Star Conflict OBT v 0.8.0

i am all fore the patch you see the game play is better i mean yeah welcome to open beta NO REFUNDS

 

You ignored me.

 

Just because it’s beta doesn’t mean they can expect to get away with “unfair” stuff without it hurting them. I for one, will not pay money for this game after how they’ve handled this.

 

Sure they can do whatever they want. What they do though is going to come back to bite them.

you mean my ricasso which i used often enough kill captains, plant bombs, survive as captain, etc.?

You carried a lot of bombs with the help of your cloak and tachyon coccooon? Mmmhmm.

 

Admittedly the stasis, cloak, coccon inty was a good captain assassin, but only because it was a general 1v1 roflstomping machine, not because you actually made any trade-offs to configure yourself as a captain assassin, and tbh it was a bit too good at it if anything. But most of the time I would see these players roaming around midfield for kills rather than supporting their team, because the ship’s strength was 1v1s.

I’ve said this before, and I’ll say it again; I like the thinking behind this patch.

 

I like that ships have clear roles now, rather than their “role” being a meaningless nametag that mattered about as much as their paint scheme. I find it hilarious how much people are bitching about this new system when games like Team Fortress 2, Battlefield, Killzone, Mechwarrior and hundreds of others have done the exact same thing; player classes with clearly defined strengths, weaknesses and roles to play in the team as a whole.

 

That is a good idea. A Command Fighter shouldn’t play like a Tackler or a Gunship, nor should a Recon Interceptor be able to kit out like a Covert Ops and do the job better due to its Microwarp Engine.

 

The problem is not in the roles of the ships; the problem is in the lack of ships. Tier 1 is essentially a Fighter Only tier now, and the others feel lacking in options - if you’re Empire, you’re supposed to have access to ECM Interceptors, Command Fighters and Engineer Frigates, none of which appear in tier 1 and seem really lacking in later tiers as well.

 

There was plenty of room for variation in the old ship progression, especially if you did some toying with weapon synergies; the Hercules could have been a Gunship with boosts to railguns, with the Hercules-2 being focused on plasma, for example.

I find it funny reading this thread after a match where I flew my Empire frigate toward Beacon C and camped it, sniping at people with disintegrator / stabalized railguns until it went live and our team got the capture.

 

I’ve said this before; the problem is not with the ships. The problem is that the game does not PUNISH players for not playing properly. Sniping from home base is of no use in 2/3rds of the games, so the game should punish people who do it (ie: you get no xp at all from that match, but you incur repair costs).

 

Sniping from a beacon? Awesome idea. Sniping from within 1-2km of a beacon? Perfectly acceptable. Never coming within 10K of a beacon? 0xp because you are wasting everyone’s time.

lol, let everyone play the way they like…Stop trying to make people play the way you like. Some people play this game for fun and like dogfighting, let them. So you lost a match, like it truely matters with the current patch :stuck_out_tongue:

I’m one of those 75% and guess what, i still win games and fit the ships for the roles i had them planned. 

 

I take my favorite interceptors into battle now and I take three shots (Non-overdrive gunships. If they were I’d die from full health instantly) and die. Someone has Starburst? Three shot and I don’t even have time to move away or target the frig that’s doing it. I used to love my interceptors, now they’re worthless except for being the first at a beacon.

 

However, I’ve adjusted all right.

 

I just go fed frig with drones, shield boost. Sit slightly behind my team and laser everything to death.

21 kills, 38 assists, 4.5k efficiency points. Easy mode? Why do I even bother?

 

Welp, I think they (and I) perfected this game. Better move on.

i hadnt copied any  ipwnyou-build

i just tested and defined my own build that perfectly fited

for sure there would have been better build, but it was the perfect one the way i played

and i am one of those who dislike this kind of role restriction

 

now you have only predefined builds, no cross / hybrid roles or anything

before you could make the ship fit the pilots way (more effective on role fiting ships)

now you have the pilot fit the ship… no matter what

totaly restricted gameplay can never be the answer in a free society

 

You don’t have predefined builds, you have ships that fit a certain role and its up to you to think and see wich role do you see yourself playing in the field.

 

We had jack of all trades ships that you could fit with a bit of everything and fullfill everysingle role in battle, look at frigs, i could be frontline tank, deal damage, snipe and cast control auras or heals ( so to speak ) in my T2 Acid Hydra.

