Star Conflict OBT v.0.9.12 Discussion

There will be a patch next week, before Christmas.

Also, there will be an announcement, describing the New Year stuff.

 

OH,  like a game plan for what you plan to do for the next year? 

OH,  like a game plan for what you plan to do for the next year?

That will be too, but a bit later. There will be something interesting in it  :00222:

That will be too, but a bit later. There will be something interesting in it  :00222:

I think we’ll all heard and seen what the “interesting” things usually are. You see, secrecy will be this game’s downfall. Not listening to feedback is another thing, as well… Like when we asked for separate Tiers and get, multiple times, MIXED Tiers and the only thing we get is “Let’s see how it goes, let’s just have the top dogs farm everyone else for a while before limiting things.”… You see where I’m going with this, yes?.. Of course, given the censorship being rudely applied in this forum, I don’t expect this post to go through, at all…

@Antibus : Can you ask the devs to take a look on the “Reaper” ? (I mean “Do something” for the Reaper" !!!)

 

Since the full Nerf Guard Patch nothing has been done for this underpowered ship.

 

  1. Compare to the amount of “Sai” we can see ingame (Same DLC), that means something.

  2. It’s the Only T3 Premium Guard we can actually have

  3. Since Devs destroyed the Assault Gameplay for Fed’s Guard by changing it into a faster Jericho Gameplay. The Reaper can’t adapt to the current system.

  4. This frigate have just suffer from all the Guard Nerf without any compensation.

  5. Sacrifice 1/4 Survavibility for just 10% dammages/6% Critical chance and 1 Engine Slot for a guard is just strange (even for a Pirate ship) 

  6. My Crusader Q (T2 premium) have a better Survavibility with MK3 modules vs Full MK4 for the Reaper. Normal?

 

 

And why Devs choose to fusion the 2 differents playstyle for Guards we used to have instead of just accentuate the main differences?

@Antibus : Can you ask the devs to take a look on the “Reaper” ? (I mean “Do something” for the Reaper" !!!)

 

Since the full Nerf Guard Patch nothing has been done for this underpowered ship.

 

  1. Compare to the amount of “Sai” we can see ingame (Same DLC), that means something.

  2. It’s the Only T3 Premium Guard we can actually have

  3. Since Devs destroyed the Assault Gameplay for Fed’s Guard by changing it into a faster Jericho Gameplay. The Reaper can’t adapt to the current system.

  4. This frigate have just suffer from all the Guard Nerf without any compensation.

  5. Sacrifice 1/4 Survavibility for just 10% dammages/6% Critical chance and 1 Engine Slot for a guard is just strange (even for a Pirate ship) 

  6. My Crusader Q (T2 premium) have a better Survavibility with MK3 modules vs Full MK4 for the Reaper. Normal?

 

 

And why Devs choose to fusion the 2 differents playstyle for Guards we used to have instead of just accentuate the main differences?

 

That ship is severly underpowered and cant even keep up with an ancaconda…

While were at it:

I barely see anyone with Gauss or Assault Railguns, especially not in T3+ 

Please ask the almighty statistic-Oracle if this is true! (if its necessary I am willing to sacrifice the needed amount of players with <20 Battles myself)  :taunt:

Maybe they need some tweaks… 

While were at it:

I barely see anyone with Gauss or Assault Railguns, especially not in T3+ 

Please ask the almighty statistic-Oracle if this is true! (if its necessary I am willing to sacrifice the needed amount of players with <20 Battles myself)  :taunt:

Maybe they need some tweaks… 

 

The issue is rails are affected by lag alot more than Lasers or some Plasma.  Fobo knows…he couldn’t hit me with his shrapnel on a US server…it’s pretty much the same when we’re on a Russian server.   Also the overheat time on Assault Rails is horrible using anything other than a gunship.

 

Gauss imo needs a buff…more alpha dmg pls.

The only Kinetic weapons that has been nerf is the Mortar because It was dealing 1.5 / 2k dammages per crit but For other Railgun “It’s working as intended”.

Gauss imo needs a buff…more alpha dmg pls.

^ This

I think big part of a lack of gausses is ion emitter, flat reflector+horizon to be exac, and you are looking at ~4k optimal range, ~5k max on weapon with considerable dmg vs frigates and figters and with stady hands melts intys as well, while gauss is useless otside of poping fed inties and fighters.

Insame time all these long rangecapabilities promote very unhealthy gameplay in pubs kinda similar to lrfs, especialy where you have to get bodies on objectives like beacon hunt or domination

Even at only 3500 max range on my build, ion emitter is just a better assault rail

Assault railguns are somehow misused. Almost everyone I see using it and not perform are just holding fire, waiting for cooling, holding fire, waiting…etc.

It should only be used that way when you get in close range enough so the spread is not bigger than the ship you shoot at. Otherwise, as I prefer to do, every shot should be triggered at a lower fire rate than auto fire shoot. That way it never overheat and barely or even not at all spread, and it can be triggered quite fast, at least twice faster than gauss, and hit for much more with as much precision. I use modules to increase damage instead of fire rate too, and reduce spread so the starting spread is precise, and projectile speed.

That’s the way I like to play it. Try it if you never did!

Less used weapon for sure, at least in t3 and above. The only good pilot I see making good use of that weapons in T3 is CELEN.

I have used them at times, I just like ions better

First off, my aim sucks, and lasers tend to require good aim.  Ion emitters are better than assault rails.

Also the overheat time on Assault Rails is horrible using anything other than a gunship.

 

Assault railguns are somehow misused. Almost everyone I see using it and not perform are just holding fire, waiting for cooling, holding fire, waiting…etc.

It should only be used that way when you get in close range enough so the spread is not bigger than the ship you shoot at. Otherwise, as I prefer to do, every shot should be triggered at a lower fire rate than auto fire shoot. That way it never overheat and barely or even not at all spread, and it can be triggered quite fast, at least twice faster than gauss, and hit for much more with as much precision. I use modules to increase damage instead of fire rate too, and reduce spread so the starting spread is precise, and projectile speed.

That’s the way I like to play it. Try it if you never did!

 

This is exactly how I use assault rails: by manually spamming clicks i.e. semi-auto. (I blame console games for my button mashing tendencies.) Assault rails are actually my preferred fighter weapon: once I angle myself well I can consistently land my shots even against intys. Once your target’s about to die, you can actually afford to hold down your firing key and max your RoF. I have the Jericho R2 and R6 implants, plus projectile speed ammo, so I don’t need to aim off that much.

 

Unfortunately that’s also the reason why I don’t use them on my Parallax; the weapon cooling bonus is entirely wasted on my assault rails.

Still, why should I use them?

Ion is far superior to Gauss as a long-medium Range weapon, since it can be used vs all kinds of targets. 

Same counts for Assault vs Bubbles as a medium-short Range weapon, since Bubbles have the best Alpha-Dmg.  

The supposedly “better” dmg.-Type (kinetic) is imo not convincing enough. 

I use them because i have them blue is not a good enough reason, right?  :lol:

That ship is severly underpowered and cant even keep up with an ancaconda…

 

The main problem is that some ships have been punished when Players started to exploit the Frigballs.

 

Some ships were clearly not a part of this but I don’t know why, have been pushed in the same box than other ships. 

 

To explain a little more : The Reaper Paid for the Crusader S / Anaconda-M abuse.

The simple fact that it have more Base hull than base shield for a Guard and a lot less resistances than other ships said a lot. 

 

This ship really need to have it third shield slot and be move to rank 9.

This ship used to fit in the old guard Meta but all the changed that have been done break this “meta”.

 

But not anymore

Still, why should I use them?

Ion is far superior to Gauss as a long-medium Range weapon, since it can be used vs all kinds of targets. 

Same counts for Assault vs Bubbles as a medium-short Range weapon, since Bubbles have the best Alpha-Dmg.  

The supposedly “better” dmg.-Type (kinetic) is imo not convincing enough. 

 

In T2, beachballs aren’t that viable yet. I’m guessing T3 is where beachballs start becoming powerful enough to compete with assault rails. Likewise for ions: range increment in T3 is much simpler as compared to T2. 

 

The old rail meta’s pretty much gone, for better or worse.

 

I use them because i have them blue is not a good enough reason, right?  :lol:

 

I guess that works… though I will employ certain green modules over my blue alternatives.