Star Conflict 1.4.1 Discussion

Oh i forgot something!

THANK YOU FOR STOPPING THE PROMOTION OF SPAWN CAMPING. This will change this game forever. I just hope that ppl don’t start to camp there (even more).

This has been necessary, especially cuz of these weird survival rules.

On 22.2.2017 at 11:55 AM, otaku98753 said:

I think Peregrine should be enough…

CinnamonFake (Posted 4 hours ago)

Then it may be a reason for bug report

 

Found that the english describtion says I have to do it with a tackler but the german one doesn´t mention it.

Regarding the RF blaster. I don’t know how else to finally lift the “rumour” that it might be broken. Note: I am not letting go of the fire button, any irregularitys are not my input. This is happening in any game mode and can only be fixed by fitting heatsinks.

I think we can all hear that the Rate of fire is slower aswell, not very practical on a rate of fire weapon.

I really hate the new quest where you need to kill interceptor with a tackler… It takes me over 2 hours just because there are no in the enemy teams. I get the quest at least two times a day.

Yeah, beats me why there are any interceptors when you have destroyers, super guards and op thargas. Now to boot you get random tacklers hunting you down due to this quest :stuck_out_tongue:

1 minute ago, RennieAshII said:

Yeah, beats me why there are any interceptors when you have destroyers, super guards and op thargas. Now to boot you get random tacklers hunting you down due to this quest :stuck_out_tongue:

Elly recon coming out soon tho.

Guard ships are now AMAZING. Instead of sitting behind and giving debuffs passively you equipped them with ability to charge into enemy ranks. Thats radical change you fly this ship and I like it a lot. My only suggestion here is change the speed buff behavior on Provocateur and Bastion. Those are tactical modules, with quite long cd unlike Phase Shield, to use when you are already in middle of enemy group. Speed buff on activate make you waste them if you want charge into enemy.

Tharga nerfs - you still nerf wrong numbers. Main issue with Tharga is Thark’th damage output with alien intuition, no other weapon kills so fast on this ship, neither Thark’th on other gunships. This plus “dont shoot when combat reconstructor is on” gives Tharga a plenty room for engaging. At least guards are natural enemies of this abomination of ship. And do something with Inhibitor Swarm. This module should belong to Tackler, not gunship. Maybe allow R8 anti-slow implant to remove this debuff, it strips out of agile ships their only strenght.

So after a second night of SecCon, I have a few suggestions for the testing mode. 

  1. SecCon needs to be separated by tiers. T3 ships just cannot compete against T4 ships. Especially noticeable are the differences in damage that the dreadnought turrets do per shot. This can lead to some pretty unbalanced gameplay when facing a full wing of T4 ships, as a T3 ship. It is even worse in T3 vs T5. 

  2. The amount of points that challengers need to lose per night needs to be increased. 10% gives them too much of an advantage over the owners. Something along the lines of 30% would be more balanced I think. 

  3. Dreadnought servers seem to experience some server side lag, where the game seems to stutter and play in slow motion. It usually corrects itself, but it can be disconcerting. 

This patch is looking even better the second night of play. Good job!

Quote

Guard leveling up bonuses were reworked alongside with other changes, to keep the things balanced

Maybe I am missing something, but moving the shield bonus to the hull makes no sense.  Phase Shield only applies to shields.  From at least rank 9 and up, all Guards have 3 shield modifier slots.  They are clearly intended to be shield-oriented.  Granted, gaining more than 4k shields from synergy level (at least for Inquisitor S) may have been a bit much.  Reducing the bonus would have made sense.  Even removing it would have vaguely made sense.  Instead, the shield bonus was entirely shifted to the hull.  At max synergy level, the hull for Jericho Guards is less than 2k below their shield strength.  And that’s a shield-oriented role in the shield-oriented faction.  Fed Guards end up with more hull than Empire frigates.  T-Rex Mk II ends up with almost 2k more hull and shields than Naga.  A shield-oriented role in the speed faction ends up with a stronger hull than similar ships in the hull-strength faction.

It is worth noting that most Guards only have 1 hull modifier slot, meaning they cannot fully exploit the increased hull.  If I wasn’t saving Monocrystals for the eventual return of the rank 14 destroyers, I would seriously consider making a Ronin with 3 hull and 3 shield slots, just to see how ridiculously hard to kill I could make it.

Q: Will the engineer frigate class also get hull repair? Now that the frigate:guard class has a somewhat hidden auto-hull repair if not using any weapons nor get incoming damage after 10 s, engi pilot will get a bit envyous about that, for sure!

Q: I would suggest the Phoenix drones: they switch between combat and healing  (shields&hull) for all frigates.Any chance that will come?

2 hours ago, doomagent13 said:

It is worth noting that most Guards only have 1 hull modifier slot, meaning they cannot fully exploit the increased hull.  If I wasn’t saving Monocrystals for the eventual return of the rank 14 destroyers, I would seriously consider making a Ronin with 3 hull and 3 shield slots, just to see how ridiculously hard to kill I could make it.

I do have one and it’s basically a mini destroyer(109k of surva) a single player can’t take you out 

21 minutes ago, EndeavSTEEL said:

I do have one and it’s basically a mini destroyer(109k of surva) a single player can’t take you out 

Mini destroyer ?

Nah, it’s harder to kill then a destroyer now  ![:007_2:](<fileStore.core_Emoticons>/emoticons/007_2.png “:007_2:”)

10 minutes ago, Swifter43021 said:

Mini destroyer ?

