Star Conflict 1.5.3 (Discussion)

On 6/6/2018 at 8:46 AM, niripas said:

In the Monolith mission enemy can track you even when fully cloaked. Bug or by design?

It’s a bug. If you can’t detect or see an enemy ship, then you should not know where it is.

23 hours ago, SINaka said:

  • The green spheres obscure the view too much. 7-8 of them at the same time with all the other effects is just not right. More transparency would help.

I agree with your statement here. Green balls are annoying, especially because multiple spheres can spawn at the same point, causing FPS drops.

They are also too big. They shouldn’t be able to track and hit cloaked targets, though.

 

Same goes for Frontal Blasters. They shouldn’t be able to lock on a cloaked/invisible target.

On 6/6/2018 at 10:01 AM, SINaka said:

In the Atlas I would like to have a ‘Search by Location’ function as well. It would make OS module farming much easier if I knew what else was missing from any particular location.

It would have been much better if each sector would display an additional interface when viewing OS map, showing all possible drops for the selected sector.

On 6/6/2018 at 9:48 AM, PapyMcBites said:

You guys didn’t even mention you added allied bots to PvE. Good move as far as I’m concerned, it’ll cut down on queue times, but they’re so stupid. They don’t even shoot the enemies, they just sit afk at spawn… At least they draw a bit of aggression from the enemies, but at that rate just make the mission 1 player and lower the difficulty by 75%. They usually end up just drawing the enemies so far away that you have to wait for them to just self destruct in missions such as Fire Support and Defense Contract.

 

I actually spectated an AI guard, watching how they handle lasers… Facing an AI tackler, this thing pulled out an incredible aimbot, that was an exact second behind all the tacklers actions, therefore not hitting the enemy at all. Why do we have to put up with on point laser aimbot, that melts you in seconds in PvAI, but get that xxxx as an ally in PvE… It’s not like PvE wasn’t hard enough before the patch…

51 minutes ago, Flash0914 said:

I actually spectated an AI guard, watching how they handle lasers… Facing an AI tackler, this thing pulled out an incredible aimbot, that was an exact second behind all the tacklers actions, therefore not hitting the enemy at all. Why do we have to put up with on point laser aimbot, that melts you in seconds in PvAI, but get that xxxx as an ally in PvE… It’s not like PvE wasn’t hard enough before the patch…

4

Sometimes it feels like the developers want to drive players away on purpose.

1 hour ago, Flash0914 said:

 

I actually spectated an AI guard, watching how they handle lasers… Facing an AI tackler, this thing pulled out an incredible aimbot, that was an exact second behind all the tacklers actions, therefore not hitting the enemy at all. Why do we have to put up with on point laser aimbot, that melts you in seconds in PvAI, but get that xxxx as an ally in PvE… It’s not like PvE wasn’t hard enough before the patch…

The AI allies can shoot things alright. They also can turn alright.

 

Problem is they can’t do both together correctly.

 

Most of the time they just sit there, occasionally spinning for a while.

When they do decide to shoot, it is usually aiming at someone right behind them so none of the gun turrets actually fire. The AIs stubbornly refuse to turn around. Noticed an AI Patriarch actively turning AWAY from approaching enemies so that only one laser is firing BEHIND it.

 

Still. They’ve got infinite(or at least a huge amount of) duplicators. Kinda useful…?

Went into a T5 Ariadne with 3 Tacklers and 1 AI bot. The AI did a fantastic job at drawing aggro away from us. 

 

General impression:

AI: Huh? What? Where am I? What am I doing? Why am I getting shot at? Where are the enemies? Why am I dead? Guess I’ll revive then…

o-o?

 

 

On ‎6‎/‎6‎/‎2018 at 1:34 PM, xXThunderFlameXx said:

 

  Reveal hidden contents

screenshot-180606-142351.png

I didn’t use premium license, but I did use a premium ship, overall its almost worth farming this.

