Star Conflict OBT v.0.9.15 Discussion

Reminder to everyone to have logs, screenys and anything relevant to this patch. 

 

The more info we can give to the devs the faster relevant fixes and changes can be made! 

Ok after some games this is my feedback.

 

  • On weapons

 

  • Ion emitter range nerf is not that big. I went from 5000 m to 4500 in my desert eagle. It is still quite long range, but funny thing is that with assault rails now I have almost the same range

  • Assault rails now are worthy. Less spread means more hits in overdrive, and against frigs you can just let the spread go since it is not that high. I have to try then in the Wolf. if they were already good…

  • Gauss cannon. Borderline OP, the damage increase and a good build means you can insta kill an interceptor with a charged critical shot. Epic projectile speed make it like a miniature desintegrator. But it is a nice improvement. Now you can choose any of the weapons and they are all good.

  • Positron tweak. Well, it is annoing that the first charge don’t close the spread, so this weapon lost a bit of its potential. It still is a good weapon anyway.

  • Beam cannon. I still have to test it.

  • RF blaster. Now we are talking. As pulse laser, an electronic guidance is a must, but now it is a choice. It is a close range weapon, but you can take pot shots from the distance, since the first spread is very small. Perfect for reducing shields on distracted ships.

 

  • On Reputation system: Looks nice, but I suggest the following:

  • Corp members should not be able to like their mates. This should prevent farming.

  • Make some achivements about the fame one can get (after point 1 is made, if not it will be a farm fest) This will promote soft competition, and hopefully good manners.

  • I won’t recommend allowing downvotes. It is better to promote reporting instead.

  • On repair rates: I haven’t noticed much change tbh. My empire recons have repair kit and regen coating, but I suppose jerry inties will have a hard time refilling their shields. But I suppose it is a good change.

 

  • On efficiency gains: I will say that synergy gain should be twitched a bit, because now efficiency is almost always lower than before. I’m getting around 30% less synergy per game. But LRF can be leveled now as any other ship, since you get a lot of assist for those shots you can’t finish, but they are finished like 20 secs later. But so far, good people still make first places in eff lists. Just the total number is lower.

 

I haven’t tested the HUD changes.

 

So far, I find this patch very positive. Now the weapon range is an actual choice, and not a nobrainer. And that is good. Lots of builds to test.

Hmm. So you overall would like to have closer range battles. I would agree, as I’m coming from Freelancer which was full of awesome dogfighting, but this game has bigger, less maneuverable ships. If everyone would sit in an interceptor than it would be right to decrease range. Don’t know, not this way.

Combat now feels so… pointless. I’m at the point where I’m just not going to fire on people any more. If I debuff them / buff my allies I get 20pts all the time. If I open fire and don’t do the bulk of the damage I’m looking at 7-9pts per assist. Why bother? Why should I ever attack anyone?

 

The old system gave much better points, and encouraged actively engaging in fights. 80pts for an assist and 100pts for a kill means that you are going to fight hard, and having kills stolen doesn’t matter that much. Now, you are lucky to get more than 50pts per kill…

Sector conquest needs to be fixed, we got 120 points in 5 battles today?! And other corps (that shall not be named) got the same points in our squad, but they did nothing, we just did most of the work.

 

This system totally favors zerg corps now, it’s so easy: just get 150 people, make everyone spam SQ queue and hopefuly steal away a few points. It’s easy mode! And make the best players carry your games. 

 

 

zerg-rush.jpg

 

 

Antibus, you should really take another look into the SQ situation. Is this what you really wanted? Zerg corp spam? Sorry, but we are out, this is no fun. We are forced to play with these people on the same side every time, yet we did not choose it. They come to the side where the best corps are fighting for. Getting points in SQ should not be as easy as it is now, you just need mass of people and some dumb luck to get some beacon points even if you lose, and you have a sector and your logo on the map. 

 

Get rid of the factions and just do… corp vs corp games or something… SQ is just full of T5 pve rushers that know nothing about pvp. This is a place for pve farm and zerg corps, and not “for the most skilled” corporations as you advertised. The sectors prove no skill in competition, it’s just spam. Just look at the map, who has the sectors. This is not competitive and fun, it’s just who can spam the queue more. I’m out.

^ this a thousand times

120 points in 5 games in less than an hour… the SQ map will be filled by tomorrow morning with nobody able to get anything on merit.

 

Efficiency points should be gained like credit rewards at the end of a match: base points rewards + % of damage dealt, thus buff assists vs damage assists will balance out.

