Star Conflict OBT v 0.8.2 Discussion

Okay, feedback on the patch :

 

 

T3 : It seems to me if the balance exceeds defects present on T2 for engineers, engineering still lacks a frigate non premium rank 9 for the federation. This is absurd when we see that the federation has the frigates engineer T4 rank 12.

Such, it lacks a tackler RANK 9 NO PREMIUM. Again, the federation has only rank 7 tackler while they have the rank 12 T4.

 

 

T2 : There is always the same problems.

 

1: The difference in survivability between frigates engineers of the empire and that of the federation.

 

2: The lack of Guard rank 6 obligation to buy a premium for a vessel with maximum capacity.

 

3: The plasma arc makes too much damage in T2. Let me explain: The ships have at T2 maxium 2 locations liabilities, and 2 ships mods. The resistances are limited, very limited compared to the damage of Tier 2 module.

I compared the damage between the MK3 T2 and T3:

 

MK3 T2 = 6500 per second

MK3 T3 = 7020 per second

 

T2 shocks me, it was not the same resistance or the same regen T2 in T3 so why such a small difference of damage?

In addition many modules that allow us to resist that are T3.

 

General :

 

1 : tacklers come a long way, but I have not tested enough to know if they come too powerful. I never succeeded in placing a sentry drone properly … Or should I stop putting it in mine fields? :smiley:

 

2 : Engineers will have an adjustment period with this patch is so they are back line to provide fire support and a secure area of ​​regeneration and the players make attack / retreat. Or they advance with the fleet, that is to say with the guards, the commands for maximum protection.

 

3: VARIOUS:

 

The new improved fighter commands is welcome! This is something that was missing.

 

The new module LR is nice too practical in some cases (to punish recons that warp beacon on a their own or to get a major target quickly a torpedo or reduce the risk of missed with désintégrator).

 

The new module gunship is weird … this is strange sacrificed his shields to engage a target :confused: I do not see very well how to use the module without getting badly punished behind.

 

You buff duration of ECM controls and reduces the cooldown AND THE COUNTER?? Why PROTON WALL has not been improved as a result?

 

 

 

 

engineering still lacks a frigate non premium rank 9.

Cerberus 2.

Forget some words ^^ was speaking about federation

 

EDIT : correction done !

You buff duration of ECM controls and reduces the cooldown AND THE COUNTER?? Why PROTON WALL has not been improved as a result?

Because basic mathematics suggest that when you have a percentage-based counter, when you buff the action, the percentage based counteraction is automatically buffed accordingly.

 

Example: action lasts x seconds. Counteraction reduces action length by 30%. Action is buffed by 20%.

 

Staring scenario:

 

Action = x

Action with counteraction = 0.7x

Action after buff = 1.2x

Action after buff with counteraction = 0.84x

 

 

Counteraction effect in relation to original action strength:

 

Before buff: 0.3

After buff: 0.36

 

Difference is equal to buff of the action - 20%.

As someone who plays mostly T2 Engi frigates I can see why the turrets were reduced. Sure, long rage have desintegrators and guided torpedos which -are- weapons to be careful with, but in plain direct confrontation 6 turrets was a lot of power to a type of frigate that has a fair amount of hull and shield. Even with two less turrets I’m still often the top player of my team in battles we come victorious in terms of destroyed ships, on top of which an N number of assists that can be double, and still a “Fear Me” badge on top of it.

Obviously I’ll give in that some situations are and were just as deadly for a frigate be it 4 or 6 turrets, but the lesser firepower pulls the Engineer a bit more away from the 3 in 1 role (Attacker, Tank and Support).

 

Nerfing the support aspect of it however, while it’s no longer a super-compentent attacker however does seem to be starting to take the piss on those who wish to play support.

Not that personally I’m too bothered with this (am with something else) because I tend to be pretty front line in my support trying to deliver damage to opponents, heal allies, and eventually choosing between a retreat or a suicide; but the support frigate should certainly be allowed to perform it’s act from a position where it’s actually support, especially when you have weapons that would still emphasize this and are actually fitting of such type of ship. It was mentioned before and I feel that’s more than fair that range is not what should be nerfed, but the effect, mostly though because of the stacking. What Gaijin should come up with it’s a way that in case you have blobs of engi frigates then either we really go with the “best buff” only, or at best have any other buffs past the best one contribute only with very small percentage in addition.

 

What I am kind of unhappy with however is how suddenly the ships that are meant to have the most energy available to them can barely boost without draining their battery supplies. I mean, you took the turrets, ok; frigates are already whales by default; now you’re trying to make it difficult for them to place themselves anywhere with their already slow boosting speed or at least sustain some maneuverability against interceptors?

