Star Conflict OBT v. 0.8.5 Discussion

Could it be latency / ping related?

 

Might be useful to have ping text on when that happens next time (F11).

 

Never happened to me that it would jump that way without any reason…

My ping was like 130, so not that high(Higher than normal though, someone must be downloading and not admitting…) 

I get 70 in England.

That’s happened to me before with a stable ping, only in this patch.

I’ve seen a major drop in Engineer numbers in Tier 3 now. It’s quite common to have only one, or even none of them on a team now.

 

I’m also seeing a rise in ECM use… which doesn’t surprise me. ECM is horribly broken - it’s too good vs everything. Being able to knock a ship out of the game in this emerging meta - where healing is rare or non-existent - is seriously broken and needs to be fixed.

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this is also a very intresting bug that keep happening…I aim in the middle of my screen, and my turrets just go offscreen firing at…well…nothing

 

That happened to me a couple of times with my assault lasers. I thought my left thumb touched my trackpad by accident. Doesn’t seem to affect my railguns. 

I’ve seen a major drop in Engineer numbers in Tier 3 now. It’s quite common to have only one, or even none of them on a team now.

 

I’m also seeing a rise in ECM use… which doesn’t surprise me. ECM is horribly broken - it’s too good vs everything. Being able to knock a ship out of the game in this emerging meta - where healing is rare or non-existent - is seriously broken and needs to be fixed.

As an ECM pilot, I love it.

 

As a flier of anything else… FML. Every time I see an ECM coming up to me, I go “Oh yeah… there’s that thing again… OPP, I’m dead.”

 

It’s utterly broken. How to fix it? Reduce the disable timers. And replace the Elf 2 with the Kris AE. Jericho is meant to hold the ECM ceptors, not Empire.

I’ve seen a major drop in Engineer numbers in Tier 3 now. It’s quite common to have only one, or even none of them on a team now.

 

I’m also seeing a rise in ECM use… which doesn’t surprise me. ECM is horribly broken - it’s too good vs everything. Being able to knock a ship out of the game in this emerging meta - where healing is rare or non-existent - is seriously broken and needs to be fixed.

I’ve noticed this too.  Thats really the challenge of balancing these games.  Is the current meta broken because of FOTM? (flavour of the month) People jumping on bandwagons and horribly ruining the distribution of classes, or is it broken because of actual mechanics?

ECM is flat-out “always broken” no matter how you cut it. Ships like Tacklers are situationally powerful - they rely on being able to deny speed, agility and resistances. When confronted with a ship that doesn’t need speed and has enough raw survivability (and firepower) to ignore their debuffs, or when facing a ship that can deactivate their debuffs (Gunships, or anything with a Cloak) they become ineffective.

 

This is good design. It means that A) the Tackler has clear strengths and weaknesses, and B) there are counter-play options. In Tier 2 I love seeing Tacklers because I have learned how to break them as an Interceptor.

 

But as I have said in the past, the ECM class has no counter-play options. There is nothing you can do to stop it shutting down your systems, or stealing your power, or saying “xxxx you!” and ripping the keyboard out of the computer. The argument that this is “balanced” because the ECM has the lowest DPS output in the game is bullshit. Interceptors can do a ton of damage, and in the T3 environment they become far more destructive because of the exponential boost in power they get from allies. All it takes is an ECM to ping his target before knocking out their ability to do anything, and they’re dead. Happened to me four times in the last game I played - I was carrying the bomb, got shut down, got annihilated because there was nothing I could do to counter being shut down.

 

ECM needs Three Hard Counters - a Frigate, a Fighter and an Interceptor who can say “xxxx you!” right back and annihilate every ECM that crosses their path, with little to no fear of its modules. That, or it just flat-out has to be removed from the game.

New problem arises after the Engy nerf, not very out of prediction. 

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But as I have said in the past, the ECM class has no counter-play options. There is nothing you can do to stop it shutting down your systems, or stealing your power, or saying “xxxx you!” and ripping the keyboard out of the computer. The argument that this is “balanced” because the ECM has the lowest DPS output in the game is bullshit. Interceptors can do a ton of damage, and in the T3 environment they become far more destructive because of the exponential boost in power they get from allies. All it takes is an ECM to ping his target before knocking out their ability to do anything, and they’re dead. Happened to me four times in the last game I played - I was carrying the bomb, got shut down, got annihilated because there was nothing I could do to counter being shut down.

