Star Conflict OBT v 0.8.0

After a brief shock at losing my good old ships and their playstyle, I’ve begun to appreciate this patch a lot. The specialization is a good idea, now I can actually coordinate attacks while knowing what different targets do. Focus down that engineering frigate! And I have to give you guys points for having the balls to actually take your game to a new direction, undoubtedly some devs would’ve been too scared of the backlash to try and perfect their game. The game feels more fun than ever!

I do have a minor complaint though, I do think the specialization made the customization options a bit too narrow in, say, t2 engineering frigates (and probably other ships too, i only have this one :)). While it cleared the tactical aspects of the game significantly, it went a little too far. I dont doubt, though, that we’ll get some more active modules to fill in the gaps over the next few patches.

Just wanted to say that you’ve done a good job.

Oh, and those who, like me, had an error pop up when they tried their first battles – just click “cancel” several times until they disappear. The game works flawlessly after that, atleast for me.

I raged too when I saw the changes, but after trying the new patch out, I’m liking it very much.

Just wanted to add a few thoughts to all this… I read over the patch notes today while deleting the steam version and re-downloading the game via the website due to the fact Steam was again not version synced… I was happy to read about the changes as it appeared many issues would be addressed. I was determined to be open minded.

 

So I managed to log in this afternoon. I was presented with quite a shock… Bear in mind I play solo PvP and random PvE. The experience I present is from that perspective, and I expect that organized teams will have MUCH more success with ships and their roles. Keep in mind that for the solo player organization is as random as the people you play with.

 

It appears that they have fixed the issue with ships having bonuses to modules they could not use… good work! However it appears the solution was to completely alter the focus and abilities of ships in very radical ways for many. I understand the intention, but I was not very happy with the implementation. In effect, they have invalidated all the work I have invested in both time, credits, and gold to aquire, equip, and refine my playstyle. All the ships I had barring my Hawk have been so completely altered as to now fall completely outside any sort of playstyle I was even remotely interested in. My jericho frigs are… the complete opposite of their former roles, barring the Templar, which is now rather lack luster in overall performance ability. My jericho fighters (machete, machete S) have also been altered in their roles an ability.

 

Having played several games under the current patch to get a feel for things… I’m already seeing a very large proliferation of fed frigs as people realize that having large  numbers of ships that now heal for even more is having a very large effect on matches, and that sniper ships are even more non contributing then they ever were.

 

The only ships I have that did not change drastically from their playstyle was oddly the Fed frigates and the Hawk interceptor. The alligator M is still what it was if you fitted for team heals an fire support. However the removal of it’s inherent anti-missile ability, the main reason I took it at all, is the same as many ships… restrictive, thereby placing outside the reason I would have ever bothered to make the expenditure at all.

 

I was hoping that the changes were perhaps going to be a re-organization of the current modules, and perhaps the addition of some for those ships with bonuses for non existant mods, or at the least an alteration of lower tier ship bonuses with no access to mods. Instead I find the ships I worked for altered into things I would never have purchased.  A shifting of ships I had into tier brackets that have altered their former balance, some ships are now lower or higher… I even had one (templar S) completely taken away from me after having worked hard to aquire… While I understand the intentions behind this, it’s effects have simply fustrated me to put it mildly. I’ll say again, there were other ways to achieve a move toward role definition and balance. I’ve been involved in software development and game beta testing for the better part of two decades… this was, in my oppinion, poorly implemented.

 

A good but minor example… the removal of weapon turrets from some ships… The jericho frigs looks positively silly with a single turret on one side an three on another. There some reason behind not moving a turret over, or leaving the ship lopsided? I feels like  a hasty change made last minute. I’m rather curious to know the reasoning behind the way it is, if this was an intentional change.

 

Would have been nice to include a way to let one get rid of all the ships they no longer want. I’m now left with tons of space taken up by ships I would never have touched as their roles and their appearance is nothing that I would desire.

 

All that said, I applaud the dev teams intention, and I hope they find a way to steer the game toward their vision while still allowing their fan base to find enjoyment.

Yes they have made great changes.  Yes its frustrating for people who spent time and money to ramp up the tiers.  But…Your getting a much more playable game.  I didn’t like the changes at first but after playing for a little while today they won me over.  No more cheese builds.  Nothing is op and now I have to L2P.  I had given up on this game but they are on the right track now. Great job Devs looking forward to a sale on steam dlc and gold.  (hint hint ) 

 

PS I have seen more people playing the objectives, the spontaneous team work is great.

Ugh. There’s so much to like about this patch. But so much to dislike.

 

Instead of supporting more flexibility and different playstyles, they locked everyone into a handful of particular roles. The old system of having bonuses to types of modules made so much more sense. If I want to play an interceptor with microwarp, it makes sense that maybe I’d have better recon, but making it so I don’t even have access to the other modules was a really regressive step.

 

And to make it even worse, the different ship types are staggered throughout the tiers, so I have to buy ships that I don’t want to get ships that I do and in each tier, I’m going to be stuck using a ship with a crappier reward, despite being forced to buy a better one, if I actually want to play the role I like, which was supposed to be the whole point (which was a problem before, but a much more minor one).

