Star Conflict OBT v 0.8.0

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.

 

You can choose freedom of playstyle, or limited roles where you’re simply paying to upgrade your tactical modules instead. That’s how it feels now. Sure, I can choose 2/5 of my modules, but really only 2 modules are worth anything at all. Maybe a third is a possible choice. When you buy a ship (Or have it forced upon you) you expect to be able to change the modules out in a game like this. The ships might as well come prepackaged and non-customizable with this update.

My premium ships doesnt have de synergy level completed. Only 9/13. Why?

 

That will be fixed in the next update.

This is my first play-through with the patch. I had mixed feelings about it, but now that I have played it for a good amount of time I will ranting about it a bit in my next video. 

 

http://youtu.be/hQSYU6FK6Qw

Well, I’m afraid I kind of disagree on the idea that there were “better” ways to resolve this issue. I like fixed classes. I’ll freely admit I miss my Phobos Aura with its group buffs stacked onto an Overdrive with an ungodly powerful 6km range railgun, but this patch has made me stop and ask what it was about that ship I liked so much, and the answer turns out to be the ability to provide mid-long range fire support in a Fighter. Now I’ve kitted my Hercules Arrow out in the Phobos’ old kit as best I can, and I’m finding the same experience. Yes, I do miss that Overdrive, but I’m okay with not having it and I’m sure I’ll find some fun new ways to use that defensive shield ability.

 

The problem I see with “DIY” ships is that you rarely get true freedom in builds; you just get the One Build To Rule Them All, and everything else is under-powered in comparison and you’d be better off refitting your ship as soon as possible.

 

Forcing a specific build onto a specific class avoids that. I’m not saying the current ship builds work as intended, or are all balanced, but the idea is sound at least.

Been playing a lot since the changes of the new patch, after I have been playing a lot within the last weeks, too. 
At first I like to thank the Devs for keeping this game under development … because it is a pretty awesome game with great graphics and nice action moments. But this is as nice as it will get, since I’m pretty much pissed off.

 

With the new patch you included so-called “roles” to the game, where any ship is having more strength on the one hand and more weaknesses on the other. Two days ago I could fly a T2 frigate using pulsar, propulsion inhibitor and nanocloud and I liked that pretty much! Now I can … rather fly a frigate that heals better than my old one I was used to, or I can fly one that can’t heal itself but has a a more effective offensive role. That makes it necessary for me to get a teammate, that can compensate my weakness, which would be great, if I always had a teammate. But if I dont … my success depends on luck. Luck whether or not any of the sometimes really stupid Aces in my team logs onto the opposite class, so we are strong together. 

 

Combined with your last patch, where T1 and T2 and T3 can play together this is getting even more evil. Imagine you are fairly new to the game, flying your rank 3 ship … and the enemy team is having a frig with nanocloude and huge resists + hull + dmg output even bigger than your own. The match will be allready won by the opponent before it even started. Your team maybe has a t2 player aswell, but it’s a total Ace with a xxxx setup that doesnt help anyone doing anything. 

 

Imagine you are the captain in a t2 match. Your team has 4 frigs. 2 of those are Engineer. But none of those has a nanocloud. It doesnt matter how great you are dodging and fighting wave for wave of the enemys’ attack off - you will die sooner or later, just because your team is xxxx and the devs made it even harder for the xxxx teammates to use a nanocloud. 

When you gave roles to the players you apperently didn’t think about, how it affects a single players meaning on the battlefield. Because you are soooo much harder depending on your team now, more than ever. And if you face an entire squad of people who know how to play it right, who communicate and optimize their buffs on each other the way YOU wanted it to be, then you can have the best 20 lone wolfs in your own team and you will still fail hard. 

 

Of course this is more fun for the pros with their solid teams and the huge opportunities of using a ship the right way. But since there is no allrounding anymore, you are screwed as long as you are alone. Now, after the last patch, there are ONLY matches where I kill a shitload of enemies who cant stop me or the rest of my team from winning … or Im in the xxxx team getting my xxxx kicked, without the slightest opportunity to change that. 

