Star Conflict OBT v.0.9.10 Discussion

Dummies like me… having 16million in Excess synergy… looking at having to go through TWO ships to get to the one I really want to try…   Specially didn’t feel like riding the grind wave to work through through a SHIP LINE  spend the next weeks sitting in a Frigging LRF Snipers that is WORSE then the one you already have (Premium) to just to build up the synergy to move to the next and the next just to get to a Engineer.  

Right

 

Why would anyone in their right mind pay actual money to transfer synergy LOL

And right. My point exactly.

 

The 200 FS for 1 GS was during a Week-end Sold event.

And thank you.

Drones are still useable t3, I know I harraswith them.

Recon has been nerfed. And suddendly…BAM FULL ECM !

Somebody will probably say that ecm is now op and then in nex patch they will nerf ecm.

@Antibus : Why the Heavy Blaster is constantly buffed every Patch? (Not enough use by players?)

At the moment it needs some tweaking, yes.

Do you have additional feedback on the matter?

The slow barrels combined with the time it takes to warm up are it’s biggest issues.  I see it used frequently in PvE, but it’s very rare in PvP.  It’s a situational weapon as is, and those situations are rarer in PvP.

 

Why would anyone in their right mind pay actual money to transfer synergy LOL

I did once, to get Dvergr Knight up to elite status to jump to a Dwarf 2.  I did the math and it was less than 25 cents to be done with an R4, less than half the price of a sticker or one color.

 

Somebody will probably say that ecm is now op and then in nex patch they will nerf ecm.

What’s left to nerf?  A survivability of 15k is good, so probably that.

Indeed. Also, most premium ships have a disadvantage that you cannot paint them, that is a huge minus to them as well.

 

Premiums can be painted, but not the DLC ones… sadly

Three drones was perfect, now with only two they are almost useless

What’s left to nerf? A survivability of 15k is good, so probably that.

umm… stasis?

A module that, in my opinion, should be removed all together. It’s sad to see people dying just because of that thing. Like raymaru said: some guys (or girls) in esb, you can simply not kill without stasis.

umm… stasis?

A module that, in my opinion, should be removed all together. It’s sad to see people dying just because of that thing. Like raymaru said: some guys (or girls) in esb, you can simply not kill without stasis.

And that’s a bad thing because?..

Putting my two cents out on the new PvE mission.

 

It’s quite difficult without being too hard to manage, which is good. Felt like T4 Blackwood and T4 Hidden Maintenance were mashed together and toned down in difficulty. I also like the AI’s choice of weaponry in the mission: singularity for Captains and shrapnel for interceptor opponents, both of which can be murderous for the unwary. The mission can be rough the first few times, though (the first stage has a missile launcher on the dreadnought’s underbelly which can be hard to find).

 

The rewards are pretty much the same as any T4/T5 PvE mission, which is a plus.

And that’s a bad thing because?..

 

Its a bad thing that thats the only way. But thats another question, a question about veteran’s powerlevel.

 

I dont see why stasis is a problem, honestly i never saw ECM as a huge threat. Alone they are weak, in group their allies get shredded by the outnumbering forces while they try to aoe stun. They are not UP, just not OP.

Putting my two cents out on the new PvE mission.

 

It’s quite difficult without being too hard to manage, which is good. Felt like T4 Blackwood and T4 Hidden Maintenance were mashed together and toned down in difficulty. I also like the AI’s choice of weaponry in the mission: singularity for Captains and shrapnel for interceptor opponents, both of which can be murderous for the unwary. The mission can be rough the first few times, though (the first stage has a missile launcher on the dreadnought’s underbelly which can be hard to find).

 

The rewards are pretty much the same as any T4/T5 PvE mission, which is a plus.

any strategies you would like to share?

Its a bad thing that thats the only way. But thats another question, a question about veteran’s powerlevel.

 

I dont see why stasis is a problem, honestly i never saw ECM as a huge threat. Alone they are weak, in group their allies get shredded by the outnumbering forces while they try to aoe stun. They are not UP, just not OP.

Stasis isn’t a big problem, no. And neither is team work. You want to beat ESB squads? You need to do better than them. Simple as that.

 

any strategies you would like to share?

Don’t frigball it. You will get annihilated.

