Killfeed design has been changed, now it is a bit more stylish and also more visible.
haven’t got in-game yet but if they’ve made the kill feed more noticeable it’s a plus point from me. I actually use that alot and found it annoyingly too small to read.
You won’t be using it for anything anymore.
The old patch notes amounted to “player x was killed by player y using an Experimental Hail Plasma”. I admit that was something I did occasionally look at and take note of - I could get an impression of how well-equipped my opponents were. If nothing else, it was sometimes nice to be able to look at that when I was killed out of nowhere and find “Oh, there was a minefield I didn’t spot”.
Now that is gone. It is just “player x killed player y”. No indication of how.
So the strongest Frigate is getting weaker, but the Interceptors are being pretty much left as they are. Odd.
Interceptors seem to be the big thing in need of rebalancing right now, and I say that as someone who has increasingly abandoned his Fighter and Frigate collection in favour of flying Interceptors exclusively.
All I see this patch doing is pushing the Engineer numbers even lower, which in turn will push all non-Interceptor numbers lower because the only way to survive will be to have a cloak to escape with…
Covert Ops nerf, Tackler nicely buffed and Guard Frigates still exist, what is your problem ?
Not that I even agree with Interceptors “being OP” . Not that you brought any argumentation forth to have a platform for an actual discussion.
Now that is gone. It is just “player x killed player y”. No indication of how.
it’s in combat logs accessed via chatbox. hard to read and hard to get to but price we pay for reduced clutter i guess.
i like the new kill feed - except my eyes haven’t programmed themselves to see it yet moar games !
Just wanted to say a thanks and grats, as this appears to be far the best patch since 0.8.0.
Looking forward to it! :yes_yes:
hmm, after playing a bit of arcade…I feel almost like yelling NERF COV OPS. those plasma arcs make my engineer completly useless, get to beacon, get plasma arced in 2 seconds and respawn and do it all over again…Even worse in Beacon Hunt where I get double teamed o.O
Edit: Do note, not really anything in this patch that changed that, just saying it
I havent really opened the battle log yet…i prefer talking to my squad/corp
Star Conflict OBT v 0.8.2
interceptors
Covert Ops
“Orion” Targeting Complex: effect duration has been reduced from 10 to 7 seconds.
- I dont know how I feel about this, but it seems kinda unnecessary, most interceptor pilots need that full ten seconds, as half that time there trying to aim at there target. Kinda throws that module to the shitter.
Changed the logic of Tactical Warheads usage:
After the warhead is dropped from the ship, it stands still.
Detonation happens only on timer expiry (13 sec.)
- Tactical warheads now seem a bit, dare I say it, Tactical. You really got to time those suckers right now.
Eagle
Added an individual bonus “Energy consumption for Covert Ops modules reduced by 20%”.
- How DID you miss the eagle? -
Tackler
New module “Sentry Drone”: Deploys a guard drone attacking enemy ships in range. Restrictions: rank 7 and above, modification Mk3 is only available to Raid faction.
- well this needs more info on WHY it would be useful, needs further testing -
Module “Engine Suppressor”:
Recharge time reduced to 45 sec.
Duration is now fixed at 10 sec.
Slowing efficiency significantly increased from 30% to 50% depending on the model.
- Mmm, interesting. -
Slightly increased shield and hull values for Federation frigates.
-Thank you, thats helpful -
Engineering
Module “Nanodrone Cloud”:
Energy consumption increased to 30 pts./sec.at T1.
Active range reduced by 1km and is now at abot 2-3 km depending on the model.
“Mass Shield Generator”:
Efficiency reduced by 15%.
Energy consumption increased to 30 pts./sec. at T1.
Active range reduced by 1km and is now at abot 2-3 km depending on the model.
- well now engineers are even EASIER to kill. What’s the point of heals if they die so quickly?! This will only push people further away from using them and give the pilots that fly them living hell. BUT on the flip side, everyone will learn to stick close to the engineer frigates.
Module “Energy Emitter”:
Significantly increased the amount of transmitted energy.
-Useful only to frigates…-
Final thoughts:
This is an interesting patch. Im neither super excited nor utterly disgusted by it. Only strictly neutral.
THOUGH, I hate when they nerfed the Orion Targeting complex. Kinda unnessary.
The nukes will be a challenge but a fun challenge to get kills in. You could just switch to Torpedoes and kick xxxx when you see a large swarm.
