Star Conflict OBT v 0.8.2 Update # 1 Discussion

Breakdown of Tiers for you guys.

 

T1

training-wheels.jpg

T2

220px-Full_suspension_mountain_bike.jpg

T3

yamaha-motorbike.jpg

T4

olifant_tank1.jpg

 

That’s how I see it anyway.

 

EDIT: And look carefully at where about you lose the training wheels.

that’s all fine and dandy, but balance is required in ALL tiers, not just T3/T4. They might aswell make ships completly invincible than in T1/T2

What’s wrong with teamwork (i.e. using frig balls?) They may or may not need a nerf, just saying some peoples perception of them is way off. Its hardly abusing the system to use teamwork…

What’s wrong with teamwork (i.e. using frig balls?) They may or may not need a nerf, just saying some peoples perception of them is way off. Its hardly abusing the system to use teamwork…

Oh, so now teamwork is flying with absolutely no clue of what you’re doing with a set of ships everyone else flies?

 

And here I was thinking teamwork involved the ability to look on the field and adjust your game style and group tactics… How silly of me…

What’s wrong with teamwork (i.e. using frig balls?) They may or may not need a nerf, just saying some peoples perception of them is way off. Its hardly abusing the system to use teamwork…

If the only way to counter frig balls is to build a frig ball on your own… thats kinda lame. 

Players should be able to usefully participate in a battle with any ship class. 

Frig-balls counter that (imo).

Players should be able to usefully participate in a battle with any ship class. 

Not *entirely* true (though I’m not sure you meant it quite like that). Better would be to require that there’s no dominant strategy. That doesn’t necessarily mean that you can go out in whatever you want and be able to beat an organised group with a plan. It does mean that for every plan, there must be a different plan that another organised group can follow to beat it.

Did anyone notice that with this patch the guided torpedo explosive range got nerfed down from 500m radius to only 300m? I can’t hit anything with it anymore… Why did you change that? Or was it unintentional?

 

Did this happen in a privious patch and I didn’t notice? What do you guys think?

Pretty sure it’s been 300m since 0.8.0 months ago. Pre-0.8 the Techs (or was it Raid) subfaction one had 500m explosion radius, but subfaction specials were decomissioned when roles came in.

Did anyone notice that with this patch the guided torpedo explosive range got nerfed down from 500m radius to only 300m? I can’t hit anything with it anymore… Why did you change that? Or was it unintentional?

 

Did this happen in a privious patch and I didn’t notice? What do you guys think?

The original radius was 400m and damage was around 5000 per torpedo or so. You could have a faction buff on a faction ship to increase it to 500m (or you could take a speed increase to less than what it is today by default)

 

Some time after 0.8.0 torpedo damage and speed god buffed a lot, and radius was reduced by 100m. You now deal well over 8k damage per torpedo, enough to put most interceptors into emergency barrier or kill them if they have it on CD. They did the same thing for sniper frigate, (reduction of ability to hit, massive increase to damage sufficient to essentially one shot interceptors).

Not *entirely* true (though I’m not sure you meant it quite like that). Better would be to require that there’s no dominant strategy. That doesn’t necessarily mean that you can go out in whatever you want and be able to beat an organised group with a plan. It does mean that for every plan, there must be a different plan that another organised group can follow to beat it.

 

Lets face it, if you are in a 12v12 match, even with a full squad, you cant pull a team out (maybe in detonation its possible, but for sure not in beacon hunt) 

So “organized groups” are very unlikely. A Frig-Ball is a very cheap but effective strategy which is not possible to counter by only a few organized players (a Tackler-Gunship combo might do wonder imo). 

As a result, people can agree to use frigs only, but this is more or less a random coincidence. Effectively most players or even squads fight on their own. This is given and in this given state any kind of ship should be able to contribute to the victory. 

 

But at the moment it feels to me this way (especially in beacon hunt): Inties and fighters cap the beacon, then comes a frig ball and drives them off. on the next beacon those inties and fighters have to deal with a few enemy inties and fighters until the frig ball arrives and drives them off… and on and on and on…

 

And there is no way to counter it, due to mass heal, remote heal, pulsar, prop. inhibitor, weapon inhibitor and so on. 

 

The only counter is to build a frig ball on your own and slow the other one, so that the few remaining non-frigs can win or loose the game. 

