Star Conflict OBT v 0.8.2 Update # 1 Discussion

remote shield and basic healing. /next question

see, remote shield was the problem than wasnt it. not the mass shield generator. the mass shield generator was NEVER the problem. It repairs a bit yes, but is easily breakable, even my T2 inty(ecm) can kill an engineer in a 1 v 1 no problem. 

Now your comparing apple and oranges. See the problem lies in the skill of the pilot in t2 or t1. You can get a wide range of people with games played in those tiers from 50 games to maybe 1500 games. 

well I just started playing this game. and im hyped to try the new patch so when are the servers up? it seems like the time is just get extended and extended and extended :confused:

Now your comparing apple and oranges. See the problem lies in the skill of the pilot in t2 or t1. You can get a wide range of people with games played in those tiers from 50 games to maybe 1500 games. 

I don’t really see the problem?

In T3 exactly the same can happen so that is just a bullshit comment.

 

edit: how am i comparing apples and oranges? I just stated that the ship with the lowest dps basicly was able to kill an engineer in T2 even if they were of equal skill because engineers repairs are weak enough to be broken by an inty easily.

see, remote shield was the problem than wasnt it. not the mass shield generator. the mass shield generator was NEVER the problem. It repairs a bit yes, but is easily breakable, even my T2 inty(ecm) can kill an engineer in a 1 v 1 no problem. 

Some ships couldn’t penetrate Shield Generator regen forever. Indestructible ships aren’t good… Large hp amount is ok, but not overtanking for incoming damage.

Not really, i love my ECM but the main role of ECM is crowed control not damage. I have never been able to kill a full health healer in T3 with an ECM ship. True facts.

Zerk1, if even an inty can break through it quite easily, any ship can. 

 

Maybe T3/T4 the problem exists, but in that case nerf T3/T4 and not T1/T2!

Healing [complains](< base_url >/index.php?/topic/19405-healing-is-overpowered/).

 

 

 

[Engineers forcing playstyle.](< base_url >/index.php?/topic/19911-engineers-forcing-playstyle/ “Engineers forcing playstyle. - started 31 May 2013 - 06:32 PM”)

[Balance issues.](< base_url >/index.php?/topic/19399-balance-issues/ “Balance issues. - started 27 April 2013 - 12:27 AM”)

[Please listen to user responses.](< base_url >/index.php?/topic/19789-please-listen-to-user-responses/ “Please listen to user responses. - started 24 May 2013 - 06:28 PM”)

 

etc.

Noone complained about overpowered heals? Ok…

 

And your point is…?

Are you all moronic drones trying to defend an imaginary point to justify your alterations!?

 

Understand this: The core problem was in Tier 3/Tier 4 this is stated in those very threads. Not only you had the normal regen aura, you had a third module to recover shields that was the fact of the creating blobs. You buffed this healing effect even if you reduced this overall effectiveness (By being the player’s ship and one other only), but the weakest ship in the sphere of reach is still being protected. Reducing the range of the auras in T1/T2 will not make them less “overpowered”, and the only thing it does is that instead of frigates being allowed to stay on a defensive position they have to move into the middle of battle. It does not matter if they have cover, they are not invincible to be able to just stand there, and they can’t dodge! Explain to me, how does reducing the range of the healing aura enforces a Engineer frigate to play defensively!? What about Command Fighters!? They have modules with 6.5K range! Are those meant to stay in cover when they’re more agile instead!?

 

Also: All that people are complaining currently is the range. I don’t even care if you reduced the healing rate even though some will perhaps complain about such and I don’t really criticize them anyway, but I’m not looking at the proper balance of that to tell if it’s much or not – But if I can single handedly shoot down any type of ship in T2 while being healed by the regen auras then I can’t particularly imagine why it’s that overpowered.

 

So please, until you can find me a REAL example of how Tier 1/2 battles were overly affected by the amazing healing powers given that they couldn’t stack, let me know so that you can try to justify these alterations.

Until then, you’re wrong, and most people here know it.

I’m confused by the rage about the remote shield generator. Sounds like they made it affect you and one other, instead of everyone around you, same as the remote hull. This sounds like just the nerf it needed to me.

