[Patch content](< base_url >/index.php?/topic/20627-star-conflict-obt-v-090/)
“Now the game has no concept of “side of conflict bonus” which pilots chose at the start of the game.”
So we’ve lost the “racial” bonuses? Okay, not a big deal I guess.
Most of these changes… I think I’d rather see them live first than go off patch notes. I’m primarily interested in making sure I still have a Rapid Fire Railgun…
Edit: Very, very glad to see Engineers getting a boost to healing again. I don’t know about T3, but T2 definitely needed it. Maybe now people will actually fly the class again!
DID YOU JUST DE-NERF ENGY FRIGATES!
WAHOOOO!
Thanks!
I like the sound of the synergy stuff, and im curious to know if the ammo packs will cost less than it cost for missiles pre-patch. And the hangars are meh. Other than that, sounds fine! not fussed about t5 yet, and the weapons and missile changes sound intriguing.
PS - Dammit Jasan, you ninja’d my first
I’m a Recon pilot; getting there first is what we do. :lol:
“Now the game has no concept of “side of conflict bonus” which pilots chose at the start of the game.”
So we’ve lost the “racial” bonuses? Okay, not a big deal I guess.
Most of these changes… I think I’d rather see them live first than go off patch notes. I’m primarily interested in making sure I still have a Rapid Fire Railgun…
You should still have all your weapons. They will change names and mechanics, but stay. Should any of you miss something please inform me! We will take a look into this (though this is unlikely, but to be on the safe side…)
MY ENGINEERING POWER ONLY GROWS STRONGER, AH HA HA HA.
Looks like a wonderful patch, like I have already said, and I can’t wait for it to go live. It has a lot of content I have been looking forward to for a very long time.
Thank you for all the hard work with the patch notes and preview, too.
Please take a moment to peruse [this thread](< base_url >/index.php?/topic/20626-new-modules/)
I really need to have a Warp Cannon, even if I am the only one in game to be allowed to have it. I am willing to allow myself to be that OP. That is how important this is to me.
MY ENGINEERING POWER ONLY GROWS STRONGER, AH HA HA HA
*Mwuhahahaha
Needs to be more evil, dude :Dwop
Looks all nice and fancy. Im eager to check it out.
Are the repair costs for t4 down?
Okay, I know I said I was going to wait, but the fact that the ship tree looks like it might have been rejigged to something similar and/or identical to ones that myself and others have suggested… kind of makes me want to run some random speculation. So, here’s what I’m hoping to see!
Tier 1:
Rank 1 - Empire Gunship; Fed Tackler; Jericho Command. Really doubt this has changed.
Rank 2 - Empire Recon, Long Range; Fed CovOps, Engi; Jericho ECM, Guard.
Rank 3 - Empire Recon, ECM, Gunship, Command, LR, Engi; Fed CovOps, Recon, Tackler, Gunship, Engi, Guard; Jericho ECM, CovOps, Command, Tackler, Guard, Long Range.
I know that looks really kind of messy, but for T1 it’d be fine.
Tier 2 onwards:
…basically what the previews showed.
1st Rank / 3rd Rank:
Empire Recon, Gunship, Long Range; Fed CovOps, Tackler, Engi; Jericho ECM, Command, Guard.
2nd Rank:
Empire ECM, Command, Engi; Fed Recon, Gunship, Guard; Jericho CovOps, Tackler, Long Range.
The big point of importance there would of course be the prioritising of factions - if you want the best Engineer, fly Federation. Best Command, fly Jericho. Best Recon, fly Empire.
The “middle” ships won’t necessarily be bad, but they’re there to give variation. I suspect we’ll still see plenty of Hydra 2s and Cerberus 2s… I mean “Styx”… but perhaps they won’t be quite so dominant anymore.
Also, tiny thing… I’m a little sad the Phobos Aura is just “Phobos” now. Phobos Aura not only sounded so much grander, but it made an awesome name for an Empire Command Fighter! Yes, I know it was a Gunship, but I bought it back in 0.7.something and kitted it out as a Command fighter and have never shaken the idea that is what the ship was meant to be…
GG ;),nice for problem Rank…problem resolved i think with the 0.9.0
Want to test it,perfect work,very,for that Star conflict was very good,
(PS:nothing to said,just ,“Thanks for the work…”)
regards
No more mines on my engy… :sad:
Oh well. Will have to be a bit more carefull now.
Ion Emitter
* Used on: Fighters
* Summary: A powerful tool in the hands of an experienced pilot
* Brief description: laser capable of increasing damage as you keep the beam on the target.
Void Rays! We have Void Rays! :lol:
Mine is exclusive for LRF, no more on Engy and Guard.
My butt’s gonna hurt. :smoke:
Here’s a version with a little bit more formatting. Geesh, huge patch - took me ages to put across on the site. So.many.bullet points.
http://starconflict.co.uk/patch-notes-v090/
Looks like a couple of very nice changes, a few others we’ll have to see in action before making a judgement
Er, what’s with that drone healing range nerf again? Your allies will have to stay right next to you to get heal now, is that the point?
- Shrapnel Cannon
- Used on: Interceptors
- Summary: Well-suited for long-range attacks on stationary targets
- Brief description: A powerful close range weapon with a low rate of fire
nice description lol.
Once again for those of you guys who haven’t seen our devblog, here’s how new weapon effects would look like:
Once the patch goes live, I will make a possible post here with ship name changes, since I’m sure some ship placements will be weird and a simple name shift would fix it
One question though:
Did they reduce CD on the warpgate again? Error stated a week or so ago they had placed it back where it used to be, but is this actually the case? Or did they leave it at -want to warp gate again? better die and respawn!-
And if t5 ship tree is anything to go by, the made the ship tree in the form I suggested
-I’m not sure how I feel about the synergy, It gives me the feeling of World of Tanks in space, and I quit WoT because the grind was insane…- But, gotta be positive! I will just assume you didn’t bork it :00111:
Btw. there are a few misspellings and some weird texts around…lemme find and post em here.
So frigates are basicly a stationary target with no self-defense mechanisms now, huh? With 2 guns with slow turret turn rate, which are useless against ships with high maneuverability (and that means any ships that are not frigates). The other 2 are Hail plasma and Assault lasers which are not very good close combat either.
Engineer
* Combat Drones: Ally repair radius reduced by 50%
Mind explaining this btw? How much is the range now? 500m?
Shrapnel Cannon
* Used on: Interceptors
* Summary: Well-suited for long-range attacks on stationary targets
* Brief description: A powerful close range weapon with a low rate of fire
Which is it? close range or long range? xD
* You can only sell cartridge packs through Equipment
* You can sell cartridge packs through the Store / Warehouse
uhm, wut? xD
* Military and Experimental versions are refunded with galactic standards at a cost of a trophy.
What do you mean with cost of a trophy?
Now give me premium T5 ship ! (MUAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA)