Star Conflict OBT v. 0.9.0 Discussion

CO hasnt changed much in T2, but I would not consider it OP. The nerfs did not affect the playstyle in the ceptor-rich-environment so much, except they now lack the ability to mine, which was a secondary goal usually, but they have more rockets now, so better to duel.

 

Nerfing the cov ops Arc did hurt mostly higher tiered ceptors, while the orion module starts to become something I ignore completely. Also, T2 frigs still die to Arcs, so usually you only blame T3 frigs in those matches to be a bit too tanky.

 

The CO has become sort of an underdog, with serious problems to bite, while Gunships with singularities nom-nom-nom the frigs away. Again, this does not affect T2 so much, where the lack of projectile speed modifiers dont make Singularities viable anyway.

Point is not Arc nerf… point is while before patch u had decent chances to get inside them, kill (or serious damage) your target and run back to your mates if u had decent dodging skill (and u can use stab rails too before patch… so u can start damaging from distance and have taget already damaged when u went in))… now even if u are luky and can kill your target (most of time u can’t even enter in the enemys group) you have like 0.05% chance to get out save… couse of the 12 missiles u immediatly have on ur back and the new weapons.

 

So u have to play cover ops like it is an ecm : staying in the pack. And offcourse ECM are better in this kind of job.

 

[Plus: Big Amount of Damage? Where?  U die in 3 hits and need lot of times to kill most of ships. IMHO balance means: i die in 3 hits? Well so i should be able to kill in around 3 hits too most of ships)]

I think the main point of GITS has always been about titillating robosexuals. Pretty much everything else is window dressing. But you can choose to quote their rather silly quotes if you want.

 

Hint: in modern military, if you don’t overspecialize, you get demolished. Generalist troops exist in low tech conflicts of Africa and Asia, and even there there are signs of specialist trend.

 

the trend in modern fighters is multi-role… f-16, f-18, f-22, f-35, ef2000, su-33, mig-35. well technically, f22 isnt a true multi-role, but it can still carry the same range of armament.

 

certain aircraft are better suited for given missions, but in general any of those aircraft could complete the same mission.

 

furthermore, infantry aren’t thought of as individual units, but as fireteams of 4 men. and are all equipped with a capable assault weapon… either M16/M4 or some AR. http://en.wikipedia.org/wiki/Fireteam

 

if you want to get into mortar/sniper teams, those are different. they’re specialist units, usually operating as a squad of 2 men. but again, it’s not a single man.

 

the best analogy to mortars/snipers in star conflict are LRFs. and they operate on a similar principle.

 

anyways, you can’t always apply these mechanics to space. since space is mostly empty, it requires a slightly different approach, like aircraft, which are meant to handle a variety of situations these days. it’s easier to build a single aircraft and have many of them, since you never know which role you will be called upon to fulfill at a given moment.

 

You can split hairs all you want, it doesn’t remove the fact that we’re getting popular cyber punk anime quotes as valid military advice.

 

actually, most of the quotes are references to various philosophical texts and well-known literature. it’s similar to ‘ergo proxy’ in that sense. allegorical in nature.

 

i can’t remember what the references are to any more, the one about the pale reflection in the mirror just skipped my mind…

  1. Back to synergy:

 

Dev’s insistence on basing Synergy to match scores is the root of this problem. They are worried about synergy farming? Disassociate synergy rewards with the efficiency scores. Done.

 

  1. Bigger issue than the synergy cap is the *minimum* synergy gain:

 

This shouldn’t be in place. Raise the minimum you gain per match is my request.

 

Capping ship synergy is quite high anyway (about 9 kills or 24 damage assists) I come nowhere close to that so synergy cap isn’t really a big issue for me. Or for most. It’s the low minimum synergy we get per game is making this a Grind.

The number of COMMANDS ships is too damn high !

The number of COMMANDS ships is too damn high !

 

They have a few seconds of respite against bubble toting gunships overdriving their singularity :stuck_out_tongue:

They have a few seconds of respite against bubble toting gunships overdriving their singularity :stuck_out_tongue:

 

Commands have enough time to destroy them, between the Diffusion shield, valkyrie and Ion warhead.

They have a few seconds of respite against bubble toting gunships overdriving their singularity :stuck_out_tongue:

 

Hardly, can’t use the bubble while ECM’ed, and when are you ever not? :stuck_out_tongue:

 

Can’t say I’m seeing all that many commands though.

Bubble-Fighters are my new healers   :bomber:

Who is using the singularity cannon? ITs so slow that its only effective against frigates, and even seasoned frigate pilots know to evade them bubbles by implanting for speed. My GUARD frigate can go up to 340 M/s with after burners now…

Ok, the grind with regular synergy gain is unbearable, I really think I will be seriously burnt out with the game by the time I even come close to getting T5s. 

Who is using the singularity cannon? ITs so slow that its only effective against frigates, and even seasoned frigate pilots know to evade them bubbles by implanting for speed. My GUARD frigate can go up to 340 M/s with after burners now…

I am, with all of my fighters, and I routinely blow fighters and some dumb inty pilots out of the sky. Grinding PvE like a madman gave some real good practice with it. 

I am, with all of my fighters, and I routinely blow fighters and some dumb inty pilots out of the sky. Grinding PvE like a madman gave some real good practice with it. 

 

Well for the PVE, its so easy with the black wood ship yard. And yes sometimes you get the dumb pilots that don’t notice there shields and Hull go down in LARGE CHUNKS, so its easy to kill.

 

I have noticed that this synergy grind is nothing short of <censored rant> and its really hurt me. As a GM, I want to help people progress, but these changes make me feel like saying “Hey, just wait till you get to T3, that is, IF you get to T3…” 

Well for the PVE, its so easy with the black wood ship yard. And yes sometimes you get the dumb pilots that don’t notice there shields and Hull go down in LARGE CHUNKS, so its easy to kill.

 

I have noticed that this synergy grind is nothing short of <censored rant> and its really hurt me. As a GM, I want to help people progress, but these changes make me feel like saying “Hey, just wait till you get to T3, that is, IF you get to T3…” 

It needs a hit effect like all other weapons.

 

I feel lucky I managed to get a rank 9 ship just a short time before the update.  :lol:

It needs a hit effect like all other weapons.

 

I feel lucky I managed to get a rank 9 ship just a short time before the update.  :lol:

 

That has been forwarded to the devs. They kinda “overlooked it”

Ok, the grind with regular synergy gain is unbearable, I really think I will be seriously burnt out with the game by the time I even come close to getting T5s. 

 

180k synergy to get wolf-M from level 7 to 8

 

4k synergy average per game = 45 games

 

7 minutes per game = 5 hours 15 minutes

 

2 hours per day = 3 days

 

1 ship

 

1 synergy level

 

Totally reasonable. [yes / no]

180k synergy to get wolf-M from level 7 to 8

 

4k synergy average per game = 45 games

 

7 minutes per game = 5 hours 15 minutes

 

2 hours per day = 3 days

 

1 ship

 

1 synergy level

 

Totally reasonable. [yes / no]

Dude, I had to get 340k for the last level of the Tiger M for my Piranha. 

Back to interceptors.

 

So, a t5 ful blue/gold COV Ops dies in 3~4 hits or 2 missiles.

U need long time to kill most of other ships (i could say  every  ships exept others interceptors) … and u have to stay so close to ur target a$s that u can sniff the bad smell.

 

 

Let me know how should i play it as it is presumed to be flown.

I have to stay stick to the main group… but if i have to do that… so ECM is really better.

 

*Edited*

JP, I killed you last time with my singularity cannon, so no, you can pretty much even kill Ceptors.

I do know you tried to get out, so it wasnt just a lucky strike.

 

The magic words are overdrive, heatsinks, speed modifiers, or even aiming boost modules.

And the ship of choice is the Deagle.

Of course some missiles help too.

 

Its now a way more risky playstyle, and it helps to be skilled in ceptorplay for the overaim at rotational warfare. Also, one ECM and you are basicly useless, especially if it hits your overdrive. Which is why the tanky Deagle is ideal.

 

So yeah, it is very viable as long as you dont get primaried by a group, even then, you might even bring down the main engineer or guard in the assault with a suicide run, you might even survive it, so its the CO of the fighters. Tested against a Nova teamed pub in realistic, turning the game with one (important) frig kill, while they sieged our Beacons. Next game I was consta-primaried and had to switch to another ship making no score at all. But it does work.

 

Also, the first T5 Frigate I ever saw was on the scope of my Singularity Cannon, and the nom-nom-nom of my balls. It basicly is a weapon with a constant spread, but you can still use it against anything in a 1v1, as long as you are tanky. I think most fighters however are not suited for this cannon to be that effective, and it stays a frigate killing weapon for them.

 

Also, it fairly happens now to be a an assist-weapon, which does the main damage, but does  not score the last hit all-too-often, especially with emergency forcefields and similar in the enemy ship.

JP, I killed you last time with my singularity cannon, so no, you can pretty much even kill Ceptors.

I do know you tried to get out, so it wasnt just a lucky strike.

 

The magic words are overdrive, heatsinks, speed modifiers, or even aiming boost modules.

And the ship of choice is the Deagle.

Of course some missiles help too.

 

Its now a way more risky playstyle, and it helps to be skilled in ceptorplay for the overaim at rotational warfare. Also, one ECM and you are basicly useless, especially if it hits your overdrive. Which is why the tanky Deagle is ideal.

 

So yeah, it is very viable as long as you dont get primaried by a group, even then, you might even bring down the main engineer or guard in the assault with a suicide run, you might even survive it, so its the CO of the fighters. Tested against a Nova teamed pub in realistic, turning the game with one (important) frig kill, while they sieged our Beacons. Next game I was consta-primaried and had to switch to another ship making no score at all. But it does work.

Keywords: Gunship. Tackler.

 

In the hands of half-decent pilots, the MBB gun is very destructive, even after all the nerfs.