 

The patch is giving teamplayers more power while it clearly nerfs the casual gamer. I wonder how … sorry … stupid a dev-team can be to do such a thing. You never screw around with casual gamers, because those will pay your bills! They are the higher percentage of players, they are more likely to spend cash, because they can’t afford the time it needs to get nice items. And you just fucked em off or kind of forced them into forming groups … which isnt that easy in a game, that is based on random groups fighting with or against each other. 

Or as a Ace wrote I’ve seen today “It is no fun fighting a corp-squad anymore”. 
Wonna ruin fun for a high percentage of players? 
You see where this is taking the game long- and mid-term? 

Please rethink your changes and cool them down. It should be possible to matter on a battlefield … even when you’re not in a squad. 

Sorry for rusty english and harsh language. 

Greetings from Germany

Been playing a lot since the changes of the new patch, after I have been playing a lot within the last weeks, too. 
At first I like to thank the Devs for keeping this game under development … because it is a pretty awesome game with great graphics and nice action moments. But this is as nice as it will get, since I’m pretty much pissed off.

 

With the new patch you included so-called “roles” to the game, where any ship is having more strength on the one hand and more weaknesses on the other. Two days ago I could fly a T2 frigate using pulsar, propulsion inhibitor and nanocloud and I liked that pretty much! Now I can … rather fly a frigate that heals better than my old one I was used to, or I can fly one that can’t heal itself but has a a more effective offensive role. That makes it necessary for me to get a teammate, that can compensate my weakness, which would be great, if I always had a teammate. But if I dont … my success depends on luck. Luck whether or not any of the sometimes really stupid Aces in my team logs onto the opposite class, so we are strong together. 

 

Combined with your last patch, where T1 and T2 and T3 can play together this is getting even more evil. Imagine you are fairly new to the game, flying your rank 3 ship … and the enemy team is having a frig with nanocloude and huge resists + hull + dmg output even bigger than your own. The match will be allready won by the opponent before it even started. Your team maybe has a t2 player aswell, but it’s a total Ace with a xxxx setup that doesnt help anyone doing anything. 

 

Imagine you are the captain in a t2 match. Your team has 4 frigs. 2 of those are Engineer. But none of those has a nanocloud. It doesnt matter how great you are dodging and fighting wave for wave of the enemys’ attack off - you will die sooner or later, just because your team is xxxx and the devs made it even harder for the xxxx teammates to use a nanocloud. 

When you gave roles to the players you apperently didn’t think about, how it affects a single players meaning on the battlefield. Because you are soooo much harder depending on your team now, more than ever. And if you face an entire squad of people who know how to play it right, who communicate and optimize their buffs on each other the way YOU wanted it to be, then you can have the best 20 lone wolfs in your own team and you will still fail hard. 

 

Of course this is more fun for the pros with their solid teams and the huge opportunities of using a ship the right way. But since there is no allrounding anymore, you are screwed as long as you are alone. Now, after the last patch, there are ONLY matches where I kill a shitload of enemies who cant stop me or the rest of my team from winning … or Im in the xxxx team getting my xxxx kicked, without the slightest opportunity to change that. 

 

The patch is giving teamplayers more power while it clearly nerfs the casual gamer. I wonder how … sorry … stupid a dev-team can be to do such a thing. You never screw around with casual gamers, because those will pay your bills! They are the higher percentage of players, they are more likely to spend cash, because they can’t afford the time it needs to get nice items. And you just fucked em off or kind of forced them into forming groups … which isnt that easy in a game, that is based on random groups fighting with or against each other. 

Or as a Ace wrote I’ve seen today “It is no fun fighting a corp-squad anymore”. 
Wonna ruin fun for a high percentage of players? 
You see where this is taking the game long- and mid-term? 

Please rethink your changes and cool them down. It should be possible to matter on a battlefield … even when you’re not in a squad. 

