Star Conflict OBT v 0.8.2 Update # 1 Discussion

Rakza, your idea is bad…the 30sec waiting time is already killing me sometimes…Luckily it’s a lot better than in WoT where you wait for 30 secs looking at your tank sitting still…

 

and your idea is bad because IF the devs were to do that, they would NEED to get either A) a proper game designer/project manager or B) a test server so we can test it BEFORE it ruins the real server…like all the patches seem to do since I joined…

Actually I gave up hope, that the Devs will rework the shiptree in a near future.

So maybe they could Implement a little “workaround” to ease the pain not having all shipclasses in the end-rank: 

What me bothers most is, not having all Implants on a low/mid-tier ship. So give us all Implants of the according tier as soon as the ship reaches max synergy. 

I dont think that would be too hard to implement and the low/mid ships would become more competitive since they are easier to max out.

All in all we´d see more diversity in the battles (because of more ships) which is a good thing. 

Rakza, your idea is bad…the 30sec waiting time is already killing me sometimes…Luckily it’s a lot better than in WoT where you wait for 30 secs looking at your tank sitting still…

 

and your idea is bad because IF the devs were to do that, they would NEED to get either A) a proper game designer/project manager or B) a test server so we can test it BEFORE it ruins the real server…like all the patches seem to do since I joined…

You can easily have to wait for almost a minute if you get shot down a few times. Spawn penalty stacks up pretty fast, especially when you’re being steamrolled at your spawn.

Been playing T1 and T2 for several weeks now, I’m a pretty advanced player and pretty much have the grasp of these modes down. I haven’t ventured into T3 or T4 yet because it seems like it’s much more dependent on modules and I’m not ready for that just yet.

 

My player rating is above 1200 and for the most part I like where the devs have been taking things. There are only a few gripes I have about the game:

 

  • Game modes are seriously lacking, IMO the best game mode is Combat Recon because it actually requires some form of planning and tactics. Demolition can be fun at times with the back and forth of the bombs. The worst mode is probably beacon hunt and domination, it becomes a cluster at the beacon(s) and just turns into a huge mess (beacon hunt suffers from this the most), especially with how short the counters are for each beacon, doesn’t really let any strategy or tactics evolve other than; getting to the next beacon first, camping and using all the AOE modules possible… It doesn’t really feel like a space battle at that point anymore.
    • Introduce a team death-match mode, sometimes I just want the objective to be KILL other players… I don’t want to always have to worry about some other objective, just a straight up skirmish would be fun.
    • Capital ships (dreadnaughts) facing off, withe the objectives of taking down turrets, destroying vital sub-systems and sections of the ship until it is completely blown up. Also, give the capital ships huge beam weapons and flak cannons, like freespace to make it even more interesting. * I know this is in the works, just reiterating how fun it would be *
    • Attack and defend missions - One team needs to defend a space station, the other team attack, then they switch the next round and the team the defends it the longest wins.
    • Escort missions - One team has several freighters they need to escort to a jump gate, the other team needs to blow them up. Switch for round 2 and the team with the most escorts defended wins.

As far as ship balancing is concerned, I’m actually pretty happy where it is now. Sure some ships can be annoying, but it seems like every ship has some annoying module that can destroy you quickly, which is balanced in my eyes. The only ship I think can use some love is probably the Engi ships in T2… they pop terribly quick and honestly don’t get much use anymore. I think a little bit more survivability is in order, perhaps some more base resistances. Maybe even give them the ability to replenish friendly missiles. This will make them far more viable, and would be a good off-set for the low survivability they currently have. Another would be to increase their maneuverability and speed by 15 or 20%.  I do like that their healing range was reduced, as now friendly’s are forced to fly back to them to get repairs, as it should be. I think the roles are great and fit really really well when you play your role. Long range frigs are also squishy to intys, but I think that was intended.

 

Weapon balancing is also great, but I think that railgun sniper might be a little overpowered especially when intys have them equipped. Perhaps scale the damage with the distance, so it will be used more by snipers at a distance and not by fighters, and intys close range. I don’t think it was intended for that.

 

Anyway, those are my 2 cents. I will comment more on T3 once I start to play that, but right now T2 holds most of my interest.

Been playing T1 and T2 for several weeks now, I’m a pretty advanced player and pretty much have the grasp of these modes down. I haven’t ventured into T3 or T4 yet because it seems like it’s much more dependent on modules and I’m not ready for that just yet.

