Was there a large change unmentioned in the 1.3.5 patch ?
It appears I cannot fire weapons on interceptors from behind or on the sides anymore. I tested this with RF, Plasma, Pulse and srap weapons. All have the same effect (excluding the pulse it still fires).
In the initial patchnotes they did mention that firing sectors in tiny receptors were changed. I assume that they gave them side and rear blind spots to counter he turn-keys.
Was there a large change unmentioned in the 1.3.5 patch ?
It appears I cannot fire weapons on interceptors from behind or on the sides anymore. I tested this with RF, Plasma, Pulse and srap weapons. All have the same effect (excluding the pulse it still fires).
Just checked, and it seems interceptors now have gigantic dead zones. So now if you have a ping of over 350 just sell all your interceptors. They’re useless now.
In the initial patchnotes
I can t find this anywhere. I also read the 1.3.5 update on russian forums. No mention of it there also. - So is it a bug ?
https://translate.google.ca/translate?hl=en&sl=ru&u=https://forum.star-conflict.ru/&prev=search
They hit me constantly while I move around a destroyer with my fighter. It has shittons of aim assist and trigger radius.
Photon doesn’t have Aim Assistant and don’t have a trigger radius. It need to hit with at least 1cm to explode, else it fly past the target. And declare ‘around’ because 300-500m isn’t far away. From such a close distance you can always hit with skill.
Good stuffs.
The no-skill options.
Halo range nerf - Excellent, get ppl in the fight rather than 8k away.
Turn key change - Inty now in line with other ships when firing backwards ect, so the spin o death is fixed.
Gravi lens change - Not as silly overpowered as it once was, this can only be good.
PVE missions a little more randomised - Any variety is great here.
Bundle packs - Long time coming now an option for direct gs to resource trade as well as a random element.
Storage change - Good good.
New ships, new abilitys - Nice.
The bad.
Harsh grind really harsh - 4 Max syn R13 is hard for many to come by so not really open for everyone at that level. Longer term players with 4 R13 hoping for 1 drop a win is a dream. For 600 such parts then the idea of ‘building a premium ship’ is another dream. Also the news on the website describes 20 parts for some reason.
The ugly.
Brokk. Not a pretty ship. :00555:
I can t find this anywhere. I also read the 1.3.5 update on russian forums. No mention of it there also. - So is it a bug ?
https://translate.google.ca/translate?hl=en&sl=ru&u=https://forum.star-conflict.ru/&prev=search
It is not s bug. They mentioned it in the 1.3.5 patchnotes. At the bottom.
I’ts a bit difficult to stay positive but here goes nothing, the changes in 1.3.4. about monos literally destroyed my interest in playing this game further than the daily rewards and first win bonuses, not to mention the change about destro parts. 10 ore for a part, I mean, come on…
Open space is dead for the time being, drops are pretty much horrible and there is no point to venture in it. Mysterious cargo is farmed hard tho but with the respawn rate of it, it takes only one player and a quick sweep through some sectors.
The updates are okay, I like the redesigned bundles a lot, the possibility of getting 3 premium ships is cool but i noticed u have to play the bottom ranks of each tier to get parts for the ships and you have to do it with maxed out ships so it’s a no-go in my book, they aren’t that “pretty” for me to invest such horrendous time into grinding for them.
Also, please let go of the small credit loot, it’s killing almost everyones mood in the game, except the ones not playing the game. Since this tiny little problem is always overlooked, anyone disliking the nano-credit drops, please be so kind and post PURGE THE NANO-CREDIT DROPS/LOOT in your next comments. :012j:
Remove the credit drops from loot in PvE/PvP/CoOp.
- Prem-craft ships are cool-looking and unique in their gameplay, i’m not a fan of a Guards-“pancake” design, but that is me, I do like the Stingray and Brokk design alot though.
