Star Conflict 1.6.3 (Discussion)

3 hours ago, TheDerpNukem said:

Boremys has always had lower than average shield resistances but the rest definitely look lowered to some extent.

 

Also for note; heavy repair drone wasn’t just ninja buffed but also displays the incorrect value. It heals for 525, not 420 - so Sirius is  kinda  viable again but because plasma arc is EVERYWHERE you’re screwed if you pick anything but a ze’ta. Thanks for buffing Covies when they didn’t f*cking need it. Again.

Repair drones always repaired the destroyer for x1.25 of its value.

 

Btw. Phase Shield speed boost was ninja nerfed from 70% to 50%.

15 hours ago, Oceandust said:

First of all I’m used to the fact that devs generally never listen to feedback and that I waste my time to write this down so I’ll keep it short.

 

I cannot phrase how much I dislike the last two updates. Apparently you don’t need a majority to force an update that affects ALL players.

I’ve started playing this game ~ 3 months ago and it seems my journey is gonna end here. 

 

 

Actually that last patch was exclusively based on input from the players. Discussion about those changes are going for months then they are pushed to the test server, where ALL players can test them and raise any concerns weeks before it will be considered for pushing to live. You were telling on global chat Yesterday that you didn’t care about those proposals nor testing, then why do you even bother to write it here? If I remember correctly your main issue was with Kai range reduction, so you cannot kill those LRFs anymore. Well - now you have to do what all others are doing - using photons (10km range - ideal against non-moving frigates). And barriers can easily absorb two or three disintegrator hits, so you have time to launch 2 or 3 times before it will even touch your shields.

1 hour ago, OwnageMaster said:

Actually that last patch was exclusively based on input from the players. Discussion about those changes are going for months then they are pushed to the test server, where ALL players can test them and raise any concerns weeks before it will be considered for pushing to live. You were telling on global chat Yesterday that you didn’t care about those proposals nor testing, then why do you even bother to write it here? If I remember correctly your main issue was with Kai range reduction, so you cannot kill those LRFs anymore. Well - now you have to do what all others are doing - using photons (10km range - ideal against non-moving frigates). And barriers can easily absorb two or three disintegrator hits, so you have time to launch 2 or 3 times before it will even touch your shields.

 

Ah xxxx, here we go again.

 

I really don’t know where to start with your post but it’s obvious you are ignorant in your response, over simplify and twist my narrative into ridiculousness to make it easier to attack.

And no you do not remember correctly at ALL. I never claimed the zetas are supposed to be killing LRF at ranges over 10k. My point was that the kai fission weapon is now completly useless in sector conquest and now LRF are overpowered in that very same game mode. If the whole premise of that update was to BALANCE that weapon it’s not of use to make it unusable. Especially if you consider that the previous update released t4 ships into t5 sector conquest.

 

My entire critique revolves around messing up the balance in sector conquest during the last two weeks. T3 and T4 on T5 due to new queue system, forcing matches with clearly unbalanced teams instead of waiting for suitable matches and so many more crap ideas.

 

But sure go ahead and try to make me look like a fool

He meant to say you had a chance to pitch your thoughts in PT testings for the past month or so but what do i know ¯_(ツ)_/¯ xD

And when was I given the chance to comment on the changes related to sec con last week before they released the update? Oh, never ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”)

Like i said, what do i know, i just got here ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”)

Well, I was given the chance to comment, I did, and the issues i raised were dutifully ignored.

So, eLRF are making slow ships evel less viable than they were before. Horizon is a must-pick for most ships (and those who were abusing double/triple horizon before get a free CPU slot). Conquest is even more of a joke than it was. And to top it off, someone decided to not only apply ALL the nerfs to side boosters they’d been trying out, at the same time, but tack on an extra range reduction too. Because clearly Nibelung/Deimon/Leonina had been overperforming and prevented Nightingale/Taikin from seeing play. Or somesuch. FFS. Yes, SB needed a nerf. No, all of double CD, -25% range, drops bomb, prevented by inhibitor field is way too much. Even if you try to hide it by scattering it across different parts of the patch notes.

On 6/28/2019 at 2:16 PM, Oceandust said:

 

Ah xxxx, here we go again.

 

I really don’t know where to start with your post but it’s obvious you are ignorant in your response, over simplify and twist my narrative into ridiculousness to make it easier to attack.

And no you do not remember correctly at ALL. I never claimed the zetas are supposed to be killing LRF at ranges over 10k. My point was that the kai fission weapon is now completly useless in sector conquest and now LRF are overpowered in that very same game mode. If the whole premise of that update was to BALANCE that weapon it’s not of use to make it unusable. Especially if you consider that the previous update released t4 ships into t5 sector conquest.

 

My entire critique revolves around messing up the balance in sector conquest during the last two weeks. T3 and T4 on T5 due to new queue system, forcing matches with clearly unbalanced teams instead of waiting for suitable matches and so many more crap ideas.