Sorry for rusty english and harsh language. 

Greetings from Germany

I already disliked being queued up against enemy teams with premades, since it happend so bloody often, and most of them now how to teamplay, so it was already difficult to enjoy endless losses. Now its even worse, now its a 100% loss, there tuned to eachother, a pug team is not, together with the fact of the 10 ish ship sI got, all of them got stripped bare of equipement, couldnt fly how I wanted to, couldnt use equipement I used to. Together with the fact I lost 4.4M to equipe just one of my 10 ships and thus leaving me with nada to equipe my other ships, I can save to say you guys that develope this game, beta or not, are not thinking straight.

Odd, didn’t you quit last month Jin? Think you said you were no longer playing, only logging in to collect rewards? So how come you are still reequiping and in matchups?

While sector conquest seems nice, gives a meaning to the battles, the current changes to ship balance and ship roles in not so few words utterly ruined the game.

  1. One of the greatest selling points of the game were the amount of diversity and customization offered to the individual player. There was a plentiful stock of modules to chose from and it was up to each player to fit his ship according to the tactics he preferred and his flight style. Now, beyond basic regeneration modules, chaff and basic short-term resistance modules, each type of ship only have four different unique modules. Since the smaller health regen modules are close to useless anyway this leaves almost no room for customization.

  2. Another intruiging point was the uniqueness to the factions when it came to what skills their ships had. Imperial, Federation and Jericho ships differed widely and each faction had its own followers. Now, with the mixture of ship abilites as well as the limitation to the modules (see 1), current choice of faction affects implants more than anything else. My reason for leveling my current side has mostly dissapeared.

  3. As to investment, not only in currency and time (not to mention real money) all time up to now in Star Conflict might as well have been a waste of time. Not only the reconfiguring of the techtree, but the reconfiguration and of modules used (see 1) most of my expenditure and time consuming work is pointless.

  4. At this time, since people have been able to spend real money on the game, making such radical and fundamental game-changing modifications feels like a betrayal of trust. I would not have spent a single coin had I known what incredibly stupid changes they would make to the game and its structure. I’ve spent more than 130 Euroes on this game. That is now lost.

-Yes I know. I am slaughtering this update. And it should be, the lead developer and development team has made one of the most idiotic choices I have ever seen, I would claim it to be worse than SEGA’s SWG NGE and CU patches.

-My one request for game Improvements would be to roll back. Keep Sector Conquest, but return to the previous incarnation of the tech tree and modification options, to rectify and remedy the mock-up of a mess they have made.

-As it is, I am this close to leaving the game behind. It has stopped being enjoyable in every single way. I know what Star Conflict was like. I know what potential it had. This is now dead and burried. It has nothing of the charms I fell for anymore.

Odd, didn’t you quit last month Jin? Think you said you were no longer playing

v5d3l2oe.jpg

I am a fan of the ‘roles’, but I (like many others) am not a fan of being restricted to only a couple of modules. I say either give us a lot more modules to choose from or make it so we are able to choose modules from different specializations, with maybe some sort of negative affect that comes into play if you choose a module out of your specified role. At least give us that, but don’t take away EVERY other module that isn’t in our ‘role’. I am a believer that this new update can work pretty swimmingly, but some adjustments are necessary IMO. 

 

 

This is my view on the subject in video form…

 

http://youtu.be/KFLjcBj26Go

That comic works with every game ever.

I’ve been playing for a bit more and I suppose this is what I’ve came up with.

 

Personal thoughts:

 

Lets start with the roles themselves, generally the roles given out to us is by far the best push forward I’ve seen since I started playing this game a month ago. The roles themselves promote team based play, and also follows on the line of play styles that some people prefer. However I did find that the way it was placed, and the way it was implemented did not seem fair for those that placed time into the game or money into it.

