Star Conflict OBT v 0.8.0

Hmm…I was hoping sector conquest would be one of those ultimate rumbles of supremacy with different maps, more players, MORE CHAOS, a freaking royal rumble! Sadly it turns out it’s just a planetside 2 map with same old, star conflict gameplay except you’re now 100% sure your comrades are of the same faction this time around. 

 

Also when the patch said Improved Enlgish acting it’s actually just going back to the old voiceovers. Not that it’s a bad thing. It’s a good thing actually but that doesn’t really entitle it to be called an “Improvement”

this patch is horrible.

 

only positive aspect is, i like the sector conquest game type. didn’t really try it yet, because atm. i am not sure, if this is a game worth more time invested in. 

 

the idea of limiting modules to specific roles is completely unnecessary. role bonuses were way better. this is simply horrible and uncreative.

i like the new module ideas. but limiting them to the classes and disecting Tech modules per ship was limitation enough.

 

also, the answer about squad limits being a hard to find bug is not really believable. since there is even a custom error message for that, the logic of getting that kind of exception / response type should be clearly traceable. no seasoned programmer believes such an answer.

 

 

Guys, try to play the patch for a few hours before you start to complain.

We have 150 ships in game, why should each ship be able to do the same things? Where would be the difference?

the difference was until now, that you could actually chose your playstyle by combining a ship’s strength with _your _special modules.

 

the new system forces you to use specific classes, and almost forces you to use specific modules on specific classes. there is no way i will change my mind in a gazillion hours of gameplay. it’s also not like this kind of gamechange is unknown to me, or where the ideas come from, most of us play, some even test or develop games. especially in the beta scene.

 

i want to either use the module on the designated class, or sacrifice bonuses on my ship but have a different arsenal of things than my foe EXPECTS.

 

if you dont get your mind around this, sorry, sir, but you are defending a lazy approach in balancing, which made this game worse than it was before, or better, changed it’s philosophy in modularity completely. alone the fact you have to clean a topic should speak on it’s own.

also the fact sector controll is arcade. is really sad. really really sad.

Thus begin the age of. whine whine my faction didn’t get xxxx role.

No gunships for jerico. but but but. the pictures showed…

lol epic update is epic

The main issue by far here is the fact many people cannot access modules anymore because they do not own the ships that are allowed to equip them. Back when i started this game up until  before this patch, i was having immense amounts of fun blowing up internet spaceships, i decided early on to support the game and buy one of the steam DLC’s so i could skip into T3 fights

 

I got the desert eagle with the steam dlc and just enough GS to premium fit the ship fully, now before this patch the desert eagle was a command ship so i fit, as you would expect, premium command modules to this ship.

 

Now, the desert eagle is the only T3 fighter i have, this patch changed the desert eagle to a gunship, this means the ~£20 i spent on ships and modules is impossible to reach and use.

 

 

“But Drake” i hear the accountants cry, eager to not cause a charge-back storm from the playerbase, “you can use these modules again once you grind credits and buy a t3 ship that can use said modules, why dont you just do that?”

A good question to be honest, if this happened a few months back i probably might have grinded up to buy some ships that allowed use of modules i paid money for, but since then not only have you increased the price of ships to something much higher than normal, (Spouting “but you get the worst modules possible free with the ship”, is not an excuse mind you) you have also drastically reduced the amount of income and faction reputation that players can get per match.

 

I am studying for a degree in engineering, when i am not busy doing this i am most likely doing work for turtle entertainment, the largest esports company on the planet. I simply do not have time to grind for ships i do not want to fly, just to be able to access modules that i should already be able to use.

 

It is akin to if i was to buy a product, lets say a car. I buy this car and it is a very nice car, i like driving it around and it was money well spent in my opinion. But at a red light the vendor of said car takes the keys from me and i can no longer drive my car unless i spent tens of hours driving boring, terrible and frankly bad cars that i do not want to drive.

 

This patch has been very shortsighted on the developers end, the balance is shocking and not only are you limiting the customization of ships, you are preventing players from using stuff they already own.

I’ll give these changes a few days to get in…yeah, at the moment it’s just like “they’ve fucked up my wolf-m”, but i knew it before, so I got a whole bunch of money on my side and haven’t bought any new ship since I knew that this change is going to happen.

This feels a bit strange and unexpected.

 

I like the way roles are now more defined but really I sort of expected them to be defined more by the special modules, ship stats, and bonus stats rather than this. I mean this is a bit too focused down, I can’t really equip much else aside from specified modules meant for that role. Well there are some modules now that only seem to work for that single role. When it came to modules, passive, active, I thought those were class specific. The ships also don’t seem very on par with one another within the tech level. That being said that some of the ships use to be one tech level lower than what they are now.

