Star Conflict 1.5.0e (Discussion)

2 hours ago, avarshina said:

 

why is spread different against smaller and bigger ships? how is its damage mechanic in game exactly? does any body know?

Mmm the higher the spread the closer to the target you have to be to make all projectiles connect with the target.

Things like RFblaster with default spread will miss alot of shots effectively reducing effective dps at mid ranges, even shooting at destroyers.

 

Spread used to be one of the major and common balancing factors in weapons, it is a shame it is no longer the case, since it creates less variety.

That’s clear, from what you say, damage reduction by spread is is a function with factor of the weapon calculated to distance of target. But how is spread applied in the game in regard to ship size? Is there a factor due to ship size, as with missiles (fighter=1, inty=0.66,frigate=1.25,destroyer=2.0)? I fear not.

1 hour ago, avarshina said:

That’s clear, from what you say, damage reduction by spread is is a function with factor of the weapon calculated to distance of target. But how is spread applied in the game in regard to ship size? Is there a factor due to ship size, as with missiles (fighter=1, inty=0.66,frigate=1.25,destroyer=2.0)? I fear not.

Dude, don’t over think things, there is no dmg reduction, your bullets literally miss intended targets which means you do less dmg

and what about a big target? and what about a very big target?

What abot it?

3 hours ago, avarshina said:

and what about a big target? and what about a very big target?

 

The Bigger is spread more you miss or in other words closer you have to be to hit target.

Technically none of them would have spread if you used semi-auto firing, but that either requires to time your clicks so you fire at the same rate as if holding down or spamming the mouse which is more tiring and wears the mouse down.

6 minutes ago, xXThunderFlameXx said:

Technically none of them would have spread if you used semi-auto firing, but that either requires to time your clicks so you fire at the same rate as if holding down or spamming the mouse which is more tiring and wears the mouse down.

Wrong, Only deconstructor has 0 degree spread and a such low firerate that you easily can click fast enough. Even if you would click fast enough with Phase Suppressor the spread would increase because of the high fire rate.

Not really, unless you get a high firerate, but at close ranges you might be better off holding down the mouse.

9 minutes ago, xXThunderFlameXx said:

Not really, unless you get a high firerate, but at close ranges you might be better off holding down the mouse.

You are better of with holding the mouse button never down with the Deconstructor as you shouldn’t do it with no low fire rate weapons (Deconstructor, Quantum Railgun, Singularity Cannon,…)  because it gives your weapon the possibility to cool down slightly between the shots and to reduce the spread.

15 hours ago, John161 said:

Except that Deconstructor doesn’t have any spread effectively while Phase Suppressor has on, which makes Deconstructor far superior against smaller targets.

Every person I asked flying interceptor with Deconstructor said he can dodge it most of the time, while killing off small targets that are flying straight due to low projectile speed. 

Against Guards - Deconstructor is basically useless if such guard will have any form of healing. Phase Suppressor has no such issues. So here you have it - dedicated anti-small non-maneuvering target weapon and anti-frigate weapon. Why one of them is OP and the other one is not?

4 hours ago, xXThunderFlameXx said:

Technically none of them would have spread if you used semi-auto firing, but that either requires to time your clicks so you fire at the same rate as if holding down or spamming the mouse which is more tiring and wears the mouse down.

 

3 hours ago, John161 said:

Wrong, Only deconstructor has 0 degree spread and a such low firerate that you easily can click fast enough. Even if you would click fast enough with Phase Suppressor the spread would increase because of the high fire rate.

Sorry for coming back to the spread issue: does some body have a math model of spread functioning in this game?

I mean, I really liked the idea of the Vulcan railgun -awesome stats it seemed - but on a frigate it is a rather useless weapon. Too much spread, to less compensation by raising crits - too low range and you will have to use CPU slots (which you mostly do not have, because you need range radar for example).

 

In lower ranks it is op in higher ranks it can not deliver its base stats to targets, even if I click-fire in a adapted rhythm to avoid heating up and spread build up.

 

It is a toy weapon with no real use that has to much downsides. I hope that Egineer frigates will get an improved EM-Eclipse launcher (0 spread, for kinetic weapons with spread we have enough).

 

Nor it seems that I can use the Vulcan’s spread for my advantage in close range against quick moving targets trying to use the very high spread for my advantage to at least hit the small fast ship very close by…

 

Can somebody please help me make sense out of this, or maybe I have not observed properly?

Such a dual use weapon would be the kicker for slow sluggish frigates…

Came back to see new patch! 

I really enjoyed getting shot, behind the cover, while i wasnt even targeted. The new nirv murv gun or whatever… Its awesome! 

All the flashy new stuff, now i have sparkles flying off me while im cloaked. Yay, i always wanted to be like edward! Twilight ftw! 

With all the new stuff and flashes and stuff that kept happening, for most of the time i didnt had a clue if i was getting shot, of buffed, or frakked in my thrusters.

 

Keep up the good work!

 

4 hours ago, OwnageMaster said:

Why one of them is OP and the other one is not?

well if you got to ask, you might rethink what makes you think its not, and why you keep reiterating your comparison with the phase suppressor so religiously. i would still take a rf blaster for the same targets you tested, anyway.