 

The way the roles are set up are 2 per faction, 6 roles, 2 per class. A primary and a sub role, with this the tree was altered but I will speak of that later on. The roles placed still pushes the player to determine the choice between factions. Which means that despite the choices, each faction has one role not granted to it. As if it were done to keep people cross functioning, the way it was put out could have been done differently with faction bonuses that focuses on tanks, weapon types, and ship stats. This is excluding the race selection you start off with.

 

Roles are also locked into what modules are used for it, the choices of modules being rather limiting to those specifically assigned to it. Ships of designated roles really do not have a choice, either because they can fit all of them or because there are not many granted to the ship itself.

 

Roles of each class seem to function quite well, Interceptors working with their modules to decide on their style of play and function. However the recon vessel can use some improvement as the Covert Ops seem to have a wide selection of tools for it. ECM ships seem to have a fairly limited selection of equipment now as you can equip a majority of the modules onto the ship. The bonuses which should differ from the roles seem more jumbled around then ever. Sometimes fitting for the role and at times would seem unfitting for it. Overall interceptors feel like the most balanced out and finely tuned class in terms of roles as they rely mainly on their active modules than anything else.

 

For fighters, it feels as if they are now the true counters of both frigates and interceptors but still remain as the middle ship of the game. At times they are extremely effective against certain targets. The tackler being capable of slowing down vessels and weakening them greatly to the point where they cannot seem to do much of anything. However the two engine inhibiting modules could if not should be combined. Though I noticed that tackler ships actually have less modules for it to be used in any other way, only having 3 modules for its role.Gunships which do the most damage are sadly the most flimsy of vessels with modules that are designed to ‘boost’ the effectiveness of the overdrive system. Which in turn is a very single type of role as the anti frigate vessel. Command ships are possibly the support of the fighters and can, well could be easily tanked up with resists and aid in combat. Though they still remain useful, its new ability diminishes this usefulness by reducing its energy capacity which in term stops it from keeping its command modules active. Using energy as a basis for its special module is a poor choice as you either turn off the modules you have active to use this barrier or to run away, the barrier being a lesser option. The bonuses of the roles are set but not as notable. Overall fighters feel very singular, more so than interceptors when it comes to their roles as their special abilities tend to be either a necessity or a burden.

 

Frigates are by far the most odd of choice, the roles are set but as their role suggests their stats are more effected by role more than those of the other classes. The engineer vessels are noted as support ships. Previously they were set as tanky vessels that supported at long range while keeping their team mates alive. Usually they are the ships that function behind enemy lines and this was an effective way to survive and play. Now the ship is granted drones which is designed to heal as well as combat at other vessels. Honestly the choice forces these vessels to enter close range combat, which in term limits the survivability of these vessels. That being said I do think that the disintegrator be granted to these support vessels. Not as a means of DPS but mainly as a tool to weaken shields, drain energy, and leaving lingering damage as how the legion and warden ships gave. The guard ship itself is designed mainly as a tank. Which is again a choice that complicates much more than one would believe, walls of these vessels are common in most games even while having limited healing ability. The ship itself should not be a tank but more of a front line frigate. Mobile and capable of keeping the enemy disrupted as any ship should be capable of fitting an effective tank. These are highly effective. But in return their firepower is limited, only having four turrets, they are slower, and they rely on other vessels to keep it afloat. The special module makes it so that the player ‘must’ get shot at in order to combat effectively. But honestly I think drones would have been a more effective choice on this type of ship. They are brawlers, as the drones are perfect for such a play style. They also add to the two lost turrets and grant healing abilities that are much needed for it. However their tanks are not focused, jerico ships are mainly shield tanking vessels however they are given a large sum of hull.

 

Sniper ships are much like the gun ships of the fighters, as they rely on their special ability for damage. Their modules also focus on ‘staying still’ and try to remain undetected which is not easy to do. Personally even if this role was buffed it would still remain unusable or pointless as many other ships can be designed to use their primary as a long range combat weapon. I tried my best to use them as defender ships but that can be done more effectively by guard vessels. I think that the role should be set to a destroyer to take out opposing frigates and do much damage in an area in exchange for survivability. Currently the jerico sniper fills this role pretty well. However the guided torpedo being able to do much damage still can be taken out by missile defenses which limits its usefulness even further against other frigates. That and only 4 ships in the game can use the guided torpedo. Overall these ships need more work than the others, their special modules not matching up with one another and forcing the ship to play in a singular role that requires another of its class to make it more effective.