I hope you’re trying to “balance” something, and not just cater to stupid players who insist in playing Inteceptors/Fighters, and because they are too moronic to understand where their strength lies when fighting against Frigates to just be trying to give them the upper edge instead of forcing them to learn how to play.

Honestly, the problem with engineers is just the clustering. We all complain about it. Why not just eliminate these by only allowing engineers to heal via their own mass shield/nanodrone cloud and restoration modules, and other ships only able to have one healing buff placed on them at any one time?

 

It just makes sense that way…

<sigh>. It’s been said about a million times, but I guess it needs to be said again since it’s come up three times in this thread already:

Nanodrone Clouds and Mass Shield Generators from multiple engineering frigates do not stack, and they never have.

 

[http://forum.star-conflict.com/index.php?/topic/19405-healing-is-overpowered/?p=197013](< base_url >/index.php?/topic/19405-healing-is-overpowered/?p=197013)

Then why are people complaining about their healing rates? They weren’t that OP… Were they? In T3?

In T3 you have the REMOTE Shield Generator, which is an activated module with a cooldown, so you can get an engineer ball rotating those to get a great herd tank.

 

Tbh I think the invincible mutually repairing engineer ball was mostly mythical in T2. It was more due to the fact that engineers formerly had great firepower as well as nice regen. As a result any ship trying to attack it would usually get blown away before it could kill anything. It was also an easy formation for PUGs to form because it was simple, and ANY coherent formation is usually better than none.

 

Edit: The final reason people complain about the nanodrone and mass shield healing rate is that they heal the same absolute amount to all ships, which means smaller ships regen more % of their HP per second than larger ships, which makes taking down a T2 interceptor flying defensively with engineering buffs a major PITA.

Ohhhhhhhhhh. Okay. Okay those can be nerfed, but the mass shield and nanodrone cloud weren’t too bad before… So why the nerf those?

Hmm, interesting T3 Module. So, because some players in T3 show excellent Teamwork and maybe use a Module that ist not overpowered unless used in a gang, they nerf all Engineers from t1-t4? Furthermore the supporter Role in general is nerfed?

 

That doesn’t seem logical to me. Wouldn’t it be better to nerf the Remote Shield generator?

 

Please don’t bash on me, if i missed some aspects, i haven’t played t3 yet. I just don’t understand the current nerf.

In T3 you have the REMOTE Shield Generator, which is an activated module with a cooldown, so you can get an engineer ball rotating those to get a great herd tank.

 

Tbh I think the invincible mutually repairing engineer ball was mostly mythical in T2. It was more due to the fact that engineers formerly had great firepower as well as nice regen. As a result any ship trying to attack it would usually get blown away before it could kill anything. It was also an easy formation for PUGs to form because it was simple, and ANY coherent formation is usually better than none.

 

Edit: The final reason people complain about the nanodrone and mass shield healing rate is that they heal the same absolute amount to all ships, which means smaller ships regen more % of their HP per second than larger ships, which makes taking down a T2 interceptor flying defensively with engineering buffs a major PITA.

 

So why not make it scale with ship size…?

 

EDIT: I’m sure someone else has said that…

 

EDIT2: Hold on a second… If someone’s already said that, then why not just do it and not do the alternative which is nerf the modules to the point where the engineer becomes useless? Oh, yeah…

Ohhhhhhhhhh. Okay. Okay those can be nerfed, but the mass shield and nanodrone cloud weren’t too bad before… So why the nerf those?

They weren’t “too bad” in 0.7.x. Then mass shield got buffed by 100% in 0.8.0. At the present state after all the nerfs, it’s still well over 50% more powerful then it was back in 0.7.0.

 

And even back then with much weaker mass shield and remote shield gen being single target only, frigate balls dominated.

Is it just me or did Tackilers get DEADLY. 

 

I have came to the conclusion, after about a dozen games, that that ship is specifically designed to take down interceptors. I mean once you nerf the speed of any interceptor, and lay heavy fire under it, the most you can survive is what, 3 seconds? I’m cool with that, but there is no counter, or module with a cool down to negate those effects or at least giving you a fighting chance. 

 

Yeah, It took me a while to get used to the 7 seconds of the orion module, but seriously. It was nerfed for being used in Combat Recon? Who in the right mind would NOT use it? In any other situation it was a pain in the xxxx to use (I only used it on frigates as there easier to aim at)

Nerf remote healing in T3. Restore range for engineers. Make all engineer healing % based. Boom, all fixed. 

So why not make it scale with ship size…?

