Star Conflict OBT v.0.10.3 Discussion

Do you remember when, a while back, where there were limited missiles for each ship and once you ran out of missiles, that was it? I recall some interceptors back then could actually fit one nuke and some small rockets. One interceptor had 21 small missle slots and 3 medium slots. It was great, it was tactical, it had varity. But now everyone runs the same thing that its almost too predictable. 

 

Frigates = EM torps

Fighters = Medium Missles

Recons = Mines and slowing missles

CO + ECM = Unguided or guided. 

I don’t use any of those in any of my builds XD.

interceptors definitely do not need more dmg.

 

here is what I’m seeing right now.

 

Interceptors have no trouble moving around the map - which is logical

but once they get within range, interceptors cannot close the deal decisively

 

same thing with frigates but on the opposite end.

they cannot stop interceptors from moving around - again logical

but when both frigate and interceptor clash in close range,

nothing happens

 

Guard cannot kill inty

Inty cannot kill Guard

Inty gets damaged and retreats

Stale mate

 

It makes sense. It is logical

It also makes for very boring gameplay

 

I’m proposing to make things harder but for more rewards

A real challenge.

 

Make it so that Interceptors find it hard to move around without dying.

BUT if they do make it up the field either through teamwork, coordination, skill or luck

He scores Jackpot

 

Make it so that Frigates can almost one shot an interceptor from 6,000m away

But if an interceptor makes it to close range, give him the same amount of devastation potential to kill a Guard in 2 - 3 seconds at 700m

 

It will suck. People will die alot. Community will moan. But the gameplay is more exciting.

Harder challenge, Bigger rewards thing.

 

Change the meta so that 

 

Long Range = Frigate > Interceptor

Close Range = Interceptor > Frigate

 

This is the intended relationship that got lost in translation moving up the tiers. It is true in T1 but not in T5. That is why T1 inties are more fun. They die easy but they can also take on 3 or more LRF parked at spawn if he can get there alive. In T5 this is no longer true.

 

All you need is Higher damage, Lower survivability on interceptor + Better long range weapons for frigates. That’s it.

 

Fighters need short range superiority against interceptors to balance the tripartite relationship. They will suck against frigates at any range but interceptors cannot kill them easily so they are better off in that sense.

Kine, i like your thought but shoulnt it be that roles play a difference as well? 

 

A CO is made to deal HUGE amount of damage if its close by, but it has low survival rate and needs to get close. A guard with a pulsar can easily defend. How about the same thing for a Recon going after a guard, or a ECM? It cannot be simple rock paper scissors. Its alot like rock paper scissors lizard Spock and another hundred variables. 

 

So what is the main point we are discussing? Im getting lost in what we are trying to talk about now.  :yes_yes:

Guard cannot kill inty

Inty cannot kill Guard

Inty gets damaged and retreats

Stale mate

Inty is a CovOp, ECM, Recon

CovOp and Recon can kill Guard, Jericho or Federation, it takes a bit longer and definitely not in 3 seconds, but it can and it will given some time, while Guard can not do anything about it (ned teammates to help out)

 

Now what if it is a 2v2? 2 CovOp/Recon vs 2x Guards - what will happen is, they will destroy 1st guard in no time, and then come back for 2d. Not much Guards can do about it, especially if 2 interceptors are recon and covop

 

And it is like this right now.

Inty is a CovOp, ECM, Recon

CovOp and Recon can kill Guard, Jericho or Federation, it takes a bit longer and definitely not in 3 seconds, but it can and it will given some time, while Guard can not do anything about it (ned teammates to help out)

 

Now what if it is a 2v2? 2 CovOp/Recon vs 2x Guards - what will happen is, they will destroy 1st guard in no time, and then come back for 2d. Not much Guards can do about it, especially if 2 interceptors are recon and covop

 

And it is like this right now.

 

Reminds me of the time JPhack and xKostyan teamed up in a pair of COs…

Now what if it is … 2 CovOp/Recon vs 2x Guards - what will happen is, they will destroy 1st guard in no time, and then come back for 2d. Not much Guards can do about it, especially if 2 interceptors are recon and covop

 

And it is like this right now.

 

Fairly sure that isn’t the typical outcome for 90% of the server

 

If it was Kosty+JP vs 2 Guards heck … anything could happen

 

I’m generalizing because this isn’t a suggestion thread.

 

Point I was hovering around was the Shrap nerf.

 

Lowering the effective damage wasn’t the correct thing to do. Dropping survivability but increasing shrap damage is better (imo)

 

Non pros will drop shrap in favour of something safer to shoot with

Pros will get to pwn with Shrap as usual but with the survivability handicap

Disadvantage to frigates is that - what was effective before is made even more crazy good in the hands of a pro.

 

Shrap will remain usable for those who should be using it

And less popular for the others.

 

That was my point. Had I written it as

 

“Should lower survivability but increase shrap effectiveness … most ppl wouldn’t get it the first time.”

Do you remember when, a while back, where there were limited missiles for each ship and once you ran out of missiles, that was it? I recall some interceptors back then could actually fit one nuke and some small rockets. One interceptor had 21 small missle slots and 3 medium slots. It was great, it was tactical, it had varity. But now everyone runs the same thing that its almost too predictable.

Frigates = EM torps

Fighters = Medium Missles

Recons = Mines and slowing missles

CO + ECM = Unguided or guided.

i onow im giving the element of surprise away,i almost never use mines (hint) they dont explode for some reason, do they have like a 3 second arm time or something?

