Star Conflict OBT v.0.9.17 Discussion

It could be that there are enough T5 pilots that they don’t need mixed anymore.  I’ve often noticed the queue showing more T5 pilots than T4.

noticed match making is alot better after this patch. no longer get t4s in t3 games and likewise with t5s in t4 games, nice one!!

Yes, i love the matchmaking with the new patch. No more mixing tiers. Finaly i don’t feel like i’m being punished for good skills or team play.

 

It was already so far, that alot of mates from the corp refused to squad up on first hand. Those that did squad up whent to Maximum 3 pilots.

 

If you were asking for a Group of four pilots, they would just laugh at you and ask you if you were crazy.

 

Thx for fixing that, closed tiers is the way to go in my oppinion. For mixed tiers, you have secon.

Devs have been tweaking a lot the MM everyday to make it as fair as possible. Its nice to hear that it is working.

Okay I’m guilty for designing Iridium Strain. 

 

I’m pretty sure that some of you know me, or maybe not, but anyway now that I read ALL the opinions about the map I came out to this: 

 

1 - Half of you want to see me burn for design a ENORMOUS map like that.

 

2 - The other half maybe like it. 

 

Well, I think that all opinions are good and totally pertinent but now I’t is my turn to explain things the way I feel it. 

 

As my corpmate JP said, I created the map trying to avoid frigate balls. That is totally true. I wanted to make the map taking as a base that: "If a team wants to go full of frigates or slow fighters, they will have to workout to succeed. Well i do not hate frigates, but i hate battles that are like → Team 1 hiding behind an asteroid / Team 2 hiding behind another asteroid… Yeah lets exchange some kicks during 10 minutes… So the map was created to play in a dynamic way, which right now, is a partial fail for me. 

 

Why it is a parcial fail? Okay lets see… 

post-12279-0-56190600-1371141121_thumb.jpg

 

 

First of all, the spawn point. 

 

When they make me winner they said that they liked a lot the idea of two big ships placed a spawn. Does anybody seen them? Cause maybe they are in camouflage and i didn’t see them.

 

Okay, now sarcasm apart. As you can see in the design, there is a warpgate in the middle of the travel between the spawn and the first beacon. That was not a fancy of mine just like, "Okay I FUKING LOVE WARPS LETS PUT SOME MORE! No! I put it there because It is impossible to reach that place without a Recon or a Cover Ops with a mad speed build. The warpgate in the middle was done to encourage engis to use his own gates to reach the middle warp. Yeah, the first beacon It’s obviously a RACE in which the most coordinated team WINS. But erasing the middle warp… Well the thing does not make sense at all… 

 

Another thing is FRIGATE BALLS. 

 

I’ve played the map like 10 times and I agree that any Team can do a turtle formation and just STAY. For that i did the GENERATORS, which also do not appear in the map. Look putting in a map more strategic elements make teams spread, that prevent a bit frigate balls an requires a little bit more coordination, just like little groups in the team that have to work alone for a while and succeed if they want that they TEAM  wins. So now frig balls can be also made, and the map main thing is partially lost…

 

COMBAT RECON MATCHES. 

 

I really don’t like the combat recon and the main reason is the SPAWN. Look, If the team already spawn in one of the FORTIFICATIONS they do a big cluster and that means —> END, there is no xxxx FUN in this. 

 

What was the MAIN idea. To spawn at the preconceived points and then CHOOSE, make a decision, make strategy for god say… Recons are made not only for absorb shields, placing mines and be annoying… They locate ships in a area. So if the captain spawns and he doesn’t want to risk, he sends some of the ships trying to look for a safe place to stand against the enemy. Where should I go? To the right or to the left? And that is more dynamic. Again, If you die and you respawn, you will be exposed to the enemy attack for a period of time, so the team has to protect the players that want to come to protect again his captain. That for me, makes more sense. 

Why does everyone hate the Jericho LRF’s so much? Sure they can hurt you in SQ but it wouldn’t “KILL” you*. Even then why are there so fewer inquisitor AE’s in regular PvP altogether, I’ve only seen one since the release of t5… 

 

 

 

 

 

 

 

 

 

*(unless you are a dumbass inty who sits there frozen, in that case… justice served)

Thanks for explaining your Map, Kyril! 

 

And yes, I have the feeling that MM is a lot better now, too. 

 

A thing that is annoying me tho, is the staticness of SecCon. It feels like nothing is happening anymore.

There is no trade in sectors. 

Also, while I like to see a more colorful map regarding corps, I think that Zerglings have yet again an advantage. 

 

From my perspective it feels unfair: ESB wins at least 90% of the battles, pulls through some random baddies and yet were only able to claim one sector… Its like the success in battle is not visual on the map anymore. Its degenerating to SecCon Season I where you just go into battle, but really dont care anymore, since you know you dont achive anything. 

