Star Conflict OBT v.0.9.15 Discussion

[Update content](< base_url >/index.php?/topic/22295-star-conflict-obt-v0915/)

Wow. Very, very good patch notes! Do more like this in the future! Specifically, the “this is why we’ve changed x” bits.

Can’t say more without field testing, but it doesn’t look too alarming.

Added endorsement system

You can vote for one of the pilots from your team after each battle

Each pilot only has one vote

Total number of votes can be seen in the pilot’s profile

 

This is neat, but what is the purpose?  

 

 

Modules

Our analysis shows that critical hit chance and damage are too high. Therefore, many pilots equip their ships with ammunition modules that drive these values even hgher. This introduces a serious imbalance in the gameplay and makes the game lopsided.

In this regard, we have weakened the modules and ammunition affecting critical damage.

Target Tracking Coprocessor

Critical damage bonus reduced by 30%

Infrared Scanner

Critical hit chance bonus reduced by 20%

Ammunition

Shaped Charge Shells

Critical hit chance reduced by 43%

Flat Reflector

Range bonus decreased by 20%

So now the bonuses are negative? Great job :wink:

 

With the healing change, I am affraid of another era of frigballs coming up.

 

Added endorsement system

You can vote for one of the pilots from your team after each battle

Each pilot only has one vote

Total number of votes can be seen in the pilot’s profile

 

This is neat, but what is the purpose?  

 

Like Leaague of Legends system. You can “honor” “praise” “report” players after match I guess. And then shows to the world (meaning ppl in his next matches) if he is good teammate or not.

At least that is what it is heading for I think.

RF Blaster

Effectiveness stats for this weapon show that its effectiveness is not high enough. Pilot feedback analysis concluded that its major drawback is very high spread. We reduced this blaster’s spread and tuned other weapon characteristics.

Spread reduced by 35%, from 2 to 1,3 degrees

Heating time increased by 50%, from 6 to 9 sec.

Cooldown time increased by 50%, from 1 to 1,5 sec.

 

Finally a viable “machine gun” for inti.

 

 

 

Assault Railgun

This is the most popular weapon. That’s why we’ve increased its ‘handling’: it’s more accurate but has a shorter range since it’s meant to be used at medium distances.

Spread reduced by 40%, from a range of 0.33-3.3 to 0.2-2.0 degrees

Maximum range reduced by 8%, from 3000 to 2750 m

Optimum range reduced by 8%, from 2250 to 2050 m

Finally time to dust off my old purple rails.

 

 

And no more gunship laz0rs from 6Km with the laser initial range decrease and ammo. Good, good.

So now the bonuses are negative? Great job :wink:

 

With the healing change, I am affraid of another era of frigballs coming up.

 

 

aww-yeah-meme-1.png

I don’t understand the changes to beam cannons and Ion emmiter. They are the worst dogfighting weapons, and are supposed for range fighting (low but continuous damage, long range)

 

Now it seems singularity and positrons are the way to go (even more than before with the projectile speed buff)

Like Leaague of Legends system. You can “honor” “praise” “report” players after match I guess. And then shows to the world (meaning ppl in his next matches) if he is good teammate or not.

At least that is what it is heading for I think.

I just wonder if there will be fights between corps.  Hopefully the players are all more mature than that, but it’s the internet.  Anything is possible.

So now the bonuses are negative? Great job :wink:

 

With the healing change, I am affraid of another era of frigballs coming up.

says 43% less. It was 21% 

21*0.43 = 9

21 - 9 = new bonus is 12.

When tweaking game balance, we follow player feedback as well as statistics of actual combat usage of both modules and weapons.

It feels quite differently, lemme tell ya… INCREDIBLY different than this.

 

Beam Cannon
Feedback has shown that this weapon is very hard to use at medium and maximum range due to the extremely low period of time when the target is being hit by laser beams. This is the reason the damage is fairly low at these distances.
Beam Cannon is meant to be used at medium range, which encouraged us to increase its damage and reduce firing range.
Maximum range reduced by 26%, from 4000 to 2950 m
Optimum range reduced by 26%, from 3000 to 2200 m
Weapon damage increased by 15%

Considering the weapon and what it does, you could have it aimbot on the target, like weapons before the revamp used to “snap on” the target.