 

Little disappointed to still see aura ranges still down in the gutter, but meh.

cmdr001 as an engineer pilot(I just like healing/warping) I think the range debuff was very unneccesary and the -30% healing rate is not neccesary either. the -15% is good, but -30% is just too much especially with the crappy range we now got.

I’m confused by the rage about the remote shield generator. Sounds like they made it affect you and one other, instead of everyone around you, same as the remote hull. This sounds like just the nerf it needed to me.

 

Little disappointed to still see aura ranges still down in the gutter, but meh.

they also reduced its CD, and since people were probaly getting primaried(all fire on 1 engineer at a time) I’m not sure if it changes anything at all.

I’m confused by the rage about the remote shield generator. Sounds like they made it affect you and one other, instead of everyone around you, same as the remote hull. This sounds like just the nerf it needed to me.

 

Little disappointed to still see aura ranges still down in the gutter, but meh.

 

Well, it’s a nerf that I don’t really have anything against, it’s certainly better than healing the whole fleet if they just happen to be standing there, but the healing effectiveness of it was still increased in those two targets. For a period of time one ship will still be somewhat resistant to damage if you have multiple frigates available.

 

 

cmdr001 as an engineer pilot(I just like healing/warping) I think the range debuff was very unneccesary and the -30% healing rate is not neccesary either. the -15% is good, but -30% is just too much especially with the crappy range we now got.

 

Just to be clear, I’m not in favor of the reduction of the healing rate because I know I could destroy any ship with any ship even if it was being healed by a frigate, so save T3+ I don’t know much about “invencible” ships that some of the staff is mentioning.

But either the previous heal rate or the new one, it’s incredibly complicated to have it affect anyone unless you’re right there in the middle. I’m the same boat as you, I played primarily a engineer frigate with heals and a warp gate. I ventured a bit because the boosters allowed me, but otherwise I knew my position – Support. Devs want me on the offense though and the changes they made just don’t allow for that without you getting blown up.

RANGE

the effective range of healing have been nerfed too hard

a healer in any MMO game will not get to the frontier right?

i agree to reduce the healing amount,but nerf of effective range is not wise

now in T3 few people are willing to be a engineer(except for the frigball gameplays),most of the time,high rating,experinced pilots do–that’s why some engineers are hard to kill.when i squad with my team,a egineer will die in 10 sec if i call friendly fire on him.its all about your skill.

 

or we should delete the engineer role,play a game like WarThunder?

Essentially, the mass heals have been nerfed far too hard. I did try thinking up a way to counter frigate balls, but it was disregarded, so I’ll put it in this way:

 

Yes, they are overpowered for  interceptors and fighters. Restoring 260pts of shield per second to a darned interceptor with 4000 odd shield points is ridiculous, and that’s not counting any modules said ship may have to improve its natural regeneration. If mass heals were percentage based, say 2% shield to all ships within xxxx metres per second, this would leave interceptors with a regen of 80pts per second. That’s about a third of 260. And that’s 50 seconds for a full heal (natural regen not included). Everyone has to sit out for an equal length of time before diving back in, instead of damaged guard frigates taking a good two minutes to get ready, and interceptors simply flying past an engy and ready to go once again.

 

Neither was the range much of a problem. 4km was a nice value: I could hide behind asteroids a way off and still provide some support for my team members without having to expose myself to focus fire. Granted, for remote shield generators, the range nerf was sorely needed. It now makes frigate balls much easier to take out with a well-placed nuke (EDIT: I’m not endorsing nuke spam, merely stating it would be more effective for this use). However, some players think the previous ranges were a little too large, so why not this:

 

Experimental at about 4km instead of… 4.8k, was it? That was far too large anyway.

Mk3 at about 3.8km

Military at about 3.5km

Mk2 at about 3.3km

Mk1 at 3km

 

If remote shield generators are that much of a problem, why not make them so that they only heal yourself, one target, and short out both yours and your target’s active modules for a good 7 seconds or so. Missile shield defence for engineer balls? Gone. Interceptor repellent? Gone. 7 seconds seems about an adequate time for a small group of interceptors to dive bomb one or two of the frigates and run like heck before the pulsar re-engages.