 

The placement of ships within the tiers is also much, much more confusing.

 

Devs really need to just decide whether they want to do tiers or not. If matchmaking isn’t going to respect them and ship classes aren’t going to be evenly distributed among them, then they just need to get rid of the whole “tier” concept. This weird hybrid system where tier differences are quantitatively (better stats) and qualitatively (access to more/different modules) large, but no other part of the game pays attention to them is really, really poorly designed.

 

And I’m generally not into big “money grab” accusations, but not refunding ships was a blatant money grab. They changed the roles on literally every ship I owned and I’m not particularly keen on playing any of them.

 

I really wish I hadn’t invested any money into this game and I probably won’t do so again in the future. I don’t like many of the balancing decisions, but that I could live with. But not refunding all the ships after radically changing them and stripping off modules that I can only sell for partial-price now that I can’t put them on any of my ships means that the things I spent money on have been effectively stolen. I don’t know why I’d spend money again when it is, apparently, entirely possible that it will be gone with no refund in the next patch (yes, it’s “beta”, but if you’re taking money, there is still responsibility).

 

I might be alone, but you’ve lost a customer.

I was hating on the patch till I played for a couple of hours.  They won me over with the improved game play and no more cheese builds.  The ones complaining seem more upset that they can’t play their op builds now they have to work.  The grind was reset a bit but thats the life of the beta tester.  I think they could win a lot of people over with a sale on gold and steam dlc real soon and maybe a discount on premium time.  (hint hint)

Ships

 

Ships roles are good

 

Modules:

 

-Pulsar is more OP then never. Now he give more damage for more time.

-Flares nerf was wrong. 35 sec to pop flare is too high.

-Adaptive camuflage is cool, but the cooldown is too high

 

Pve:

-Only frigates can complete pve now, because the hull/shield nerf

-Npcs in scenarios are to numerous and have zero respaw time. A reduction in npcs and a respaw delay(20-30seg) is needed.

-boss elements have too much damage, just one missile from the laucher can kill a interceptor, or a fighter. and two pulsar hits from the punisher.

 

 

 

there are new modules. some of which are great. many things DID get better.

 

also, it is good, that ships have roles, and they should make sense.

 

still, this would not have to be solved by completely blocking certain modules. it would be enough to make them more viable on the class they belong to.

All I wanted was separate Tier matchmaking. Everything else can change as much as you want, but if I can’t get into a simple match where everyone’s on the same playing field, I’m not going to bother.

After fiddling around for a while, I managed to find something like my pre-8.0 playstyle (it was an Acid Hydra built for tanking/heavy regen, now done with Hydra 2, built almost the same way) and I’m getting used to the big changes.

 

Not nearly as much table flipping as there was at log in. I worked damn hard to get that Acid up to T2.5!

 

Anyway, I digress. The only real issue I’m seeing in this patch is the way you designed the ship trees, specifically the Empire Frigates. Since the Empire is divided into two larger subfactions (just like all the others) I really liked being able to choose to go all Legion or all Wardens, and have an epic looking hangar, all my ships painted in the same style. But now, I’ve gotta chew through all the Legion ships to get to the Warden ships, and I can’t “cut” around by waiting a few ranks? I was looking forwards to hanging onto my Acid until I could get Garm, but alas, now if I want that, I have to go through the vanilla Cerberus and Cerberus II, and then and only then can I get Garm.

 

I mean, why not something a little more divided? Here’s a little idea for the entire tree:

 

 

Harpy =-------------------- Steel Harpy — Hydra ===--------------------- Acid Hydra— Cerberus ===------------------------- Garm— Centaur ====----------------------- Ginger Centaur-----> TIER

            |–Iron Harpy----------------------|                  |–Hydra II-------------------------|                        |----Cerberus II-----------------|                      |— Centaur II--------------------------------->   5

 

As you can see, the Legion ships still come up first, just like they do now, however now the player has the options to skip the Legion ships and just take the Warden ships if they so choose. However, all the players are still required to take the initial, vanillia versions, just like they are right now.

 

And yes, I understand that the likelihood of implemination is null, but I still like to hope that perhaps this system will be again changed to something more reasonable, and cost effective. After all, no one gets ahead in this system; they just don’t waste credits on ships they never intend to fly.

Actually not going to whinge about the new patch, just a few questions that are probably related to it.

 

Contracts: There certainly seems to have been some significant changes to them, is there anywhere I can find these changes listed?

 

Reputation Gain: OK, so with the adjustments some of my spacecraft have/need additional synergy levels added to them, so I’m flying all my T1s with their T1 equipment in mixed T1/T2 Sector Conquest Battles, and irrespective of score or playing field, max out at around the 110 Rep mark for a WIN.  so do I need to WIN approximately 1000 battles to go from rank 8 to rank 9 now? Is this because I now have a T3 Craft (Machete) so the system determines that I’m obviously just trying to kill n00bs in an overpowered craft (which, obviously, is not the case)?

 

And please could we again request more detailed patchlogs?  General change information is fine, but showing us the details (which you have to already have shown someone to institute in the first place), would considerably ease the sense of dislocation and disinterest of the development team in their client base, which we feel.

 

Cheers.

 

Edited for speeling and use of the whole grammar concept :stuck_out_tongue:

Did you see ? Tier 3, you can’t play tackler. You have to buy the only one rank 9, the bear. It cost real money. Dont tell me we can play a rank 8, we all know how important are the implants in this game. What the point playing a tackler with slow speed.

 

I just wonder why people just can’t devellop a good game ? Why they have to think about money before thinking about fun ?

You have the possibility to create a really good game, a masterpiece. Instead of that, we only see a WoT in space.

 

I often play F2P. I often buy some stuff to help. You will receive no money from me till the game stay like that. I pay if I want, I don’t pay because a dev tell me to do it.

In all honesty, the steam deals are worth it buddy. You get more of evrything. more loot, more exp on ships all kinda goodies.

 

Besides that, they need one way or another to secure a decent income to improve the game. It is after all still beta, so you are actually helping them develop the game buy buying sht.

Here are my thoughts on the patch and the direction the developers are taking with the game. This may sound like a biased rant at first, but trust me, its not as bad at the end.

 

Introduction

The patch limits customization and playstyle. It de-emphathizes individual skill and objective oriented play in favor of “team” oriented play by pidgeon holing players into specific roles.

Before, I could choose ships and loadouts to fit my play style. Now, I have to change my play style to fit the ships. I liked it before where certain types of ships were better at certain roles, but weren’t FORCED to be those roles. Now, ships can ONLY play certain roles, which limits player creativity and ship versatility.

 

Then

Do not be mistaken, playing your ship’s role to help the “team” is not the same thing as playing the objective as a team. For example, on my empire frigate, I had hull repair, warp gate, and Mass Propulsion Inhibitor. I could snipe the defenders of a beacon from far away and then warp gate to the objective to help cap it and once there, I could use hull repair to heal my team and MIP to stifle any incoming attackers. This worked beautifully using the beacon as cover and my pulse plasma guns to mow down anyone trying to come around it. I could also do this in reverse order.

 

Now
The empire long range frigates we have now are completely useless. They do not and are not able to contribute to objective play at all. They can only provide support fire and the benefits of that are marginal. Before the patch, imagine a guy that just sat there all day using his disintegrator gun and never budging an inch, just playing Duck Hunt. How useful is that? Now in this patch, that is EVERY long range empire frigate player no matter who they are. 

 

If the beacon is about to change during beacon hunt, what does a empire long range frigate do? Does he decide he needs to start moving towards the beacon while everyone is fighting at the previous beacon? or does he sit back and continue playing duck hunt because his reduced hulls/shields, no close range modules, and lack of a way to get there leave him at a serious disadvantage? Before the patch, I could have done both. The developers want the long range frigate to stay long range. Sure, they can buff it in a patch to increase it’s “team” contribution, but that’s not the point. The point is: the players will be playing the “team” roles given to them, but not actually be working together as a REAL team to play the objectives.

 

Conclusion
Some of you may prefer the shift towards these roles or some of you may agree with me that objective play is more interesting. Whatever you think, please keep in mind that this is my OPINION and my opinion is as right as yours. You can certainly make an argument for specialized roles and how it is better (I’m not gonna lie, duck hunt was pretty fun.), but for me the game doesn’t feel fun anymore and that’s why I’m quitting. Good luck to the players and developers, it was fun while it lasted.

Edit: Of course, this is beta so I might be back later, as implied by the thread title.

But it doesn’t work !

There should be no premium ship. All the content should be available ingame. If only people who pay have the better ships, only people who pay will continue to play.

 

The dev should know that ! It is known ! Look at games like League of Legend ! You can’t buy something you can’t get thourgh the game. And it works ! LoL is today the most played game in the world.

The SC dev are stupid ! They haven’t learn anything from the F2P business.

And they destroy their game because of their greed.

The ships ytou pay for are actually worse in some cases. I thought i would just mention that to you.

 

Try look at the bonuses, and tel me wahts better about them? other than they dont require repairs now a days.

 

I have a lot of paid ships, and i actually fly free ships most of the time, unless its beacon hunt, then i need my lovely Rhi-no!

Find me a Tackler rank 9.

You have to pay to play tackler Tier 3. You have no choice except choosing a Rank8 which is a turtle.

NOOOO! Dont leave! :open_mouth:

The change to this new role system is a great idea but implemented in a very wrong way, I was expecting ships to get the corresponding special module to the role it was defined and a major buff for the module used fro that particular role, instead now you have no freedom of choice at all and is forced to only use the module of that role which makes the ships a lot less fun to play with.

Fed Silent Fox tech 3 rank 7 looks like a decent ship to be honest. Fast, With stealth to position yourself well before striking, loooooooooooooooooooooooooong range and decent hp.