 

But sure go ahead and try to make me look like a fool

Why would I do that? You insisted that only Ze’ta is useless now. Not Destroyers in general. The only major change to Ze’ta was reduction to Kai range and limit the amount of range extenders to the equivalent of two old horizons, while increasing damage for that combination. Then you went how LRFs will dominate the battlefield. So most of the people in the chat assumed you were talking about build where Kai with it’s 11km range is countering LRFs. If that wasn’t your intention - then it’s just a misunderstanding. 

 

Regarding the seccon with T3 in T5 - I think that it shouldn’t happen reading the patch notes. There should be two queues - 7-10 and 11-17. If that’s not the case, then I have no idea if it is intended or not.

1 hour ago, OwnageMaster said:

where Kai with it’s 11km range

Who the heck played it on 11k range? … this is stupid.

 

Give me the old range with just 1 horizon back … now its cancer to play Zeta.

 

Currently I prefer to yolo in sniper and play around with my best part…( ͡° ͜ʖ ͡°)

Does any know if the Moon Pass works retroactively?

 

As in; If I unlock stages without a Moon Pass and don’t receive the reward but then I buy a Moon Pass will those rewards that I missed then be granted to me?

1 hour ago, IRONIZE said:

Does any know if the Moon Pass works retroactively?

ORCA1911’s anwser to this question is: “Like i said, the event is designed so that even if you’re late to it you can finish previous stages.”

Interpret it as you want, he didn’t want to clarify his answer since one week, I would guess that the answer translates is yes, but no guarantee on this.

 

Reference:

 

BEWARE!

The bonuses for x number of battles are used up when jumping between sectors!

 

I just obtained +50% credits for 20 battles:

Spoiler

264497853_20battlesbonus.jpg.ba28d551cd3c35d7f8a17bd5adfbd568.jpg

Then went to OS do some tasks. I visited 13 different zones.

Spoiler

1416270197_SectorsVisited.jpg.e87484d493dc20073530d14d785ff4cc.jpg

 

And when I checked the status of the bonus:

Spoiler

1990400071_20battlesbonusafterdocking.jpg.6befbc67d17238a77456615b3cadedea.jpg

 

And if anyone asks - no, it didn’t change the value of those drops.

okay

they changed the event xenochips rewards

used to be: 

starts at 20, 18-16-14-12-11-9-7-5-4, then stays at 4.

10 missions, for a total of 116.

 

now they changed it to:

starts at 25, 20-16-13-10-7-5-4-3-3, seems to stay at 3.

10 missions, for a total of 106.

 

they increased the initial xenochips gain, but reduced the overall obtainable xenochips.

 

now it is harder to accumulate surplus xenochips, 

I have a feeling that the devs are trying to increase the amount of xenochips players can gain, so they raised the max to 25.

 

But, they then felt it is necessary to reduce the subsequent xenochips to sort of “balance” the xenochips reward.

 

Aaaaand… ended up nerfing the overall gain.

Congrats

Difference isn’t much, to be honest; not worth complaining.

To get 100 xenochips, instead of the usual 7, now you have to do 8.

 

Just wanted to point out this ninja change…

11 minutes ago, Schwarzschild said:

okay

they changed the event xenochips rewards

used to be: 

starts at 20, 18-16-14-12-11-9-7-5-4, then stays at 4.

10 missions, for a total of 116.

 

now they changed it to:

starts at 25, 20-16-13-10-7-5-4-3-3, seems to stay at 3.

10 missions, for a total of 106.

 

they increased the initial xenochips gain, but reduced the overall obtainable xenochips.

 

now it is harder to accumulate surplus xenochips, 

You could get Xenochips down to 1 per mission and still can. So it doesn’t stay at 3/4

Mine seems to go straight from like 7 to 2 and stays at 2 for several missions.

 

This does make it much harder to complete everything. Especially after having 4 and a half days worth of Xenochips deleted for no reason.

2 hours ago, John161 said:

You could get Xenochips down to 1 per mission and still can. So it doesn’t stay at 3/4

oh is that so?

i never bothered to go beyond those values… it is just not worth the time in my opinion

i get Custodian. im happy

Alright. Seems they changed it again. This time working as intended.

 

Now it is 25-21-18-15-12 and so on.

Requires 6 instead of 7 or 8 to get 100

On 7/3/2019 at 10:19 AM, Schwarzschild said:

Alright. Seems they changed it again. This time working as intended.

 

Now it is 25-21-18-15-12 and so on.

Requires 6 instead of 7 or 8 to get 100

Previously:

20 18 16 14 12 11 9 8 7 6 5 4 4 3 3 2 2 2 2 1 

Now:

25 21 18 15 12  9  8 6 5 4 3 2 2 2 1 1 1 1 1 1

 

And yes - it requires 6 tasks to get to 100. Previously it required 7. 

However, the difference is if you try to farm more:

previously from 20 tasks you were getting 149, now 138.