 

Heavy Blaster
Heavy Blaster is a weapon with a unique and fun mechanic. Despite numerous complaints about ‘irritating’ barrel slowdown, statistics show that the weapon is very popular yet not effective enough.
Since this weapon is hard to use, we tried to amend this by increasing its damage output.
Volley damage increased by 5%

The weapon is popular in PvE, not PvP. Why? Because, if you strap one on a Mauler, you get 9k dps. In PvP, not so famous. Positron should still rule the badlands that is PvP.

 

RF Blaster
Effectiveness stats for this weapon show that its effectiveness is not high enough. Pilot feedback analysis concluded that its major drawback is very high spread. We reduced this blaster’s spread and tuned other weapon characteristics.
Spread reduced by 35%, from 2 to 1,3 degrees
Heating time increased by 50%, from 6 to 9 sec.
Cooldown time increased by 50%, from 1 to 1,5 sec.

Nooooo, the RFB was FINE!! In fact, both this and the Shrapnel were for advanced pilots. Now all the aces are gonna use it willy-nilly. But thanks for making my Sai even more P2W with this change.

 

Gauss Cannon
Analysis shows that this weapon is not too popular among our pilots.
Changes have been made to make it better for fighting at long distances. Since we made the modules ‘Target Tracking Coprocessor’, ‘Infrared Scanner’ and ammunition type ‘Shaped Charge Shells’ somewhat weaker as part of other balancing changes (see below), you are now less likely to deal critical damage while using them. The following changes compensate for that.
Maximum range increased by 10%, from 3850 to 4250 m
Optimum range increased by 10%, from 2900 to 3200 m
Projectile speed increased by 15%, from 4750 to 5462 m/s
Firing rate reduced by 25%, from 60 to 45 shots/s
Damage increased by 47%
Heating time increased by 14%, from 7 to 8 sec.

> Less likely to crit.

Well, there goes another weapon to the shelf.

 

Ion Emitter
This weapon is meant for close combat. Stats show that too many pilots find ways of using at at long distances. Emitter’s range has been reduced.
Maximum range reduced by 11%, с 2400 до 2150 m
Optimum range reduced by 11%, с 1800 до 1600 m

> Meant for close combat

> Do everything in your power to make it otherwise

 

The Ion Emitter is the WORST dogfighting weapon in the game. The fact that it can barely hit Fighters and has next to zero chances of hitting Ceptors, makes this weapon VERY useless against anything that isn’t an immobile piece of junk (read: Frigates). And an extremely BAD one, at that. This is, most likely, the less used weapon in the entire game. Even the f’ing AssRails are better than this!

 

Assault Railgun
This is the most popular weapon. That’s why we’ve increased its ‘handling’: it’s more accurate but has a shorter range since it’s meant to be used at medium distances.
Spread reduced by 40%, from a range of 0.33-3.3 to 0.2-2.0 degrees
Maximum range reduced by 8%, from 3000 to 2750 m
Optimum range reduced by 8%, from 2250 to 2050 m

> AssRails

> Most popular weapon

YADONTSAY.jpg

 

Considering it’s the stock weapon for every Imperial Fighter in T2 and for ALL Fighters in T1, you’d think the weapon wasn’t popular? Is that what the logs tell you? The spread was already fine, but whatever…

 

Positron Cannon
This weapon was too powerful since its balancing was still incomplete as of 0.9.14. The current update brings some final tweaks to this Cannon.
Initial spread increased, from 0.3-1.5 to 0.35-1.75 degrees

The problem with this weapon is the charged damage. It’s just ridiculous. I mean, 9k crits? Are you kidding? And the only thing you can think of is changing spread?

 

All weapons
Many players complained about ‘invincible’ interceptors without any sort of counter-measures to use against them. Besides, several types of weapons were less than optimal for dealing with fighters at certain ranges. We decided to slightly increase projectile speed for all weapons, but still allow fighters and interceptors to dodge them in flight.
Projectile speed increased by 10%

Occam’s Razor isn’t gonna help fix that, you know… >.>

This was, quite possibly, the worst option you could’ve made, as usual. Have you considered the massive projectile speeds in T5 before this popped into your brains?

 

Modules
Our analysis shows that critical hit chance and damage are too high. Therefore, many pilots equip their ships with ammunition modules that drive these values even hgher. This introduces a serious imbalance in the gameplay and makes the game lopsided.
In this regard, we have weakened the modules and ammunition affecting critical damage.

No? The problem was that your math was wrong from the start. 70% crit chance != 100% crit chance, as I have on damned near all my CovOps. 70% crit chance should be something like 7 out of 10 shots were criticals, not 10 out of 10. Go recheck your combat formulas, those things is what’s broken, not the modules.