 

Modules are now more limiting than they were previous patches, not because of what they do, I like the team play type of play, but because of how many modules you can equip onto them its a bit limiting. Putting modules based on role, forces players to just pick out those modules and pushes developers into creating new modules to keep the ships ‘customizable’. Also this limits players who prefer flexibility rather than effectiveness from playing the roles they wish to play it.

 

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Improvement suggestions:

 

The tree is by far most linear than the previous one. It is confusing, forcible, and expensive as the line forces you to purchase one ship to move up into another. The need for credits increase as the need for modules solely used for one role as well as the ships in order to move up further, it gives the game a ‘grinding’ feel more so than before. However there are ways to keep roles into different lines, making it so that a person can focus on the roles that they desire per faction. Of course there will be gaps but those can be closed off by shifting a few ships a rank backwards or forwards.

 

To make it more fair the implants we gain should effect the tech level they are in and below instead of rank. This way the ships of the same tech level will benefit from belonging in that tech level.

 

The roles being limited to two makes it so that many of the ships were altered that the fact is that players who either grind for them or payed for them have lost interest on these ships. It would anger some and frustrate most  where what could have been done was to kept the roles set and place the new changes in. However I do think there is a better way to improve the tree, giving branches for certain roles of ship that brake off from the primary role. I believe that insead of a single sub role the factions should be granted an equal number of roles thus making it so players can choose which role of the faction they will prefer. Ships with each faction granted bonuses, stats, tanking ability, and primary role would make it appealing for players to cross faction.

 

If roles were spread out by giving 3 per faction, 2 sub and 1 primary, the primary or the ones the faction seems to focus on would be much like this.

Empire: Recon, Gunship, Engineer

Federation: Covert Ops, Tackler, Guardship

Jerico: ECM, Command, Long range gunship

 

Adding premium ships into the tech tree to expand primary roles and separating sub faction ships into sub roles would actually give more choices to the player and still keep a healthy grinding factor that would make it so that players would still play your game. At the same time refunding the Galactic standards these players spent on their ships and give the option to make a GS purchase on any ship with the perk of max synergy and free repair cost. Keeping the game as a Pay or play model. 

 

The interceptors more or less define the way the ship roles are to be set, as their modules remain as tools and not as a means as to make the ship more ‘effective’ in battle. However they could be more improved in a sense. Their bonuses can cater towards a specific role to improve on their battlefield effectiveness.

 

Fighters are in a need of more modules but they still remain effective as the type of ship that counters the other two classes. Their roles can be better expressed by granting them more bonuses for their modules, weapons, and granting specific missile sizes to compliment the roles they play. Command ships however do not need this special module and I do think the phase shield should return to it. Granting resist bonuses to both hull and shield. Granted these command ships would and should function as a tanky support fighter.

 

Frigates are something that just gave them missed matched special abilities. Forming roles that are often complained about and often not used. The guard ship being a beefy tank, the engineer vessel being more of a brawler, and the sniper which is overshadowed from the others. Swapping the abilities would probably grant them more proper use. Drones for guard ships would give them a defensive or offensive ability, disintegrator with engineer ships allow them to remain behind the battle line and heal their allies while suppressing the enemy with their long range weapon, guided torpedo for snipers would grant them the added firepower needed to take down fortified positions at any range, granted they can maneuver quickly in exchange for survivability…

 

Modules could be set for every ship, within its class however the roles would determine the effectiveness of the module on that ship, if it does not match to the ‘role bonus’ then the module would not be as effective. For example, a ECM ship would be more effective with ECM modules than those of a Covert ops ship. This would keep players choice fairly obvious but granted some flexibility between the choice of modules. Some modules that focus on a role can instead have a different effect depending on the role it is used on. Such as the sniper module that boost damage, it can be set to make guided torps immune to anti missile defenses, and also grant an extra drone for the drone ability lasting the amount of time the module remains active. This will give more choices to the ships. Still as ships could be able to use other modules, of different roles, they would still need to rely on their team to get the ‘best’ out of the modules. Given the choice of flexibility or effectiveness should be put out there.