 

I fitted the ship to snipe when needed but to be a frontline support ship, most of the people went for the anacondas in speed / plasma fit, cool thing, except the ships weren’t intended for this role, you could use them that way but Gaijin always said, we are going to modify the ship roles structure so that they adapt to their role, and thats what they did.

 

I haven’t even touched a T4 ship out of pure choice because i want to max the possibilities i have in T2 / T3, now more T3 then anything else.

 

Most of the people you see crying are the ones that wanted to dance in front of the other in overly tanked ships that could withstand focused fire from half of the enemy team and either get away with it or not dying before at least having fragged 3 or 4 pilots.

 

Guess what now they are “pushed” into the sense that they must use their builds for the sake of teamplay and not the sake of being top 3 on the scoreboard without really having achieved much or even won the fight.

 

Thats the problem with people that complain, its not all about the 1vs1 anymore, you have to think trough what you are going to do next in a fight, fight one on one when you must, carry and help the team when you can and thats the way it should be played. ( imo )

 

You still have hybrids, you will still be able to use  a ship in other ways then its intended role, the thing is you just have to think how and when and why and not blind buy or try to farm the purple items just because all put together works for the sake of it and screw the rest.

 

@[Saikaici](< base_url >/index.php?/user/240856-saikaici/) wow… you fitted a fed frig with lasers and drones… how pre-patch. Then again i always found these frigate builds hilarious @t2 and more or less funny @t3 where my gunship fitted frigs laid waste to those builds.

 

Alot of people use lasers without even knowing why, and drones for the sake of drones… how interesting. ( not )

You carried a lot of bombs with the help of your cloak and tachyon coccooon? Mmmhmm.

 

Admittedly the stasis, cloak, coccon inty was a good captain assassin, but only because it was a general 1v1 roflstomping machine, not because you actually made any trade-offs to configure yourself as a captain assassin, and tbh it was a bit too good at it if anything. But most of the time I would see these players roaming around midfield for kills rather than supporting their team, because the ship’s strength was 1v1s.

yes, the cloak and tycoon worked great to steal bombs from enemies :wink:

and I don’t think it was too good, I died often enough, it was usually a mistake on the enemies part not being very active sometimes(Or just great teamwork between me and my friend) 

I find it funny reading this thread after a match where I flew my Empire frigate toward Beacon C and camped it, sniping at people with disintegrator / stabalized railguns until it went live and our team got the capture.

 

I’ve said this before; the problem is not with the ships. The problem is that the game does not PUNISH players for not playing properly. Sniping from home base is of no use in 2/3rds of the games, so the game should punish people who do it (ie: you get no xp at all from that match, but you incur repair costs).

 

Sniping from a beacon? Awesome idea. Sniping from within 1-2km of a beacon? Perfectly acceptable. Never coming within 10K of a beacon? 0xp because you are wasting everyone’s time.

 

Oh, it punishes them. I see games with half of our teams as frigs, we’re three capped and it’s pretty much over.

 

The problem is stupidly narrow modules, terrible ship tier design, and a botched refund system. They should have had a full refund for all tiers so people aren’t stuck with ships they hate/don’t want. Now I can’t get modules that were crucial to my build before. Now interceptors die in three shots. It’s pathetic.

@[Saikaici](< base_url >/index.php?/user/240856-saikaici/) wow… you fitted a fed frig with lasers and drones… how pre-patch. Then again i always found these frigate builds hilarious @t2 and more or less funny @t3 where my gunship fitted frigs laid waste to those builds.

 

Alot of people use lasers without even knowing why, and drones for the sake of drones… how interesting. ( not )

You miss my point.

 

I can play cheap/noskill builds all day. However I can’t even get many of my crucial options I had before on my Warp/Plasma/Orion/IonEmitter empire interceptors. To top it off interceptors are the squishiest I’ve ever seen them.

 

  1. I can’t play my playstyle anymore or get close to what I could with my old ship.

  2. Using my ship from before isn’t half as effective as newer pathetic builds. I detest lasers, but it’s five times more effective than going with plasma on an interceptor just because I die in three shots.

 

Drones are pretty worthless. I would take a better special module but I can’t. However they’re just as noskill for sitting behind a protected rock and lasering things.

 

The things that make me the most angry are.