 

EDIT: I’m sure someone else has said that…

[http://forum.star-conflict.com/index.php?/topic/19517-scale-nanodrone-cloud-and-mass-shield-generator-repair-rate-with-ship-size/](< base_url >/index.php?/topic/19517-scale-nanodrone-cloud-and-mass-shield-generator-repair-rate-with-ship-size/)

[http://forum.star-conflict.com/index.php?/topic/19534-engineering-poll/](< base_url >/index.php?/topic/19534-engineering-poll/)

So yes, it’s been suggested and got +3 rep (which is almost deafening approval for a post in the Suggestions forum) and it later topped a poll on what to change to balance engineering.

 

Other balance suggestions:

[http://forum.star-conflict.com/index.php?/topic/19510-make-the-mass-shield-generator-aura-not-affect-ships-that-have-recently-taken-hull-damage/](< base_url >/index.php?/topic/19510-make-the-mass-shield-generator-aura-not-affect-ships-that-have-recently-taken-hull-damage/)

 

And finally I’ll plug this because I still think it’s a good idea to make engineering a more active profession:

[http://forum.star-conflict.com/index.php?/topic/19478-repair-weapons/](< base_url >/index.php?/topic/19478-repair-weapons/)

 

They’ve had a lot of feedback and suggestions about how to balance engineering, most of it quite coherent. Hence why I’m a bit disappointed that the solution we got was fairly unimaginative.

 

 

Is it just me or did Tacklers get DEADLY.

 

I’ve been banging my head on my tackler a lot in the last 2 weeks to try to make it work, and I still wouldn’t class it as “deadly” even after this pass. You still need the Engine Suppressor and Inhibitor Beam to slow an inty down to the speed of a tackler, and even when you do, while it now has worse straight-line speed than you it still has much better rotation speed, so you still have trouble tracking it if it circles you at 500m unless you stack collision compensators. Meanwhile anything other than an interceptor will mince you unless you cloak to escape because once you’ve loaded up your passives with collision compensators instead of tank you only have slightly more HP than an inty but are a much bigger and slower target.

Oh, and all this still only works on covops because properly fit recons will pop their phase remodulator and your engine suppressor and inhibitor go bye bye, and an ECM will just ion beam you to make them go away.

 

And again, all of these problems and some possible solutions have been discussed in the Suggestions forum already, under the [http://forum.star-conflict.com/index.php?/topic/19756-tackler-buff/](< base_url >/index.php?/topic/19756-tackler-buff/) thread.

Confirm…PVE rewards has been sensibly reduced…Why? Obviously I don’t like it

PvE rewards weren’t changed.

Is it just me or did Tackilers get DEADLY. 

 

I have came to the conclusion, after about a dozen games, that that ship is specifically designed to take down interceptors. I mean once you nerf the speed of any interceptor, and lay heavy fire under it, the most you can survive is what, 3 seconds? I’m cool with that, but there is no counter, or module with a cool down to negate those effects or at least giving you a fighting chance. 

 

Yeah, It took me a while to get used to the 7 seconds of the orion module, but seriously. It was nerfed for being used in Combat Recon? Who in the right mind would NOT use it? In any other situation it was a pain in the xxxx to use (I only used it on frigates as there easier to aim at)

Tacklers are interceptor killers, and very efficient ones at that. What, you thought you could go about the battlefield and not be matched by anything? Those speed debuffs will be the bane of your existence. I can get a recon moving at the speed of a frigate and then laugh as I mow them down in a Fox. Unfortunately, it’s about 45 seconds between each kill, so…

 

Let it be known that the reign of interceptor dominance in T2 is slowly coming to an end. Thank you, devs. This is one change I can really appreciate.

I wonder what other changes are not part of the change log… I noticed that the spawn system remembers which ship I was flying and selects it for me… that wasnt in the logs

 

I personally think most of the changes are crap!

 

my tackler still sucks. the battles I was in last night seemed to boil down to interceptor dog fights

 

the healer engineer needing to get within 2.5k distance from a friendly to heal is crap! Its impossible to get that kind of distance and stay mobile and have an positive effect. Guard Frigs are next to worthless in normal battles now because the engi cant stay close to them while dodging the onslaught of attacks

 

the rewards were nerfed and I feel like Im playing without a licence… why did I buy one now?!

Tacklers are interceptor killers, and very efficient ones at that. What, you thought you could go about the battlefield and not be matched by anything? Those speed debuffs will be the bane of your existence. I can get a recon moving at the speed of a frigate and then laugh as I mow them down in a Fox. Unfortunately, it’s about 45 seconds between each kill, so…

 

Let it be known that the reign of interceptor dominance in T2 is slowly coming to an end. Thank you, devs. This is one change I can really appreciate.

Then why you is complain about frigates be killed by interceptor? that is the interceptor job you know?