Star Conflict 1.5.3 (Discussion)

22 hours ago, TheDerpNukem said:

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

Pretty much what i complained about since it became op

 

22 hours ago, TheDerpNukem said:

Orion needs to have it’s efficiency lowered drastically

So you want to make covops that don’t utlilize the op bs pretty much useless? No thanks, nerf the op BS and not what’s fine.

 

 

5 hours ago, Flash0914 said:

Pretty much what i complained about since it became op

Well - I prefer it as it is. Same as my dread team - to work as  area denial. You have to take down NY18 before your team can rush in with covertopses and starts to shred everything. That’s basically how our latest Dread battles were looking like. It’s pretty hard to stop 8 covertopses with nukes if you don’t have something like this in your lineup. With 2 Objects covering most of the dread approach (few smart guys will use 3rd dimension to still sneak with nukes) tackler and microlocators, we were able to fend off such zerg tactics. We were thinking and trying other approaches as well but with limited range of microlocators and engine inhibitor that can be easily cancelled out - that was the only one we could take down 6 of 8 rushing covertopses (including one before he dropped it’s nuke). So you have area denial ship, you have gunships and tacklers that can counter it - so where seems to be a problem now? If we left our NY18 unprotected it went down in seconds under fire of 2 gunships and a tackler. Ok, you cannot have classic furball with that ship on map, but in dreads if there is no NY18 on map - you have covops rushes till your dread has no structures no guns and no hardpoints in a matter of minutes. I agree that’s it’s signature module can be reworked, but I would leave functionality of this ship as it is. And if anyone finds it’s too hard to hit because of strafing - Gravi on tacklers works wonders. 

Inhibitor Swarm or the Shrapnel Cone also work, found that out the hard way.

3 hours ago, niripas said:

Well - I prefer it as it is. Same as my dread team - to work as  area denial. You have to take down NY18 before your team can rush in with covertopses and starts to shred everything. That’s basically how our latest Dread battles were looking like. It’s pretty hard to stop 8 covertopses with nukes if you don’t have something like this in your lineup. With 2 Objects covering most of the dread approach (few smart guys will use 3rd dimension to still sneak with nukes) tackler and microlocators, we were able to fend off such zerg tactics. We were thinking and trying other approaches as well but with limited range of microlocators and engine inhibitor that can be easily cancelled out - that was the only one we could take down 6 of 8 rushing covertopses (including one before he dropped it’s nuke). So you have area denial ship, you have gunships and tacklers that can counter it - so where seems to be a problem now? If we left our NY18 unprotected it went down in seconds under fire of 2 gunships and a tackler. Ok, you cannot have classic furball with that ship on map, but in dreads if there is no NY18 on map - you have covops rushes till your dread has no structures no guns and no hardpoints in a matter of minutes. I agree that’s it’s signature module can be reworked, but I would leave functionality of this ship as it is. And if anyone finds it’s too hard to hit because of strafing - Gravi on tacklers works wonders. 

This might be a solid strategy in “competitive” aspects of the game and the only counter to covops spam right now, but consider:

a) Casual PvP, where 2 Objects rip through an entire team and turning basically lost games with ease

b) Gamemodes, where taking down such a treat, before it screws you over is basically impossible, because your team lacks firepower (scl 5v5)

c)The psychological effect it has on the players on the recieving end of it… if you get trapped in a way like that, you are basically left with nothing, but your main gun… might aswell deinstall all your actives and play Star conflict no module mode, oh by the way no afterburners, so xxxx all inty, fighter players

 

→ this feeling, of having, nothing you can really do and an overpowered enemy, will lead, especially for a lot of new players, to droping the game, because especially those have no way of working around this… noone really wants to play a multiplayer game, that makes you feel entirely powerless and weak from the very beginning

 

The point is, how can you support something so gamebreaking, just because it benefits you in the least played gamemode of the entire game?

20 hours ago, Farfalla said:

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.

I think this is the case. Once more stuff got added, texture loading and freeze lag became much more apparent, along with crashes.

It started with the Dogs of War update, then it got worse with each major addition.

 

I can just show one example of loading textures in the hangar after logging in. It grows worse with each and every update, but my OS has no issues.

 

Screenshot: Hangar in the first 3 seconds. It takes 15-20 seconds to fully load and sharpen all the textures.

zqP8Nk9.png

3 hours ago, Flash0914 said:

 

While I know that this is not the answer, and duration-cool down ratio still not as it should for the strength of the effect, but 8-3 now works on it and 8-3 is 15 seconds, helps with ECMs too

11 hours ago, niripas said:

 And if anyone finds it’s too hard to hit because of strafing - Gravi on tacklers works wonders. 

Try to stay alive on tackler nowadays… Is using specific equipment on specific ship to counter another specific ship ideal balance to you? Taikin jumping around and abducting things are not anymore, why introducing another?

8 hours ago, Koromac said:

I think this is the case. Once more stuff got added, texture loading and freeze lag became much more apparent, along with crashes.

It started with the Dogs of War update, then it got worse with each major addition.

 

I can just show one example of loading textures in the hangar after logging in. It grows worse with each and every update, but my OS has no issues.

 

Screenshot: Hangar in the first 3 seconds. It takes 15-20 seconds to fully load and sharpen all the textures.

zqP8Nk9.png

Star Conflict doesn’t have to be 64bit. It normally does not get close to the memory limit. The crashes are probably because of a memory leak but not because the assets size has grown. Trying to switch SC to 64bit would probably end in even more bugs that never will be fixed.

 

I agree that they should try to fix the way they load assets. But the issue that it takes 15-20 seconds to load textures is on your site with to low disk speed (either the disk is just really slow and old or some other programming is reading/writing heavily to it).

9 hours ago, Flash0914 said:

This might be a solid strategy in “competitive” aspects of the game and the only counter to covops spam right now, but consider:

a) Casual PvP, where 2 Objects rip through an entire team and turning basically lost games with ease

b) Gamemodes, where taking down such a treat, before it screws you over is basically impossible, because your team lacks firepower (scl 5v5)

c)The psychological effect it has on the players on the recieving end of it… if you get trapped in a way like that, you are basically left with nothing, but your main gun… might aswell deinstall all your actives and play Star conflict no module mode, oh by the way no afterburners, so xxxx all inty, fighter players

 

→ this feeling, of having, nothing you can really do and an overpowered enemy, will lead, especially for a lot of new players, to droping the game, because especially those have no way of working around this… noone really wants to play a multiplayer game, that makes you feel entirely powerless and weak from the very beginning

 

The point is, how can you support something so gamebreaking, just because it benefits you in the least played gamemode of the entire game?

 

9 hours ago, Flash0914 said:

b) Gamemodes, where taking down such a treat, before it screws you over is basically impossible, because your team lacks firepower (scl 5v5)

I think we are playing different SCL then. Gunship + dessie is the staple setup if we are playing against guards. Usually with ECM as a support. Of course if your team consists of 5 recons you will probably lose as NY18 is basically area denial for interceptors. If your team lacks the firepower to take down a single guard then… ist it a guard issue or your team?

 

9 hours ago, Flash0914 said:

The point is, how can you support something so gamebreaking, just because it benefits you in the least played gamemode of the entire game?

For me is the most frequently played mode. And you actually gave an answer in your first line. To prevent zerg rushing tactics. And please read what I wrote carefully - I support the concept, but it still needs some tweaking. Actually this ships is what should prevent people going full frontal blaster + covops teams and making the game at least somewhat interesting. As for new players - well. They do expect to what? Slap random ships with random weapons and win? And when losing - just whine “they had op ships!! P2W!!!”? I see that almost no one is now thinking “why did we lose? What setup should be a counter to enemy team?” - maybe players got lazy, maybe they don’t grasp the idea of rock paper scissors in such games. But you are right - no new player I saw was even trying to setup their ships correctly. Also what do you mean about people “have no way of working around this”? Is it that hard to have med range tackler? Or LRF? In T4 Chiron kicks NY18s bottom. In wings - two gunships and a tackler take down NY18 in a matter of seconds. Focus fire is (and always was) a key to victory here. Pity no one is caring about it anymore. 

6 hours ago, niripas said:

As for new players - well. They do expect to what? Slap random ships with random weapons and win? And when losing - just whine “they had op ships!! P2W!!!”? I see that almost no one is now thinking “why did we lose? What setup should be a counter to enemy team?” - maybe players got lazy, maybe they don’t grasp the idea of rock paper scissors in such games. But you are right - no new player I saw was even trying to setup their ships correctly. Also what do you mean about people “have no way of working around this”? Is it that hard to have med range tackler? Or LRF? In T4 Chiron kicks NY18s bottom. In wings - two gunships and a tackler take down NY18 in a matter of seconds. Focus fire is (and always was) a key to victory here. Pity no one is caring about it anymore. 

 

 

This is definitely true, and it’s also the reason why I like or used to like this game. It requires team play, adaptation, thinking about all possible scenarios, in short - synergy among players.

Still, when going into PvP with a fellow player, you usually need to wait 10-15 minutes to get one battle which is just 2 vs. 2 or 3 vs. 3 an entire match.

The biggest issue is that there are not enough players now. Game population is extremely low and I often see the same players in both groups.

Join-in-progress matchmaking with such changes often fails or is unable to balance the odds because of limited options or choices.

And this was the biggest loss. This game should have encouraged playing in groups, but it’s actually doing the opposite.

The strongest aspect of this game - PvP suffers because of it. And this is a major problem now.

 

Developers thought that putting practically all equipment to Open Space will keep the players busy to keep them in the game.

It achieved more like exactly an opposite effect. More people left instead or became inactive or less active in general because of how it was implemented.

 

Xeno-chip event should be available for the last two remaining roles - Recon and Engineer in order for people to gain access to new modules easier and faster.

I had nothing to spend them on, I lost them all for nothing.

If it would be up to me, I would just add all the modules to the Store again, but significantly buffed up the prices, up to ten times instead.

That’s only the first step. I am not sure about passive bonuses on Ranks now. They added Rank 16 and 17 but failed to provide information about extra hidden passive modifiers.

 

The second step would be the removal of Join-in-Progress matchmaking mechanic for PvP. At least temporarily. I believe that the balancing issues would be less apparent to some degree.

8 hours ago, John161 said:

Star Conflict doesn’t have to be 64bit. It normally does not get close to the memory limit. The crashes are probably because of a memory leak but not because the assets size has grown. Trying to switch SC to 64bit would probably end in even more bugs that never will be fixed.

 

I agree that they should try to fix the way they load assets. But the issue that it takes 15-20 seconds to load textures is on your site with to low disk speed (either the disk is just really slow and old or some other programming is reading/writing heavily to it).

The crashes aren’t probably caused by a memory leak -  they are.  Both Endeav and I have reported the crash with a multitude of logs attached and every single one ends with Direct3d running out of memory.

Yup, it’s literally written in the log

5 minutes ago, EndeavSTEEL said:

Yup, it’s literally written in the log

6 minutes ago, TheDerpNukem said:

ends with Direct3d running out of memory.

^ This doesn’t have to be a memory leak, the logs only say that it can not allocate more memory/Direct3d running out of memory. It theoratically can be something else but it is unlikely.

19 minutes ago, John161 said:

^ This doesn’t have to be a memory leak, the logs only say that it can not allocate more memory/Direct3d running out of memory. It theoratically can be something else but it is unlikely.

If you’re asking me to dump the past 7 days of crashes in here then sure. Feel free to dig around for a more conclusive answer.

42 minutes ago, TheDerpNukem said:

If you’re asking me to dump the past 7 days of crashes in here then sure. Feel free to dig around for a more conclusive answer.

Thats not my job but the devs one. There is no point in explaining them what exactly the bug is and how it is cauased if they don’t want to fix it.

On 6/11/2018 at 8:15 PM, John161 said:

There is no point in explaining them what exactly the bug is and how it is cauased if they don’t want to fix it.

Maybe they don’t know how to fix it? I’m not sure what’s worse, though.

You should at least close 1.5.3 patch discussion when you already have 1.5.4 available.

Please, close the 1.5.3 patch discussion now that the 1.5.4 patch discussion has been opened.

 

 

Thank you.

Player Vs AI for this map(Operation Monolith) needs a retooling.

It starts out ok, you destroy the generators. then its game over. the AI spawns in so fast, for every one you kill it seems like 2 or 3 spawn in its place. There is no clue where your objectives are, and it usually ends with the spawn in point(duplicator respawn) is so full of ship enemy AI, youre half dead as soon as you spawn, even less if your team destroyer is controlled and all but killing everyone.

Ive had 1 success, we usually quit respawning and just take the “loss credits”. I dont even want to hazard a guess to how many duplicators Ive burned today alone.

And for it being a “random mission” its ALWAYS monolith… I’ll stick to my VSAI skirmishes or specific missions. Not doing Monolith again

14 hours ago, IronPagan said:

Player Vs AI for this map(Operation Monolith) needs a retooling.

It starts out ok, you destroy the generators. then its game over. the AI spawns in so fast, for every one you kill it seems like 2 or 3 spawn in its place. There is no clue where your objectives are, and it usually ends with the spawn in point(duplicator respawn) is so full of ship enemy AI, youre half dead as soon as you spawn, even less if your team destroyer is controlled and all but killing everyone.

Ive had 1 success, we usually quit respawning and just take the “loss credits”. I dont even want to hazard a guess to how many duplicators Ive burned today alone.

And for it being a “random mission” its ALWAYS monolith… I’ll stick to my VSAI skirmishes or specific missions. Not doing Monolith again

you are doing something wrong. This map is THE most efficient way to get credits/time unit now - we are usually doing it in 4-6 minutes. I usually fly Guard and I’m asking someone to have a fast ship for capping and side objectives. I just finished 3 games run with my corpmate and we had random players with R6 ships as well - no problem whatsoever… I was flying Patriarch and my friend Thar’ga. Even with randoms not a single death.