Nah, it’s harder to kill then a destroyer now  ![:007_2:](<fileStore.core_Emoticons>/emoticons/007_2.png “:007_2:”)

Haha yea at long range a mean it’s like a dessy but in close combat it’s like a battleship xD

Quote

Sector Conquest mode is getting a global update. The new version of Sector Conquest will preserve the map of locations with regular time windows for battles. Victories in battles are rewarded with loyalty vouchers. All corporation members are also awarded tokens spent on rewards for victories in combat missions.

Corporation CEOs and VPs can build and move dreadnoughts to locations with a level not higher than that of the dreadnought at any time.

Influence Points
Corporations earn influence points for taking part in battles. They accumulate in the location where the corporate dreadnought is located, and remain there when the dreadnought is moved to a different one. Influence points are earned directly in sector battles as follows:

    Depleted durability points of enemy deadnoughts. In this case, if the enemy dreadnought is completely destroyed, half the remaining durability points of the corporation’s own dreadnought are also added to influence points.
    Influence points are divided between players according to their total effectiveness in combat. If a player earned 0 effectiveness, he would not get points.
    Influence points of players in wings and squads are added to the location with the corporate dreadnought of the wing or squad’s leader.
    Location for rewards is ‘stored’ when players queue for battle, and then the dreadnought can be moved further.

At the start of the battle window opening, the owner corporation loses 50% influence points, challengers lose 10% of their influence points. Location battles take 1 hour, then the owner loses part of the challengers’ influence, which depends on the challenger’s place in the location ranking. If the owner’s influence is reduced to 0 — the challenger with the most inflience becomes the new owner.

When the battles end, the free location is taklen by the corporation with the most influence points. 

I am totally lost and confused, can someone explain the battle mechanism and how the Influence Points actually work?

how do I take a sector in this mode?

I checked a sector yesterday which have 635 defence forces but when I recheck it today, it drops to 31

 in the descriptions, it says you only loses 50% influence points at the start of the battle window opening, which should be like losses the points once a day at the specific time window, so 635/2 =…317, why only 31?

and from what I see yesterday, if you lose a battle,you receive only 50% influence points of the eff you earned from battle, but when the pilots from my corp queuing alone, if they win, how the points accumlate?

I don’t get this , it’s impossible to take over any sector in this way at all
please explain the new system more specifically…

CinnamonFake (Posted 18 minutes ago)

Sound effects got fixed on this weapon, there were some issues with it before

 

It’s not about the sound, can you not see it aswell. The ROF is slower and even stops inbetween. I’ve been playing this weapon for 3 years, im very sure it’s broken.

Pls have somebody look into this, just because it’s an old weapon doesnt mean it’s not important for the meta.

(Btw the footage of me shooting in open space is from yesterday)

On 23/2/2017 at 10:30 AM, jul3sjos3 said:

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)

CoopVsIA Destroyers are under the same illness, they only pop shields and attack with the passive turrets (if they got any)

List of HIDDEN CHANGES  given by the community:

-New aspects for Halo and Pyro, Halo it’s not as…pink? and the Pyro is brighter, seems that they have a niche for brightening things up lately, huh.

-Rework on Sk’rah, some of you may know about this, halved the firerate and I think they doubled the damage, it also has a new sound effect like a mini-laser, now firerate builds are a thing, yay.

  • Ellydium station is not smoked any more (Linux)

  • the blueprint icons are different, they actually show the weapon icon they unlock on mk5 but it’s cut in half, something like that

  • holo ship has a new explosion look.

  • The dreadnought torpedo has a new explosion

  • Captured Dreadnought PvE, round 3. Barriers are not immediately dropped. Color of the barriers is brighter and it also applies to the Main Caliber Guns in Round 1.

  • Team battle respawn timer seem to have been lowered. Getting back in the fight much faster.

  •  Command Phaser FX change

  • EM torps don’t have a blue explosion fx anymore, and shares the same fx as the holo-ship detonation

  • God mode timer is also increased to 15s-18s ish

  • Pyro Emmiter FX change

If you want me to put your name to the info you provided, let me know.

I own only 1 of that list.

 

Special Thanks to xXThunderFlameXx

I like the idea of the new spawn protection to evade spawn camping, but getting killed by invincible ships in your own spawn is really annoying…

This game still feels like Open Beta.

 

So, developers refuse to implement some assignments or tasks that are in PvP to Co-op mode, despite a clear trend. Regular loyalty contracts still do not have 1 daily cancel ability.

They think it’s fine as it is. Problem is that they are wrong. And they almost never listen.

In 12 days I only got 20 destroyer kills with Iridium slugs for Thar’Ga special exteriors.

Of course, required count is 50 and 100 with other alien weapons, like Sk’Rah, etc. It’s not fun anymore, it’s boring, tedious, uninspiring and pointless.

Now you mostly see Thar’Gas and Guards. Constant debuffs on every corner… Guards still suck and get killed too easily. Shield resistances should be higher by additional 20 points.

Destroyers die within seconds, so very few people actually use them. In any case, this game has nothing more to offer, than just some more of the same tedious grind and you can’t even choose, where and how you want to complete certain missions.

58 minutes ago, otaku98753 said:

I like the idea of the new spawn protection to evade spawn camping, but getting killed by invincible ships in your own spawn is really annoying…

It’s broken. The moment that you fire a gun, it should be removed. Now everyone can actually fire a weapon, while they are still under invulnerability effect.