Star Conflict OBT v.0.9.2 Discussion

Coil vs Singularity

 

  • haven’t shot either very much lately. will mess around with them soon. but from my POV coil suffers from firing arc blindspots which a fighter theoretically can make use of. Singularity also has a huge hitbox that allows an elite pilot to land shots without having to aim and fly all that hard. Couple that (me assuming) with projectile speed bonus on upper tiers gunships should be able to engage further out to enjoy near misses from Coil’s splash damage. I do dodge them on my fighters in T3. It’ll go both ways, frigs can try to move around but still Singularity should have the upper hand from ranged shootouts. Maybe a video from your POV Luckyo … ?Singularity vs Coil…
     

Torps

 

  • We are talking about EM ones yus?

It does give off missile warning and its’ smoke trail is larger than the regular ones. If I hear an alert but it goes on for a little too long, I know it’s a torp. Problem is - on red maps it’s kinda hard to find the trail (lame excuse I know). Did not know about the proximity detonation trait however. That sounds cool lmao. 

 

Torp / Coil / Pulsar combo

 

  • Dunno what to say. Sounds like a legit way of running your ship. Too effective? But I’m assuming the team play factor here is boosting it’s effectiveness which in the end leads to the question – how much do you want to penalize teamwork and coordination ?

 

ECM

 

  • That’s me sulking :stuck_out_tongue: It’s still fine down at T3 so I’m all good.

“Frigates and crap they bring”

lkpp.jpg

Yesterday I actually had a game with no interceptors at all on enemy team.

So I’m guessing yog’s using some kind of hack to get the covert ops right?  You’re targeted onto him I see.  I also see an ECM.

  1. x2? Try 3 matches of mine last week. No Loot x5. Out of 6 attempts. 2 Greens and zero Purples out of… roughly 50 green drops and 8 purples. Since 0.9. This isn’t normal loot nor 10/30%. AT ALL.

I (we) meant the ‘No Loot’ spot. There’s max 2 of them each time you win a match and get to loot. Without license you have only 3(?) picks and I get alot of double No Loots :stuck_out_tongue: So it’s annoying as all hell when that happens.

 

  1. Positron. Coil Mortars are excellent on LRFs, but that’s it.

- rawr … coilssssssss 4 eva. Positron would be my choice if it didn’t have slow barrels. But with that handicap in solo grinding synergy trolled on by multiple inties random matches? Coil wins.

 

  1. Why? Synergy is what gets you to level up. So what’s the point in upping Loylaty when it’s been CONSTANTLY nerfed to the point where you CAN’T get to T5 blues?.. Except for the ones that managed to get there before the grand nerf.

- I don’t understand?? People unlocking T5 ships wont fly them until they get their blues. It’s a mentality thing. So match loyalty and rank progression and all should be well.

em torpedoes don’t give a missile warning

em torpedoes don’t give a missile warning

Indeed they don’t. And if they do I have never heard it.

mmmm… they really don’t …checked it in-game. wow after all this time rawr.

mmmm… they really don’t …checked it in-game. wow after all this time rawr.

As I said, they are extremely stealthy. No audible launch sounds, no audible sound in flight i.e. the “fffssshhh” of the jericho torp and missiles or beeping of the nuke", no wide smoke trail of most missiles. And if you saw the launch, it likely exploded in your face - it’s actually very small in terms of visible size.

 

 

As for hail vs mortar, you’re comparing apples to oranges. Hails are long range sniper weapons, mainly for softening people up or finishing people off. Mortar is for the in your face combat against fighters and AoE clearing interceptors off a friendly (just shoot at the friendly frigate surrounded by lighter ships). Essentially the issue is that currently we have a situation where weapon that was supposed to hard counter frigates according to devs, singularity cannon, actually loses to frigates when frigate is a guard that carries a mortar. Essentially a scissors that counter a rock - kind of a situation.

So I’m guessing yog’s using some kind of hack to get the covert ops right?  You’re targeted onto him I see.  I also see an ECM.

I do not understand your point. How does having a few random suiciders that just spend their time feeding the enemy, or people who ensure that whatever arrives will be stunned long enough to eat torpedoes somehow nullify the fact that we have a very visible frigate wall on the screenshot?

 

Or is it that unless it’s 100% frigates vs frigates match, everything is fine in your book? Please explain the logic behind your quoted statement.

Also, I have licenses most of the time and 2 DLCs, so I feel this level of grind should be actually license-less play, and do not want to imagine how it is to go the way without any license, I think most players should actually be owners of the 1-2 DLC to say, they have bought this game, which should be the baseline for the grind factors. It is clearly something which is counter productive atm., The 50% license for 6 months is actually a very nice promotion atm.