 

Target Tracking Coprocessor
Critical damage bonus reduced by 30%
Infrared Scanner
Critical hit chance bonus reduced by 20%

Ammunition
Shaped Charge Shells
Critical hit chance reduced by 43%
Flat Reflector
Range bonus decreased by 20%

Interesting… So you think changing 3 out of 7-8 crit enhancing modules will fix it? Hmm… Predictable, but not enough.

 


 

So far, these changes have nerfed effectiveness AGAINST death squads… Are you sure that’s where you wanna go with this?.. Promote more death squads? Interesting… Very interesting…

 

Corporations
Introduced the ‘CEO Assistant’ role
Only the CEO can appoint and remove pilots from this position
CEO Assistant can:
Position flags on Sector Conquest map
Rename the corporation and change its tag
Appoint and remove pilots from the Officer position
Accept and fire pilots with lower corporate position
Corporate logo
Logos can now also be bought with Gold Standards

Finally…

 

Added endorsement system
You can vote for one of the pilots from your team after each battle
Each pilot only has one vote
Total number of votes can be seen in the pilot’s profile

What’s the point of this, anyway? Fan clubs? E-peen? The ability to having fanboys trail your behind throughout every match?

 

Translation assistance
This mode is now activated by pressing [Alt]/[CMD]+[shift]+[P]
The mode is available on PC and MAC

In case the translators made any mistakes? Or is this for any and all languages?

 

Sector Conquest
Influence points calculations are based on the number of captured beacons
Each captured enemy beacon costs 1 point
Each held allied beacon also costs 1 point
Points are awarded to each pilot on the team

An incentive to being farmed by death squads! And to not give a toss about losing the game! “Meh, we get points, anyway, I don’t see the issue.”

I see an issue, right there.

 

Improved shield restoration and hull repair mechanics
New mechanics are meant to remove the unfair advantage from fighters and interceptors when they are being repaired by allies.
The amount restored now depends on the size of the object being repaired
Interceptors receive 50% of the base value
Fighters receive 75% of the base value
Frigates receive 100% of the base value
These changes concern the following modules:
‘Autonomous Repair Station’
‘Autonomous Charging Station’
‘Mass Shield Generator’
‘Nanodrone Cloud’

FRIGBALL, ACTIVATE!

 

Changed the way rewards for destroying ships are calculated
New rules are based on pilot feedback.
You can learn more about them in our latest [blog](< base_url >/index.php?/topic/22284-developer-blog-entry-from-january-22th-synergy-sector-conquest-and-hud/).
Synergy and effectiveness rewards for destroyed ships are now proportional to the damage dealt
All damage, from the time the enemy spawns to the moment he dies, is accounted for
When the ship spawns anew, the damage counter is reset
If the pilot that dealt damaged dies before its target does, he still gets the rewards
Effectiveness for assisting with modules is still calculated by the same rules
The rules deciding which pilot destroyed the enemy remain the same
Changed effectiveness and synergy reward values:
Effectiveness and synergy for destroying ships increased to 150 points
Effectiveness and synergy for assisting with damage increased to 100 points
Effectiveness for assisting by buffing an ally reduced to 20 points
Attention! Base synergy value for buffing an ally already was 20 points, we only synced the values!
Keep in mind that the final value depends on the pilot’s personal bonuses

“New rules” that were asked for, what? 15 patches ago? Still, an excellent change that’ll keep kill stealers away from their usual work.

 

Battle start
Added hints about the aim of each game mode

You only thought of this 50 patches later?..

 

Notifications
Added notifications on installing already existing ammunition into the corresponding slots
Added notifications on removing ammunition from the ship
Added a notification on influence points gained during Sector Conquest
Added notifications on rewards after Sector Conquest battles
If you remove several modules from a ship, you only receive one notification

Wasn’t the “remove all, receive one notification” meant to be added BEFORE christmas? Like a few other things that “didn’t quite make it”?..

 

Profile
Added a PvE mission counter
Added a button to change your name
Added a maximum achievement points counter

> Maximum achievement points

So we lose them, now?

 

Titles
Added a ‘Developer Helper’ title
The titles also unlocks a unique sticker
The title is awarded to pilots actively assisting the development process, including:
Translation assistance
Searching for vulnerabilities and complex bugs
Streaming gameplay
Production of video guides, trailers and so on

What about everyone else that spent hours recording matches for whatever reasons and uploading them somewhere? Or does it have to be an “official stream”?

 

> Searching for vulnerabilities and complex bugs

Oh, you mean, everyone with more than 5 brain cells that knows how to abuse the system in overpowered ways?

 

Captain icon
Captain status icons in Combat Recon are now mirrored

A skull has been mirrored. Lawl.

 

 

Changed HUD settings window
The window now containts two tabs: ‘General’ and ‘Markers’, as well as a preview screen

Good.

 

General settings
Contains the basic HUD settings:
Target view window
Object direction
Ship direction
Group interface
HUD opacity
Enemy damage and effects
Targeting reticle type
Crosshairs type
Targeting reticle colour
Crosshairs colour
lead marker colour
Ship outlines
Dynamic frame size
Distance opacity
Hide targeting frames
Precise integrity indicator
Numerical beacon capture status

1240180230024.jpg

 

Marker settings
Contains ship marker settings for various situations:
Within sight
Within targeting reticle
Locked as target
Marker can display the following information:
Pilot name
Pilot status. For example, ‘Captain’
Ship name
Distance to object
Ship role
Ship technical level
Hull and shield integrity
Firing range frames

This was added 10 patches ago, why is it being spoken of again?

 

Bug fixes
Improved attachments display in mail
Improved rank 15 implant icons
Improved matchmaker settings
Improved hint windows
Improved confirmation windows for operations with Gold Standards
Improved loot search points positioning
Improved Sector Conquest reward calculation (credits)
Improved graphical effects
Text improvements for all languages
Fixed a minor bug in PvE mission ‘Blackwood’
Fixed a bug with moving ships between combat slots with the mouse
Fixed a bug with module cooldown display
Fixed a bug with friend invitation logic
Fixed an error in the description of Beta-catalyst ‘Gigas II’
Fixed a bug with mail attachments display
Fixed a bug with incorrect module functioning while ‘Adaptive Camo’ is active
Fixed a bug with ammunition at the start of a new round in PvE missions
Fixed a bug with rewards in Sector Conquest
Fixed a bug with cut off role descriptions in some screen resolutions
Fixed a bug that allowed top-rank ships to enter battles with lower-ranked ones
Fixed a bug with pilot penalty messages not showing up in chat
Fixed a bug that caused infinite battle search after the end of the active phase of Sector Conquest
Fixed a bug with PvE turrets launching missiles from the back panel
Fixed a bug with Attack Drones destroying themselves
Fixed incorrect synergy reward calculations for the following actions:
Killing/Assisting the kill of the captain in Combat Recon
Taking/Planting a bomb in Detonation
Assisting the destruction of the bomb carrier in Detonation
Fixed pathfinding logic for Cruise Missile
Fixed several backdrop textures
Optimized a number of battlegrounds

Improvements != Bug fixes, you should separate it in the future.

 

 

Alright, you wanna know what I really think?.. Not that anyone cares about feedback on this forum, anyway…

 

It’s fine. They’re good patch notes. I mean, they’re not ideal, nor fix any MAJOR problems in the game and are likely to bring forth even MORE problems in the near future… but it’s fine… It fixed a handful of minor problems… It’s fine.

 

I mean, what can possibly go wrong, right!?

I love me those gauss buffs 

 

would be nice if you explained the endorsement system better though but overall it seems like a good patch

@Antibus : It’s seems Skula forget the part about the Gigas II Implant but the modification is shown ingame.

 

 

Good Patch. Will Yell about it later xD

This pilot-vote function… what does it do?

Finally, some weapon tweaks! Thanks.

I’m so sad about the Ion emitters, they are my favourite :<, another reason this game is becoming stupid to me…

  • I always thought the heavy blasters were OP

I’m so sad about the Ion emitters, they are my favourite :<, another reason this game is becoming stupid to me…

 

Because a Fighter with 6k Range and Insane dammages was a Normal thing.

 

Ion Emitter Nerf / Beam Cannon reworked a little —> HOURRAY !

This pilot-vote function… what does it do?

Just likes for the better pilot, for now - no other perks than that.

Just likes for the better pilot, for now - no other perks than that.

 

I hope you disabled that for custom games, it could be exploited/farmed.

I hope you disabled that for custom games, it could be exploited/farmed.

Well, as it does nothing but ‘likes’ now, it is still possible to see it in custom game. Should we make some additions to it - it will be removed from there.