Star Conflict OBT v.0.9.16 Discussion

The spy drones nerf is too much. Everyone is always hugging cover, and crashing into your allies also work so you have nerfed to ground the trademark module of the recon interceptor.

 

As some guys already said, is not for the camo, the real use of spydrones is the heal reduccing in teamplay and tactical positioning.

 

Now its just meh…

The spy drones nerf is too much. Everyone is always hugging cover, and crashing into your allies also work so you have nerfed to ground the trademark module of the recon interceptor.

 

As some guys already said, is not for the camo, the real use of spydrones is the heal reduccing in teamplay and tactical positioning.

 

Now its just meh…

 

I would make it stay like that, but reducing quite a lot the cooldown.

LoL, it is the enemies resistance that was lowered, not yours…

wrong, the resistence bonus to the players was removed . 2 pulse of the boss bring down all my ceptor shield and hull

I would make it stay like that, but reducing quite a lot the cooldown.

 

I wouldnt complain if they bring it back the way it was, as long as they removed the canceling invisibility effect. Maybe change the name of the skill from spy drones, to sabotage drones.

I wouldnt complain if they bring it back the way it was, as long as they removed the canceling invisibility effect. Maybe change the name of the skill from spy drones, to sabotage drones.

 

But the secondary function of spy drones is to keep an enemy visible on the radar. After all, it’s a recon module.

 

Alternatively, as I was suggesting on one of the tackler threads, a cloaked ship tagged with spy drones could remain visible on the radar, but enemies cannot lock on to it (i.e. similar to how the recon mode captain sees enemy ships outside the team’s scan range). 

While i Agree that Drones required some kind of tuning, befor this, Drones were the must and easily one of teh best modules/effects in the game for organized play, especially in T5 SecCon where amount of healing coming from Rep Eggs and auras+passives and multipurpose is very high. Drones allowed for harassment, in the same time after recent change to interceptor healing, they were to much for interceptors, 25% healing ftw. I understand that Devs are exploring the ways finding a way for all ships to get rid of drones one way or another, but in current iteration it is plain to easy, making Drones no longer of any value, except for a very short duration of the dogfight, even then most of the dogfights happen next to some objects, so anyone with good game sense will get rid of drones anyways. In order to provide a sensible drone counter, i think, it should be tight to R8 implant, we have R8 Fed and R8 Jericho as counters to some effects already, so why not use Empire Implant and have an “Active” or passive duration reduction on that implant, it would provide accessible counter for pretty much every role except engineer, and people would have to make more choice in their builds.

I think for example, to remove the drones a dude would have to lose i dont know, 25% of its hull perhaps? Or, if near a engeneer repairing, for every sec under the heal reduces 5 or 10 sec the duration (if healed by nanodrone cloud) (using the explanation that the nanodrones kills the spy drones…

 

I agree that just scratching a little and remove the drones is kinda easy, maybe give a chance to remove it, like 10-15% chance to remove if you scratch yourself into a rock, or an even lower chance, like per second, must scratch for 2 seconds straight, or 5 seconds.

drones being removable is  a good change but why it has to be by crashing into objects instead of something sane (like engi repairs)?

drones being removable is  a good change but why it has to be by crashing into objects instead of something sane (like engi repairs)?

And how are you suppose to do when people refuse to take an Engi?

I agree that just scratching a little and remove the drones is kinda easy, maybe give a chance to remove it, like 10-15% chance to remove if you scratch yourself into a rock, or an even lower chance, like per second, must scratch for 2 seconds straight, or 5 seconds.

 

Kraimax, you’re putting strange images in my head. 

 

 

In order to provide a sensible drone counter, i think, it should be tight to R8 implant, we have r8 and r9 as counters to some effects already, so why not use Empire Implant and have an “Active” or passive duration reduction on that implant, it would provide accessible counter for pretty much every role except engineer, and people would have to make more choice in their builds.

 

This looks like an elegant solution. The R8 implant is very situational: Jeri for command fighters, Feds for ships that depend on speed (intys and maybe some fighters?). I’m not sure if anyone uses the Empire version, but dropping the duration of negative effects would be nice. 

 

Jeri R2 implant reduces the duration of controlling inhibiting effects… but apart from spy drones and plasma web, there aren’t any other non-control inhibiting effects, right? (I’m assuming IR pulsar and WNJ are affected by Jeri R2 implant.)

And how are you suppose to do when people refuse to take an Engi?

 

tough luck then, just as before

 

having them removed by engineer=promoting teamplay

 

having them removed by crashing into stuff=xxxx

Jeri R2 implant reduces the duration of controlling inhibiting effects… but apart from spy drones and plasma web, there aren’t any other non-control inhibiting effects, right? (I’m assuming IR pulsar and WNJ are affected by Jeri R2 implant.)

Jeri R2(and proton wall) only affects Plasma web, White Noize and ECM effects, it certainly doesn’t affect Pulsar/Drones/Shield drain, even Tacklers Engine inhibitor (10 second debuff) is not affected. (At Least how it worked patches ago… haven’t tested this stuff in a looooong time)

They should just reduce spy drones effectiveness and make it non removable again, imho.

I wouldnt complain if they bring it back the way it was, as long as they removed the canceling invisibility effect. Maybe change the name of the skill from spy drones, to sabotage drones.

Agree with that, they can just half your heal rate and add -10 to all resistances.

Agree with that, they can just half your heal rate and add -10 to all resistances.

 

You might as well just suicide and get a new ship at that rate.

You might as well just suicide and get a new ship at that rate.

You already have to do that if you’re flying a Ceptor.

You already have to do that if you’re flying a Ceptor.

Not anymore, randomly collide with something and you are good.

Not anymore, randomly collide with something and you are good.

You get damaged unless you have a Compensator, though. That sucks and can kill you.

You get damaged unless you have a Compensator, though. That sucks and can kill you.

Dmg is dependant on a collision vector to the surface and your combined speed, you can even scratch your back on your friendly/enemy guard and it will remove drones

You get damaged unless you have a Compensator, though. That sucks and can kill you.

 

Nice new forum title.