 

The ship tree was another thing that confused me, its more linear now than ever, only branching out if going to another class or if going into another role. I thought it would be more like you have a primary role that is focused with that faction, combined with branching sub faction ships that run with two other sub roles. Yeah there aren’t really allot of ships to do that but I don’t see why you can’t mix the prem ships in with the tech tree. If the game is going to be a ‘pay or play’ type of game why not make it so we can purchase any ship with gold but we can choose to play the game and rank up for it. The tree is, expensive, I noticed some factions get certain class of ships earlier on, but it is fairly simple though, but it does not give much options when picking out ships because you have to pick out the ship in order to go on.

 

The new shielding system for the command ships is more of a hamper than an asset, as it drains energy that your command modules use for buffing allies. Some active modules seem to be a bit pointless, while others can be tweaked a little more. Missiles AoE effects seem potent for their size, but its nice if it did not also effect your allies as well. Though because of module selection being rather limiting at the moment, I cant really be flexible in a ship while in combat. Usually on my repair frigate I run missile defense to assist in protecting and in my tanking frigate I also use AoE healing to assist in tanking. Though having to rely on other roles of ships is nice but sometimes its hard to rely on anyone but guys with a tag or just your own skills.

 

I do like this patch mind you, but I do think that the roles can be more spread out with each faction still having that ‘prime role’ ship line branching off to the two ‘sub role’ lines. The modules being focused on roles limit the customization of some of the ships, as I said before, bonuses to modules designed for that role making them more effective than without would have been a tad more effective than focusing it. The tree is nothing what I expected as even so I did not think the tree would need much of a change. However its a pretty expensive tree and it could be made to spread things out yet remain linear for players who wish for simplicity. I would still recommend the suggestions I gave out under the topic ‘Ship purchasing system’. On the suggestion part of the forums on how to work with ship pricing and choice of purchase.

it doesn’t feel right that the top empire frig is now a paper ship compared to the tank of old

This update is beyond terrible for me.

 

I’ve spent hours actually buying my Frig than more hours to perfectly outfit it to fit my play style.

 

My blue stabilized railguns: No longer Usable.

Blue Anti-matter shells: No longer usable.

Mk2 Explosive shells: No longer Usable.

 

Blue Armor Piercing Missiles: No longer usable

x2 Blue passive Shield boosters: No Longer Usable.

Blue +shield, shield tuning: No longer usable.

 

Shield Extender: No Longer usable

Pulsar: Can’t use

Shield Booster: Can’t use.

 

All these items were supposedly upgraded to T3 as well (along with my ship) But now I can’t use anything on it. This is pure bullshit. I’ve spent tons of time getting this stuff and now I can’t use any of it.

 

Due to the changes to the ships, items and tiers, it would cost over 5 million in-game credits to buy a new ship of the same tier and outfit it to fit my playstyle. Fix it, I want to use the equipment I spend hours to get on the ship I spent weeks to get.

maybe first unequipping the modules before auto-selling the ship would have been a nice step, too.

 

now i lost purple modules i could have used on another ship, just because my ship was sold.

This game is free to play… and a beta… so, if you spend money on it, it’s kinda like Kickstarter, except we have no input into the final version of the game.

 

Now, I’ve dropped £20-odd into this game (not sure euro / dollar amount), and this latest patch has changed my ships massively. I’ve lost my tricked out Hawk-M to T3 (where I already have a Kite); I was ranking up my Empire rep (fed lvl 8, empire was level 3/4) because I quite fancied the cerberus. I was using a Trooper to tank with - it was an epic machine, with warp gate, pulsar and missile shield I could turn the tide of Beacon Hunt single handedly. It’s rubbish now (I hate the sniper mechanic in this game). But my fed frigate is awesome.

 

You win some, you lose some - I’ve spent credits and gold (and RL cash) on ships I no longer fly. I suspect I won’t spend money on this again, and once the DayZ standalone comes along, you’ll not see me for beans.

 

But while it lasts, it fun. This is the age of misplaced entitlement - Star Conflict is a product; if you don’t like it, play something else. I don’t like Starbucks (ethically or flavour-fully) - I wouldn’t go into a store and shout at a manager calling him a massive loser who knew nothing about how to run a coffee shop (and give away FREE coffee) just because they changed the flavour of the tea.

 

At the same time, gaming is changing - it used to be, if you bought a £50 PS2 game, and it was shite, you sold it to a mate for £20 and chalked it up to experience. Now, you can play dozens of FREE games - if you don’t like, move on to something else. Just don’t get sucked in by the microtransactions.

 

Also - if Gaijin want to keep me playing, they need to make this less of a grind. I don’t think DayZ will be this painful to get ahead.

 

tl;dr - please, please, please stop complaining about a free to play game as if it was something important. If it’s really that bad, go somewhere else.

 

Seriously.