Somebody will probably say that ecm is now op and then in nex patch they will nerf ecm.

 

imo this is a good thing. give intys some of their main weapon damage back but remove some of the utility. since that only made it a RPS game (rock paper scissors).

 

ie: try killing anything in a ECM lately? nigh impossible… it wins games… via disables to engineers/commands. that’s about it… frustrating though, if your team isnt on the ball, since it takes you like 30 secs to kill a styx. also trolls like a bee…

 

covops on the other hand will murder anything, something like 70k damage in 5 seconds… literally boggles your mind. white noise = disable, prob only down side is droned, and too much focus on speed, usually lacks CAP slot. it’s pretty much a suicide boat. you either kill your target or die trying, or just pick off solo targets.

 

recon is still effective, but prox mines are off the table due to over-nerfage (nothing new, welcome to SC).

 

if anything you should be using covert. mainly DPS and some utility (only inty that can take down a frig in acceptable time frame solo, after the prox mine nerf). ECM is all utility, and recon is some DPS some utility.

 

Stasis isn’t a big problem, no. And neither is team work. You want to beat ESB squads? You need to do better than them. Simple as that.

 

Don’t frigball it. You will get annihilated.

 

actually, playing empire LRF, my skill rating and kills go up. not uncommon to get 10+ kills every game almost. just wait for team to drop their shields, and pop them… if you wanna get lame :\ also not uncommon to have 20-30%+ of your team’s total DPS just by hammering fighters and frigs.

 

playing engineer is a lesson in patience, you prob accrue more deaths than kills… nobody protects them (as if they ever did anyways)… but indispensible for support. (i think module assist efficiency got nerfed, cuz efficiency on engi now relies on capping beacons, which is xxxx).

 

playing ECM, it’s hard to lose a game, given your teammates can select priority targets in large fights without being told to do so. also given your whole team aren’t ECMs (hard to find a good one these days) :\

 

playing covert it’s hard not to kill 3-4 frigs and a bunch of fighters/ints…

 

teams? who needs teams when you’re a beater… (beta tester + cheater).

 

currently playing all support roles: ecm, command, engi, and just randomly tackler. kills per game went down by 2%, but win ratio went up by 1-2%.

 

here’s a black swarm btw, max synergy this time: http://i.imgur.com/72TzcED.jpg meant for trolling the front lines. if you wanna babysit friendly frigs, get more speed.

imo this is a good thing. give intys some of their main weapon damage back but remove some of the utility. since that only made it a RPS game (rock paper scissors).

 

ie: try killing anything in a ECM lately? nigh impossible… it wins games… via disables to engineers/commands. that’s about it… frustrating though, if your team isnt on the ball, since it takes you like 30 secs to kill a styx. also trolls like a bee…

 

I killed Razka the otherday, which I’m sure many here know would not be a simple task.  His hull was half gone, he was in metastable, and I dropped a mine from my recon right next to him.  I’ve been complaining about metastable being pretty much useless for months.

 

covops on the other hand will murder anything, something like 70k damage in 5 seconds… literally boggles your mind. white noise = disable, prob only down side is droned, and too much focus on speed, usually lacks CAP slot. it’s pretty much a suicide boat. you either kill your target or die trying, or just pick off solo targets.

 

recon is still effective, but prox mines are off the table due to over-nerfage (nothing new, welcome to SC).

 

It’s three instead of eight, they’re still powerful, just limited in use.  Use them tactically.

 

if anything you should be using covert. mainly DPS and some utility (only inty that can take down a frig in acceptable time frame solo, after the prox mine nerf). ECM is all utility, and recon is some DPS some utility.

 

 

actually, playing empire LRF, my skill rating and kills go up. not uncommon to get 10+ kills every game almost. just wait for team to drop their shields, and pop them… if you wanna get lame :\ also not uncommon to have 20-30%+ of your team’s total DPS just by hammering fighters and frigs.

 

Grinding Empire LRF proved to me that most LRF pilots really do suck and are a bane to the team.  Not only that, it’s mainly the bad interceptor pilots trying to kill you so you kill them.  It’s a kill farming ship and little more.  One shotting fed fighters was my favorite.