 

Reputation system: is this planned to affect MM later? If yes, we are all royally screwed on top of the up-matching…

 

All weapons seem in a better place now.

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.

 

Just a note, as a developer: those are bugs. Called UI bug. I agree somewhat though that from our user viewpoint these are not bugs. But it’s not a professional PR machine, it’s a cozy little dev team.

Combat now feels so… pointless. I’m at the point where I’m just not going to fire on people any more. If I debuff them / buff my allies I get 20pts all the time. If I open fire and don’t do the bulk of the damage I’m looking at 7-9pts per assist. Why bother? Why should I ever attack anyone?

 

The old system gave much better points, and encouraged actively engaging in fights. 80pts for an assist and 100pts for a kill means that you are going to fight hard, and having kills stolen doesn’t matter that much. Now, you are lucky to get more than 50pts per kill…

 

Maybe we should get the damage AND the buff/debuff assist? I mean i usually give up some of my damage to buff my allies, so if i still do some damage i should get some reward on par with the straight damage gunships. Like in the old system: they get 100, i get 80, and everyone is happy.

Sector conquest needs to be fixed, we got 120 points in 5 battles today?! And other corps (that shall not be named) got the same points in our squad, but they did nothing, we just did most of the work.

 

This system totally favors zerg corps now, it’s so easy: just get 150 people, make everyone spam SQ queue and hopefuly steal away a few points. It’s easy mode! And make the best players carry your games. 

 

 

zerg-rush.jpg

 

 

Antibus, you should really take another look into the SQ situation. Is this what you really wanted? Zerg corp spam? Sorry, but we are out, this is no fun. We are forced to play with these people on the same side every time, yet we did not choose it. They come to the side where the best corps are fighting for. Getting points in SQ should not be as easy as it is now, you just need mass of people and some dumb luck to get some beacon points even if you lose, and you have a sector and your logo on the map. 

 

Get rid of the factions and just do… corp vs corp games or something… SQ is just full of T5 pve rushers that know nothing about pvp. This is a place for pve farm and zerg corps, and not “for the most skilled” corporations as you advertised. The sectors prove no skill in competition, it’s just spam. Just look at the map, who has the sectors. This is not competitive and fun, it’s just who can spam the queue more. I’m out.

 

Meh… I’d tend to disagree. Look at it this way:

 

Side One:

WPK

WPK

WPK

ZERG1

 

Side Two:

ZERG2

ZERG2

ZERG2

ZERG2

 

Battle Outcome:

 

You capture all the enemy beacons. The enemy captures no beacons.

 

WPK gains 9-Defense + 9-Offense + 3-Victory = Total of 21 points.

ZERG1 gains 3-Defense + 3-Offense + 1-Victory = Total of 7 points.

ZERG2 gains 0-Defense + 0 Offense + 0-Victory = Total of 0 points.

 

It just encourages you to play the actual objective instead of going for kills. Defend your own beacons and capture the enemy beacons. Sure the player from ZERG1 got carried and got a few points, but in the next round when he matches up against a NOVA squad and has terrible teammates, he won’t get anything.

 

There might also be 10x as many ZERG1 players as there are WPK pilots queuing, but unless they are able to actually pull off wins, they get next to nothing. 

 

The new system forces you to play the objective. You keep your beacons and capture theirs and you block them from getting anything.

ZERG1 gains 3-Defense + 3-Offense + 1-Victory = Total of 7 points.

Multiply ZERG1 with another 7 battles happening at the same time with members from the same corp = 49 points > 21 points. THAT is the problem.

Multiply ZERG1 with another 7 battles happening at the same time with members from the same corp = 49 points > 21 points. THAT is the problem.

 

I addressed that though, they have more players. But more players losing battles gains you nothing.

I addressed that though, they have more players. But more players losing battles gains you nothing.

They do now if they cap random beacons, even by losing.

They do now if they cap random beacons, even by losing.

 

So play the objective, and don’t let them cap beacons.

So play the objective, and don’t let them cap beacons.

But i can’t be present in 6 other games with my squad to prevent it xd

But i can’t be present in 6 other games with my squad to prevent it xd

 

Yes, but you don’t need to be. There are other corps out there that aren’t zerg corps that are smashing their faces in for you.

…alright, think of this:

Total of 10 battles at the same time.