 

beta, 1.3 w/l ratio sounds more like a lot of lategame T2 farmer (29) to me. Certainly too high for an average player, especially in late T3 (36) without a pubstomp-team. Maybe minimum for ESB on T5, if I believe the rumors *smirk*

 

Disagree about nukes being OP. Nothing wrong with nukes, they were always like this. Jericho LRF is way better to achieve the same goal as nukes

 

EM Torpedo nerf has hit me personally the most, but I find it fair, especially after my 1 torp - 7 ppl kill at that bacon right before the patch.

 

Glad to hear, reducing squad sizes has changed nothing at all in higher tiers.

 

yes, the license promotion is nice. too late for me, but i suppose good for new players.

 

1.3 is just random grinding. it was 1.45 at the end of R6 (it increases at the top of a tier and decreases at the bottom). it went down to almost 1.25 in R7, until i got some mods and was able to boost that to 1.3. probably by R9 it will be 1.4+ again… gear does make a huge difference, especially in the hands of a skilled player.

 

nukes are OP. you can spam them at beacons as long as you have teammates there and cover and the enemy can’t contest the beacon, unless they risk dodging in and getting blown up to drop their own nukes… and ecm can abuse nukes as well (another cc for them)… and em torps are still OP. reason being that large aoe alpha weapons need to do less damage to inties, more to frigs. that would fix most problems. em torps arent like before where you could get 4+ kills, but i’ve still gotten 2/3 a few times…

 

squad size has done nothing in any tier… i still see 4 corp squads vs 1 on the other team, etc… it makes no difference… like at all… hurray for the powers of prediction.

 

Torps - We are talking about EM ones yus?

 

the problem is you can launch them from 500-1000m, providing almost no chance to dodge.

further problems:

 

out of the last 20 games, 13 were on russian server (160-200 ping), 7 were on euro (110-130 ping), ZERO were on the american server (50-60 ping). in fact i can’t remember the last time i was on the american server… i think yesterday.

 

but i’m in america… what gives? can’t haz server? well then, bye.

Sooo…2 patches, and STILL no singularity hit sound. Are we being trolled here?

trolled: by 3 levels of gear probability, nukes, em torps, jerry torps, ecms, coverts, useless premiums, frigballs, servers halfway across the world…

 

signed: uninstalled

I do not understand your point. How does having a few random suiciders that just spend their time feeding the enemy, or people who ensure that whatever arrives will be stunned long enough to eat torpedoes somehow nullify the fact that we have a very visible frigate wall on the screenshot?

 

Or is it that unless it’s 100% frigates vs frigates match, everything is fine in your book? Please explain the logic behind your quoted statement.

In the screenshot you provided, I clearly see two interceptors, two fighters, a three man frigball, and two stray frigates, maybe guarding the captain.  That does not count as a frigate wall.  Your team seems to be fighters and interceptors with one engineer although I cannot see everyone.  Did you try going around the frigates?

 

You stated they had no interceptors at all, not that it was dominated by frigates.  There is a difference, it’s called exaggeration to the point of disbelief.

 

It does seem odd that you’re deriding interceptors, fighters, and frigates all based on one match.

Sooo…2 patches, and STILL no singularity hit sound. Are we being trolled here?

Not sure about the sound, but animation is actually there, but it appears weirdly overdone, so I think they’re keeping it out of most of the game for now. It’s partially enabled in PvE, you can see the ridiculously flashy hit animation if you shoot singularity through engineer barriers.

I guess they’re still working on it to make it good enough for the game.

 

I have a couple of screenshots of it, but they really don’t do justice to hilarious flashiness of the animation.

In the screenshot you provided, I clearly see two interceptors, two fighters, a three man frigball, and two stray frigates, maybe guarding the captain.  That does not count as a frigate wall.  Your team seems to be fighters and interceptors with one engineer although I cannot see everyone.  Did you try going around the frigates?

 

You stated they had no interceptors at all, not that it was dominated by frigates.  There is a difference, it’s called exaggeration to the point of disbelief.

 

It does seem odd that you’re deriding interceptors, fighters, and frigates all based on one match.

It’s not a one match. It’s just one screenshot of a several days worth of matches , something that many people here simply appear to not bother to read, it simply happened to be one of the ones I happened to pick out of the list. I can yet again post a new flurry of screenshots if you so desire. It’s not really hard, just need to go playing tomorrow to get some more, since it’s everywhere in T5 now. Or just dig out the older screenies of day after the patch, when I had games where team with zero interceptors utterly dominated the game because little to nothing on their side had anything even remotely resembling mortality due to sheer amount of meat on the team. And puny interceptors on our team were basically useless - no firepower, no ability to engage, nothing. At best, they were performing a role that a bot could perform. Sit still and cast your ability #1.