 

You can say the same for the CovOps especially for those which are rank 8+ and use the trololo-rapidrails build. 

Tackle them, they will escape due to survival-module, hit them with missiles and they will cloak, they have two options to escape while punching out an incredible amount of Damage. I run such build myself and did a new kill-record: 23 + “fear me”. 

I find myself in situations where I one-shot Inties and weak fighters. 

So I have to conclude: ECM is broken, sure, especially with a good team, but there exists a CovOps build that is even worse and ECM is the only class which might (!) have a chance to counter it. 

I’d say the answer there then is probably to take away the CovOps ability to escape from Tacklers.

 

More than any other Inty, the CovOps seems to be the ship the Tackler was built to counter. I’d go so far as to say Recon is a counter to the Tackler, and ECM… is unbalanced as hell. However, if it was balanced then I’d probably say it should lie in the middle; ECM shouldn’t be able to counter the Tackler, but it should have modules that can even up the fight a bit.

I agree, 

But dont nerv the ECM without nerfing the CovOps. 

ECMs can stop cov ops for a few seconds without them camoing. Getting ganked by tacklers or ecms is always a horrible death, but I don’t see them as OP. It is clearly either my fault or the teams fault of again-not-following the bomb carrier or similar. Do I whish them to be nerfed? If I am the victim, especially in a Cov Ops, yes, if I fly the ECM, I find the effects even too short.

 

Flying covops needs better management of Adrenaline - or “zip-zap back and forth between friends, so nobody possibly cant solo you out” - usually dieing is either completely AoE, a lost dog fight, or simply an adrenaline rush where you ask yourself, why the hell you did it like this.

 

Cov Ops dont cloak, they camo, you can fire at them no problem after that, but you have an edge there with RFP. If you got RFR, you have to retreat, also he loses the bomb anyway.

 

I find it way more interesting, that some ships dont seem to be slowed down by carrying the bomb too much, making ECMs appear more frequently to counter and possibly adding to their “fearedness” in the last month; funny because there was a time, when nobody even considered the ECMs too much. Also, Tacklers were underused and become more popular at the moment, too.

I still don’t know how some ships manage to fly so fast even carrying the bomb, is that the pirate ships?

 

I see a bit of star conflict between the ship roles that are OP at each moment, very much dependent on the actual change of ships in battles to counter known builds better. I am not sure if all the testimonies here reflect actual balance needs, or simply state an evolving fleet doctrine between team players.

 

I still see the Hedgehog defense mode of guards, especially at denying beacon captures, and their uber range to deactivate nukes a bigger problem. So it really depends on what you fly, and what team you are used to, and which game mode you are in. Also, some of the game modes are nearly impossible to win, if the other team is well organized, and there is no option to highlight the next beacon even for yourself. Things like that seem to be way more responsible in wins and losses or specific builds being used more frequently.

 

Especially in Realistic, which I love most atm, Ceptors lose a lot of strength, if you manage to counter them just once.

I think a mass-tackler team could be incredibly fearsome.

Having 12 ships suddenly decloaking and making your resistances worth squat would be terrifying. _Especially _if you were bottlenecked.

I think a mass-tackler team could be incredibly fearsome.

Having 12 ships suddenly decloaking and making your resistances worth squat would be terrifying. _Especially _if you were bottlenecked.

you can not stack tackler debuffs on a single target, so stacking to many tacklers in a single attack is a waste they work much better in a combination with others for example Tackler + Empire LRFs, Tackler+CovOps(if he is sneaky enough.

-Off-topic post-

 

Friendly reminder to everyone: play the objective, otherwise this happens:

 

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you can not stack tackler debuffs on a single target, 

 

we sure we cant stack target painter ?

Devs removed the object hp bar and targeting ability. You can no longer target objects in PvE. You can still target Engineer repair beacons and warp gates, though.

This is a bug and will be fixed.

 

we sure we cant stack target painter ?

You cannot stack the same effect.

:sadface: