought the cloak now gives resis, right?

 

While I like the idea, I find the guard has a lot of modules already to pick…

 

Also, the early overuse at destro release was probably a try to counter destros with the “tankiest thing” players could imagine. I had fun in them.

 

In any case, I think Destroyer balance is more important - maybe with more balance in the T4 destros (thx JC for pointing out we should be exact here), and who knows, maybe if Gravi Lense becomes something sane to use, and the destros are not indestructible behind spammed shields, the guards could become way more viable again, on their own.

 

all i mean is, i still hope for not too many changes at once, I hope we get a bit more frequent balance patches instead.

 

 

I’m well aware that in T5 we all won a few games where we had no destros v many but thats why we ‘hiding’ in T5 is it not. Lets see that happens when R14 rolls around.

 

“hiding” in the endgame tier!? :P 

G4b multiphase doesn’t scale with enemy locks. My idea was a “workaround” to let guard survive more under focus fire, while keeping the same survivability while alone in a vs1 or 2.

I just look at what happens in tournaments and leagues or dread fights, guards are “tasty” target for damage dealers when they combine fire. Sure my proposal is not that “genius” or any good but I never said I’ m good at game design :stuck_out_tongue:

But i know that simply buffing them will make them too rewarding for a ship role that can be easly unbalanced in randon pvp.

Fix the Alpha-7 Complex map already, wtf… skimming across the surface of the large asteroid and suddenly hitting invisible walls…

This is funny:

 

Decision - buff anomaly gen to be better vs destroyers

Followed by action - buff anomaly gen vs everything

 

Way to go

I encountered a Tormentor that hit me for 70k damage against my Sibyl.

So in case you can’t take that and think about what if it hit another guard… it could guarantee an insta-kill against a Capacity tank guard and drop the shields on any Jerry guard.

 

So overall the buff was good on paper and bat-sh*t crazy in practice.

DerpN, Destroyer and Frigates have different explosion dmg modifiers, the only way to hit for 70k vs a Frigate is that it has to have very negative resistance to EM.

 

Desstroyers take double dmg from explosions, and it is not BASE dmg that is modified, it is TOTAL dmg (yes crits are in total) that are multiplied by 2

DerpN, Destroyer and Frigates have different explosion dmg modifiers, the only way to hit for 70k vs a Frigate is that it has to have very negative resistance to EM.

 

Desstroyers take double dmg from explosions, and it is not BASE dmg that is modified, it is TOTAL dmg (yes crits are in total) that are multiplied by 2

I already know this Kosty. And I’m assuming you’ve never seen a standard cap tank then?

I already know this Kosty. And I’m assuming you’ve never seen a standard cap tank then?

“cap” assumes capacitor? No i have not seen a capacitor tanked guard

Ill assume you deleted my post doombot.

 

I promise I will not mention the prodigal son Katovskiy’s xxxx posting ever again.

 

o7

“cap” assumes capacitor? No i have not seen a capacitor tanked guard

You already know what I meant. If not, then I meant to say capacity (maximum shield  and hull capacity).