Star Conflict OBT v.0.9.12 Discussion

[Patch content](< base_url >/index.php?/topic/21981-star-conflict-obt-v0912/)

Early release patch, weirdly nice o.O

Well, gotta see how the new MM behaves. The balancing seems ehm-ok at first read, feels like all the modifications make a sense.

 

General
PvP: reduced possible ship rank difference in one battle

More info pls?
 

Combat interface
Added new ship durability display mode
You can now estimate each opponent’s hull and shield durability
Durability bar now consists of several cells
Each cell is equal to 1000 shield or hull durability pts.
If ship durability cannot be divided by 1000, the final cell is drawn shorter
The indicator can be tuned in the options menu
Damage source marker is now shown in damage colour

Hangar
Improved launch window in Battle (PvP)
Reworked window graphics
Added information on ongoing PvP battles
Added information on the number of pilots in queue
Added information on pilot distribution in queue by ship rank

Awesome! Strength increase meta for confusion! Resist meta for trolling!

And does improved launch window for pvp mean we don’t need that ‘special chat command’ graph anymore? Pls say yes!

 

Sector conquest
Improved team pick rules

PLS DEAR GOD MAKE THIS WORK WELL!

 

Customization
Added three-colour presets
One preset paints the ship in three colours
Colour presets are influenced by each side of conflict’s visual style
Using a preset is cheaper than painting the ship in three separate colours

Interesting to see cheap ‘per-faction’ style of paint jobs being introduced, yet no word on black and red being blatantly gauged…

 

Implants

Spoiler 

Neurocontroller «FCS - M1»
Control effects time reduction now stands at 23%
Spread reduction now stands at 20%
Beta-catalyst «Rapidus»
Module reloading time reduction now stands at 17%
Alpha-inhibitor «Sting»
Missile max speed and turn speed increase now stands at 20%
Neuroaccelerator «Sting II»
Module energy consumption reduction now stands at 29%
Beta-catalyst «Gigas II»
Hull resistance increase now stands at 12 pts. per enemy ship
Beta-catalyst «Cheetah II»
Afterburner speed increase now stands at 7%
Neuroaccelerator «Oculus II»
Enemy resistance reduction now stands at 8 pts.
Beta-catalyst «CU-25b»
Immunity to hostile effects now persists for 5 sec.
Neuroaccelerator «Ant»
Rate of fire increase now stands at 8%
Neuroaccelerator «RR-50»
Missile reloading time reduction now stands at 13%
Neuroaccelerator «Gladius II»
Weapon damage increase at high speed now stands at 7%
Neuroconnector «Rapidus III»
Cooldown time reduction now stands at 15%
Neuroconnector «Ant II»
Damage increase now persists for 15 sec.
Damage increase now stands at 25%
Neuroconnector «WPN-F70»
Damage increase per enemy now stands at 3%
Maximum damage increase now stands at 30%
Neuroconnector «Albatross II»
Invisibility now persists for 7 sec.
Neuroconnector «SR-X»
Damage resistance increase now persists for 7 сек.
Neuroconnector «Gladius III»
Weapon damage increase now stands at 3%
Neuroconnector «Owl II»
Hull and shield durability increase now stands at 10%
Neuroconnector «RB-X»
Missile damage increase now stands at 5%

Inties getting their speed back eh? Nice! And wasn’t Gigas II already powerful enough with 10pts?

The rest seem somewhat logical.

 

Modules
Particle purge
Strength reduced by 15%
Range reduced by 20%

Really heavy nerf. I think nanocomposite coating and multiphase will become the new gunship meta or restoration mods.

 

 

Let’s hope for the best? o.O

Overall, good changes… Excellent, one might say…

 

Except… (yes, there’s always these things, so deal with it, we’re already accustomed to these silly things)

 

– Gigas II increased to 12pts per lock.

You realize that gigas was already the most widely used Implant on all non-Ceptor ships, right? And it was relatively overpowered as it was (with 10pts, iirc). You probably just doubled its effect when someone is being focus-fired. Considering the latest set of changes were towards “kill faster, survive less”, this kinda contradicts the whole scheme.

 

– Recon module effectiveness reduced to 30%.

Is this reduced BY or are they now 30% as effective as they used to be?

Is it just me or is the Implant overhaul just a nerfhammer to pretty much every implant?

Particle Purge nerf was necessary.

Im not sure if the Recon Bonus nerf was necessary…

Is it just me or is the Implant overhaul just a nerfhammer to pretty much every implant?

Not really, they’re not all nerfs. But it mostly looks like that.

Maybe Nerf Empire gunship resistance?

 

Hooooo, you already nerfed the PP, so you don’t want to nerf them too much.

 

Gigas II + Multiple Adaptive Shield + Multi Galvanised armor + Engineer = Supp bro? (add a random command with the Hull buff)

 

They will still be able to Particule Purge like hell without any difference, they will just have to shot 1-2 more time before PPing…

 

And rebuff the shield instead of perma buffing the Hull !

– Recon module effectiveness reduced to 30%.

Is this reduced BY or are they now 30% as effective as they used to be?

It is now 30% as far as I know.

So far, this patch is a step in the right direction.

 

hopefully the matchmaking is fixed…    

So far, this patch is a step in the right direction.

 

hopefully the matchmaking is fixed…

Wait time should be reduced, there are also additional interface features that you’ve asked.

Rakza is right that hull keeps getting buffed to crazy tanking abilities, while the shield is being ignored. Haven’t met a decently tanked shield ship in a very long while.

Over all they patch seems good to me, hopefully the recon nerfing make allot of people look for different ship types to play “Some variety” Cool beans.

Rakza is right that hull keeps getting buffed to crazy tanking abilities, while the shield is being ignored. Haven’t met a decently tanked shield ship in a very long while.

Empire is all about Hulls, while Jericho is concentrated on shields. We try to keep that in mind during changes.

Empire is all about Hulls, while Jericho is concentrated on shields. We try to keep that in mind during changes.

I know that very well. I did a random test out of curiosity in several pub matches with a Shrapnel fit Ricasso and apparently the Crus S dies twice as fast to it than the Styx, whereas shield is stronger vs kinetic and hull weaker. I’m literally almost completely ignoring the pulsar and just shooting the Crus down while the Styx’s drones (well, not really about the drones, but sometimes) and tank are more problematic. I know the T4-5 guards have incredible tanking abilities and seem OP, but T1-2-3 suffer. There was also that patch where they had 30 pts removed overall in their shield resistances.

 

PS: they basically feel like utility ships because of their mods instead of ‘tanks’

It’s also weird when out of a frigball the guard is the first focused just because everyone knows it dies faster instead of the engies.

A question: 

Is the Recon with the reduced bonuses still able to tank the Pulsar with the parasite?

A question: 

Is the Recon with the reduced bonuses still able to tank the Pulsar with the parasite?

Hm, test it as soon as the maintenance is over.

Hm, test it as soon as the maintenance is over.

OK, but if I die its your fault!   :taunt:

 

Also, what about synergy in SQ-Battles?

OK, but if I die its your fault!   :taunt:

Also, what about synergy in SQ-Battles?

 

One more soul to my collection.  :010j:

 

In discussion. No clear answer for that yet.

 

Interesting to see cheap ‘per-faction’ style of paint jobs being introduced, yet no word on black and red being blatantly gauged…

 

 

 

The prices have been reverted back to normal several patches ago. I’m surprised you’re not aware of that :slight_smile: and even more that you didn’t notice it ingame, i mess with customization like all the time, it’s impossible to miss.

A question: 

Is the Recon with the reduced bonuses still able to tank the Pulsar with the parasite?

 

You guys are aware that the update was aimed at recon ships that have 50% recon module effectiveness increase bonus reduced to 30% and not all recon modules by 30%?

 

I think it’s a reasonable balance between recons. While at it, do some ships really need to have their range increase by whooping 50%, while guards have 25% increase, which seems more reasonable? It’s all rather inconsistent. 

Nice ninja nerf on the Rank 15 Fed implant : +10% HULL / + X % SHIELD (before +10% Hull/Shield).

 

STOP NERF THE SHIELD OMG !