I am not one to usually complain but this update has made me kick the cat…

 

I was already expecting the big changes announced but hell… i was getting a refund on all the items i couldnt use… WELL THAT HAS NOT HAPPENED.

 

Where are my 600k blue items that i fitted my Premium “cash” purchased Desert Eagle? Where is the gold invested on the items fitted on other ships that have “disapeared” from the game? I have a couple of gold items on my warehouse that sell for a “modest” price of 80k each??? ARE YOU SERIOUS???

 

Lets do a quick calculation…

 

A gold target Painter T3 Premium is worth 1615 GOLD CREDITS

 

My gold target Painter T3 Premium that was removed from my ship has a selling price of 80750 standard credits…

 

Now please correct me if i am wrong…

 

60k + 6k bonus credits are worth 150gold in the exchange shop…

 

See where i am going with this??? HOW IS THIS FAIR REFUND???

 

Let me know if you need me to send calculations for all the stripped items from my ship.

 

Also to note that it is sad to see such major changes happening with so many bugs like the one that i am not allowed to use my Raptor MK II as i need to purchase my Raptor-M but yet i can use the ALLIGATOR-C??? 

 

I please request that these items and exchanges are fixed and the money sent back to the players that have invested heavily in this game, not only in time but also in monetary figures, some of them with much sacrifice in an act of good faith.

 

Awaiting a reply from the DEVS…

Among different things (not good), here’s what stung me in the eye.

  • limiting modules to ship types - TERRIBLE. WHat the xxxx? You just killed the freedom of choice in fitting the ship, making xxxx WAY more predictable. terrible, just terrible. A harsh malus to modules not ment for your ship would be good, it would sting but would still leave a choice. THIS IS SH*T

  • making frigs even more brutal: LONGER pulsar? A way to phisycally CLOSE space and prevent movement? You seam to love sniping and camping…

 

in general, well done, you’ve lost a customer. 6 more days of premium and that’s it. 

 

edit: also, the installer is borked. GG

At first, like many, I flipped tables when I saw the new ship trees. “Who put Jericho in my Empire?!” I cried. But after further investigation I found this patch to actually be a neat little series of changes.

 

First, the ship modules. The former faction specific modules have been rattled and at first appeared random, but now they make sense. Up to this patch the roles of Tackler, ECM and so on never -meant- anything besides a few changes in active modules. Now? They’re as individual as Fighters, Interceptors and Frigates in play style. And now I have to consider what kind of ship I’m taking on, not just the faction.

 

The active modules, the new ones appear to be less…obvious in which are best suited. I like this. The same reason I like the new talent system in World of Warcraft over the old one, I reckon playstyle should overwrite any kind of meta so long as it’s viable.

 

Now we move on to the iffy, namely tiers.

 

The new trees seem way more jumbled and illogical. Previously I could choose between two carieties of a Hercules for example, now I have to use one to get the next. It could be much worse, but this ought to be addressed. Not to mention the rather random dead ends, like in the Empire interceptor line. For some reason the basic Dwarf doesn’t lead to the next variants, it just…ends? Perhaps it’s due to the role, but last I check it was an overall weaker version of the variant, so if role is the goal I suggest making the base ships and their two alternate versions equal in stats and module availability.

 

The matchmaking is still rather derpy, HOWEVER it seems if you’re in Tier 2 the issues seem less troublesome or at least become less pbvious or rage-inducing. The difference between T2 to T3 is not especially large, T4 is obviously a huge gap but it’s very rare to see one in Tier 2.

 

Tier 1 however…is still a very broken and frustrating experience. For new players this is -bad-. Less new players means a smaller player base. Smaller player base means less potential buyers. Less potential buyers means less money. You see where I’m going with this? The difference between T1 and T2 is still very wide, even with some ships being bumped up a tier. Tier 1 ships should, or rather as ship balance currently is, MUST only be set against Tier 1 ships, no exceptions. As said, the difference between T1 and T2 is just too big to ensure a balanced and enjoyable experience for new players who will just get frustrated as they keep dying so quickly and find themselves being unable to do much. If you want to entice new players in, make the T1 playstyle as it was before. The match queues were NOT long at all, about twnty seconds at most for me even in the less busy periods, so there is no excuse and unless this changes back you will be losing more new players than gaining folks who will stick around and GIVE YOU MONEY. T2 to 3 isn’t so bad but T1 to 2 matches are a slaughterfest.

 

I’d give this patch a 7/10, lovely spicing up the modules and ship roles but matchmaking and ship progression still need desperate attention to keep players interested (And in turn, giving you money. MONEY. The thing you need to keep this game afloat?). I know this is beta, and you’re just trying to see how many buttons can be pushed to print as much money as possible (Which is reasonable, the games industry is a business after all and better in beta than after release that you try this stuff), but you’ve gone over the line and now you’re likely to lose more money than gaining if things don’t change.