So i have to say, CO is my main shipclass, and if i wan’t to kill a guard, i get it

My only problems as CO are ECMs, Styx (Over 55k Survability) and some players on Empire Gunships (Desert Eagle / Nukem I)

If the Guard takes the pulsar on i fly away and come back after 12sec, if the Guard is teamless, i will kill it

 

Rf Blaster Mk4 + Orion targeting Mk4 = 2200 Damage per Crit on a Thermal/Kinetic Guard shield (with Eagle-B)

I deal a minimum of 10k damage in 3 seconds with that, if the guard takes the shield on EM = Plasma Arc

Shield down - Fire with RF Blasters and kinetic rockets, guard has no chance

 

Maybe with a torpedo, but i stay in a distance of 1000metres if i know that the guard uses torpedos

So i have to say, CO is my main shipclass, and if i wan’t to kill i guard, i get it

My only problems as CO are ECMs, Styx (Over 55k Survability) and some players on Empire Gunships (Desert Eagle / Nukem I)

If the Guard takes the pulsar on i fly away and come back after 12sec, if the Guard is teamless, i will kill it

 

Rf Blaster Mk4 + Orion targeting Mk4 = 2200 Damage per Crit on a Thermal/Kinetic Guard shield (with Eagle-B)

I deal a minimum of 10k damage in 3 seconds with that, if the guard takes the shield on EM = Plasma Arc

Shield down - Fire with RF Blasters and kinetic rockets, guard has no chance

 

Maybe with a torpedo, but i stay in a distance of 1000metres if i know that the guard uses torpedos

FINALLY ! Thanks !

 

And you forget to say:

 

I stay in the Blindspot because all the Frigates have a similar Design regarding the Weapons positionning.

FINALLY ! Thanks !

 

And you forget to say:

NOOOOOO, why i say that here, you are a guard player, but i have a Gunship too :stuck_out_tongue: and the motto of this ship is : “Resistance is futile” Muahaha

And if you gain resistance against my CO, you will have big problems ^^ - Good luck to survive

i have a Gunship too :stuck_out_tongue: and the motto of this ship is : “Resistance is futile” Muahaha

And if you gain resistance against my CO, you will have big problems ^^ - Good luck to survive

I think that most of the Gunships I met recently said “WTF is that Guard O_O” (Yes, I’m chasing gunship in a Guard xD)

And I don’t need to buff my Resistance against A dedicated ships. Because what I want is : Force People to waste modules and missiles on me so they won’t use it against my teammates.

I think that most of the Gunships I met recently said “WTF is that Guard O_O” (Yes, I’m chasing gunship in a Guard xD)

And I don’t need to buff my Resistance against A dedicated ships. Because what I want is : Force People to waste modules and missiles on me so they won’t use it against my teammates.

But with high resists you make them waste more time on you so I don’t quite get the philosophy (chasing is fine though, it’s what fed guards are there for).

I think that most of the Gunships I met recently said “WTF is that Guard O_O” (Yes, I’m chasing gunship in a Guard xD)

 

But a hunt on some gunships can hurt you …

But a hunt on some gunships can hurt you …

Not a problem ;D

If they are focusing me as a Guard, they are not focusing my team ^_^/ So I block there Firepower on me instead of just allowing them to wreck my team.

 

Free yourself from the harmful influence of SR and the glory of all guards will be revealed! - #Rakza#GuardLOLOP#Rak2k14 

Just let Rakza fly around and leave him alone… he will distract only newbies around beacons that’s all  :crazy:

With torpedos… Because that i take a distance of 700 metres when i capture a beacon

Just let Rakza fly around and leave him alone… he will distract only newbies around beacons that’s all  :crazy:

Nah, Players are too much focus on SR, they can’t resist to a Yummy Yummy Tasty Guard. 

 

 

With torpedos… Because that i take a distance of 700 metres when i capture a beacon

The Nanto Torp Seiken is an Ancestral Guard Mechanics that only few people still know and Use correctly !

And Anomaly Generator > All xD

Nah, Players are too much focus on SR, they can’t resist to a Yummy Yummy Tasty Guard. 

Fed engie -> 3/4 bubbles

Rakza’s fed guard -> don’t even bother 

 

There are soo many Yummy Tasty ships around YOUR Guard that there is no way I will first focus YOU  :salute:

Like Jeri Fighters or Fed ships  :lol:

Nah, Players are too much focus on SR, they can’t resist to a Yummy Yummy Tasty Guard. 

 

Which SR? :lol:     

 

Rakza + 4 escort ships fly around, OmegaFighter comes with gunship … OmegaFighter and much debris fly around :bomber:

I stopped using interceptors, and that would happen even if they didn’t nerf the Sharpnel Cannon.

 

After the nerf of the 1 and 6 implants of Federation there’s no reason to fly an interceptor at close range, 1 EM torpedo and you are gone, and trying to kill inside an enemy frigball with new Sharpnel’s damage is very high risk. I will be more useful in a Gunship.

 

My torp hit you quite from a distance last week, in the last battle I saw you use the Eagle-B, so at least I hope that didn’t contribute, it was far from a facetorp. But Torps are that way quite some time now, they have not changed, they were even more deadly in the past.

A ship like the Eagle-B was vulnerable to this, since you cannot install emergency barrier anymore, basicly over a year.

 

I agree that shrapnel seems to have been weakened a bit, but don’t blame the EM Torps pls. It is far from a sure kill, especially with Ceptors anticipating it.

 

I still fly Ceptors at close range, and I had I think 1-2 facetorps the whole month. The reason why I stopped flying Ceptors too much, is more or less just the endless swarm of ECMs and tacklers lately.

 

And because Guards are finally fun again.