New graphics for things are cool I guess. But the Phaser needs to be un done. I liked the old patterns.
New guard buffs are a big plus.
New graphics for things are cool I guess. But the Phaser needs to be un done. I liked the old patterns.
New guard buffs are a big plus.
4 hours ago, g4borg said:
There should be special part missions which you can specialize in, by playing the ship you want to specialize extensively. Atm. a lot of work has gone into modules of niche ships, which probably are underappreciated, or even overlooked, as the paths to complete even a single one of those items remains a daunting task. I suggest, something like, if you play a ship you actually search special parts for, you could get the chance of a high yield loot containing a part (instead of another, or MC), until the part is completed. Boxes should probably drop two parts more often without additional resources.
Also all of this.
55 minutes ago, jul3sjos3 said:
What will happen Phoenyx/Reaper un-used ships parts ?
I have been working on the Phoenyx for the last ¿4? months and i’m at 391/450 parts, hopefully i will be able to finish it before the change, but what about the 80 parts i found for the Reaper so far?
I have several parts of nightingale and can’t do anything with them. Only on sale events you can buy more parts to complete the ship
1 hour ago, avarshina said:
I find it reasonable in line with the new speed averages coming with the Ellydium Tharga fighter:gunship (~300/~600aftb.)
Wat? Some game breaking additions shouldn’t be immediately adopted as the new standard and just rolled with. Sphere of Swiftness and Cruise Engine need some serious toning down.
There should be a consistent logic with everything. It contradicts the basic design of the game that fighters can move faster than interceptors without much sacrifices these days. It is insane that Ellydium gunships are faster than Federation’s ones, and it is just as insane that they have more firepower than Empire’s ones. Devs have made a whole lot of these kind of mistakes last years.
42 minutes ago, Vohvelielain said:
Wat? Some game breaking additions shouldn’t be immediately adopted as the new standard and just rolled with. Sphere of Swiftness and Cruise Engine need some serious toning down.
There should be a consistent logic with everything. It contradicts the basic design of the game that fighters can move faster than interceptors without much sacrifices these days. It is insane that Ellydium gunships are faster than Federation’s ones, and it is just as insane that they have more firepower than Empire’s ones. Devs have made a whole lot of these kind of mistakes last years.
For the fact that you can be faster then federation or deal more then empire, no it’s not “insane”. The ship mechanics is that you can choose the ship stats. You can imagine a RPG game where you have stats points that you invest in dex/str/sta/…
Most thar ga doing rampage are using a full speed + damage build (similar to federation), having a tankyness not so good. The problem is that they get a lot of regen due to modules, which make them tanky too, thus OP. They shouldn’t be able to heal so much hull per minute. The usual gunship heal 4k hull every 120 seconds. This one can heal to full every 30 seconds… The problem is obviously here.
But they heavily nerfed matter absorber. Now they need to nerf Combat Reconstructor, and it should be good.
On the other hand I totally agree with you for Cruise/Swiftness. While I enjoy them, the downside is not good enough. You shouldn’t be able to strafe at all when using cruise
I got several Broker missions today. Someone knows the missions reload time? I checked about in every 4 hours and I got a new one every time.
15 minutes ago, JaVi said:
I got several Broker missions today. Someone knows the missions reload time? I checked about in every 4 hours and I got a new one every time.
2 hours i think.
I don’t think their “downsides” need to be any greater, but that the speed boost they give needs to be much lesser.
As per current, on a fighter with 3 engine slots, no other combination of modules gets anywhere close to Cruise Engine + 2x Vernier Engine in performance, especially if it is Sword with its rotation bonus. Slotting 2x Auxiliary Generator + Catalyst Injector (+99 m/s on Sword) gives only a fraction of the speed boost that Cruise Engine does (+301 m/s on Sword), all while increasing energy consumption even more and wasting all the slots.
I’d say that Auxiliary Generator and Catalyst Injector speed bonuses should be increased by 25% or so, and speed bonus of Cruise Engine reduced to half.
Just now, avarshina said:
Did not recognize it, but a buff in collision damage could be good.
no a buff but a nerf, all ship get oneshotted if hit an obstacle
2 minutes ago, Vohvelielain said:
I don’t think their “downsides” need to be any greater, but that the speed boost they give needs to be much lesser.
As per current, on a fighter with 3 engine slots, no other combination of modules gets anywhere close to Cruise Engine + 2x Vernier Engine in performance, especially if it is Sword with its rotation bonus. Slotting 2x Auxiliary Generator + Catalyst Injector (+99 m/s on Sword) gives only a fraction of the speed boost that Cruise Engine does (+301 m/s on Sword), all while increasing energy consumption even more and wasting all the slots.