 

the only reason it may not be called op is that covert ops in general die relatively easy to many counters. since adaptive nerf, they just have bad tanking options, and passive slowing auras nerfed the speed fight doctrine in total. note that in the time of thermal op blaster, the covert ops enjoyed a niche for example, as it could counter a loki effectively, simply by sneaking up and delivering damage fast. it was still underpowered however in the big picture, and has to get used to the spawn screen, or keep out of battle a lot.

the projectile speed is fast enough, there is no reason to mention it as a negative. yes you might be outplayed in a duel, even by a shrapnel. but its not that big of an issue to hit (and even kill houdini-taikins)

in the current meta where you got lots of damage sources, the alpha of the weapon is the deadly part, its not the overall dps, otherwise we would be complaining about the front blaster and its 4k dps.

 

 

On 25.2.2018 at 2:08 PM, _terrorblade said:

I’m sure they’ll nerf it soon. Just waiting for more people to buy it

probably, yeah. i hope they find a good nerf which doesnt cripple the ship, as its mechanics look promising.

but if they support each other, and even get wazgot warp-away-defense its just fighting against a never ending shieldwall.

 

21 hours ago, evo888 said:

the NY18 has some pretty big weakpoints, firstly, it’s pretty vulnerable without its teammates

lol, this is true for every ship. but to be honest, its not like it dies so ultra fast and easy on its own, even amongst guards, its pretty strong.

 

however we were talking about the synergy they have together. and its not just hating on it, so no need to defend it, if you like the ship. i have nothing personally against it.

2 hours ago, avarshina said:

 

Sorry for coming back to the spread issue: does some body have a math model of spread functioning in this game?

If the spread is distributed evenly you can get a rough idea of percentage of hits at range x with f(x)= (r²π/(cos(α)/x)²π) where r is the radius of the target and α the spread. You can ofc replace r²π with a more precise surface that is facing you.

1 hour ago, g4borg said:

well if you got to ask, you might rethink what makes you think its not, and why you keep reiterating your comparison with the phase suppressor so religiously. i would still take a rf blaster for the same targets you tested, anyway.

 

Because they have the same range, same DPS and very similar crit chance and damage  and previously Destructor was called OP based on its ability to kill guard frigates and destroyers. 

1 hour ago, g4borg said:

the only reason it may not be called op is that covert ops in general die relatively easy to many counters. since adaptive nerf, they just have bad tanking options, and passive slowing auras nerfed the speed fight doctrine in total. note that in the time of thermal op blaster, the covert ops enjoyed a niche for example, as it could counter a loki effectively, simply by sneaking up and delivering damage fast. it was still underpowered however in the big picture, and has to get used to the spawn screen, or keep out of battle a lot.

the projectile speed is fast enough, there is no reason to mention it as a negative. yes you might be outplayed in a duel, even by a shrapnel. but its not that big of an issue to hit (and even kill houdini-taikins)

in the current meta where you got lots of damage sources, the alpha of the weapon is the deadly part, its not the overall dps, otherwise we would be complaining about the front blaster and its 4k dps

 

So basically the only problem with this gun is dmg/shot. 

Phase suppressor doesn’t have the extra dmg on critical hit that deconstructor does  ![:facepalm:](< base_url >/uploads/emoticons/014j.png “:facepalm:”)

Yeah, limiting regen is cool but unless target is guard with shield booster or being healed actively you dont get much value from that. The alpha dmg you can get out of deconstructor is far superior

2 hours ago, _terrorblade said:

Phase suppressor doesn’t have the extra dmg on critical hit that deconstructor does  ![:facepalm:](< base_url >/uploads/emoticons/014j.png “:facepalm:”)

Yeah, limiting regen is cool but unless target is guard with shield booster or being healed actively you dont get much value from that. The alpha dmg you can get out of deconstructor is far superior

So that 1.2k damage that can be easily mitigated to nil/almost nil makes it OP? Also that would be a very bad guard build without 2 shield boosters.

1 hour ago, OwnageMaster said:

So that 1.2k damage that can be easily mitigated to nil/almost nil makes it OP? Also that would be a very bad guard build without 2 shield boosters.

The Deconstructor gains its strength from a relatively high alpha damage in conjunction with the Orion Complex. Furthermore, it is a kinetic weapon, which gives it access to mods that improve its projectile speed.

 

I found it significantly easier to deal damage to nimbler ships whith this weapon. Primarily because of its superior projectile speed, fixed extra damage (fixed value, no “explosive damage mitigation”) and improved alpha attack capabilities.

 

It’s downside, the energy drain is negligible in combat, since many jericho ships regenerate energy while taking damage.

 

I would love to see this weapon’s characteristics on the rather lackluster Light Coil Mortar for command ships. The energy drain would force a more tactical approach on when to shoot and the damage couldn’t be affected by the Orion.

9 hours ago, Scar6 said:

The Deconstructor gains its strength from a relatively high alpha damage in conjunction with the Orion Complex. Furthermore, it is a kinetic weapon, which gives it access to mods that improve its projectile speed.

 

I found it significantly easier to deal damage to nimbler ships whith this weapon. Primarily because of its superior projectile speed, fixed extra damage (fixed value, no “explosive damage mitigation”) and improved alpha attack capabilities.

 

It’s downside, the energy drain is negligible in combat, since many jericho ships regenerate energy while taking damage.

 

I would love to see this weapon’s characteristics on the rather lackluster Light Coil Mortar for command ships. The energy drain would force a more tactical approach on when to shoot and the damage couldn’t be affected by the Orion.

Finally someone that could explain this in normal words, not going ape. Thank you. 

That extra crit damage can be easily nullified, btw, even on interceptors. So basically you confirmed what I was saying - it is too good against small targets. 

 

Also I love the solution ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”) IMHO LCM and DC should swap their characteristics.