 

Notably this was missing in 0.9.0 because rock-paper-scissors was in effect. With last changes, frigate rock now counters both paper and scissors, leaving very little sense in bringing interceptor paper that can’t really do anything. Fighters still make sense as a fire support and sniper support, so they’ll be brought in those roles, but interceptors actually need a target that they need to counter to be functional due to their extreme fragility. With frigates now countering fighters easily with mortars and torpedoes, picking an interceptor makes little sense and is little more then liability for the team. And that is a bad thing for balance, and recalling the player numbers in 0.8.x fiasco also a bad thing for the game and playerbase.

 

And yes, that game as most CR fights after the patch was dominated by frigates for one simple reason: the entire flow of the game rotates around frigates, interceptors simply do not matter in any way as they do not need to exist in a game like that in roles other than liability for the team, and are a dead slot - fighters are countered by frigates themselves, meaning frigates effectively counter everything else, can use their massive survivability to never die and just shoot off whatever dares to come in their vicinity. Therefore frigates indeed dominate the game in the meaning of the word that you will find in a dictionary. That was the problem in 0.8.x. and that is the problem that is starting to raise it’s ugly head yet again. The bright side is that due to upgrades to fighter weapons, they will remain viable as medium range fire support and sniper support role for frigates. Essentially things are starting to slide back to frigate conflict, and while we’re nowhere near the horrifying 0.8.0 patch numbers, its spectre’s shadow is now clearly visible on horizon of the game.

 

How it will progress remains to be seen, but considering the sweeping frigate buffs, indirect and direct fighter nerfs and direct interceptor nerfs in last patch the direction appears to be a wrong one. That said, they did nerf the torpedo (though nowhere nearly enough to matter). Perhaps it’s dictated by situation in lower tiers. But it has a severely detrimental impact on higher tiers at the moment.

There is a torp launching sound, at least I hear it. It could be louder, that is right.

There are two choices approaching a torp boat, one is to stay in 1-2km range and kill him slowly - weapon independent  - or going in and hoping to do enough damage the torp he launches will kill him also. Especially as Engineer I am more vulnerable to constant DPS. I see lots and lots of people dodging torps very well, and usually, most people just don’t seem to count on me firing a torpedo, even if I facepunch them several times in the same battle. There should be an “In your face!” medal for this. If I am shot down by this in an Interceptor, I do not break a sweat at least, I do not find the weapon overpowered as such.

 

Of course I am biased.

I started torpedoing the day missiles would reload, since I always wanted to try that missile. I used it before, too, however, back then Mines were obligatory on a(ny) frigate unfortunately.

 

Proximity alert would be maybe fair on them, however long range torps usually are really as expectable as LRF torps in certain situations, and can be totally harmless once spotted. Not hugging the beacon does do wonders for survival. Or to say it with the words of the StarBattle credo: never stop the ship. Especially not an Interceptor. Torps do need a lot of timing, and pre-thinking on longer ranges.

edit: please also note, that there is a much lower guard count per battle atm. - at least as i perceive it.

 

I had also no problems so far to use the Cruise missile in the same way in T2, albeit it being target locking is actually its greater problem for me - the lower damage being kinetic is very effective anyway. 

 

The Torpedo does have a smoke trail which is more prominent. It’s explosion could be however more prominent, too (blue ball?). Because knowing the weapon is used is often a very important information for teamplay.

 

The relative small explosion radius it has now (400m) and being an unguided weapon do make it actually easier to dodge, I do use them much more sparingly. You do get more luck kills with it on long range, than before the patch, where it was pretty equivalent to a suicide module being detonated, and sprayed mayhem at beacons, or could even take out most of the drones if you were lucky.

 

The Torpedo is only available from T3 on, so it has no impact on “lower tiers”. I don’t count in T4 and T5 yet to be explored, since it is dominated by not enough people.

 

Attack Drones are pretty evil, too. They can really become a problem for me as Fed Engineer. As are Empire Snipers as Frig killers.

Ceptors are still very important, but what I can tell, Cov Ops and Recon need a bit of buffing. Maybe bring the Arc back a bit more, since from the last 10 Arcs I was involved in, only one managed to kill me because of a Jericho LRF torp exploding next to me.

There is a torp launching sound, at least I hear it. It could be louder, that is right.