Otherwise, I will see how this patch balances things, epeciaclly in T3.
hmm, after playing a bit of arcade…I feel almost like yelling NERF COV OPS. those plasma arcs make my engineer completly useless, get to beacon, get plasma arced in 2 seconds and respawn and do it all over again…Even worse in Beacon Hunt where I get double teamed o.O
Edit: Do note, not really anything in this patch that changed that, just saying it
I havent really opened the battle log yet…i prefer talking to my squad/corp
Your on my list of people I have to exclusively kill with my plasma arc, just to make you learn to watch out for us, we are easy to kill if your NOT paying attention. Your welcome. See you in game!
Engineering modules definitely needed a nerf, though there were some ideas in the Suggestions section that I think would have been better than a blanket effectiveness and range reduction, but hey ho.
I like that tacklers got some love, but I too am confused about the idea behind the Sentry Drone. Deploying drones doesn’t seem like a very Tackler thing to do. Still, hopefully that new bad boy Engine Suppressor will help curb interceptor dominance.
i can see where they’re going with drones - tackler supposedly being anti interceptor and drones a nuisance to inty pilots. but if damage done is too low it’d not be worth the active slot
Good think i have my BEAR ready to go then as plan B.
this patch ruined my t2 engineer. I know it was needed for t3. But t2? Not so sure. Either way, engis need some kind of boost for survivability now. In 2 games, with all blue and green gear, my score dropped 40-50 points. Dafaq? Its suicidal to be that close to the front lines on an engi. Everyone FFs you instantly. Engi is my favorite class by far. This has really destroyed the game for me.
this patch ruined my t2 engineer. I know it was needed for t3. But t2? Not so sure. Either way, engis need some kind of boost for survivability now. In 2 games, with all blue and green gear, my score dropped 40-50 points. Dafaq? Its suicidal to be that close to the front lines on an engi. Everyone FFs you instantly. Engi is my favorite class by far. This has really destroyed the game for me.
I had a gut feeling that this would make T2 people cry. Though that means people would have to learn to stick by you and not be solo heros anymore. I mean, if you did have that mentality then, no frigates would survive…
Question to the Devs,
What’s the specific reasoning on the nerf of the Orion Targeting Complex?
The dang module was already hard to use and I’m a veteran of the interceptor so I have about 150+ Skill points on using it, but the other people will be pissed on it being nerfed.
Your on my list of people I have to exclusively kill with my plasma arc, just to make you learn to watch out for us, we are easy to kill if your NOT paying attention. Your welcome. See you in game!
Haha, it’s hard to watch out for people who are not visible And it mainly was a problem on that new map…where they had like 5 of them buggers
and no matter how much you look out…But next time I’ll have hail plasma instead of crappy lasers so better watch out
OK so I don’t see it mentioned but credit rewards for PvE were clearly reduced quite a bit. So people looking for a negative ninja nerf there’s one right there.
The purpose of PvE is to grind credits for new ships and equipment not to be a WHOLE fantastic new challenge that takes twice as long as a regular match with the same reward as PvP. Just sayin…
Okay, I just have to ask: what was the specific reasoning behind nerfing the healing modules? Yes, I am a little irritated by it, because I am a T2 player and would prefer to have healing capabilities over survivability. Is it due to engineer cluster healing? If yes, why not just make it so you can only be affected by one engineer at a time? No overlaps would make for a still balanced ship. I did hate engineer clustering because it was incredibly overpowered and found it unfair to the team fighting against one.
hmm, after playing a bit of arcade…I feel almost like yelling NERF COV OPS. those plasma arcs make my engineer completly useless, get to beacon, get plasma arced in 2 seconds and respawn and do it all over again…Even worse in Beacon Hunt where I get double teamed o.O
Edit: Do note, not really anything in this patch that changed that, just saying it
I havent really opened the battle log yet…i prefer talking to my squad/corp
Engineering are not guard ship, stay on rear guard, giving heals and support fire. Cap beacon is the reacon job, not engineering rush+ mass minefield drop
I’m a little concerned about the nerf to engi nanodrone and mass shield. While I agree that engineers are overpowered, engineers wouldn’t really be supporting the team as much as outright assault as they would need to be in close to a brawl. The engi role would be a lot muddier. And the radius decrease means a volume decrease by a power of 3, and remember that these don’t stack. I really wonder how they settled on 3km as it seems like a large decrease. Gradual stepwise nerfs would seem the smarter way to go given that the remotes were nerfed as well. While pubs will be less likely to field engineers and never learn to plug an engi deficit, it may actually increase the use of engineers in squads, as to cover the team with heals effectively.
I’m perfectly happy about the nerf to the remotes though, and the rest of the patch looks great. I only wish those detonation medals came out earlier; would of had hundreds of these and I could point to them to explain my lower kill rate a game.
And what is the porpose of the orion nerf? is hard enough to aim in with only 10sec, and you bring down to 7?