 

I will give you a tip as to why other F2P games are so popular and financially successful; impulse buying. Just little things like stickers for £1-2 for your ship, new paint job for £3. XP/Credit boosts for £7.50. These SMALL prices entice people to pay without much thought, and it adds up. it really, really does. “Oh, £5 for a boost? Okay! £1 for a cosmetic? Why not I guess” is how it goes. “£15 for a ship? I’m thinking no” is how it currently is. Tone down the prices, and people will buy your stuff without a care in the world. Make it the same price as a game off steam, and less people will give you money, and even if you’ll get more in one go you won’t get that much in the long run.

tl;dr - please, please, please stop complaining about a free to play game as if it was something important. If it’s really that bad, go somewhere else.

 

When you consider the fact that a large amount of players will be issuing chargebacks for GS items they can no longer use or were forcibly sold for a stupidly low price, the playerbase have every right to complain and gaijin should actually listen to the playerbase

No

 

Nothing here I would pay for.

 

 

As a steam user on the other hand, maybe £1 for lifetime access to the server like metal drift but that’s it.

My Recommended changes. Before i start, I love the changes but i think need a few new balances and changes.

 

Skills

  • Phase Shield Reduction Of damage from 75% to Restores 25% Of hull damage taken to shielding.

Why this change" Guard frigates job now is to take damage, this 75% is giving them more dps then before.

This basically means that ships like cruise-s are near unstable with + 20-25k HP + 750 DPS buff.

  • Remove RPM Increase from Overdrive, Add Effect “weapon does not over heat while active”

This Bonus attack speed, in combination to the newest frigate gunship modules break damage.

Changing to over heating will be a good solution to help increase damage rates with out increasing them

  • Reduce cool down of Chamelon cloak to 45 seconds, Increase Duration by 7 seconds.

 

Compared to the other skills, This one is just not performing well, its also not working in an offensive capacity.

I Would like the devs to try the above change, so we can see if we can help make this skill fulfill its potential of being

equally as attractive as other skills.

 

Modules

  • Reduce Jamming of White Noise to 8 Seconds.
  • Reduce White Noise Cool down to 30 Seconds

Or

  •    Allow for multiple White Noise to be equipped and not share the same cool down

 

The Above changes are made to help a new support role take place on the battle field. This will vastly improve dynamics of the game

it can also be a means to make combat more interesting, and offer solid ways to counter high gun-ship damage rates.

  • Drones Skill now Spawns 5 drones, Drones can be ordered to attack a target that is targeted.

This is a Buff long Overdue. This skill is probably the worst skill in game. Add 5 to each spawn, and allow the frigate to send all 5 drones

at his target (Rather then randomly)

  • Speed Reduction on Plasma Weapon mod “supernova”  Is to great, Change to - 17.5%
  • Remove Heavy Weapons from Fighter/interceptor

The Above changes are because Of Low use rate (supernova). Heavy weapons on interceptors and fighters are breaking combat.

 

Increase Squad Side : This is highly important because of the roles now needed team work to mesh/fit well together, Recommend Min 8 Per Squad.

 

IF the game is not highly based on mixes of Roles, Specifically in sector combat, this is a needed change. We need full corp fleets NOW.  Enough waiting.

 

Change Que system for Sector , To que for any Conflict Should be based ONLY on Corp alliegence. If independent, should always be able to que.

 

This is splitting corporations up. It should not be based on Contracts, but upon Corp loyalty to a race. we should in the future design 3 unique benefits

to playing the races over each other, and 1 unique benefit (Any que, potential to conquer more space) For independent.

 

Covert Ops Ship (Now)

Energy Reduced by 20%

Beacon Capture Increased by 20%

Critical Strike 30%

 

Covert Ops Ship (New)

Energy Cost Reduced by 20%

Cool Down Reduced by 50%

Beacon Capture Increased by 20%

 

The above change was suggested to help improve the role of asupport jamer

No modules should have been deleted without refund.

Please check the Modules in your warehouse, not in the equipment tab!

Remove the mark on hide equipped and check all Tiers, because some of your modules may have been ranked up to the next higher Tier.

If you lost any Gold Module without a refund, create a support ticket.

Honestly guys: 4 - 5 ships needed to kill a single frigate? LOL WTF?

5 drones feels like too much, especially now that were moved to empire. For federation frigs that arent tanky and need all the offensive power that they can get, then 5 drones is justified, but for a tanky empire frig, it would be too OP, especially if you can “send” the drones. People would start sitting back and sending their drones to get their kills for them.

 

 

I disagree with buffing supernova speed, cause supernovas are far too strong. I use them against tanky frigs, and I have no problem with their projectile speed. I agree that they are useless in dogfights, but why would you want that? Thats like using heavy cannons for dogfighting. 

 

 

Other than that I completely agree.