 

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Personal opinions:

 

This patch is something I desired since I started playing this game, however it is not what I expected it to be. The game feels more simple, easy, as if no thought was needed on the choices on what I have to do within my selection of class, role, builds, implants, faction, its all very linear. Given these patches I’ve notice that this game lacks ‘players choice’ and it does so now more than ever. I would say that the dev’s would think of the players as stupid and not knowing what they desired but the game is very simple even before the patch. There are many ways to make a player enjoy a game, get money from them, lessen the complaint, and even cater towards a majority even if wanting to alter something for the minority of players.

 

Well that was my two cents about this patch. Despite all that, this is a neat patch, and I am sure it can be further improved. I like roles so I’m not too fed up of it and its ‘something’ so I’ll just hop on into a ship and play a few games with my corp. Hope more improvements will come soon!

 

This is plain untrue. I ground rank 9 in empire in my rank 6 ships just fine. I was limited by credits, not rank.

 

Of course, since matchmaking was “improved” I still got matched against players in T3 pimpmobiles in my Dwarf 2. I take it as a compliment.

 

No, you are wrong.  New updates have changed the reputation rewards.  

 

It is a fact that I am getting 50 reputation for a loss and 100 for a win if I do not queue using my higher ranked ships.  Try progressing like that…

This game is not pay to win.

 

People just dont understand the diference.

 

Clearly it is you who doesn’t understand the difference.  

 

In some examples above, F2P progression is nerfed so hard that you are forced into a combat disadvantage in order to progress.  

 

In other examples, premium gives a combat advantage.  

 

IF the cash shop were only cosmetic items and progression boosters, it wouldn’t be pay2win.  But the cash shop is more than this, so it is pay2win.  

 

I really don’t know what else to say to you who think otherwise, except that if you have been playing awhile, roll a new account and see how the changes affect new players.

That comic works with every game ever.

 

Why is he eating a plate of xxxx ?

Why is he eating a plate of xxxx ?

Because even xxxx can be made highly addictive with the right additives.

Been playing a lot since the changes of the new patch, after I have been playing a lot within the last weeks, too. 

At first I like to thank the Devs for keeping this game under development … because it is a pretty awesome game with great graphics and nice action moments. But this is as nice as it will get, since I’m pretty much pissed off.

 

With the new patch you included so-called “roles” to the game, where any ship is having more strength on the one hand and more weaknesses on the other. Two days ago I could fly a T2 frigate using pulsar, propulsion inhibitor and nanocloud and I liked that pretty much! Now I can … rather fly a frigate that heals better than my old one I was used to, or I can fly one that can’t heal itself but has a a more effective offensive role. That makes it necessary for me to get a teammate, that can compensate my weakness, which would be great, if I always had a teammate. But if I dont … my success depends on luck. Luck whether or not any of the sometimes really stupid Aces in my team logs onto the opposite class, so we are strong together. 

 

Combined with your last patch, where T1 and T2 and T3 can play together this is getting even more evil. Imagine you are fairly new to the game, flying your rank 3 ship … and the enemy team is having a frig with nanocloude and huge resists + hull + dmg output even bigger than your own. The match will be allready won by the opponent before it even started. Your team maybe has a t2 player aswell, but it’s a total Ace with a xxxx setup that doesnt help anyone doing anything. 

