I can see ONLY 2 good things in this patch: the concept of sectror battles (but nothing more than cncept) and chance to choice specials on ships! Apart form this, patch is horrible…
We already have looooot of roles the way the game was before, and a very big freedom to set the ship the way yoo like, so the ship fitted your playstyle…Being forced in a role by devs choices is definetly a big minus for the game!!! I HATE, HATE, HATE, HATE, HATE the new battle dynamics, i had tons of fun more b4 this stupid patch in battles (both pvp and pve)! The only result of theese ship roles is that I CAN’T FIND MY ROLE IN BATTLE AT ALL, I CAN’T PLAY THE WAY I LIKE, i don’t like to be forced in a super duper complicated and messy team battle, i like to worth in battle on my own. Team work could be the winning startegy but ABSOLUTELY NOT THE ONLY CHOICE!!! definetely this is the most stupid patch went out till now!
Also rem,oving turrets form guard frigs is a very stupid thing too, a tank should be tanky, so replace turrets and nerf mobility!
First is pretty self explanatory: certain ships offer no links forward. That should never happen. The solution to it is in point two.
Point two is that there’s no way to skip the ships we don’t want. This is more important than ever, since now half the ships within a class have wildly different functionality.
A player should never be forced to go through 2-3 ships of a different kind before they get to the one they want.
If I want to only get Tackler role Fighters, I should be able to do so without ever touching a Gunship/Command Fighter past tier one.
On a separate note, those premium ships in the bottom lane…
Get rid of those… Please.
Turn them into skins or something, so that I can have my Wolf look regardless of tier.
That’s way better than having a dead-end ship that’s overpriced and usually inferior to the credit ones.
You can slap a GS option on the credit ones, and people would be much more likely to buy stuff from you.
i loved it very much at first sight but to be honest i changes to option 2 because i’m a little annoyed by the tree which is all fucked up, not that i have been wronged in the process, but i now own ships and don’t have the ships before them and the rank needed to use them (i can still use them however which is strange), i now must earn two more ranks in Vanguard faction to get back the modules i used before and some things like that, so not a big deal but a little annoying.
On the other hand i’m happy with the role and find them fun to play and yes i think it contributed to the ingame balance as stated above by avoiding people geting the ultimate combination of module which owns them all !
(English is not my mother language so sorry if i’m not completly clear ;o)
Largely agree, but 100% disagree about disintegrator being given to Engineers. Why would you want to be 10k away when your engineering modules have a range of 4.5? Which coincidentally is about the range of LR lasers or Hail Plasma, cha-ching.
i don’t really understand anything about this fuss … i can adapt to changes, so i adapted to this one too ! it didn’t cost me a dime (well that is not really true in fact , i bought some gold one time at the begining, i was seduced by the dark side … but i confort me thinking i supported the devs efforts) , i’m in T3 now and i enjoy it a lot, i had just to spend credits earned ingame to refit a frigate and i started back to pve (which is much harder it seems) and pvp, i win pve and pvp as well (not alone with helped of my teammates i’m not an awesome pilot, i just try to do my job) , i earn more credits than before and my spendings are now more than refund, well i must confess that sometimes i loose in pve or pvp (xxxx happens) but no big deal … so what really is the problem ? adaption problems ? you are not a god anymore ? what is it ? name it please, i don’t get it …
If they just made energy costs more heavy (or maybe reduced duration and/or range) for modules and, for example, give an ECM ship 50-70% energy cost reduction on ECM modules to more or less bring module’s stats in line whit what is now it would still give people a degree of costumation while ship roles will help you choose what modules you want to work best whit.
I think we’d benefit from some modules being available to more specialisations, but I don’t think you could do it universally from this point and not expect things to break. Otherwise, my new cloak/stasis/plasma arc recon ship stands ready.
I’d support a limited version of this, like sharing the Energy Remodulator and Ion Emitter from the ECM category, but keep Stasis only for ECM. Similarly share self destruct and white noise jammer from the covops tree but keep camo and plasma arc only for covops.
I understand where the devs are coming from with the whole ‘role’ thing, but I think it could have been better implemented. Some ideas of mine that could make the whole “role” thing better for the life of the game are listed below…
First I think there should be some modules that are available for all within Interceptor, Fighter, Frigate, and other modules that are purely exclusive to those roles.
Second make specific roles maximize modules that fit their role by 1.5 to 3 times more effective (very OP and exploitable sure, but its a beta balancing can still be done per module basis, but this makes playing your ship role THAT much more enticing rather than playing multi role)
Third, make people who hybrid other modules use them at a 25% reduced effectiveness as the ship wasn’t designed to use those modules. The only exception is Restorative modules.
Fourth Offer more ships in the teirs that are side grades with different roles / specials so that it gives players within a certain faction options to play how they want to and enjoy the game (you want to retain a player base right?)
Fifth Consider a ‘multi role’ Interceptor, Fighter, Frigate that can use all modules except role specific modules but also cannot make effective use of them or can use them at a reduced 10% effectiveness. These multi roles would also be roughly 10-20% weaker in resistance, shields, hull than the “role” ships in their tier to balance how they versatile they are.
Sixth Don’t let progression in the ship tech tree ever lead to dead ends or ‘forced’ paths which a player doesn’t want to spend money on ship with a role they ultimately hate (money situation is currently bad enough as it is)
Also I just gave general thoughts not really a fully fleshed out how to fix the game proposal. After all I’m just a casual player I’ve probably only played star conflict maybe 6 hours total since 0.8 came out. . . where as prior to 0.8 I have 114 hours of game played according to my STEAM library. That really gives an indication of how much I enjoyed the game before 0.8 update compared to after. . . .
What happened to the Synergy bonus display in the ship stat screen? If intentional, could we please have it returned? If not intentional, can we have it fixed?
I much prefer seeing Synergy having some visible value, and particularly when I’m attempting to compare 2 different craft base stats…
As far as I can tell this game is still not pay to win (As gouging as some of the prices are) in my own opinion. You want P2W? Try Rumble Fighter. As far as I can tell the premium ships and so forth have a minimal advantage over their normal equivilants. All they do is aid in grinding, which is fine. Cosmetics and convinience items are fine. Either overpriced items or outright more powerful items/vehicles only available for money is not.