I’d say that Auxiliary Generator and Catalyst Injector speed bonuses should be increased by 25% or so, and speed bonus of Cruise Engine reduced to half.
The main problem with Cruise is that you can just not use AB and totally loose any of the cruise downside. So when a tackler/guard block your ABm you can just strafe your way out of here with as much mobility as any other ship in such condition.
IMO this is the problem. Cruise should be more punished then non-cruise ships for a AB disable.
i find cruise engines should only increase afterburning speed (so actually buff that), but not max speed (so nerf that), and the downsides should hold a few ticks longer, when you release AB.
otherwise, the real problem was imho, that people had to learn how to shoot cruise fighters, as you have to lead the prediction circle.
about realism (small ships being faster) lets not get into this. it’s actually pretty realistic, that the rotorcraft is slower, than the jet, if you see them like this. if we talk spaceships, it is even more realistic, that a bigger craft has more acceleration, as there is no friction. mass is much less of a factor outside atmosphere and gravity.
tackling itself can be a blessing for a cruise fit, because crashes are real, and tacklers help you slow down. I love cruise as attack philosophy, but usually only see it as run-away-module, also there is only a few weapons usable. i also despise it as a run-away-module, so i understand the bad feelings about it. otherwise i do feel, the cruise theme is coming up a bit as a proxy war theme, because lets face it, ceptors are really faced with a multitude of damage sources, and suffer now from guard buffs. having the speed kingship taken from them multiple times leaves it as a hated module. otherwise i cant really say, why we would talk about the sword as an uber ship - especially since compared to the 3 katanas+strong and their dominance in t3, all 3 swords are pretty underpowered compared to commands and tacklers from the other factions, with the saw one taking away all the glory.
I think Cruise type engines should reduce acceleration (regardless of Active or not Active AB) this way you either force a user to utilise 2d engine for acceleration engine (that is hardly used at all, except 2-3 fits in a whole game) which reduces rotation by eliminating one of the verniers, or if user chooses to not compensate for acceleration it will be less combat useful since it will be harder to recover from gliding back to max speed, meaning user will spend more time holding AB -> reducing his overall time gliding and rotating.
Realy nice patch in general,
Guard buff +
Sector conquest +
Easier for everyone, I like the point system and the fact we can do more than 1 battle per day, it’s more enjoyable even if ofc big corp already got every gs sector (I feel bad for small corp)
New effect +
Hell yes they all look so cool! (Pyro <3)
-Still waiting for what koro said about hud display
still waiting for isotope buff
still waiting for thar’kth nerf
transporter is os still seems to teleport
SecCon change is pretty good, but playing in r9 ships vs r15 ships (or even R12 ships) is really not fair, even with “normalization for balance”. Those ships have modules and abilities that are impossible to counter in r9 ships, no matter how much balancing the game does. Not to mention that the team with R15 ships seems to be able to use top tier modules on their dreadnought wile the other team is stuck with low tier mods.
Tharga still needs nerfing; guards are actually a viable ship to play now for the first time since Destroyers came out.
Overall, not bad. Best patch in a while.
PS: Also still waiting for HUD display
13 minutes ago, yourgoldfish said:
PS: Also still waiting for HUD display
“Heads Up Display display”
9 hours ago, g4borg said:
about realism (small ships being faster) lets not get into this. it’s actually pretty realistic, that the rotorcraft is slower, than the jet, if you see them like this. if we talk spaceships, it is even more realistic, that a bigger craft has more acceleration, as there is no friction. mass is much less of a factor outside atmosphere and gravity.
I didn’t say anything about realism, but about consistent logic. It means that differences in basic attributes of ships, and exchanges done in fitting them should make sense; setting up a ship with more durability and firepower to go faster than a ship with less should come with a significant cost to some other aspects of it.
9 hours ago, xKostyan said:
I think Cruise type engines should reduce acceleration (regardless of Active or not Active AB) this way you either force a user to utilise 2d engine for acceleration engine (that is hardly used at all, except 2-3 fits in a whole game) which reduces rotation by eliminating one of the verniers, or if user chooses to not compensate for acceleration it will be less combat useful since it will be harder to recover from gliding back to max speed, meaning user will spend more time holding AB -> reducing his overall time gliding and rotating.
This could very well be the way to go. Extra points for encouraging use of otherwise neglected module.
Can we please get some sort of statement on whether Guards no longer gaining shield strength with synergy level was intended, and if not, when it might be fixed? Currently that increase is going to hull; T-Rex Mk II currently has the highest hull strength at full synergy of non-destroyers, excluding modifiers. Jericho Guards all have less than 2k difference between the strength of their hull and the strength of their shields.