  1. Super squishy interceptors, my favorite class is now worthless.

  2. At T2 you have two tactical modules. You have 4-5 options which are pretty brainless to chose the best 2 from.

Sorry, what?

* You think feeding solo kills to the enemy captain in Recon is being a “team player”?

* In what way was a Deimos with RF plasma a “mission carrier”?

* In what way was a stasis+cloak+coccoon interceptor a “mission carrier”?

People didn’t fly overpowered builds to be “team players”, they flew them to roflstomp and rack up kills.

 

You seem to have been playing a different game to me these past couple of months.

you see…

didnt had stasis, cloak or cocoon

no default build

i used ion emitter for some more seconds before he shoots back, drones to lower his regen, if we need more then one try to hunt the captain down and self destruct if we didnt manage to kill him

and ofc warpdrive to be able to fly precision ambushs

i had emergency barrier for a while (extra seconds vs captains) but didnt like it in emp bomb mode…

 

i still prefer warpdrive, cause you can reposition much faster

ambush the captain? ok i start my warpdrive

keep those guys camping at the new beacon busy till support arrives? ok i ll be there with my warpdrive… emitter and some good maneuvers will keep me alive for a while

 

there were plenty of cpt mode games which were decided by 1-3 fast attackers, if the enemie was stupid enough to choose a slow frig as captain

 

you realy cant see how a fast beacon defender or capt ambush can carry a mission?

you realy think everyone just plays with one build?

You don’t have predefined builds, you have ships that fit a certain role and its up to you to think and see wich role do you see yourself playing in the field.

 

yeah you can use a ship out of its role

but you wont have any usefull module for that

your choice is almost predefined cause many modules are crap

 

i would touch atleast 50% of all modules

getting new module slots was a “wow, new possibly builds”… now its meh what crapy module left to put in…

your choice is so limited that you cant realy BUILD it different

that why i call it predefined build…

 

all empire interceptor i own are now recon… ALL

where is my choice for my role?

just 1 module left and that one was the “didnt found a more usefull one yet” module called spy drone

till r9 the only non recon ship is dwarf which is a dead end ship… r9-11 are 3 of 4 ships ecm

 

my elf for example can use following specific modules:

spy drones, phase modulator, parasitic remodulator, micro locator  and those default restoration and survival moduls i rarly touch, cause they suck

spy drones with micro locator? both anti invisiblity, so i rarly want to use both at the same time… my choice would be phase + parasitic +  spy / micro

and even those doesnt fit my style… so i left with microwarp only

tell me how to use a recon (almost the only choice for empire cepts for a long time) out of its predefined roll and build?

there is nothing i would like to CHOOSE left

 

ps:

i dont say that some modules werent way to strong or others crap…

forcing people to mix strong ones and useless one cant be called “balance”

Being on the top of the scoreboard was always easier, if you really follow the objectives, by capturing beacons, etc.

I am even more on top of the scoreboard since of this patch.

 

There are new modules in the game, which are fun. So this patch did two or three things at the same time, many of which are good.

 

But limiting most of the modules to certain roles does nothing really in that part.

 

There are a lot of different approaches how this could have been solved. Like specific modules working less accurate together. Or ships having bonuses on their own modules.

 

It is very easy to call everyone who is criticizing this new patch to be “a non adapter”. Or “someone who has to play with others now”. All I could see is, that the teamplay went up a bit, because most people were uncertain about how to play.

 

After I replaced my modules on my ceptors, I went in and started picking them one by one. It was even easier to roam around and make kills. I hardly died since the last patch.

 

And I still find it sucks. If someone cannot criticize something, I dont believe his praise. Anyone who thinks he has to be the righteous white knight defending things, is already on the wrong track. Either you discuss about what can be done better, or you dont realize, that things are wrong. Which doesnt really make the others less smart.

 

To the topic. Many changes are in the right direction. The module exclusivity is not.

g4borg

just my feelings / opinion

thumbs up

I’ve said this before, and I’ll say it again; I like the thinking behind this patch.

 

I like that ships have clear roles now, rather than their “role” being a meaningless nametag that mattered about as much as their paint scheme.

 

we are not criticizing that. roles should be roles. they should not be meaningless. also, there are quite some nice new add ons, which give a lot more variation. but still less in the end.

 

but wait. there is already a basic difference in what we play. we play fighters, interceptors and frigates.

 

in eve, you can make a tackler out of any ship in theory. but of course you take the ship which has bonuses on energy consumption or range of effects, or damage.

 

dont misunderstand the critics. its not about “ships should have no roles”. it is about how these roles are enforced.

 

last time i checked in battlefield, my sniper could still select a lot of different abilities or weapons to take into the field. so no, those games make it way differently. it’s just players playing the ships in right direction having better results.

The problem with “equip what you like” style building is it makes balancing a lot harder. For example, let us ask the question “is Module A balanced?” How do you go about answering that?

 

In the current method, it’s relatively easy. You know what ships can use it, what other equipment they might have, and how easy / hard it is for that ship to be killed, relatively speaking. As such, you can fairly effectively monitor Module A (whatever it may be) and decide if it needs to be buffed, de-buffed or left as is.

 

But in an open system? That’s hard. For example, was the Phase module broken? I didn’t think so. Yes, it can hit multiple enemies and even hit them through solid objects, but it wasn’t broken because it is equipped to a slow-moving Frigate that is a pretty large target, so there’s really no excuse for being snuck-up on; if it got you, it’s because you were attacking it, or you were careless…

 

…except that a lot of ships also ran Warp Gate, meaning the Frigate could warp into the middle of an enemy fleet and start blasting the entire team all in one go. That, to my mind, is overpowered.

 

I know that tactic can still be done, but the point is now it requires teamwork; you need one frigate to set up the warp gate, and another to do the damage. Two ships being powerful together is not as big an issue as one ship being powerful alone.

 

This is why I feel like the current approach is the right one. It makes balancing easier, and it means ships adopt the roles they are intended to, not the roles the pilot decided they should have. I understand why the other way appeals, but that is not in and of itself reason enough to keep the old methodology.

In answer to the thread title, yes. This is a step in the right direction.

 

I’ve noticed a marked improvement in team play, both from PUGs and squads. Flying around in pretend spaceships firing lasers at others is still the blast it has always been: only now there is more cohesion on the field.

 

Here’s hoping that the devs continue to create new modules to fit the roles so that there are broader options within each role.

could have give pulsar a cd if warp gate is used

or not being able to install module A if modul B is installed if those 2 are just TO strong together

or better just give it a debuff for example if you use warp gate and pulsar, it does less dmg

 

there are much more (better) options then such restrictions

Fellow pilots, 

 

This is going to be a long post, but please take the time to read it. Frankly I am sick of people raging for stupid reasons. If I can change at least 1 person’s mind about the recent patches then I would have succeeded. 

 

 

 

1. Microtransactions and P2W?

This has been said many, many times before, but apparently you guys just dont get it. This is a Free2Play game, you dont have to pay if you dont want to, but if you like the game and what to support the game, there are many microtransactions there for you to choose from. Now obviously if the devs dont make money the game will die, and the only way for them to make money is through microtransactions. You really should be thankful because this is NOT PAY2WIN,  premium ships and weapons and modules dont get a dps advantage or tankier hulls compared to normal ships and weapons. They only get no repairs, less energy consumption and recharge. 1 on 1, a premium ship loaded with premium modules and premium weapons will not have an advantage over a normal ship with normal gear, its skill that decides who wins. If you played battlestar galactica online, you would understand the definition of pay2win, the premium guns there do almost twice the damage of normal guns, and the cost are extremely high. A friend spent 2,000 dollars worth of microtransactions to get his ship’s gear max level. Now here is the catch, there are 10 million players pllaying that game and they dont xxxxx about it as much as the players of this game do. I dont understand why we have 2,000 players right now and most of them are crying about how much this is P2W. If you want to advance faster, invest some money, not thousands, just 10 or 20 dollars. Dont want to repair your ship? Invest a little money! A lot of you really need to get a job and get out of your mother’s basements.

 

 

2. Matchmaking

If you take a look at the new MM you will realize that it is balanced. If you see a T4 in a T3 match, dont freak out. That is a nooby T4 who is just moving into T4, not some ESB pro with 4 T4 ships. If you use the chat command /set cl_showMmQueueInfo 2 you will see a chart of the tiers while you search for a match. You will notice there is some overlap between the tiers. Really low T4s get placed into really high T3 matches. This makes the transition to higher tiers much smoother. When I started, the jump from T1 to T2 was huge, and it took days to get used to. Now, You can buy a T4, and gradually you will leave T3 and ease into T4. 