 

@Tainted:

Actually I got killed TWICE by a Jerry LRF in SQ (my own teammate) because that kill-greedy-basterd had to shoot his torpedo in a dogfight. In SecCon you get the Full damage Explosion+Cloud. 

The other reason I hate them is because they are USELESS. Most players just lob their torpedos somewhere and hope for a lucky hit. The torpedo cant even clear the beacon from drones. Its a very underpowered ship, but since they multiply like cancer they shouldnt be buffed at all. 

Thanks for explaining your Map, Kyril! 

 

And yes, I have the feeling that MM is a lot better now, too. 

 

A thing that is annoying me tho, is the staticness of SecCon. It feels like nothing is happening anymore.

There is no trade in sectors. 

Also, while I like to see a more colorful map regarding corps, I think that Zerglings have yet again an advantage. 

 

From my perspective it feels unfair: ESB wins at least 90% of the battles, pulls through some random baddies and yet were only able to claim one sector… Its like the success in battle is not visual on the map anymore. Its degenerating to SecCon Season I where you just go into battle, but really dont care anymore, since you know you dont achive anything. 

 

@Tainted:

Actually I got killed TWICE by a Jerry LRF in SQ (my own teammate) because that kill-greedy-basterd had to shoot his torpedo in a dogfight. In SecCon you get the Full damage Explosion+Cloud. 

The other reason I hate them is because they are USELESS. Most players just lob their torpedos somewhere and hope for a lucky hit. The torpedo cant even clear the beacon from drones. Its a very underpowered ship, but since they multiply like cancer they shouldnt be buffed at all. 

 

I was looking at the map the other day and found the same thing. I think it’s because of time zones. The main cycle always turns over right before I play Sec Con for the first time of the day. It’s always attacking two sectors, and losing both of them. Then, I always end up playing in defense of two sectors during the NA prime time.

 

Jerhico/Federation are more dominant during the EU timezone so they always win the EU/RU primetime SecCon rounds, and during the NA primetime rounds, Empire always wins because of our dominance in that time zone. We attack and lose, you attack and lose. It’s essentially just become a stalemate.

@Tainted:

Actually I got killed TWICE by a Jerry LRF in SQ (my own teammate) because that kill-greedy-basterd had to shoot his torpedo in a dogfight. In SecCon you get the Full damage Explosion+Cloud. 

The other reason I hate them is because they are USELESS. Most players just lob their torpedos somewhere and hope for a lucky hit. The torpedo cant even clear the beacon from drones. Its a very underpowered ship, but since they multiply like cancer they shouldnt be buffed at all. 

 

 I suppose the dog-fight problem is still yet to be solved, and some jerry pilots don’t think before firing… unfortunatley. And the underpowered factor can be fixed by a weapon overcharge mk4. The drone clearing problem is due to too many nerfs, most of them unecessary too :frowning:

Jerhico/Federation are more dominant during the EU timezone so they always win the EU/RU primetime SecCon rounds, and during the NA primetime rounds, Empire always wins because of our dominance in that time zone. We attack and lose, you attack and lose. It’s essentially just become a stalemate.

Thats a pretty good explanation…sadly.

 

 I suppose the dog-fight problem is still yet to be solved, and some jerry pilots don’t think before firing… unfortunatley. And the underpowered factor can be fixed by a weapon overcharge mk4. The drone clearing problem is due to too many nerfs, most of them unecessary too :frowning:

 

You cant solve it, because PPL just don care. 

I know that you can clear drones with overcharge. But an EM-Torp has the same effect and is in general more reliable. 

My observation in SecCon is: Jerry-LRFs are in general useless (I know about 2 Players you have to watch out for and even those are doing better in other ships). 

Still, why do they creep in so much? 

Because the Torpedo is flashy !

Jerrricho LRF suck a lot…they r the most useless annoyng ships in this game…Having one in your team simply means your team has one player less…I’m sure they still got a reason to exist in low tiers coz of ppl still not knowing the geme very well… But avoinding torp is so easy… The only solution here is brutally nerf the explosion radius, at least 80% and brutally increase torp mobility by 50%. Also reduce damage by30%… In this way u’ll get something very close to the empire desintagrator… wich is far better…

 

And talikng about desintagrator…I’m seeing smething weird around…3-4 times got instantly snipered in t5 without the red laser pointing a me at all…Could a player be that good…? I mean activating the desint and instantly be right on the target…? mmm…

Thanks for the explanation, agreeing with what you said how the map plays out since it mirrors what I previously posted myself, and also generally agreeing with how your original design would have been better. Love the idea with the generators, ever since they added the “interact” keybind I’ve been hoping for some more interesting objectives than just beacons.