Overall, the Guard changes are somewhat interesting, although they make more sense for Federation Guards than Jericho Guards. In particular, the changes to Pulsar and Emergency Shield Boost seem to promote charging straight at enemies in order to maximize their potential. This somewhat works for Federation Guards, as they can be made to reach reasonable speeds without relying on the speed boost from their special module. However, Jericho Guards are the slowest non-Destroyer ships in the game. The only ships they can somewhat reliably catch up to are Destroyers. Given that the speed boost from the special module ends if any damage is taken, it is not something that could be used to finish getting close to enemies.
Since the patch, the Destroyers (enemy npc) from Defence Contract and Fire Support no longer auto-attack or use active modules, the only one who does some damage, is the Commander because he has turrets.
Is this some kind of protest about the previous patch changes? “Star Conflict: the Destroyer Rebelion”
Edit reply:
Yes, the non-commander destroyer were using the missile barrage module, and the Commander, the missiles, pyro, and both turrets active mode. (If i’m not remembering wrong)
tldr; cruise.
5 hours ago, Vohvelielain said:
setting up a ship with more durability and firepower to go faster than a ship with less should come with a significant cost to some other aspects of it.
for most ships it does have downsides which are impractical. You are really talking about R13+, where some ships can fit cruise and remove them totally. Your wording puts it almost, as if there are no downsides at all, which isn’t true. a nerf would have to keep that in mind, r9-r12 ships are a handful, which even have viable cruise fits, and none of them are easy. but i think in general i agree to your argument like this - just not like “why do fighters have highest speed possibility and not ceptors”, as ceptors DO have max speed possibility, it just costs too damn much to live with it.
14 hours ago, xKostyan said:
I think Cruise type engines should reduce acceleration (regardless of Active or not Active AB) this way you either force a user to utilise 2d engine for acceleration engine (that is hardly used at all, except 2-3 fits in a whole game)
again only problem with this is imho, that it again benefits the ships which have multiple engine modules and mobility-buffs to use cruise, and they are the problem with it. i always saw the cruise as actually something invented for the one-engine ship, mainly slower mid tier ships for open space as i recall as the original idea. the downside which should force you to hold AB is actually high energy activation cost. there is already a niche module therefore, which is benefitial to the cruise (energy recup), and cruise theoretically forces you to increase energy household. by having a bigger differential between max speed and ab speed, the ship would have to slow down more. it would also have to accelerate longer to reach full AB speed. tackling it would leave it at a greater disadvantage.
so not saying, reducing acceleration isnt an alternative idea - it might be even a good additional parameter for finetuning it with a multi-nerf aswell. there is simply no “simple nerf” option for this mechanic imho, without changing it to behave like you would expect in every situation. equipping cruise to increase ab-less max speed is simply the only scenario, which should imho not be available, maybe others disagree. it is after all the max speed increase, which i would see abused in gliding, not the acceleration - and decceleration should not decrease either, as it benefits gliding. however, if the cruise would use up energy a bit longer, without boosting, and the speed would reduce further down because the max speed is lower, it would be harder to just glide and recharge, and it would not act as a mobility module while ab is off.
justsayin. overall i do agree, that a nerf can be done, anyway. and now i recall we had this talk already.
(e.g. i get +50 m/s max speed on a parallax in t3 with speed implants. why. if it would give me the full AB speed like it does now, but not touch my max speed, it would be just as useful for proper use. even if this means logics of AB speed calculation would have to be adjusted, that would be worth it)
Fix RF blaster please, it has the same firerate as a plasmagun.
Fix the Brokk, although she never shows up on the scoreboard this thing is (still) as OP as they come, if the enemy has 2, your chance of killing any destroyer approaches -0.
Then said destroyer will walk into your spawn and vacuum resonace laser the xxxx out of your team.
Next one, Vacuum Resonance laser, i find it highly irresponsible to introduce a point click weapon to the destro. It is nearly impossible to evade this weapon if the enemy is half capable. Plus that area effect jesus xxxx.( WHY?: Ioncannon, beam cannon, destructor, they are all on a platform that has to move itself to survive, a destro is a stable platform that only has to optimise his position to optimise his fire, and you will most likely be out of range, or static shields blocking your attepts to push him. You gave a ship that has all the time in the world to aim at you an easy to aim weapon with area effect GG)
Generally i have the feeling that you DEVS are gambling with us, riding the moods of the community instead of providing a horizon. “how long until they notice that this or that is OP” ; “uhh if the tharga is super op they wont notice all the other OP stuff.”
Next one. These packs really do include all the said modules, this is a first in this game. Now please do the same with all the other paid content. Maybe in half a year, your existence can be taken seriously then, by gamers that dont appreciate constitiutionalised robbery…
Im still a fan tho of this dumbed & numbed down Star Pommefritte.
NINJA CHANGE: Doomsday Missiles are now obtainable with,… credits!! exiting right