Star Conflict OBT v 0.8.0

And where is the love for the frigates, !!!

 

Eh, problem with frigates is Engineering frigs are pretty finely balanced atm in terms of survivability versus healing. If you gave them access to many (almost any) defensive modules from the Guard or LR categories you’d seriously risk them becoming indestructable healer-tanks. You’d have a similar problem if you allowed Guard frigates Engineering modules.

You could prolly mix Guard and LR a bit without having crazy consequences though.

 

Again, I think it’s solvable with limited category mixing, but not universal.

Eh, problem with frigates is Engineering frigs are pretty finely balanced atm in terms of survivability versus healing. If you gave them access to many (almost any) defensive modules from the Guard or LR categories you’d seriously risk them becoming indestructable healer-tanks. You’d have a similar problem if you allowed Guard frigates Engineering modules.

You could prolly mix Guard and LR a bit without having crazy consequences though.

 

Again, I think it’s solvable with limited category mixing, but not universal.

 

this is why I said some modules, not all. You could probably only take the Shield regen, while only get mass propulsion inhibitor or signature masking. there does need to be more balance done over all to avoid exploits / god builds but also remember I said that the effectiveness of a module that is NOT within your role works at a reduced rate / slower HoT for shield / hull. Sure there will be problems but I find the current 0.8 “Pure” role too constrictive for me to truly enjoy the game anymore =/

Eh, problem with frigates is Engineering frigs are pretty finely balanced atm in terms of survivability versus healing. If you gave them access to many (almost any) defensive modules from the Guard or LR categories you’d seriously risk them becoming indestructable healer-tanks. You’d have a similar problem if you allowed Guard frigates Engineering modules.

You could prolly mix Guard and LR a bit without having crazy consequences though.

 

Again, I think it’s solvable with limited category mixing, but not universal.

i was very specific about not giving the possibility back to frigs, because imho atm they are quite ok

fatshoki do you play frigates or mainly fighter interceptor ??

 

Im not saying i dislike the frigate split, but just curios

i’ve said before - up untill now i used frigs only for PvE

 

But, to be clear: to me,  frigs actually look good now, even though i don’t lie them (absolutely hated them before, when EVERYONE spammed frigs - f*uck games against all frig teams).  Now frigs look good enough for me to consider using them for pvp.

 

With this behind us, if they gave the engineering frigs pulsar or mass inhibitors back, they’d get OP again, imho. 

 

Also, frigs have a nice amount of mods to choose from, unlike, say, command fighters…

tbh i always used pulsar and mass inhibitor on my frigates (i primarily only play frigates, although starting to try fighters now).

 

with you being a PVE only frigate player i dont think you should fully comment on the frigates. try taking a frigate against some fighters.

Before the patch, 2 interceptor’s or even 1 well pilot’ed inty could take me out in my fed frigate.

 

 

I need to play a bit more before i can fully comment on how much frigates should be changed as of the new patch but after the initial change (which I hated) I am getting used to the new build and new ship.

But for the moment i agree leave them as is. I havent been able to afford to try oufitting my fighter fully, and millions of credits needed to even try an interceptor.

Only two things started bothering me yesterday… one is the fact that most of my items that i had fitted on my intys are now completely unavailable, the pulsar mod is now longer available for my frigates ( fed / Empire ) so i have almost no means to defend myself or any other nearby team mate by turning the thing on.

 

Crowd control for me is now drones and mines… hmm :confused: gotta work around that.

 

And well… empire has no ECM…

 

Another thing is the complete turn around in the ship tree… i got ships unlocked without having the previous unlocked… wouldn’t this make more sense if we got the ships unlocked to the point , and path we have taken?!

 

And what has happened to my parallax and desert eagle? In pve even winning i don’t make as much money as before, even with a good performance…

 

Other then that well its a matter of adjusting to the new stuff.