#1 has WPK on a side

#2 has NASA

#3 has ESB

#4 has another ESB for example

#5-10 have only zergs, because they are the most predominant (obviously)

 

Zerg corp ‘x’ has 1 player in each of those battles (on our sides). In #1-4 we do the objectives and get better points than the zerg player on our side. But he has corp members across other 9 battles. So if we make it be 4 players max each battle on a side, WPK would get a max 3 points, NASA 3, ESB 3+3=6, zergs will get 1x4 from the first 4 battles and god knows how many more in the last 6. If they randomly capture a beacon in 3 of those 6 matches and win or lose they are already above ESB’s grand 6 points for the timeline of only 1 match, 12 minutes max. Multiply by 5 to fit in 1 hour, WPK would get 15, NASA 15, ESB 30, zerg ‘x’ @ 35-50.

Now do you see my point?

I wonder how long will it take for Empire Interceptors to heal under Combat Drone debuff

I guess now you have to fit it like my 150h/s recon (3x regen) be under engi aura and station and still not reach the pre-patch speed.

…alright, think of this:

Total of 10 battles at the same time.

#1 has WPK on a side

#2 has NASA

#3 has ESB

#4 has another ESB for example

#5-10 have only zergs, because they are the most predominant (obviously)

 

Zerg corp ‘x’ has 1 player in each of those battles (on our sides). In #1-4 we do the objectives and get better points than the zerg player on our side. But he has corp members across other 9 battles. So if we make it be 4 players max each battle on a side, WPK would get a max 3 points, NASA 3, ESB 3+3=6, zergs will get 1x4 from the first 4 battles and god knows how many more in the last 6. If they randomly capture a beacon in 3 of those 6 matches and win or lose they are already above ESB’s grand 6 points for the timeline of only 1 match, 12 minutes max. Multiply by 5 to fit in 1 hour, WPK would get 15, NASA 15, ESB 30, zerg ‘x’ @ 35-50.

Now do you see my point?

 

But even if that was true, the other zerg corporation battles would be split up between 5-10 different corporations, and you’re also not accounting for the NOVA and DNO squads out there that will stomp faces just like we will. I think overall, it gives zerg corps more chances to gain points, yes, but “skilled” corporations will have a higher win percentage and earn more points per battle because they are purposefully playing the objective to earn the most points possible.

I’ve seen a few random 4-man squads in T2, they also use Premiums, many of them. T4 is non-existant, so I’ve no idea and there are no T5 Premiums, yet.

You forgot the Mauler.

 

Beam cannon’s change isn’t good enough to me.  I still don’t plan to use it.

Heavy blaster’s problem is the slow barrels.  It’s widely used in PvE since there are enough slow or immobile targets.  I am tempted to turn an Anaconda-M into a frigate hunter, though.

RF blaster’s change I like, still need to really test it.

Gauss I might try out again.  I didn’t like it before because of the effective DPS.  The changes seem a little OP.

Ion emitter’s poor at close combat, but good at medium ranges.  Singularity’s the close combat weapon for fighters.

Assault railguns I’ll need to try again to try to remember exactly which things about it made me stop using it.

Positron’s might be less of a sniper now.  Also, you have the spread in the patchnotes backwards.  The spread reduces with charging.

 

It’s good to see projectile speed buffed again.  Anyone remember how much it was nerfed the last time?

I lost about 10% of my crits on my Styx.  Now it’ll only be one out of three instead of half.  I don’t think target tracking coprocessor needed a nerf, since because of the math boosting crits was almost always better than boosting damage with few exceptions.

 

The endorsement system will be abused easily.  People will boost their friends, corp mates, allied corp mates, etc.

 

The heals change will only encourage frigates.  There’s nothing in the module description about the changes.  Perhaps a better change would be a spy drone like effect from taking damage.  If you’re taking damage and getting healed from an engineer and not self heals, those heals are reduced slightly.

Yeah, just tested, and this change sucks xxxx for Command and Engie ships. Now i have an incentive NOT to shoot at the enemy, as i get more points by providing the buff than doing some percent of damage. I will still shoot the enemy, because i’m a friggin teamplayer, but i will grumble for my lost points, lost because i don’t want to be a burden for my team.

 

Solution would be simple: add buff points to the kill (assist), not replace it.

The solution would be to give more points out. Virtually none of my kills or assists have been anywhere close to what I would have earned under the old system, and I see no indication that anyone else is any different.

 

This leads me to wonder who exactly wanted this system, because even when you factor in assists I would not have earned under the old system, my total synergy is still below what it should be by a very large margin. I’m an Engineer for Christ’s sake - I should not be struggling to earn 1K in a match!