Strict rank requirements for sensible loot chances - i am not exactly a fan of that process, I feel that this narrow-downs your tactical options and game variety to much, same as for destroyers, drops should have falloff with neighboring ranks, not the cutoff.
- AI destroyers in FireSupport - nice change for once, that PvE is to easy to win solo (after becoming one with the zen) on any difficulty.
- Free gold for playing (gold battles) - moar!
Balance:
- Inty “nerf” with dead zones - finally - 90% of that affects the offencive 1 key-press manual-turning wander-waffles, for a “standard” flying model, change is next to not noticeable and with some getting use it and rotation (Q/A) you compensate for that anyways.
- New PremCraft ships power
– Guard, not sure - not interested in playing with r6-r8s, where you can win with naked ships and eyes closed, hard to say is that the ship to good or everybody so bad, or both.
– Stingray - definitely fun to fly for a while, power wise - it is ok for <r10 games, for >r11 it is no where of being great - i think the ship needs one more engine or passive bonus to acceleration, otherwise its OverdriveArc is next to useless in higher ranks even vs destroyers, where you get one hit KO by photon torpedo if you try to cut a better destroyers pilots.; - New module is very meh, dmg and unreliability due to low projectile speed makes it worse than a Aiming Overcharge that gives you way more reliable dmg boost, and if you want to actualy use your stab-stab-stab thingy, you gonna need 3 other slots allocated for EngineOvercharge, hullheal, reboot/shield boost, there is simply no way around it.
– Engineer, - RepairBeam heals to much for such low energy consumption, rest of the ship is great.
GravyLens nerf - finally, module is now a CC control support, rather than roflstomp kids to bad so sad kind of module, definately no longer a “a must” module, still great but now it is optional.
Oreol change - I like that too, weapon is designed as anti Desstroyer and Frigates, it does EXPLOSIVE DMG, it still hits inties and fighters with the cloud and occasionally dead one, and cloud dmg became more relevant now. It requeres much tuning though to be competitive with a mezon though, but uber range and capability to shoot for 10 000k is gone now - great.
Shameless self promotion:
Do not forget that the “Gremlim Drones” on the “Brokk” are actually destroying Destroyer’s Black Hole just by aiming at them and pressing F. (As well as any kind of drones/Stations/Minefield ectect)
Guys you had good ideas but they may be lost somewhere…
- Before 1.3.5 patch, I could get 1 impure noedium almost everytime I did fire support. Now if I still find some, the drop rate disappeared in a black hole, 10%.
- Monocristal seems to be as low as before, I can get one if I play 8h. This is not “play more, get more” but “play a lot more and get almost the same” ; a daily mono quest is something like 5-15min (I take my time), fire support is around 6min with a 5-10% monocristal probability. Not 5% on each click, no it’s 5% on the whole loot map. 20 fire support battles*6min = 120 min. No I won’t try other maps in random groups.
- Using fully synergized ships to get rare mats (neodium, beryllium, ships parts) is a trick (a stratagem) to slow people from getting to highier ranks, to densify rank player population (instead of having them diluted between tier 3 and tier 5). I would be almost ok with this except that this trick is used on 3 levels : neodium, beryllium and ship parts. This is no more a slowing process but a dam. Personnaly I give up the idea to farm ship parts.
- Implementing IA controlled destroyers is a good idea. If the group facing them can defeat them. I don’t speak for me, I eat IA controled destroyers at breakfast, even when they are tweaked (like +XX% dmg, +XX% hull, +XX% shield)
- Beryllium drop rate in pve is really too low, so low I gave up. There’s no link between the difficulty you set in >t3 battles and rewards. And the second gap you created (from 3 ore to 10 to build one berylium rod) is too much. I know you won’t tell us but I wonder about the requirements needed to build a rank14 destroyer. Like 20 noedium plate, 20 beryllium rods and 20 unobtaidonium nuggets ?
GravyLens nerf - finally, module is now a CC control support, rather than roflstomp kids to bad so sad kind of module, definately no longer a “a must” module, still great but now it is optional.
Oreol change - I like that too, weapon is designed as anti Desstroyer and Frigates, it does EXPLOSIVE DMG, it still hits inties and fighters with the cloud and occasionally dead one, and cloud dmg became more relevant now. It requeres much tuning though to be competitive with a mezon though, but uber range and capability to shoot for 10 000k is gone now - great.
Agree with the Gravi lens, but for the Halo launcher the range now make it useless, if it’s an anti Dessie weapon like you said, the fight don’t be engaged at less than 6000m so the range of 5495m (with horizon and R2 implant Albatross) are useless
I still don’t get the mechanics and the reason for a daily cap. At least tell us what it is so we won’t keep flying ships we hate 7/13 thinking we might get one more part. I just flew a dozen PvEs without getting one part. Switched it up flew 5 in rank 8, not one neo. Seriously this is not good the drop rates are going to drive of anybody who can do math to see how long these builds will take. And halo is now about useless for a support role. New ships Yeah! No way to get them boo.
Agree with the Gravi lens, but for the Halo launcher the range now make it useless, if it’s an anti Dessie weapon like you said, the fight don’t be engaged at less than 6000m so the range of 5495m (with horizon and R2 implant Albatross) are useless
No it is not useless, it shreds destroyers apart with right tuning, EXPLOSIVE dmg does DOUBLE dmg to Destroyers.
BEfor the range nerf hitting a moderately not bad destroyer from 4 000 with a halo was less than 40% hit rate, so actual fight was happening at 2-3k ranges anyways, but kids like to put mass horizons and 2-2 implant and shoot form 10 000 and think they are engaging in battle. All desstroyer modules (except for photon) are within 3k range anyways, OPTIMAL range of a mezon and Coils ARE at ~3500 range too, why does it need a 6 000 range on a gun that is designed as anti heavy weaponry with double the range of active modules?
So,what I got from this patch:
1.New resource for ships that aren’t that different after all(maybe Brokk can be worth trying,but the rest are meh)
2.AI Destroyers even in Defcon and Fire Support can be good,hopefully they can count to the future Broker missions…
3.Interceptor blind spots added,at first it was another infamous ninja nerf and im sure there are more you didn’t mentioned,yet a good idea againist the Deathspin fucbois,now i guess im just going to dump all of my Verniers and put those Inertial Stabilizers and that 5b crew implant,that until they will find a way to nerf the Strafeceptors…
I’ll be looking forward for the T5 Dessies,either to lighten the mood around or screw the game even more than it is now…
And halo is now about useless for a support role. New ships Yeah! No way to get them boo.
yeapy enlighted men, suppressor class are in first role a support so the Halo now don’t respect the role of the class
Photon doesn’t have Aim Assistant and don’t have a trigger radius. It need to hit with at least 1cm to explode, else it fly past the target. And declare ‘around’ because 300-500m isn’t far away. From such a close distance you can always hit with skill.
Then I think that all the destro user i play against are god tier players.
No it is not useless, it shreds destroyers apart with right tuning, EXPLOSIVE dmg does DOUBLE dmg to Destroyers.
BEfor the range nerf hitting a moderately not bad destroyer from 4 000 with a halo was less than 40% hit rate, so actual fight was happening at 2-3k ranges anyways, but kids like to put mass horizons and 2-2 implant and shoot form 10 000 and think they are engaging in battle. All desstroyer modules (except for photon) are within 3k range anyways, OPTIMAL range of a mezon and Coils ARE at ~3500 range too, why does it need a 6 000 range on a gun that is designed as anti heavy weaponry with double the range of active modules?
wrong, all wrong, more than off 200 battles made in R11 dessie and never seen a dessie play at only 4000
range of pyro = 5400
range of tempest = 5000
so why a weapon so useless in range ? halo launcher are useless now !