Star Conflict OBT v. 0.8.5 Discussion

Don’t worry, if you stick with the game long enough, one day you’ll look back upon this post and think “hah, even I was this clueless at one point”.

 

Experience will come with time. And being slaughtered by enemies using actually good weapons. It’s a result of these two interacting with each other :lol:

 

Thanks for the piece of advice, I’m quite satisfied with how my Plasma works, and I don’t have any intention of going back to Lasers. I believe many players have made the same decision.

Thanks for the piece of advice, I’m quite satisfied with how my Plasma works, and I don’t have any intention of going back to Lasers. I believe many players have made the same decision.

That’s okay. One day you’ll discover the wonders that are heavy weapons. Then you’ll discover that they are really hard to hit things with. Then you’ll realize that lasers are hitscan. Then you’ll discover heavy lasers and it will click.

 

I think most of those who test their own builds walked that particular path. You’re barely at the beginning of it if you’re still using assault plasma.

 

And in the end you’ll probably arrive at hail plasma/stabs + heavy weapon of your choice just like the rest of us. When you inevitably do, remember these posts and help the next guy who tells you how awesome assault plasma is on frigates to not stop thinking how to improve their build :salute:

That’s okay. One day you’ll discover the wonders that are heavy weapons. Then you’ll discover that they are really hard to hit things with. Then you’ll realize that lasers are hitscan. Then you’ll discover heavy lasers and it will click.

 

I think most of those who test their own builds walked that particular path. You’re barely at the beginning of it if you’re still using assault plasma.

 

And in the end you’ll probably arrive at hail plasma/stabs + heavy weapon of your choice just like the rest of us. When you inevitably do, remember these posts and help the next guy who tells you how awesome assault plasma is on frigates to not stop thinking how to improve their build :salute:

 

Have I told you I have tested many variations? 

Hail is good.

Nope, none tells me Assault plasma is good on frigate, I realize it’s good on many situations, and fits my play style after a long time of researching.

And can we stop this please? I’m under the heavy impression that someone is trying to force his own thinking on others.

Actually I use Assault Plasmas on frigates as it deals better damage overall and more maneuverable verses any heavy weapon or long range. 

This is due to technical issues.

 

We want to gather some feedback on the colours and according to this it may happen that we will have to remove certain colours and this would make the players with the permanent purchase frustrated.

This problem does not exist for stickers, but due to technical facts we have decided to make colours and stickers have the same duration for a certain time.

Furthermore we still need to add the paintings for rank 7-12 ships and after this we will think about re-adding the permanent option.

Thanks for your understanding.

 

 

Communicating this to your player base in the patch notes would have been nice. And if you need feedback for the customization system, you should have made it FREE  for the duration of testing then started to charge once you were actually ready to release the final customization module.

 

After some further messing around with the system I found that I did get to keep my permanent sticker, but I did not know this because there was nothing explaining this to me.

 

I am still disappointed with how the customization module is being released. You say it’s limited due to technicalities and not having enough feedback, but you’re still charging for it anyway. I don’t mind spending money on the game, but it’s getting very frustrating at how often you are trying to nickle and dime me… This is something else that will drive me away if it continues to happen, and I’m sure many others too. Also, if a permanent option is not included in the future, I will never spend a penny customizing my game. I would really really hate for there to be an option to customize my ship, but it not be permanent, it would drive me so crazy that I would have to stop playing so I did not have to think about it. I love the game but that would be enough for me to simply quit and never invest another penny on the game.

 

In conclusion, please communicate better with us your plans for customization. Stop charging for things you are still just testing and awaiting feedback on, because it seriously makes it look like a money grab without regard of your customers.

 

That’s MY feedback. I hope you take it into consideration.

Communicating this to your player base in the patch notes would have been nice. And if you need feedback for the customization system, you should have made it FREE  for the duration of testing then started to charge once you were actually ready to release the final customization module.

 

After some further messing around with the system I found that I did get to keep my permanent sticker, but I did not know this because there was nothing explaining this to me.