 

 

This is premium ships + 2x for first PvE that you made. 

Poor reward

Sensor DDOS module is still broken as hell.

 

http://prntscr.com/js5714

 

25 sec active time 

and just 

9 sec reload???

 

Stevie Wonder still didn’t leave dev team

3 hours ago, GatoGrande said:

 

This is premium ships + 2x for first PvE that you made. 

Poor reward

It was 500k before on the  same ship and 2x is for synergy only.

7 hours ago, Koromac said:

It would have been much better if each sector would display an additional interface when viewing OS map, showing all possible drops for the selected sector.

This would be even better.

On 6/6/2018 at 11:51 AM, Rob40468 said:

Funniest part is that new players (again) get those modules for free when they buy a brand new silver ship.

I own every silver ship, came back to the game from a long break so that I have none of the new modules. I tried selling ships that I already own and buying them again, but I didn’t get any new modules this way.

 

The farm for all the high rank modules (that have a much lower drop rate from enemies) is just insane.

3 hours ago, Farfalla said:

I own every silver ship, came back to the game from a long break so that I have none of the new modules. I tried selling ships that I already own and buying them again, but I didn’t get any new modules this way.

 

The farm for all the high rank modules (that have a much lower drop rate from enemies) is just insane.

You don’t get a new set of mk1s for re-buying a ship, let alone the new modules, and also, you don’t sell ships, ever.

[@Farfalla](< base_url >/index.php?/profile/243681-farfalla/)Best way to farm for anything is with as many people in a group as you can get to join you.  Since each player that is buffing, Debuffing, repairing, or dealing damage has a chance for a container to drop for each enemy killed it goes a lot faster.

 

For example:

5 players doing any of the above actions, to each other or the enemy, means 5 chances for a container to spawn when the enemy is killed. Literally the more the merrier when you farm for gear in this game.

3 hours ago, xXThunderFlameXx said:

You don’t get a new set of mk1s for re-buying a ship, let alone the new modules, and also, you don’t sell ships, ever.

Sadly, it’s true.

 

Do you know if the drops are now more common in the Pallas Border? Do you still get 1 random container for every 400 kills?

 

 

About the update 1.5.3. - Good update in general, but nothing special. It’s missing a lot of bug-fixes. I would prefer much more focus on the bug fixes than anything else.

Some module and weapon balancing is a must.

 

Most annoying and abusive active module for the ECM - DDoS 11 (constant spam - recharge time: 9 seconds) Who tested this? No one?

EMpn006.png

 

Object NY18 (still overpowered)

  • reduce both strafe speed acceleration and strafe acceleration itself by 25%

  • reduce maximum shield capacity by 5%

 

 

A bit off-topic:

I spoke to many people, including Russians.

Sadly, most of them gave up on this game, supporting you, because of one simple reason. Lack of acknowledgment. They feel like they’re talking to a wall.

 

I will just give one example.

 

When the new ships were tested internally by game testers, all the bugs with Project 1011 and other ships were already reported like 6 months prior the release.

Of course, they were posted on the Russian Forum in a proper bug report format with all the logs and necessary information. Bugs were pretty obvious but were never fixed, even to this day.

I am talking about damage scaling on Spike and Project 1011 and their weapons and the module that is not applied to Remote disintegrator to increase the rate of fire. That’s just one example.

 

I need to ask.

Why are you not fixing reported bug reports that have been reported internally, prior to public release?

 

You’re releasing new, unfinished and unpolished content.

Community feedback is being mostly ignored. I feel that such bugs should not be ignored, yet they are.

 

 

Thank you for your feedback.

The bug with “description” of Project’s remote dissy was not a description, but a nerf. Now it deals flat 13k damage. Before it scaled on the level of main weapon up to 18k-ish. So now you deal mostly 9k after resists.
I’m not mad, because it was little overkill, almost downing 2k energy diffo shield in a single shoot, but at least write patch notes properly.