However, one point of your concept I’m not entirely agreeing with is your expectation of players bringing specific ships and/or loadouts to suit the map (or the discouragement of bringing something else). It’s just not realistic given that we cannot chose maps and/or ships/loadouts before the battle. Now personally I don’t mind that much because I prefer to fly interceptors, but frigates are one of three ship classes in the game and if someone wants to synergize one, complete that contract requiring him to fly one or simply has no other ships then they should not be penalized so much by a random map choice.

And talikng about desintagrator…I’m seeing smething weird around…3-4 times got instantly snipered in t5 without the red laser pointing a me at all…Could a player be that good…? I mean activating the desint and instantly be right on the target…? mmm…

 

 

Some snipers position themselves very close to a rock, and they keep their laser pointed at the rock while observing their targets. Considering how snipers have to aim off to hit their mark, their lasers would never be aimed directly at their targets, and the laser pointers only appear for an instant before they fire. At least, that’s the only explanation I can think of.

 

Okay I’m guilty for designing Iridium Strain. 

 

I’m pretty sure that some of you know me, or maybe not, but anyway now that I read ALL the opinions about the map I came out to this: 

 

1 - Half of you want to see me burn for design a ENORMOUS map like that.

 

2 - The other half maybe like it. 

 

Well, I think that all opinions are good and totally pertinent but now I’t is my turn to explain things the way I feel it. 

 

As my corpmate JP said, I created the map trying to avoid frigate balls. That is totally true. I wanted to make the map taking as a base that: "If a team wants to go full of frigates or slow fighters, they will have to workout to succeed. Well i do not hate frigates, but i hate battles that are like → Team 1 hiding behind an asteroid / Team 2 hiding behind another asteroid… Yeah lets exchange some kicks during 10 minutes… So the map was created to play in a dynamic way, which right now, is a partial fail for me. 

 

Why it is a parcial fail? Okay lets see… 

post-12279-0-56190600-1371141121_thumb.jpg

 

 

First of all, the spawn point. 

 

When they make me winner they said that they liked a lot the idea of two big ships placed a spawn. Does anybody seen them? Cause maybe they are in camouflage and i didn’t see them.

 

Okay, now sarcasm apart. As you can see in the design, there is a warpgate in the middle of the travel between the spawn and the first beacon. That was not a fancy of mine just like, "Okay I FUKING LOVE WARPS LETS PUT SOME MORE! No! I put it there because It is impossible to reach that place without a Recon or a Cover Ops with a mad speed build. The warpgate in the middle was done to encourage engis to use his own gates to reach the middle warp. Yeah, the first beacon It’s obviously a RACE in which the most coordinated team WINS. But erasing the middle warp… Well the thing does not make sense at all… 

 

Another thing is FRIGATE BALLS. 

 

I’ve played the map like 10 times and I agree that any Team can do a turtle formation and just STAY. For that i did the GENERATORS, which also do not appear in the map. Look putting in a map more strategic elements make teams spread, that prevent a bit frigate balls an requires a little bit more coordination, just like little groups in the team that have to work alone for a while and succeed if they want that they TEAM  wins. So now frig balls can be also made, and the map main thing is partially lost…

 

COMBAT RECON MATCHES. 

 

I really don’t like the combat recon and the main reason is the SPAWN. Look, If the team already spawn in one of the FORTIFICATIONS they do a big cluster and that means —> END, there is no xxxx FUN in this. 

 

What was the MAIN idea. To spawn at the preconceived points and then CHOOSE, make a decision, make strategy for god say… Recons are made not only for absorb shields, placing mines and be annoying… They locate ships in a area. So if the captain spawns and he doesn’t want to risk, he sends some of the ships trying to look for a safe place to stand against the enemy. Where should I go? To the right or to the left? And that is more dynamic. Again, If you die and you respawn, you will be exposed to the enemy attack for a period of time, so the team has to protect the players that want to come to protect again his captain. That for me, makes more sense.

 

First and foremost, thank you for the map. Every aspect of the map I like was intended, and the parts I don’t like weren’t in the original plans. I really love the sheer size of the map, because positioning suddenly becomes very important. You simply can’t cover the map, and you need to form small groups and prowl around. This is also a great map for recons to actually scout around and search for the enemies. 

 

Sadly, the huge walls just promote camping, and that’s my main gripe about this map.

Thanks for the explanation, agreeing with what you said how the map plays out since it mirrors what I previously posted myself, and also generally agreeing with how your original design would have been better. Love the idea with the generators, ever since they added the “interact” keybind I’ve been hoping for some more interesting objectives than just beacons.