 

I am still disappointed with how the customization module is being released. You say it’s limited due to technicalities and not having enough feedback, but you’re still charging for it anyway. I don’t mind spending money on the game, but it’s getting very frustrating at how often you are trying to nickle and dime me… This is something else that will drive me away if it continues to happen, and I’m sure many others too. Also, if a permanent option is not included in the future, I will never spend a penny customizing my game. I would really really hate for there to be an option to customize my ship, but it not be permanent, it would drive me so crazy that I would have to stop playing so I did not have to think about it. I love the game but that would be enough for me to simply quit and never invest another penny on the game.

 

In conclusion, please communicate better with us your plans for customization. Stop charging for things you are still just testing and awaiting feedback on, because it seriously makes it look like a money grab without regard of your customers.

 

That’s MY feedback. I hope you take it into consideration.

 

Agreed.

 

Just because players have been shelling out cash for GS/DLC/etc doesn’t mean they will continue to.  There’s going to be a tipping point where people just get fed up and quit.  There’s better ways to increase your cashflow that avoid making players feel like they’re being taken advantage of.

I’ve been stating the one I want all week! All together now…

The feedback has been forwarded to the devs and we will think about adding a credit option, but I cannot make any promisses.

…As a promise to a certain person, I’ll try to be more constructive and less…vocal…so here goes

 

A credit option for temporary is better in my eyes than having it for GS only.

Some people just want to look and see if they like it, so they use credits. If they like it, they will use their GS to buy it permanently.

 

I would never buy the paint or stickers with GS without atleast trying it with credits first and see if i still like it after 24 hours. And you need a credit sink somewhere…

A more realistic solution:

 

Offer colorings in two modes for gold.

One : Repaint. payed per color, per layer, per ship, if you switch color. Should also make no problems if colors are not sold anymore. Each valid color is available. Prices should be below 150 per color, best keep it at 40, to have a low GS sink.

Two : Workshop Contract: buys one color in one layer permanently, to horrific prices, but makes it easier for people who “want to have it all” or “want a specific colorset on all ships”. Only introduce this after the final decision to which colors to keep have been met. You can shuffle colors there, to make less used colors cheaper, etc.

 

Offer time limited colorings for credits (especially while you try the system).

Or just give us a color wheel for 1500 Gold.

  1. True. Newbies find themselves at the steed of a ship not know wtf to do or what the class is about. Then again, those windows do apepear for that exact reason.

 

  1. Also true. The tutorial doesn’t explain much, just tells pilots how to do stuff. But, whenever they need to know the exact path, it’s not clear unless they memorize that path because that window vanishes into thin air while you cruise the rest of the place, much like a car running you over at 200kph.

 

  1. Inty spam in T2 is countered by Tackler/Gunship swarms and mass Guards. And it’s VERY effective.

 

  1. It’s not Engi spam, it’s Frigate spam. Frigballs. Deadly effective and nigh-unbreakable. That DOES need fixing, let’s hope these Engi nerfs fix them without making the class utterly useless.

 

  1. LRF needs no change other than Jericho ones. The Torpedo gets shot down by Guards in T3 too far often. The Torps need some manner of survivability against this, that’s all.

 

  1. Again, true. Tweaking of modules and ship roles can fix some issues…

 

  1. It’s there… If you have a full squad to fly with. Otherwise, don’t bother or just use it for PvE.

 

  1. Learn to aim.

 

  1. PvE is readily available for them in any Tier. Just queue up and get fighting. Besides, the fighting styles are VERY different between PvE, Arcade and Realistic.

 

  1. 16 hour cooldown for 3k rep when the victory one is 1k?.. nope.

 

  1. Ships with pre-installed modules IS their way of saying "ok, enjoy your new ship, have some modules so you have a clue of how things work.

 

Another scheme is the one found in Guild Wars 2. You have a basic set of colors and you find more of them through loot. A very nice system for that, might I add.

 

Pretty much this.

 

About frig balls, you want them to exist, just not as powerful as they are now. Whenever you watch a space war, it usually involves a two sides with a ball of ships fighting each other, I don’t see why it would be any different in this game. They simply need to make it so the ships in each of those frig balls can actually take damage and be destroyed.

 

I heard a wonderful suggestion to resolve this from a corp mate of mine, basically stating that when engis are in battle, they get their repair rates halved. I think it makes sense for them to be able to heal less while they are in battle. Out of battle, they have full healing capabilities. So with this you can have forward engis and rear engis. Each serving a the same purpose but only one being really effective, but not while actively engaged in battle.

 

Also, minefields need a counter, there should be a module or missile designed to clear these, maybe give it to Recon or ECM intys.

 

That’s all.

"…

Also, minefields need a counter, there should be a module or missile designed to clear these, maybe give it to Recon or ECM intys.

…"

 

I strongly agree with this - the tactic where players just sh*t minefields aaaaaall the way around the beacons is seen way to often in battles.  It makes pretty much ipossible for Ceptors to do anything, eventho they are supposed to be the main beacon-capturers.

Either lower the damage or make minesweeping mods, like Makasuro said.

After playing a lot of battles an seeing frigate balls form I have seen a few things that make it so effective and something very overlooked:

Guards might be the main problem, not engineers…

Guards cycling pulsar will make it practicly impossible to get near a beacon in anything but a frigate, and even then it will hurt like hell.

Minefield spam makes it even more impossible to get close for anything

guards will block afterburners and missiles/nukes. and thus remove several counters to it.

 

I don’t think engineers are all that important, once you got 1, max 2, engineers, you only need guards. since the reps don’t stack and your biggest foe, cov op frigs, are useless against the guard blob.

 

Maybe I am wrong, and in that case, please tell me, but this is what I have noticed.

 

I don’t have any suggestions that might fix it…

Removing the ability to minefield makes frigates very easy to kill for intys

reducing pulsar might be a possibility…maybe lessen the damage a bit?(I have looked in T4…a pulsar can do more than 1k damage a second for 12 seconds…)

the inhibitor…I like it and dislike it…Maybe change it so you can only afterburn at 50% of the afterburn speed instead of 100%? Because right now guards can (usually) keep up with you once you get in that field.

 

Thinking about it…

Maybe make the pulsar cost energy/sec while it is active? This makes it possible to interrupt which might help against the pulsar spam on beacons…

 

 

I’d love to get some feedback on my sort-of suggestions…I may be completly wrong, but that is what just shot in my head.

After playing a lot of battles an seeing frigate balls form I have seen a few things that make it so effective and something very overlooked:

Guards might be the main problem, not engineers…

Guards cycling pulsar will make it practicly impossible to get near a beacon in anything but a frigate, and even then it will hurt like hell.

Minefield spam makes it even more impossible to get close for anything

guards will block afterburners and missiles/nukes. and thus remove several counters to it.

 

I don’t think engineers are all that important, once you got 1, max 2, engineers, you only need guards. since the reps don’t stack and your biggest foe, cov op frigs, are useless against the guard blob.

 

Maybe I am wrong, and in that case, please tell me, but this is what I have noticed.

 

I don’t have any suggestions that might fix it…

Removing the ability to minefield makes frigates very easy to kill for intys

reducing pulsar might be a possibility…maybe lessen the damage a bit?(I have looked in T4…a pulsar can do more than 1k damage a second for 12 seconds…)

the inhibitor…I like it and dislike it…Maybe change it so you can only afterburn at 50% of the afterburn speed instead of 100%? Because right now guards can (usually) keep up with you once you get in that field.

 

Thinking about it…

Maybe make the pulsar cost energy/sec while it is active? This makes it possible to interrupt which might help against the pulsar spam on beacons…

 

 

I’d love to get some feedback on my sort-of suggestions…I may be completly wrong, but that is what just shot in my head.

 

 

 

I agree partially,

Healers got nerved quite a bit, but the Problem isnt solved. 

I guess the main Issue with frigballs is, that there is too much HP on a little spot. 

Damaged frigs can fall back to regenerate and still there are too many ships to pick from. 

The worst thing about guards is the “signature masking”: half of the weapons have not enough range to stay out of this field. As result you have to gnaw through a huge pile of HP while you are getting penalties for doing so. 

Does anyone remember the old “Valkyrie-Module”? It was perma-on. Now its a temporary AoE Buff. Maybe its time to make “signature masking” temporary, too. 

 

Its hard to balance such things… especially if you dont want to weaken a shipclass completely: They are way to hard in a ball, but if you weaken those ships they might be too soft in 1v1 situations.

 

Other suggestions can be found in this thread:

 

[http://forum.star-conflict.com/index.php?/topic/20392-game-modes-and-the-frig-balls/](< base_url >/index.php?/topic/20392-game-modes-and-the-frig-balls/)

Don’t worry, if you stick with the game long enough, one day you’ll look back upon this post and think “hah, even I was this clueless at one point”.

 

Experience will come with time. And being slaughtered by enemies using actually good weapons. It’s a result of these two interacting with each other :lol:

Luckyo, that is close to elitist and almost wants me to proclaim you as a douche. Please don’t write things like that. I dislike it enough when you do it to me when I give legit examples using the glorified trashcan.

That is exactly what the game NEEDS. There are NINE classes in this game. Not two. People need to start playing something other than “cross inside square” and “two bricks”.

 

As it stands right now, engineer population needs to be cut down by at least 75-80%, probably more for situation to even begin to normalize.

I am just getting this impression that you really, really, really hate engineers just because.

After playing a lot of battles an seeing frigate balls form I have seen a few things that make it so effective and something very overlooked:

Guards might be the main problem, not engineers…

Guards cycling pulsar will make it practicly impossible to get near a beacon in anything but a frigate, and even then it will hurt like hell.

Minefield spam makes it even more impossible to get close for anything

guards will block afterburners and missiles/nukes. and thus remove several counters to it.

 

I don’t think engineers are all that important, once you got 1, max 2, engineers, you only need guards. since the reps don’t stack and your biggest foe, cov op frigs, are useless against the guard blob.

 

Maybe I am wrong, and in that case, please tell me, but this is what I have noticed.

 

I don’t have any suggestions that might fix it…

Removing the ability to minefield makes frigates very easy to kill for intys

reducing pulsar might be a possibility…maybe lessen the damage a bit?(I have looked in T4…a pulsar can do more than 1k damage a second for 12 seconds…)

the inhibitor…I like it and dislike it…Maybe change it so you can only afterburn at 50% of the afterburn speed instead of 100%? Because right now guards can (usually) keep up with you once you get in that field.

 

Thinking about it…

Maybe make the pulsar cost energy/sec while it is active? This makes it possible to interrupt which might help against the pulsar spam on beacons…

 

 

I’d love to get some feedback on my sort-of suggestions…I may be completly wrong, but that is what just shot in my head.

 

Making the Propulsion inhibitor a temporary AoE could help too.  Technically, I has no point to be on all the time and you’re just wasting your energy (not that it mattered since it reloads back pretty fast by itself, and then we haven’t even talked about energy emitting Engies)

Energy emitter is useful. And it’s probably the lowest-powered module an engy has.

First post. Relatively new player.

 

 

This needs to be said, I think it has once or twice, but let me reiterate for emphasis: Why are you charging people money for things in testing? That is ludicrous. THIS GAME IS BETA.

 

As a new player, I was hoping ship paint options would be coming. I thought, “I would definitely spend some credits on some custom paint schemes. When I find a combo I like, I will probably dump a lot of credits into it to keep it permanently, or if necessary, use a bit of Standards to keep them permanantly.”

 

Imagine my disappointment, especially as a new player and having a grand total of 130GS.

 

Not only can you NOT use credits for either stickers OR paint schemes, but the pricing is outrageously high, the time you “rent” them very low, and not a permanent option in sight.

 

I can forgive no permanency right now due to technical limitations.

 

I CANNOT forgive the current price-gouging model, complete with the nickel-and-diming of EVERYTHING in entire customizer.

 

I will say with confidence that I will never pay real money for temporary paint or stickers, and I believe this is probably the mindset for the majority of players. Credits? Sure, it’s temporary, I’m testing color schemes and trying to find good combos. Would I be willing to buy a bit of GS and lock in my favorite paint colors at a reasonable price? You bet your xxxx.

 

The system is in place. The price model is atrocious. You have players willing to pay reasonable prices for permanent paint schemes. Offering those schemes via credits in a temporary fashion would be a proper way of enticing people to spend a bit of cash for convenience (not having to spend hours and credits every day/week to repaint all ships). Charging cash for temporary customization, especially in a beta, is such a blatant rip-off of the customer that I could see people quitting over it.

 

Your customers have told you what they would be willing to pay for with real cash; I seriously suggest you take these comments to heart if you expect to make any serious profit, let alone keep an active playerbase.

And while you’re at it, sell me a Gods damned pirate ship!