 

Imagine you are the captain in a t2 match. Your team has 4 frigs. 2 of those are Engineer. But none of those has a nanocloud. It doesnt matter how great you are dodging and fighting wave for wave of the enemys’ attack off - you will die sooner or later, just because your team is xxxx and the devs made it even harder for the xxxx teammates to use a nanocloud. 

When you gave roles to the players you apperently didn’t think about, how it affects a single players meaning on the battlefield. Because you are soooo much harder depending on your team now, more than ever. And if you face an entire squad of people who know how to play it right, who communicate and optimize their buffs on each other the way YOU wanted it to be, then you can have the best 20 lone wolfs in your own team and you will still fail hard. 

 

Of course this is more fun for the pros with their solid teams and the huge opportunities of using a ship the right way. But since there is no allrounding anymore, you are screwed as long as you are alone. Now, after the last patch, there are ONLY matches where I kill a shitload of enemies who cant stop me or the rest of my team from winning … or Im in the xxxx team getting my xxxx kicked, without the slightest opportunity to change that. 

 

The patch is giving teamplayers more power while it clearly nerfs the casual gamer. I wonder how … sorry … stupid a dev-team can be to do such a thing. You never screw around with casual gamers, because those will pay your bills! They are the higher percentage of players, they are more likely to spend cash, because they can’t afford the time it needs to get nice items. And you just fucked em off or kind of forced them into forming groups … which isnt that easy in a game, that is based on random groups fighting with or against each other. 

Or as a Ace wrote I’ve seen today “It is no fun fighting a corp-squad anymore”. 

Wonna ruin fun for a high percentage of players? 

You see where this is taking the game long- and mid-term? 

Please rethink your changes and cool them down. It should be possible to matter on a battlefield … even when you’re not in a squad. 

Sorry for rusty english and harsh language. 

Greetings from Germany

 

+1 one to this … no +10000000000000000000

 

I like the patch rly, but as he mentioned for a non corpy , like me and many others , its pain in the xxxx to play with PuGs against corps guys .

 

Im feeling forced to join a corp and i dont like feeling forced in a game. There is enough in life what im forced to do.

 

Before it was preferable to have a corp and squad up but it wasnt a must. It had made things easier and being solo was just little harder.

 

Now its really a disadvantage if not even a gamebraker  to fly solo. Only lucky when you got a full corps squad in your team.

 

 

Before smb says “its a team game , not solo” . Yes i know , but before the patch you wherent so hvy relient on certain ship types to aid you when you take an other ship type. e.g. : before you could take an interceptor and do some things rly good and the others not that good , but that not so good things you could still do.

 

Now that not so good things getting turned into impossible unless you got a debuffer for enemy or a buffer for yourself , preferable both. To coordinate that with PuGs via typing … well lets say im not a secretary who can type in nanosecs xD

Hopefully a metaphor of the game being xxxx when he tried it again, if not iam a bit offended haha, yea I quite last month and logged in only for the reward, and as the comic shows, I came back to try it out to only find out it is worse then it e ver was. I dont mind changes, hell I played WoW, my class I played changed constantly. I do mind changes that just screws every little bit of the game and shows nothing in return when you look past premades, they LOVE this patch.As a free to play player? No.

Ok, heres my 5 cents about it.

 

Overall idea sounds good, but the way you implemented it is not so good.

First of all i remember that each faction focused or characterised with some unique features. For example Imperial ships had most hull and least shields, bonus to firepower and lowest speed, Federation relied on their great agility and ability to hit’n run tactics, Jericho had the most resistant shields and also good speed.

But now for example imperial frigates are limited only to snipers and engineers, where snipers from 4th tier have similar survivability as tier 3 fighters. imperial ships completely lost the ability bo be good tanks, while jericho frigates which were the squishiest before now are over two times more resistant than imperial.

If you insist on this role system i’d like to be able to pick every role from each tree and in each tier level. Previously i enjoyed to fly heavily resistant imperial frigate with support modules. I did not use sniper module so much - i rather tried to stick close to my team to keep them in range of my support modules and fire my lasers from time to time. But now there is not a single “guard” frigate in imperial fleet, and guard cannot use any support module.