 

playing engineer is a lesson in patience, you prob accrue more deaths than kills… nobody protects them (as if they ever did anyways)… but indispensible for support. (i think module assist efficiency got nerfed, cuz efficiency on engi now relies on capping beacons, which is xxxx).

 

No, half wrong.  You can’t be front line unless you’re empire and even then it’s risky because you’re a frigate.  If you’re fed, you just can’t be front line.  Try to forget beacon captures, focus on heal support and fire support.  Engineers have been nerfed, but they used to be ridiculously OP.

 

playing ECM, it’s hard to lose a game, given your teammates can select priority targets in large fights without being told to do so. also given your whole team aren’t ECMs (hard to find a good one these days) :\

 

playing covert it’s hard not to kill 3-4 frigs and a bunch of fighters/ints…

 

teams? who needs teams when you’re a beater… (beta tester + cheater).

 

currently playing all support roles: ecm, command, engi, and just randomly tackler. kills per game went down by 2%, but win ratio went up by 1-2%.

I killed Razka the otherday, which I’m sure many here know would not be a simple task.  His hull was half gone, he was in metastable, and I dropped a mine from my recon right next to him.  I’ve been complaining about metastable being pretty much useless for months.

 

Grinding Empire LRF proved to me that most LRF pilots really do suck and are a bane to the team.  Not only that, it’s mainly the bad interceptor pilots trying to kill you so you kill them.  It’s a kill farming ship and little more.  One shotting fed fighters was my favorite.

 

No, half wrong.  You can’t be front line unless you’re empire and even then it’s risky because you’re a frigate.  If you’re fed, you just can’t be front line.  Try to forget beacon captures, focus on heal support and fire support.  Engineers have been nerfed, but they used to be ridiculously OP.

 

 

metastable is good in large fights, when the enemy has other targets to kill. mostly likely they will switch targets to get more dps or to deal with a threat. solo, it’s semi-useless except last-ditch, to try catch a 0.5 sec window to spam 2 skills and a missile lol. you don’t need meta tho. just ion, stasis and energy drain your prime targets: commands and engineers to oblivion, and call them out before you disable them = sitting brick of butter under the sun. it helps to have a good covert who can read your intent and pop the frig right when you disable them. stasis the other engineer for a brief 3 secs = no heals, drain the command. please, too easy ;p

 

empire LRF is hard to grind in the synergy dept since you rarely cap beacons, unless you’ve had time to move that far (which means you had no targets to shoot at). so long periods of nothing, then periods of many bang-bang. but overall, harder to get synergy on and kill effectively at the same time. but as a means of DPS, suppression fire and killing potential, i think it is rivaled only by covert ops and assault.

 

actually, i can build fed engi for front-line combat as well. it just needs a nanocomp or multiphase to tank for a few seconds. it doesn’t need a warpgate (as opposed to empire). bit less handy for the team but allows you to slot extra active tank/energy emitter/static barrier. 3 mods that all engies shoudl have are: mass shield, nanodrone, and one of the repair stations. i hate engies who don’t carry all 3. enough to make me ragequit.

havent gotten to try the patch yet because a while back i accidentally sold my good ship not once, but twice, and i don’t feel like re-grinding

[selling intensifies]

 

Don’t do that again. Even when sell prices get better. The game thus far rewards players with more ships that are fully synergized.

 

 

i accidentally

 

Well snap.

havent gotten to try the patch yet because a while back i accidentally sold my good ship not once, but twice, and i don’t feel like re-grinding

 

Don’t do that again. Even when sell prices get better. The game thus far rewards players with more ships that are fully synergized.

As capnnic said, selling is a really bad idea. Only do it if you don’t want/care to level up your ships to “Elite”, otherwise the +1% in synergy is far better than a measly 20% value of the ship.

i still cant figure out what active modules to use for my gunship. combat reboot doesn’t seem to work on a number of things so i’m more likely to take flares and just keep 1-2 proton walls equipped instead

i still cant figure out what active modules to use for my gunship. combat reboot doesn’t seem to work on a number of things so i’m more likely to take flares and just keep 1-2 proton walls equipped instead

 

Combat Reboot is awesome, removes drones, shield drain, plasma web, tackler and guard speed debuffs… you can even tank a whole octopus taking 0 damage…