Star Conflict OBT v. 0.8.5 Discussion

Well lets see how easy it is to kill the Frigate balls with the current nerfs. Since the heal rate is much lower now it should be easier to destroy the clusters.

 

It may fix the problem of T3.

From my experience, in T2, engy is only below average, while Inty is the majority of choice, any thought about this?

Well lets see how easy it is to kill the Frigate balls with the current nerfs. Since the heal rate is much lower now it should be easier to destroy the clusters.

Also true, but I’m worried about everyone’s survivability and you just nuked that straight out of the sky. My main concern about these Engi changes are that those ships will become, ultimately, useless.

Also true, but I’m worried about everyone’s survivability and you just nuked that straight out of the sky. My main concern about these Engi changes are that those ships will become, ultimately, useless.

The Warpgate and the shields are still pretty usefull for setting up defense positions

Also true, but I’m worried about everyone’s survivability and you just nuked that straight out of the sky. My main concern about these Engi changes are that those ships will become, ultimately, useless.

Engineers use is healing, engineers are getting weak, healing is still OP and needs nerfing. -> Can you please remove a big chunk of engineers in combat healing and replace that part of their role with utility instead?

Those nerfs…  jeez… they look painful, especially in ther lower tiers. admittedly, a lot of lower tier players rarely use their special drone function, but still, that cloud is gonna suck. however, after discussion with Tealc, i understand that combining those modules with regen at t3 is hell.

I suggest a cap on healing, as in each ship can heal x/sec. That way, no more nerfs for engis, and no more unbelievably strong fighter/interceptors!!! :smiley:

Engineers use is healing, engineers are getting weak, healing is still OP and needs nerfing. -> Can you please remove a big chunk of engineers in combat healing and replace that part of their role with utility instead?

Engineers are healers, though. Maybe those modules would better suit a Guard, no?

 

The Warpgate and the shields are still pretty usefull for setting up defense positions

Again, just… Expressing my concerns about this nerf. Time will tell if they turn out to be good or bad.

Warp Gates need more work before they can come anywhere close to being the primary role of an Engineer. For starters, you need to be able fly through them at any angle and be fired to the proper exit point. They would also need some mechanic that cuts them out prior to impact against an asteroid.

 

Those changes would make Warp Gates more desirable for people besides the engineer placing them.

CAn you screw over the frigate class any more ? because currently people still play it. If you try even harder i am sure everyone  will go interceptor and fighter only. You can do it ! Just one more patch !

Why all-round engi nerf? T1-2 was good or decent at least. T3 (and maybe 4) was the issue.

I have the feeling that everything is broken from the beginning, you may fix this, but other things will come up soon enough  :crazy:

To be fair, my thinking is that if they just got rid of remote heals altogether we’d be closer to balanced than messing around constantly with range and heal rates. Can’t say for certain until the game is live and we all get some games under our collective belts, but my belief is that this will just push T2 over the edge into “Interceptor Conflict”.

I hope we will still see some engies around, can’t imagine flying guards in beacon hunt without the warp gate…

 

Color customization sounds interesting though, can’t wait to log in and try it!

The problem is that the Dev wants to keep it in one way or  another. It’s hard to come up with new ideas for new modules for each role, and then the balance around them is a headache, maybe that’s why T5 never comes in near future.

Very happy, i think its important to remember these nerfs seem harsh but it improves the overall game experience, (or meta if u prefer) Too many games were becoming boring as frigballs n campers were creating really boring games with 1 or both teams less than keen to engage, (bar a few fighters/intys) In terms of bigger picture i think it will make games more interesting n less defensive/camper based. More kills, more strategy n less cowardly/boring/clustering behaviour which doesn’t improve any1’s game-play/experience, its spose to be a war not a training drill shouldnt have 6minutes gaps while people run the clock down,. (all negative elements imo). In the long run its more kills/points/assists for everyone n less time spent “floating”(idle) makes better quality games in my opinion. I think t2 n t3 was becoming increasingly difficult to take down any well organised formation of frigates as they were healing way too fast because recent patches didnt address it. This 1 does. Engineers do need to remain a key part of teams but they also need to be more interactive n less stagnent/immobile esp in combat recon and beacon hunt. nothing more annoying than trying to capture/hold 3 beacons at the same time with 8 frigates in your line up. This patch restores alot of my confidence in staff. Sorry its a bit off topic but i think this patch is balancing out the bigger picture not just a personal sting against frigate players/users… I just hope all the hardware elements they improved dont make this game too demanding for the average computer to run… would like more info on that part of patch.