Furthermore i recall that every subfaction offered additional bonuses to their ships and their special modules. Now, since you mixed modules between all factions there is no special effects on modules. Every faction have lost their unique individuality! Now they look pretty the same (except some doesn’t have certain roles in their fleet at all). The way roles and ships are distributed now are without sense to me. Earlier wardens ships offered greater agility at the cost of hull/shields strength and legion offered more powerful ships but much more less agile. Now i see same roles distributed randomly over every faction and subfaction. None of faction and subfaction can be defined by their global advantages/disadvantages. Now the goal of having two subfactions for each race is unclear for me - they are redundant now. Also main factions now offer only little difference in stats and playstyle and the main difference is only the visual design style of ships.

Also ship tree is now even more messed up than it have been before, where every damn ship have to be bought in order to unlock another no matter if its from subfaction or not, and there are dead ends in tree also. There are starting T1 ships - why one of them is at 1st level of loyalty and other is at 3rd? All subfaction ships used to be a bit better or offered some special features and because of that they were accuired later. Now i see two of subfaction ships at T1 in the same row as one of the begginers ships and others are at T2 - this makes player unable of getting 3 ships from one subfaction on the same tier - why is that? The whole ship tree is confusing as hell, i am sure that new players (if you still have any) would have extreme difficulties which of those ships is actually later version of previous, how is he supposed to progress etc. Some of the ships that were previously on T1 now are at T2, where some of them are even further in tree than former starting T2 ships. Also now ships moved tier up (especially ones with the same role) offer almost no improvement when buying next ship after them - they are like placeholders now -> no major changes, only additional cash to spend in order to progress.

Also i don’t like idea that i have to decide if i want to play role i prefer on a lower tier ship (because on my current tier there is no ship with that role) and suffer less rewards and fly weaker ship or pick ship at my top tier but with role i hate. Additionally i noticed that some modules roles had been just forced to another role - Parasitic Remodulator which was ECM module (if i remember correctly) now is recon. Other modules were moved into another cathegory etc.

What i dont like the most is because of mode restrictions some roles are… just useless, or crippled. Recon interceptors have almost no real battle abilities. I understand that knowing your opponents positions is important but maps aren’t too big and after short while everyone see everone - and recon ships become almost useless. And why to use them whan covert ops role seems far more efficient at this than recon? You can jam target locking, be stealth from radars, and additionally have strong battle abilities. Also long range frigates are crippled as hell - ok the have increased special module power but that’s it. They have reduced shield and hull, active modules offer only radar jamming and radar hide - with such limited hull and shield strength any interceptor can easily take it down. Radar jamming would mean nothing because frigates are almost stationary and it is easy to aim without locking target. Hide from radar is quite useless because careful player can easily trace where torpedo came from or see blinding flashing red dot of a sniper reavealing his position. Whith such disadvantages only thing long range ship can do is to CAMP EVEN MORE than before in safe place hoping that some foolish ship would stay for a while between tons of asteroids. Now players who prefer direct fight with frigate and expanded imperial tree to tier 4 are denied fun of doing so without expanding other trees from the very beggining. I could came up with other expamples, but i think this post is long enough that hardly anyone would read it anyway.

 

I really enjoyed the game but after the patch it is real pain in the xxxx to be forced to play roles you dont really like (or even swich entire faction) before you can play the way you want. You completely taken away flexibility and freedom from players. Yeah, i heard it should encourage teamplay, but random players do care only about theirselves anyway and screw teamplay even more now. With such a limited choice of modules and strictly modified stats many ships became crippled while others are boosted without comparision.

 

And what the hell is command ship special module? It drans power for taking damage - under heavy fire this won’t last a second, and additionally will leave you without energy to use afterburner to run away. If you have command modules active energy would drain even faster.

 

Edit:

Dracorean - well, you just wrote most of my thoughts in more readable way in the same time :slight_smile: I agree with most of what youv’e said.