 

My player rating is above 1200 and for the most part I like where the devs have been taking things. There are only a few gripes I have about the game:

 

  • Game modes are seriously lacking, IMO the best game mode is Combat Recon because it actually requires some form of planning and tactics. Demolition can be fun at times with the back and forth of the bombs. The worst mode is probably beacon hunt and domination, it becomes a cluster at the beacon(s) and just turns into a huge mess (beacon hunt suffers from this the most), especially with how short the counters are for each beacon, doesn’t really let any strategy or tactics evolve other than; getting to the next beacon first, camping and using all the AOE modules possible… It doesn’t really feel like a space battle at that point anymore.
  • Introduce a team death-match mode, sometimes I just want the objective to be KILL other players… I don’t want to always have to worry about some other objective, just a straight up skirmish would be fun.
  • Capital ships (dreadnaughts) facing off, withe the objectives of taking down turrets, destroying vital sub-systems and sections of the ship until it is completely blown up. Also, give the capital ships huge beam weapons and flak cannons, like freespace to make it even more interesting. * I know this is in the works, just reiterating how fun it would be *
  • Attack and defend missions - One team needs to defend a space station, the other team attack, then they switch the next round and the team the defends it the longest wins.
  • Escort missions - One team has several freighters they need to escort to a jump gate, the other team needs to blow them up. Switch for round 2 and the team with the most escorts defended wins.

As far as ship balancing is concerned, I’m actually pretty happy where it is now. Sure some ships can be annoying, but it seems like every ship has some annoying module that can destroy you quickly, which is balanced in my eyes. The only ship I think can use some love is probably the Engi ships in T2… they pop terribly quick and honestly don’t get much use anymore. I think a little bit more survivability is in order, perhaps some more base resistances. Maybe even give them the ability to replenish friendly missiles. This will make them far more viable, and would be a good off-set for the low survivability they currently have. Another would be to increase their maneuverability and speed by 15 or 20%.  I do like that their healing range was reduced, as now friendly’s are forced to fly back to them to get repairs, as it should be. I think the roles are great and fit really really well when you play your role. Long range frigs are also squishy to intys, but I think that was intended.

 

Weapon balancing is also great, but I think that railgun sniper might be a little overpowered especially when intys have them equipped. Perhaps scale the damage with the distance, so it will be used more by snipers at a distance and not by fighters, and intys close range. I don’t think it was intended for that.

 

Anyway, those are my 2 cents. I will comment more on T3 once I start to play that, but right now T2 holds most of my interest.

 

Hey there, thank you for your input!

I must say though, that the game is still in work and we are actually going to add more to the gameplay in the future, yet your feedback is very valuable, as it helps to see what should we start from first )

And as I was saying before, Engie role is still in work, we are having some plans on how to improve its survivability, but they will be announced later! :wink:

Hey there, thank you for your input!

I must say though, that the game is still in work and we are actually going to add more to the gameplay in the future, yet your feedback is very valuable, as it helps to see what should we start from first )

And as I was saying before, Engie role is still in work, we are having some plans on how to improve its survivability, but they will be announced later! :wink:

Anti, what about us? Y u no reply to our feedback? D:

Jk. Anyway, what I really meant to say is that why don’t you focus on tweaking exisiting features and imbalances before adding anything new? We need that more than new content.

Its always wise to fix the car before adding a supercharger - A wise gamer 

Its always wise to fix the car before adding a supercharger - A wise gamer 

 

Indeed.

Indeed.

Anti, what about us? Y u no reply to our feedback? D: Jk. Anyway, what I really meant to say is that why don’t you focus on tweaking exisiting features and imbalances before adding anything new? We need that more than new content.

Who in their right minds would answer criticism when they have a shining beacon of positive feedback in 11 pages?..

Who in their right minds would answer criticism when they have a shining beacon of positive feedback in 11 pages?..

Maybe because those are the people they should be really listening to…?

Maybe because those are the people they should be really listening to…?

Yeah, but that was last decade…

Maybe because those are the people they should be really listening to…?

Not really!

Mayority of us are just yelling our personal preference: “make that easier, i want more moneyzzzz”," make this shinier", “f*** you, you s***!”, “OMFG LULW00T NERF FIRGS, TOO OP”, “NERF CEPTORS, TOO OP”, “nerf squads too op”, “rollback this’n’that”.

 

Imagine how hard for devs it is to filter out what is valid and what isn’t. Sure when after a patch the same day 20 players come and give just about the same feedback, that something is wrong, and as far as i know they always deal with it ASAP, but otherwise It’s hard to get info, what mojority of players think, regardless how much they post.

Not really!

Mayority of us are just yelling our personal preference: “make that easier, i want more moneyzzzz”," make this shinier", “f*** you, you s***!”, “OMFG LULW00T NERF FIRGS, TOO OP”, “NERF CEPTORS, TOO OP”, “nerf squads too op”, “rollback this’n’that”.