 

So, if you dont have\want to fly a frig your more or less useless in those frig ball matches (if you cant contribute a frig to your own ball, IF it gets created). 

Yes, because T2 Frigates aren’t op’d at all. /sarcasm

Yup, they are not.

Pretty sure it’s been 300m since 0.8.0 months ago. Pre-0.8 the Techs (or was it Raid) subfaction one had 500m explosion radius, but subfaction specials were decomissioned when roles came in.

 

I do have loyalty with techs and used to have 500m radius but was that supposed to be removed with this patch?

I do have loyalty with techs and used to have 500m radius but was that supposed to be removed with this patch?

I think http://forum.star-conflict.com/index.php?/topic/20060-star-conflict-obt-v-082-update-1-discussion/?p=203982’>Luckyo has it right. I’m pretty sure it’s been 300m for a while now, I don’t think it changed in this patch.

Torpedo AoE used to be 500m. Then it was reduced to 300. With either Techs or Raid you either had a larger explosion radius or more damage from it. This all got removed and you now have the 300 blast radius and a higher damage.

 

I do have loyalty with techs and used to have 500m radius but was that supposed to be removed with this patch?

Having loyalty with someone doesn’t make your ships better. Ships used to have specific stats and modified “F” skills depending on Corporation, but it had nothing to do with what Corp you were loyal to at the time. Ie, a Prometheus 2 would have a different skill AND stats than its counterpart, the Prometheus Fire. This was back when the Prom2 was rank 9 and the PromFire was rank 8. Same went for all other ships.

OKAY THATS IT. 

 

The DEVS like numbers and facts. 

 

All I see in this thread is complains and opinions with NOTHING to support what ppl say! 

Dammit, make videos, show the numbers, DO something…

 

Right now, I’m neutral for this patch. 

Well for my part, if you want to see the evidence to back up what I say… just matchmake in Tier 1 / Tier 2 for about a dozen games (I say that so that you don’t just wind up in an anomalous match and conclude that’s how they all are) and you’ll see the evidence first hand of where the problems lie.

I was in t2 for about half a dozen matches yesterday…

6 Matches Flown

6 Matches of those were as engineer

5 Fear Me medals. (I backspace suicided during a recon match, got on my covert ops and went and killed the captain, then finished the match by killing a few more people without dying)

And… I wasnt hiding as my engineer. I was out in the open, killing people.

Maybe T2 just has a handful of bad pilots…I dunno…

I guess I’ll start streaming again then for a bit…

 

stream location: http://www.twitch.tv/ezeltje299

 

it will be T2/T3 PVP and T2 PVE…

No, they were good pilots… I was just better.

I think its a bad idea for us to take a squad there though, after a few matches, I would have to step out to clear out the 400 reports there would be of accusations of us using exploits, hacks, etc.

Intriguing patch… personally i feel a lot of unbalancing being produced in the engi and guard ranks with this one.

 

Frigate teamwork blobs - easily crushed by interceptors (actually other classes too) IF YOU KNOW WHAT YOU’RE DOING - and i’m saying this from personal experience cuz i know how to solo-crush frig blobs (of course, estimating the actions of my own team, i’m not that dumb to go Leeroy unless i don’t give a damn). I mean literally, i’m flying my guard about laying 2-3 stacks of mines in a spot and people sprint blindly into them… really? OP? No, just bad decisions (or in some cases laziness - i feel this too when i just sprint in minefields). Same goes for pulsars - getting hit by one means gtfo, return when it’s on cd.

As for tiers… I strongly strongly strongly believe each tier should be treated separately for nerf / buff patches. Nerfing engis per general will have different outcomes in T3 than in T2 (and the rest obviously), as i feel engis are half way useless in T2 now compared to T3 where they are unstoppable, linking them to serving their purpose as team healers, since right now their own self repair rate can be damn immense at times with the right fit and gives people a hard time killing them, up and beyond the point where guards are beaten HEAVILY in defense power and that’s not right, engis become the new guards now, they only lack the pulsar (saw this happening in T2).

Guard speed reduction - i don’t feel this was necessary at all since they are damn slow anyway. As for their own repair module nerfs, it all depends on engi nerfing / buffing.

Guards in T2 are going to suffer a few death streaks now regardless of having an engi nearby or not, this since last patch already. In T3, they pretty much depend on them.