 

MatchmakingQueue.png

 

Notice the overlap?

Yesterday’s update and the addition of combat roles has also reduced the difference between tiers. 

 

 

3. Combat Roles

I absolutely LOVE the implementation of the combat roles system. One player said that this is limiting customization, but if you look at it closely, you will stop complaining. You customize based on what role you want to play in combat. Do you want to be the guardian? Great, there are ships and modules just for you. Do you want to fly recon? Great there are ships and modules just for you. This has also made combat a lot more dynamic and fluid, and is great for tactics. Now, if you want to organize a squad you can assign a role to each member. I have seen squads giving each player a specific role, and they have proved to be deadly, and can complete objectives a LOT faster than before. Also, the new modules are so fun, and I LOVE the drones on my cerberus. 

 

 

4. Sector Conquest

Most of you complain that you want open universe and sector conquest is just another name for arcade. SECTOR CONQUEST IS NOT OPEN UNIVERSE.  We were promised open universe, so just give it a few months. Now sector conquest is so much funner that arcade. You have a reason for playing now, while you battle you contribute to whatever faction you represent, and if you ask me its awesome to assemble a squad or two of friends or clan mates and go conquer the enemy sectors.

 


 

I tried to keep it short, but if youre too lazy to read all that, here is a summary. This game is not pay 2 win, the devs are adversely against that. If you want to advance a bit faster, just invest a small amount of money in the game, and if you ask me, this game is worth it. The new sector conquest is so much fun, especially with the new combat roles, which has made combat a LOT funner. Now you have a reason for fighting. Go out there and fight for your faction!!!

 

Long live the Federation.   

 


 

Some complaints:

  1. Guard ships are far too tanky. Yes they are for guarding, but come on 31k shield on a crus type s? Youll need three nukes to dent that. 

2. Interceptors are a bit broken now. 

  1. DPS nerf was too large. :frowning:

 

But hey this the early stage 0.8 so we will wait and see. 

 


 

And again, this is beta, if you dont like changes, stop playing and come back after the release. 

Godspeed pilots. 

Agreed every point but one…

 

The Empire will make you pay for your sins heretic. For the Emperor!

Here is my try at a non-rage feedback thread.

 

The 0.8.0 patch brings a lot of potential. Sector conquest, defined ship roles, loyalty buff, more stealth nerfs.

 

The things I like:

Loyalty buff , it got buffed to a level i feel good with currently, will have to work longer with it to make sure tho.

 

The things I think could be done better:

The ship tree , the ship progression doesn’t really make sense. Why is it first 5x gunship in a row, then suddenly 2x command ships just to go back to gunships? It makes no sense…Make the tree split of like:

Hercules(gunship) - Hercules 2(gunship) - deimos(gunship)

    |

Hercules Arrow(Command ship) - phobos aura(command ship)

 

and so on, don’t make people who like gunships do command ships if they dislike them, thats bad.

 

Sector conquest , it’s a great and wonderful idea, and I don’t know if anything more is planned for it. But in it’s current state it is kind of lacking I think, since it’s just arcade with a sort of consequence.

 

Ship roles , again, great idea. But there are quite a lot of ships without any bonuses at all which is really sad. Or bonuses that are just useless. Give ships bonusses, it is bad to see some engineer ships with (x) bonus and others with no bonus at all.

 

Refund , not RL money, but ingame credits/gold. Like many others I had ships moved from T2 to T3 and a T3 ship to T4. The T4 was out of my reach and got sold. But my T2 mk3 mods became T3 mk3 mods, which I could no longer use. Meaning the ships that became T3 had no modules, and after selling the T3 mk3 mods I had enough credits to actually fit 1 ship which I think could have been done far better by also forced selling the mk3 items on the ships if you didn’t have the required loyalty anymore.

 

The things I dislike:

Ninja nerfs , once again, there are a great many of ninja nerfs to be found. The ones I have found so far:

Emergency barrier was nerfed in previous patch from 3 to 2 seconds, now it is nerfed to 1 second. Making it completly useless to have!

The voltage regulator, before was something like 14-20%(mk1-mk3) now it is 10-11%(mk1-3) with the mk2 being exactly the same as mk1, again making it completly useless!

A proper patchlog with all changes is really needed with the amount of ninja nerfs happening every patch.

 

 

 

That was it for now…I tried to keep the feedback constructive.