 

Imagine how hard for devs it is to filter out what is valid and what isn’t. Sure when after a patch the same day 20 players come and give just about the same feedback, that something is wrong, and as far as i know they always deal with it ASAP, but otherwise It’s hard to get info, what mojority of players think, regardless how much they post.

I’m gonna go ahead and state the obvious that… some of those complains are REAL and not someone that wants his broken-xxxx ship back.

 

Have you see the Contracts? Current T3 groups (I’m not even talking about squads, here, it’s literally everyone)? The matchmaking system? Yes, completely unfounded complaints, I’m sure.

 

In my view, filtering the illogical complaints off their minds is a good thing, but they CANNOT ignore the real issues with the game that have been driving people away from it. People have recently left because they fixed the Strong. That’s right, FIXED it by removing the ability to have nine nukes. They, however, did not break it, because it’s more op’d now with 6 Minefields that it can drop over Beacons to screw every damned ceptor that comes near it. Later, they fixed the Engineers. They reduced their repair range and, in doing so, forced friendly units to stick closer to them, protecting them. I’m dying to see the next class they fix, almost wishing it’d be CovOps because those truly ARE broken, atm and have been worsening ever since they were born.

 

I’ve already discussed the problems on 2-4 different threads, I don’t even know anymore, not gonna make another wall’o’text unless I put it on my own thread for it… I might just do that…

Link us when you’re done, maybe? I made something like a future community patch list for the devs to consider… Everyone’s invited, so…

 

EDIT: Everyone’s invited to post. I only add things to the OP when they’ve been decided upon by everyone there.

I’m gonna go ahead and state the obvious that… some of those complains are REAL and not someone that wants his broken-xxxx ship back.

 

Have you see the Contracts? Current T3 groups (I’m not even talking about squads, here, it’s literally everyone)? The matchmaking system? Yes, completely unfounded complaints, I’m sure.

 

In my view, filtering the illogical complaints off their minds is a good thing, but they CANNOT ignore the real issues with the game that have been driving people away from it. People have recently left because they fixed the Strong. That’s right, FIXED it by removing the ability to have nine nukes. They, however, did not break it, because it’s more op’d now with 6 Minefields that it can drop over Beacons to screw every damned ceptor that comes near it. Later, they fixed the Engineers. They reduced their repair range and, in doing so, forced friendly units to stick closer to them, protecting them. I’m dying to see the next class they fix, almost wishing it’d be CovOps because those truly ARE broken, atm and have been worsening ever since they were born.

 

I’ve already discussed the problems on 2-4 different threads, I don’t even know anymore, not gonna make another wall’o’text unless I put it on my own thread for it… I might just do that…

You’ve listed some pretty good examples why “imba” ships need to be fixed ASAP, before people get used to being OP and feed like their fun god mode was removed when the inevitable balancing patch hits.

 

Strong is a very good example of this. Engineers are another great example.

 

 

There’s also an issue with what to balance for. Currently they are clearly attempting to balance the game for top end squad play (with some success). Things like CO ints a good example of this, they need melee range and to match speed with victim for their unload, which severely caps their power in organized squad play where people will just pop CO going for their frigates before he gets to unload the damage. But in random play against bad players, where you can literally park yourself behind enemy player who will fly in a straight line ignoring you, it’s actually quite powerful.

 

Finally, when assessing feedback saying two opposite things, one has to consider the trustworthiness of the source. Is it experienced enough and knowledgeable enough to make judgement calls about complex balance issues?

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There’s a reason why devs trust Zerk more then others when it comes to balance and they are right. Not only is he knowledgeable about the game, but he also does the actual legwork in terms of recorded testing.

I’ve been trying really hard to see how cov-ops is broken, but I just can’t see it. Now keep in mind I am strictly speaking from a T1-T2 perspective as I have yet to venture into T3.

 

They have some direct counters that screw them over pretty bad.

  • Gunships - Nuff said
  • Tacklers - Nuff said
  • Pulsar - screws everything over
  • Mine fields
  • Other interceptors - If they know how to fly
  • Even LRF can screw them over with a well placed missile.

Now what I have seen they are very very effective at doing is… their role. Frigate popping, particularly the frigates that hang back. The engi’s and long range frigs. Long range frigs can be popped in a matter of seconds if they don’t see it coming, engi’s take a little longer but are usually heavily focused, and they really can’t do much about the inty except drop a mine field. They need protection. Plasma arc is very effective but it’s very circumstantial and you have a cool-down. Orion is good but it got nerfed to 7 seconds so it’s not nearly as powerful as it was before. I’m failing to see what exactly so so OP about the interceptor, I feel all the ships are pretty damn balanced, minus the Engi.