There are two choices approaching a torp boat, one is to stay in 1-2km range and kill him slowly - weapon independent  - or going in and hoping to do enough damage the torp he launches will kill him also. Especially as Engineer I am more vulnerable to constant DPS. I see lots and lots of people dodging torps very well, and usually, most people just don’t seem to count on me firing a torpedo, even if I facepunch them several times in the same battle. There should be an “In your face!” medal for this. If I am shot down by this in an Interceptor, I do not break a sweat at least, I do not find the weapon overpowered as such.

 

Of course I am biased.

I started torpedoing the day missiles would reload, since I always wanted to try that missile. I used it before, too, however, back then Mines were obligatory on a(ny) frigate unfortunately.

 

Proximity alert would be maybe fair on them, however long range torps usually are really as expectable as LRF torps in certain situations, and can be totally harmless once spotted. Not hugging the beacon does do wonders for survival. Or to say it with the words of the StarBattle credo: never stop the ship. Especially not an Interceptor. Torps do need a lot of timing, and pre-thinking on longer ranges.

edit: please also note, that there is a much lower guard count per battle atm. - at least as i perceive it.

 

I had also no problems so far to use the Cruise missile in the same way in T2, albeit it being target locking is actually its greater problem for me - the lower damage being kinetic is very effective anyway. 

 

The Torpedo does have a smoke trail which is more prominent. It’s explosion could be however more prominent, too (blue ball?). Because knowing the weapon is used is often a very important information for teamplay.

 

The relative small explosion radius it has now (400m) and being an unguided weapon do make it actually easier to dodge, I do use them much more sparingly. You do get more luck kills with it on long range, than before the patch, where it was pretty equivalent to a suicide module being detonated, and sprayed mayhem at beacons, or could even take out most of the drones if you were lucky.

 

The Torpedo is only available from T3 on, so it has no impact on “lower tiers”. I don’t count in T4 and T5 yet to be explored, since it is dominated by not enough people.

 

Attack Drones are pretty evil, too. They can really become a problem for me as Fed Engineer. As are Empire Snipers as Frig killers.

Ceptors are still very important, but what I can tell, Cov Ops and Recon need a bit of buffing. Maybe bring the Arc back a bit more, since from the last 10 Arcs I was involved in, only one managed to kill me because of a Jericho LRF torp exploding next to me.

The main problem with torpedoes when piloting a fighter/inty is not when you’re going to fight the frigate launching them (although the fact that they can be used as mines is still a pain). The problem comes when you’re in a dogfight or fighting someone else when suddenly all your shields and 70% of your hull evaporate. You can’t hear the launch sound if you’re more than 500m away IIRC, and you’ll certainly won’t have much of a chance at spotting it when your hand are full with your main target. 

 

Without warning or pretty much any means of defense besides “be somewhere else” it’s starting to really become obnoxious. 

True, I would not mind it having an incoming sound at a certain range. It would make my work more interesting, too. You’re right.

  1. The sound is so low, that if you hear it as enemy, it will explode in your face immediately.

  2. You cannot kill a frigate after last speed buffs at 2km if he has even a shred of a clue, even with T5 projectile speeds. The travel time is well over one second, far more then enough to dodge. Currently the reasonable engagement distance is below 1km for good hit ratio.

  3. Basic skill, like timing your unguided rockets is pretty much assumed at higher tiers. For all classes.

  4. Movement has nothing to do with torpedoes sadly, and very little with mortar. Both weapons have proximity fuses and are fused to explode upon entering explosion range. Mortar is generally avoidable at distances over a kilometer on an interceptor and at over two kilometers with a fighter when flying in circles. It’s not really avoidable when actually engaging the frigate at those distances, which is why interceptors should not engage frigates with mortars in situations where the frigate isn’t alone and they can stay behind it and not get hit by allied fire. Unfortunately that is nullified by torpedo, which WILL hit if you’re close enough to reliably avoid mortar fire.

  5. Attack drones are currently bugged. Like sentry drones, the new drone you launch is supposed to overwrite the old one. Currently, the old one doesn’t get deleted, so you can abuse R13 imp implant to get an army of drones, which can be quite hilarious.

There should be an “In your face!” medal for this.

 

this is exactly what i was shouting at my monitor in a game vs a ‘certain corp’ (shall we put it)… premiums, experimentals and broken ecm/coverts.

 

suicide torpedo. come at me bro! accept my phallic symbol!

 

we won because i managed to suicide enough of them. awesome strategy.

 

like i always say: if you can’t beat them, join them - in death.

 

probably wouldn’t have happened if they didn’t try to focus me every time again… so i just pulled out the torps… sick of getting trolled by these dudes :\