Star Conflict OBT v. 0.8.5 Discussion

This is more a case of bad pilots than bad gameplay actually.

Good players don’t sit still, and are always on the move(In intys and fighters anyway)

and like the other person said a lot of people use crap-fits that i honestly laugh at. They die in mere seconds in their cerberus 2.

There are some people however that know how to fit and they can tank.

Sad reality is that everyone who wanted to maximize their play ever since 0.8.0 sat still and shot for maximum accuracy, safe in knowledge that their shields will be pumped up as damage comes in. You just needed to dodge the full focus from several people. I’ve done it when flying command ships and gunships. It was the optimal way of playing the game ever since late april on those classes.

 

Also at least some of these people weren’t terrible, as I’ve died several times to nukes and minefield/pulsar in that game, and I still gained a fairly significant chunk of ELO. That means at least those who got kills on me had to have decent ELO as well.

 

IMHO the problem is really in the fact that people are used to being able to fly in the straight line or sitting still and firing, ignoring the interceptor fire, and that screenshot is an edge case example of this behavior.

 

 

Notably I got something like one or two frigate kills in total in that game. I tend to steer clear of frigates as much as I can in interceptors lately unless they are solo (i.e. gated away from the ball), as there really isn’t much that I can do unless they are already being focused by multiple people. I did get several assists on them though (and died several times in the process of getting those assists). But vast majority of kills came from light strike craft that just flew in straight lines or lazily dodged while running almost in a straight line.

 

That is why I’m sad. I enjoy a good dog fight, and it seems that in random matches, there just aren’t many people to offer this enjoyment because the uberheal meta that lasted since late april. People just get rusty from not having to actually dogfight.

dam you devs… i just buy the new coulurs and add my old pin op2 grils…its all on cooldown also the pin up even thow i buy the perminant one. sadly i see you remove the perminant buy in the coulers ant paint jobs. thast so you can suck more GC out of us…worst thing i buy a couler the change to old one for a sec… then the new bought coulour is gone plz buy again…let me tell you this: dont mix bad programing with real monies u dimwits. if i lose my 300gc perminant pin up paint job to this $$$ robbing pach then im done whit the game and will spent houers polightly bad moutthing ya on the forum…sad that you devs are greety. i still haven got more than 1 expermernty (epic) item since your (funny) salvege loot trip…COMEN ON!! this sucks!

You shouldn’t lose the pinup. It should be listed as “free” and you can apply it for free as many times as you want.

 If you did (several people apparently have) you need to report it as a bug so they can fix it for you. I know for a fact that I didn’t lose any of mine.

Indeed, the stickers just need to be reapplied every week, if you previously bought them permanently they will not cost anything to reapply on a weekly basis.

 

The paint jobs is just a test yes, and I kinda agree in the mentality of it costing that much for a week, but take into consideration that its an unfinished system and the devs are trying to appease to us by adding it in rather than keeping it a secret until it was 100% finished. We have been asking for it for a long time and have hounded them for quite some time on it. 

nice to hear, it still have a 24 houer cooldown jest hope its still there when it runs out…but it still smells a bit i think. devs u sould just have made like the perminat stickers are GC, the week houer ones are credits, like the coulers whant em perminant plz

nice to hear, it still have a 24 houer cooldown jest hope its still there when it runs out…but it still smells a bit i think. devs u sould just have made like the perminat stickers are GC, the week houer ones are credits, like the coulers whant em perminant plz

Stick it in “for a week”. That way you only have to update them once a week.

For those who don’t pay attention, big letters:

 

I’m talking about Tier 2 here!

 

I feel like the current tweaks to the Engineer have hit T2 way too hard. Engineers have all but vanished from that tier and with good reason; it’s too damn hard to be an engineer.

 

The T2 engineers should probably get maybe… a 50% increase to their healing rates across the board.

For those who don’t pay attention, big letters:

 

I’m talking about Tier 2 here!

 

I feel like the current tweaks to the Engineer have hit T2 way too hard. Engineers have all but vanished from that tier and with good reason; it’s too damn hard to be an engineer.

 

The T2 engineers should probably get maybe… a 50% increase to their healing rates across the board.

As has been noted by several people, including myself, this is likely correct. The current adjustment possibly made engineers too weak in T2, while still keeping them far too powerful in T3.

 

This however has to do with lack of modules in T3, specifically overpowered as hell healing stations. Not with the fact that other heals have been made too weak. And frankly, T2 engineers are still healing more then T3 frigates used to heal in 0.7.x. And back then, frigates were far better balanced than now.

 

Of course, back then frigates were basically low mobility high damage DPS machines, and required actual skill to use unlike now.

PL2RlON.jpg

 

yeah, your matchmaker totally isnt broken…

I thought that if you just got a T4 ship you were suppsed to be placed in T3 battles? Not fighting people with full high-rank full mk-3 t4’s?

Also, the T4 repair costs are a joke…

 

-sorry for the flame, let me go deeper into this with slightly less hate-

The T4 repair costs are insane. I died a few times in my tormentor and had to pay over 100k! I barely made enough to get anything out of the match and that is with a license.

I would suggest making them a lot lower, to actually make it worth venturing into T4.

 

From what I understood, is that when you get a R10 T4 ship, you were supposed to be placed against T3 people until you got a higher ranked one. Instead of being placed against very experienced and highly ranked T4 pilots. And that is what I usually see in T3 matches.

Yet when I joined in my T4, I got placed against full T4 squad, which ofcourse was no fun at all.

PL2RlON.jpg

 

yeah, your matchmaker totally isnt broken…

I thought that if you just got a T4 ship you were suppsed to be placed in T3 battles? Not fighting people with full high-rank full mk-3 t4’s?

Also, the T4 repair costs are a joke…

I believe that they canceled that protection for newly bought ship 1 or 2 patches ago, it was in patch notes, unless i misread it 

AmBRG9O.jpg

 

Lol centaur 2 in T3 PVP…

I guess the matchmaker is setup in a way I can’t possibly imagine…R10 gets placed against full T4…and R11 gets placed in T3? :S

 

Could someone shed some light on this? I’m getting really confused here.

For those who don’t pay attention, big letters:

I’m talking about Tier 2 here!

I feel like the current tweaks to the Engineer have hit T2 way too hard. Engineers have all but vanished from that tier and with good reason; it’s too damn hard to be an engineer.

The T2 engineers should probably get maybe… a 50% increase to their healing rates across the board.

 

Played my first session in weeks ie. I was really rusty. Took a good few minutes before muscle memory switched back to SCon mode. Took out my Hydra2 Engineer coz - well it’s the only ship I use lasers on and I wasn’t up to shotty hunting with rapid rails.

 

  1. I was the only Engineer on most games

  2. There was ONE game with another Engineer. He followed me everywhere so much <3 Bro

  3. They are fine as it is

 

Rookie T2 pilots are still rookies.

The ones in interceptors and tacklers died coz they underestimated base survivability of frigates heal or no heal, engineer or otherwise

The ones in engineers (enemy pilots) well … they weren’t true support players. So when they over extended themselves that had little to do with the ship class, patch nerf or mechanics but more on their understanding of the role they were supposed to fill. Or lack of.

 

I made it a point to fly my Hydra2 every patch. Tested them in all sorts of situations and repetitively destroyed my DSR. And as in all patches - every change required adjustment to how I needed to fly the Engineer. But in all cases, I’ve never had any severe problems flying as backline support.

 

It’s a mentality thing. Too many center forwards, no goalies. Newer pilots who are still trying to form up an idea of the game keep trend lines going the way it’s already going. When Engineers were the true center forwards people flocked to those ships to score easy kills. Few ever flew them as support. This ‘nerf’ did little to impact a true support pilot (compared that to range nerf which was the only time I joined in the QQ wagon coz that was legit)

 

If you see too few Engineers now, well that’s how many real healers there ever was to begin with. Most of the other center-forwards-I-want-to-kill-easy have moved on elsewhere.

 

TL;DR

 

T2 Engineer ships are fine as is. Pilot adjustment needed.

Matchmaker doesn’t care about your time of purchase. It only cares about two things:

 

  1. Rank of the highest rank equipped ship.

  2. Your recent success in games.

 

You are placed in all queues you’re eligible for based on those two factors. There was a post detailing exactly how it works some two-three months ago.

It would be nice, if the Squad indicator would show more information, like the weight of the squad, even more, before you launch; maybe even down to the ships chosen.

 

It feels almost like some people figured out the quirks of how to mix in, while others get frustrated by trying the same thing.

 

It also seems to be dependent on your skill level, maybe?

Since if I even equip only one T2 ship, and 1-2 T1s, same with team, we still catched a few where T3s were in the T2 match; while if I equip only one T3 R7 ship, I will never land in T2 (and I am fairly omni-T3/ (10,12,10, (1,8,9,9,7,7) in my levels),

 

while doing so, I watched the ranking on the russian labeled queue indicator, and saw our numbers, trying to figure out how we are weighted.

 

I would love a balance in the ships, which makes tiers intermixable, but that does not work together with the scoring system, the meta-game, the current type of ship balancing (which was started as a tiered-game) and its frustrating to see all T3-low players in a queue getting into a T2, while the higher T3’s getting a 4v4, instead of the system trying the best to make big games preferably in-tier, and try to even out the teams like that.

 

I do not see anything which would “help” new players by keeping them in the tier “they seem to belong to”, while actually, equipping for a higher tier. And I see a lot of abuse possibility for soloers who hook a team into a different tier or use beginner teams to get their t3 desert eagle into a t2 fight, which makes the eagle the strongest and fastest frigate in that match.

 

But I also see, changes in that system are recurring themes each patch, and really should be addressed sooner than later.

 

Of course, I would love the gameplay to be expanded, both in the matches, and also in the lobby (tactical map, corporation, etc.) up to expanding the metagame even to fleets (2-3 squads) which have to be stopped from pubrolling by forming counter fleets, or similar, to make something “massive” happening… but what I’d love more is keep the system playable and fun at all times; well with the occasional unfair loss - because that cannot be avoided - which then should teach you more about what you did wrong, than wondering about how the game could make it better to be right.