23 minutes ago, Rob40468 said:

The bug with “description” of Project’s remote dissy was not a description, but a nerf. Now it deals flat 13k damage. Before it scaled on the level of main weapon up to 18k-ish. So now you deal mostly 9k after resists.
I’m not mad, because it was little overkill, almost downing 2k energy diffo shield in a single shoot, but at least write patch notes properly.

You can take over if you don’t like my methods. Also, there must be some issue with the description. It was said to me that the Russian version specifically states that it’s also affected.

1 hour ago, Koromac said:

You can take over if you don’t like my methods. Also, there must be some issue with the description. It was said to me that the Russian version specifically states that it’s also affected.

In the description there was a line that said the remote dissy scales with weapon level and it did. Now it got removed and remote dissy is not scaling anymore. I have a screenshot from translation, but I doubt I can paste it in public.

Hmm.

 

Where do I even begin with this patch. So to preface; I’ve barely been playing the game anymore. Game crashes are still absurdly frequent and there has been no action to mitigate or isolate them.

 

Now then, to the Contentlite of the update.

New PvE mission

So from the get go, maybe 50% of the feedback given from the test server was actually taken into account. Saws are still obnoxiously common, beacon captures are highly irritating due to masses of AoEs and that “Destroyer weapon” turned out to be a coil mortar (I checked, I was sad). That out of the way, the new mission is extremely laid back compared to missions like Ariadnes Thread where most enemies will maul any ship build no matter how tanky, allowing for players to take whatever they want into the battle if they want to win - which is a first in SC history (woo). HOWEVER -  mission objectives are beyond obscure as players are left to twiddle their thumbs or deal with the growing hoarde of enemies on field as there is little to no communication in regards to main objectives, side objectives and consequences of failure.

 

Other than that, the mission yields too fewer credits in comparison to Ariadnes but has the unique gimmic of mixing all ranks pitting Rank 14 ships with Rank 6s, giving quite the unique experience.

 

PvP Balances

_ Spike changes:  _they appear welcome and not too far overkill since Spike is still a Covert Ops (salt river later on that trigger word).

 

Object NY18 changes:  Jesus f**king christ. CHANGE THE ENERGY DESTABILISING BULLS**T TO LOWER REGEN BY 50% AND REMOVE THE SUPER STRAFE GIMMIC. F**K.

 

Waz’Got changes:  They seem okay. Wazzies are still impossible to tell if they’re glass cannons or not because of a certain trigger word class  WHICH NEEDS TO BE NERFED HARDER MR. BALANCE MAN.

 

Trigger word changes:  Okay, Mr. Balance man - listen here. Lowering Deconstructor and Front Blaster by 10-15% a  month  is doing nothing. It is only one part of the problem. Orion needs to have it’s efficiency lowered drastically and Front Blaster needs to have a fire rate cap placed on it or simply no longer be affected by iridium heatsinks or fire rate implants. You gave zero sh*ts when you gutted the entire Destroyer class, now show that lack of remorse to Covert Ops’. These baby steps are killing the community and the PvP scene. Cut it out.

 

Squad changes : These are well overdue as the major gap in rank ranges used by players has been restricting or outright denying the use of Squads and furthermore made organising Spec Ops groups a living nightmare as there is always that guy who refuses to slot a ship the same rank as the leaders. 

 

The Elephant in the hangar

The source of the mass crashes needs to be found and fixed. Soon. PvP is almost literally unplayable as every match is a roll of the dice as to whether or not you’ll crash, crash and be able to rejoin or crash and be unable to rejoin at all. These crashes are costly, time consuming, demoralising and killing the game. Some major suspects of mine are the Gravitational Lens (The model, the effect or the partical FX - I’m not sure) and mid-join as a whole as these crashes seem to trigger upon certain assets being loaded. Fix these crashes before the game suffers more for it.

 

 

 

Also, I agree that game crashes need to be eliminated. A 32-bit program attempting to use more memory than it has never ends well.