Definately the engineers need to be looked over, this nerf is imo directed toward T3/T4 so T1/T2 will be seeing ALOT less engineers.

 

thats my main ship for T2, but after reading this i might aswell go play with my Machete Type S. or as many others point out my interceptors.

 

Maybe somehow have a cap of “total healing dealt per second”? and a priority system that favors bigger ships more then small intys… probably alot of ways to adress this but. if it was a cap of total healing per second, the engineer would still be powerful if 1 ship needs healing. but if it has to heal 2-3 or more it would be significantly less = easier to kill.

 

dunno, im just blabbing.  :blink2:

I am an engineering T3 pilot.  I blow up a lot, probably more than I really should.  I’m concerned that I’m going to blow up even more now.

 

It’s going to be interesting to see how these nerfs effect to egineers in general.  The nerf to heal range doesn’t concern me as much, as I only really care about healing the allies that are in range to shoot all the inties off me.  The 20% nerf to nanocloud isn’t terrible either.  I too would rather see the engineer to start moving in the direction of other support roles rather than solely healing.

 

Right now, it kind of sucks to be an engineer pilot.  I personally spend 80% of the game just fleeing from 5+ lock ons (Bad positioning) and warp gating into rocks (Poor depth perception).  This isn’t particularly engaging play, so I’m looking forward to switching to the R9 Guardship.

Star Conflict OBT v. 0.8.5

General changes

Added extended ship customization.

* Colour patterns are available in the Equipment tab.

* The ship is divided into three zones.

* The player can choose a colour for each zone.

* For now, colouring is available for ships of ranks 1 to 6.

Introduced the option to preview ships.

* The player can see any ship model in the ship tree.

* You can preview the ship by right-clicking its picture in the ship tree

Now, stickers and colours are purchased for a limited time.

* Players who previously bought undated labels keep them on the same terms.

Changed the waiting time after the death of the ship

* Penalty time accumulation after death of the ship is reduced from 7 to 5 seconds.

* Accumulated penalty time reset now occurs after 100 seconds of surviving in the battle (previously 180 seconds).

 

 

The death times were exceedingly long, especially for players that died more than 3 times in a single match. 

 

This actually got me excited a bit but then I realised…they took MY idea and did the most lazy fastest solution…gotta give props to the devs…

 

Ships

Engineering frigates

Combat Drones : owner ship repair reduced by 50%.

Combat Drones : ally repair radius reduced by 60%.

Combat Drones : drone launch time increased to 30 sec.

Combat Drones : ally repair effectiveness reduced by 15%.

Nanodrone Cloud : repair reduced on average by 20%.

Autonomous Repair Station : hull repair reduced by 30%.

\ * Autonomous Charging Station : shield recharge reduced by 30%.

 

These changes are too harsh. 15% is better for balance. Those combat drones need a reboot, there gonna break eventually…

 

 

Interface

Hangar

* Stickers tab renamed to Customization.

 

 

Matchmaking

Changed the mechanics of squad participation in Sector Conquest:

* Squads now get into Sector Conquest, regardless of its members’ allegiance.

* Points from the whole squad go to the leader’s side of conflict.

* Side conflict that receives points is determined by the same principles as for solo players.

I think that we will see more squad play now…

 

 

Graphics

Added effects for Diffusion Shield. (About time, it will alert people to whom is using it and for how long)

 

 

 

 

 

 

Maybe somehow have a cap of “total healing dealt per second”? and a priority system that favors bigger ships more then small intys… probably alot of ways to adress this but. if it was a cap of total healing per second, the engineer would still be powerful if 1 ship needs healing. but if it has to heal 2-3 or more it would be significantly less = easier to kill.

Agreed, thats what i said above, but everyone ignored me :frowning: lol

JPhack - im waiting for the ‘oh damn!’ moment when drones get a buff in everything. Hopefully soon.

*cue single tear rolling down Lupus’ face*

The problem is that the Dev wants to keep it in one way or  another. It’s hard to come up with new ideas for new modules for each role, and then the balance around them is a headache, maybe that’s why T5 never comes in near future.

T5 was always mentioned to be released after the game release.

T5 was always mentioned to be released after the game release.

 

Well that means I better get max rank to get my first T5 ship!