Played my first session in weeks ie. I was really rusty. Took a good few minutes before muscle memory switched back to SCon mode. Took out my Hydra2 Engineer coz - well it’s the only ship I use lasers on and I wasn’t up to shotty hunting with rapid rails.

 

  1. I was the only Engineer on most games

  2. There was ONE game with another Engineer. He followed me everywhere so much <3 Bro

  3. They are fine as it is

 

Rookie T2 pilots are still rookies.

The ones in interceptors and tacklers died coz they underestimated base survivability of frigates heal or no heal, engineer or otherwise

The ones in engineers (enemy pilots) well … they weren’t true support players. So when they over extended themselves that had little to do with the ship class, patch nerf or mechanics but more on their understanding of the role they were supposed to fill. Or lack of.

 

I made it a point to fly my Hydra2 every patch. Tested them in all sorts of situations and repetitively destroyed my DSR. And as in all patches - every change required adjustment to how I needed to fly the Engineer. But in all cases, I’ve never had any severe problems flying as backline support.

 

It’s a mentality thing. Too many center forwards, no goalies. Newer pilots who are still trying to form up an idea of the game keep trend lines going the way it’s already going. When Engineers were the true center forwards people flocked to those ships to score easy kills. Few ever flew them as support. This ‘nerf’ did little to impact a true support pilot (compared that to range nerf which was the only time I joined in the QQ wagon coz that was legit)

 

If you see too few Engineers now, well that’s how many real healers there ever was to begin with. Most of the other center-forwards-I-want-to-kill-easy have moved on elsewhere.

 

TL;DR

 

T2 Engineer ships are fine as is. Pilot adjustment needed.

 

You are usually the only one Engy in most games.

 

Hydra 2 is a rank  6 ship, with highest survivability amongst Tier 2 Engy, flown by a pilot - whom I assume to have experience, good understanding of game modes and tactics for each, high map awareness, good combat capabilities with of course, a lot of MK III items. 

 

 

And you said Engy were fine? I’m not satisfied with that, not at all.

Pilot aka Players always act according to theory of choice, they move according to the game’s mechanic and policy, just like how everything changes according to a new policy or rules.

@ Bob

 

I can counter that argument by saying I meet interceptors and gunships who also fly rank 6 ships, have experience, good understanding of game modes and tactics for each, high map awareness, good combat capabilities with of course, a lot of MK III items too. All 10 of whom targeting me at every beacon.

 

Self healing shouldn’t be a substitute for better equipment and solid tactical decision making.

 

Not having enough purples and team-mates who communicate back is not a good reason to buff heals to make up for it.

 

Engineers are arguably the hardest role to play in Star Conflict. Requires the most micro-management DURING combat all the while receiving the most lockons and volley missiles with no real solutions to counter them other than to choose better where to be at at any given time. And I wouldn’t have it any other way. Because honestly, a single Engineer is game changing and the risk should mirror the reward.

 

RE: Matchmaking

 

  1. I suspect they fiddle with it every now and again on their side exclusive of patch updates. They should rollback to the one that semi-worked the last few patches ago.

 

  1. Give all ships and weapons across all tiers the same base attributes from T1 to T4. I see no reason against it. Should reduce the impact match-making has by a noticeable degree without any real downsides. Do you care if that T1 Guard has 80k HP while you’re flying your 110k HP T4 ? Upper tiers still get all the cool gadgets and extra passive slots ofcourse.

 

  1. Either that or screw with the ‘dynamic’ match making. Keep all tiers exclusive to themselves. T3 v T3 only etc. This moving average system isn’t working.

 

I vote for suggestion # 2

You can vote suggestion #2 all you like, but until the Rank 12 Russians ask for it it’ll never happen.

Rank 14 you mean

Rank doesn’t matter too much, I’m at 11, I’d change for other factions if it weren’t for the free slot.  Almost a year’s experience for the russians, that matters.

RE: Matchmaking

 

  1. I suspect they fiddle with it every now and again on their side exclusive of patch updates. They should rollback to the one that semi-worked the last few patches ago.

 

  1. Give all ships and weapons across all tiers the same base attributes from T1 to T4. I see no reason against it. Should reduce the impact match-making has by a noticeable degree without any real downsides. Do you care if that T1 Guard has 80k HP while you’re flying your 110k HP T4 ? Upper tiers still get all the cool gadgets and extra passive slots ofcourse.

 

  1. Either that or screw with the ‘dynamic’ match making. Keep all tiers exclusive to themselves. T3 v T3 only etc. This moving average system isn’t working.

 

I vote for suggestion # 2

#2 is great, although weapons/damage mods needs a SMALL scale up to counter the new resist slots.

I forget which thread I found it in, so I don’t know how to even turn it off, but there’s a command to show the chart of where you’re going when it comes to ranks.  T1 has a slight overlap with T2, and so on.  Sometimes T4 gets in T3 matches, sometimes they’re all alone.