However, one point of your concept I’m not entirely agreeing with is your expectation of players bringing specific ships and/or loadouts to suit the map (or the discouragement of bringing something else). It’s just not realistic given that we cannot chose maps and/or ships/loadouts before the battle. Now personally I don’t mind that much because I prefer to fly interceptors, but frigates are one of three ship classes in the game and if someone wants to synergize one, complete that contract requiring him to fly one or simply has no other ships then they should not be penalized so much by a random map choice.

 

I understand what you say, but i think the frigs are not penalized at all. I mean look it this way. The main problem with frigates in this map is that they are slow in general. (In general because we know that Anacondas are Speedy). Well in this map interceptos should arrive at the beacons first but, the arrival of the frigates and the fighters is the key. I think that “penalized” its maybe too much. The commands have a module that give a good boost of speed for 18 seconds, and engis have batery modules to keep the afterburners up, and do not forget the warpgates. That theory is only for the first travel to the middle beacon because the other ones have permanent warpgates. I played this map like 10 times and I never saw a pilot use the speed bost or the warpgate.  I saw engis dying everyday because they are bad posicioned or they do no retreat in time. Well this map just encourage frig pilots to improve a little bit more, which in my opinion is a good thing. :)wt

Some snipers position themselves very close to a rock, and they keep their laser pointed at the rock while observing their targets. Considering how snipers have to aim off to hit their mark, their lasers would never be aimed directly at their targets, and the laser pointers only appear for an instant before they fire. At least, that’s the only explanation I can think of.

 

 

First and foremost, thank you for the map. Every aspect of the map I like was intended, and the parts I don’t like weren’t in the original plans. I really love the sheer size of the map, because positioning suddenly becomes very important. You simply can’t cover the map, and you need to form small groups and prowl around. This is also a great map for recons to actually scout around and search for the enemies. 

 

Sadly, the huge walls just promote camping, and that’s my main gripe about this map.

I think they exedeed a little bit with that great walls. You know, at the first sight you say waaaaaw EPIC, but then those walls start to be a little bit infinite. When i designed the map, those walls were suposed to be an asteroid ring or something like that. I was thinking about the ring placed at beacon C of  the Abandonet Outpost map. A bigger ring, but still not that big jajaja. The thing that you say about camping I’ts kind true, I agree. Fortunately Jericho Snipers don’t have that kind of range to bombard from one side to another. In this map camping with snipers require a little bit of patience. They have a big chance going down hiding in the darkness of the enviroment, and when they reach the point to shoot, they can be deadly with a little bit of support.

 

Glad that you like the map Jacxis!! :)wt

Wow Kyril  nice to see you dive into the FORUM !   :good:

Wow Kyril  nice to see you dive into the FORUM !   :good:

Glad to see you here too man! I’ve been reading tons of great posts recently and I decided to write a little bit jajaja. :lol:

Thanks for explaining your Map, Kyril! 

 

 

 

A thing that is annoying me tho, is the staticness of SecCon. It feels like nothing is happening anymore.

There is no trade in sectors. 

Also, while I like to see a more colorful map regarding corps, I think that Zerglings have yet again an advantage. 

 

 

I always felt, SecCon how it was designed, is far too small for the aim of this game, little happens there, and I dont feel immersed into the universe by this. I usually just wanted tier mixed T3-T5 battles, which is gone now too, so SecCon becomes also very uninteresting for us as a small corp. There is no persistence, or interaction between corps there either. Sectors hold multiple smaller areas, which could all be fought over, and only the leading corp in the sector should have it, I would love corporations to actually work together, instead of a strict “Billboard of SecCon active corps”, a universe where you really log in every day to see what is happening. This would however already need a complete new game layer, and this could be actually the massive part of this game.

 

At the moment, all i do look up, is where the bears roll at the moment…

 

So it’s quite the same on the other side of the board, too.

 

@Kyril

since you have the same name as my wingman Oregyen irl, we did notice you and your map win, and were excited to play on a map designed by a player. besides the more heavy use of effects on the map which raises the bar of game requirements a bit - we liked it, but what i read about your original plans does reveal a lot. I also thank you for explaining.

I always felt, SecCon how it was designed, is far too small for the aim of this game, little happens there, and I dont feel immersed into the universe by this. I usually just wanted tier mixed T3-T5 battles, which is gone now too, so SecCon becomes also very uninteresting for us as a small corp. There is no persistence, or interaction between corps there either. Sectors hold multiple smaller areas, which could all be fought over, and only the leading corp in the sector should have it, I would love corporations to actually work together, instead of a strict “Billboard of SecCon active corps”, a universe where you really log in every day to see what is happening. This would however already need a complete new game layer, and this could be actually the massive part of this game.

 

At the moment, all i do look up, is where the bears roll at the moment…

 

So it’s quite the same on the other side of the board, too.

 

What you want is more close to EvE than this. And belive me, you don’t want that. I love EvE, but I don’t want this game to become that mess…