 

Perhaps it’s because I’m still relatively new, so I did not see the state of the game before and apparently there have been many changes since then, which I can see frustrating people. Especially the roles, being forced into a role. Personally I love roles, that’s how it should be in a game like this or else you will create the min/max environment and everyone will be flying around with the most powerful modules. 

 

Anyway, I would really like someone to tell me why interceptors are so OP, when in my own personal experience flying them and going up against them, they feel just right. Again, this is based solely on T1-T2 experience, there’s a chance they are god-like in T3 but from what I read that’s not the case.

You’ve listed some pretty good examples why “imba” ships need to be fixed ASAP, before people get used to being OP and feed like their fun god mode was removed when the inevitable balancing patch hits.

 

Strong is a very good example of this. Engineers are another great example.

 

There’s also an issue with what to balance for. Currently they are clearly attempting to balance the game for top end squad play (with some success). Things like CO ints a good example of this, they need melee range and to match speed with victim for their unload, which severely caps their power in organized squad play where people will just pop CO going for their frigates before he gets to unload the damage. But in random play against bad players, where you can literally park yourself behind enemy player who will fly in a straight line ignoring you, it’s actually quite powerful.

 

Finally, when assessing feedback saying two opposite things, one has to consider the trustworthiness of the source. Is it experienced enough and knowledgeable enough to make judgement calls about complex balance issues?

 

There’s a reason why devs trust Zerk more then others when it comes to balance and they are right. Not only is he knowledgeable about the game, but he also does the actual legwork in terms of recorded testing.

How trustworthy am I?.. Well, I’ve been playing since March, actively, might I add, on almost every ship class in the game (I just don’t fly CovOps, Engineers and Snipers because I don’t like them, but I do fly them rarely). And, huh, lol, most of ESB are pets that have been granted Rank 15 right off the bat, I give very few of them any credit for anything they say, Zerk being one of the few exceptions, tbh. He knows what he’s doing and talking about.

 

But the Strong and Engineers weren’t the only problems that are currently NOT fixed, yet. Not gonna continue this anymore, I’ll get started on that thread thing. Dunno where to put it, though.

I’ve been trying really hard to see how cov-ops is broken, but I just can’t see it. Now keep in mind I am strictly speaking from a T1-T2 perspective as I have yet to venture into T3.

 

They have some direct counters that screw them over pretty bad.

  • Gunships - Nuff said
  • Tacklers - Nuff said
  • Pulsar - screws everything over
  • Mine fields
  • Other interceptors - If they know how to fly
  • Even LRF can screw them over with a well placed missile.

Now what I have seen they are very very effective at doing is… their role. Frigate popping, particularly the frigates that hang back. The engi’s and long range frigs. Long range frigs can be popped in a matter of seconds if they don’t see it coming, engi’s take a little longer but are usually heavily focused, and they really can’t do much about the inty except drop a mine field. They need protection. Plasma arc is very effective but it’s very circumstantial and you have a cool-down. Orion is good but it got nerfed to 7 seconds so it’s not nearly as powerful as it was before. I’m failing to see what exactly so so OP about the interceptor, I feel all the ships are pretty damn balanced, minus the Engi.

 

Perhaps it’s because I’m still relatively new, so I did not see the state of the game before and apparently there have been many changes since then, which I can see frustrating people. Especially the roles, being forced into a role. Personally I love roles, that’s how it should be in a game like this or else you will create the min/max environment and everyone will be flying around with the most powerful modules. 

 

Anyway, I would really like someone to tell me why interceptors are so OP, when in my own personal experience flying them and going up against them, they feel just right. Again, this is based solely on T1-T2 experience, there’s a chance they are god-like in T3 but from what I read that’s not the case.

 

In T2, interceptors are fine, exept for the cov ops IMO. The plasma arc is slightly OP for T2, besides that they are fine. In T2 engineers also aren’t OP, they are easily killed, and with each update it becomes easier…(Knocks on wood for the patch tomorrow)

In T3, I feel like the cerberus 2 are OP, healing mods+more hp than/hp of a guard. Unloading a plasma arc+proximity mine+nuke+orion won’t even scratch the xxxxx. The anaconda is fine, just the remote modules need a nerfing and then engineers in T3 might be balanced.

I don’t have A LOT of experience in T3 yet, so I can’t go much further about T3, but the cerberus 2 is clearly OP.

 

Also…Why do armor mods take the double(if not more) amount of time to recharge in comparison to shield mods? I feel like that is kind of stupid :S

Also…Why do armor mods take the double(if not more) amount of time to recharge in comparison to shield mods? I feel like that is kind of stupid :S

Shield is more easily “scratched off” than armor.