And again:

T1/T2 Are mostly for learning how to fly.

 

Ok, so T1/T2 is for learning how to fly. Im fine with that, and T3 is the “real deal” and T4 is for “fun and Tournaments”, right? 

Well, then put more ships ( = content)  in the T3 section since it is considered to be the main tier!

You imply that we stick to T3 for the most time, so make it please more worthwhile, like give us a ship of EVERY class in Rank 9.

 

Lets count (not including DLC/Gold-ships) : Jericho: T3 =12, T4 = 12; Fed.: T3= 9, T4 = 13 (!); Empire = T3 = 9, T4 = 12 (!)

That´s a lot of sad ships that will only fly a few times. 

Job well done, devs, you just made ECM with Rapid-Fire Railguns even more op’d than they already were.

 

Could we possibly request for an update that fixes things and doesn’t break anything else?

I’m sick of the devs.

 

The guards had not really need that.

 

 

Guard

Emergency Shield Boost: Effectiveness Reduced by 15%

 

SERIOUSLY? Before: 14404/11609 now. It’s been more than 15% reduction there.

 

Liquid Metal Injector: Effectiveness Reduced by 15%

 

LIKE? 14600 —> 11953 … It’s been more than 15% here too. (experimental)

 

Slightly Reduced speed —> LOL

 

It was necessary? No. I would have liked a regeneration buff base shields to compensate.

 

We complain about the system of healing!

The shield regen is not balanced base because ALL ships have the same

No logical connection between the size of ships or shields.

So normal that it screams to the scandal.

 

ECM BOOST? LOL As if they had not enough system survival.

 

For cons, debilitated plasma arc damage in T2, it does not bother you …

Let the Covert’ops cut in half whatever they want.

 

Can You explain to me how to establish a front line, a supply line and a back line in 12 minutes without proper tools and with mobile and / or remote targets.

 

I’d love to go ask recon scout my opponent’s fleet

Ask tacklers to set my focus,

Ask engineers to establish a supply line behind a front line composed of guards, of commands,

And see of the Gunships, ECM and Covers Ops dive into the enemie fleet to destabilize.

Having the long-range with true ability of mass destruction, to pressure.

And finally able to move my front line and make a breakthrough in the line enemis front to go for the captain or objectives.

 

But that, I believe that if Hope Is Vital, I am now immortal.

One I drive t2 engys, they die a lot. Now if you nerfed the purple or blue versions I could understand bu the white and green are almost worthless. They get you some points for assists, but not a game changer minus healing the captain during breaks in attacks. A t2 covert ops can destroy them stock, my guard chews them up with a basic plasma hail, and any fighter that knows not to drive into a mine field can simply circle and shoot.

This nerf will effect my guard more then fighters as well, its rather large and regains very slowly, with out an engy to defend they quickly wear down and die. A fighter may get a few extra seconds since it can dodge fire, but frigates don’t have that luxury especially with guards being even slower. Thing is just a bigger sniper magnet now, and with out a blinged out engy thats hiding a guard is now the weakest frigate in the field because its just a sitting duck, with sub par heals being done to it.

 

And 2 people who go the devs don’t listen I hate to constantly remind people these days, but englsh speakers are the minority, if we say we want x, and Russians tell the devs y, y kind of wins thanks to democracy and them out numbering us up to 10/1 in most of the new f2ps.

I like this patch. The engineer now requires more team work and tactical play.

 

I kind of feel bad for Gaijin. Before people were complaining that healing was OP. They look at the stats and balance, bringing the engi back in line with the intended play style and people still complain. I guess people only ever come onto a forum to give out :confused:

Seriously? I… I am at loss for words at how bad at this the development team is.

 

You haven’t fixed anything. Engineers are still unable to do anything except suicide themselves in Tier 2, and from the sound of things buffing the remote shield generator isn’t going to fix the healing issues.

 

Yet again, I find myself repeating this tired old mantra…

 

The Problem Was Not The Healing Range!

 

The Problem Was The Healing RATE****!

 

Engineers healed too fast! This applies doubly for Interceptors, and even more so in Tier 3.