And what has happened to my parallax and desert eagle? In pve even winning i don’t make as much money as before, even with a good performance…

 

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Rewards are based on Eff. In T3 with license, I earned 242k from winning with high eff. and earned 278k from losing with extremely high eff.

so , basically, we agree

 

i said i like the frigs, problem is mainly with fighters and interceptors

i wanna have back the mass propulsion inhibitor and missile shield for the federation healing frig.

:wink: not quite. I would like some more time up against Fighters and interceptors first.

 

But in regards to the new patch as a frigate player I think the split is more positive than negative, although there is alot i need to relearn about the game

+1 for me too.

 

Bring back customization, I never saw anything wrong balance-wise with it anyway. Since if you can do it, so can your foe. I wouldn’t be against a trade off where the non-kosher mods get gimped in stats either.

That’s not great logic, because by that reasoning absolutely anything is fine as long as it’s applied to everyone. Have to play with only your nose? Perfectly sensible, as long as everyone has to…

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-1

 

Healing ships shouldn’t have pulsars and missile shields. Guard ships shouldn’t have healing. 

 

 

We just need more new modules to be created within each role. Would love to see engineering modules that allow you to build fixed emplacements, create ammo dumps, etc.

Patch was mostly good; I actually like the ship changes. The only problem is a major one though: the tech tree progression needs serious looking at. I love the new Katana AE, with its cloak, however, I have no interest in the type S, and I want the Lance. I’m 15,000 Jericho rep from rank 10, but almost 11mil credits from the Lance hull, with almost 4mil of those credits for a hull I never intend to use. And this is staying purely in the Jericho fighter line; if I want to branch out into frigates or interceptors, especially for other races, it will be cripplingly expensive.

Patch was good, with the exception of the tech tree. Please remove the dead ends and don’t make us buy hulls we don’t want to get to the hulls we do want.

That’s not great logic, because by that reasoning absolutely anything is fine as long as it’s applied to everyone. Have to play with only your nose? Perfectly sensible, as long as everyone has to…

My point was, everything had a counter to it. And by that reasoning as long as it does apply to everyone, it’s balanced. This patch has made it stop applying to everyone. And thats about as much as I’m going to say on that subject because this is the internet, someone is bound to disagree with everything I say and no amount of reasoning or logic will change my or your mind.

Edit: I prolly shouldn’t troll. Even if it’s deserved.

Well, I’m afraid I kind of disagree on the idea that there were “better” ways to resolve this issue.

 

well, but there are, so you are kinda wrong.

 

i do like fixed classed games, since i love starbattle, where each ship has a fixed set of abilities/upgrades it can unlock *during gameplay*. now that is the important part. *during gameplay* you decide, how to counter the enemy team, by taking the abilities you and your team needs. works well in a moba, kinda hard for a fps where 90% of your time is spent with adrenaline pumping through your veins. well except you fly frigs.

 

eve works very well with no limitation whatsoever in how you equip your ship (well some exceptions), simply by having interesting bonusses on various ships. that actually makes balancing not really harder (maybe for you, but for someone who adjusts stuff like that on a daily basis, its not really relevant, only a bit of creativity, how to make it work, and some experience in these things, the rest is math). of course, eve is also a different kind of game, being an mmo, therefore completely server driven, with a very different economic idea behind the game, but it still works out as an example. it is still a theory tho, how “balanced” eve really is, because much of the gameplay is more economics and social, and there is little to none fly skill involved.

 

but maybe, thats why some people protest that much; this change will influence all future approaches to the game.

 

i do agree however, that microbalancing the game “as is” is also a worthy design goal at this moment.

 

but just because it takes care of the problems this game had earlier, inclusive by introducing a variety of new modules (which are btw. really awesome to some extent, and also fall silently under the rug in this discussion; there were not only modules blocked, some are simply new), does not mean, there would not be more and better ways to do this. with your mindset, i bet you would not have noticed the difference and still enjoyed it, probably one day thinking about ditching your deimos to another ship which supports your set of items better, anyway.