Star Conflict OBT v.0.9.2 Discussion

I know that this is kind of a buzzkill post since no one is really talking anymore about the fact that LRF torps are immune to guard’s missile shield. If I may make a suggestion, I think that the torp immunity should come in the form of a module. Something like “when activated, torpedoes are immune to missile shield for 30 seconds”, or something like that. Its very frustrating when the enemy team has 3 or 4 Jericho LRFs and you know that you cant do anything about it as a guard frigate. 

 

Guarding your team is the whole purpose of the guard frigate (obviously), and they cant even do that efficiently anymore

signed: uninstalled

kthxbai

 

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 Jericho Torpedo is very visible and doesn’t need any visual changes. You can see it coming a mile away and that’s just fine as you can easily dodge it, especially if you have Flares.

 

The EM Torpedo can also be struck down by the AMS, so using it is rather risky. It does magnificently at clearing Beacons of ALL Ceptors because it’s friggin invisible and you can’t even hear it until you and all your friends on it are dead.

 

Attack Drones are relatively useless. Ceptors can shoot them down rather easily, but that’s what defending your Frigates is all about.

 

No, CovOps and Recons really don’t need a buff. I do agree about the Plasma Arc, but only in T3 and above Tiers, as it’s fine and dandy in T2.

 

I know that this is kind of a buzzkill post since no one is really talking anymore about the fact that LRF torps are immune to guard’s missile shield. If I may make a suggestion, I think that the torp immunity should come in the form of a module. Something like “when activated, torpedoes are immune to missile shield for 30 seconds”, or something like that. Its very frustrating when the enemy team has 3 or 4 Jericho LRFs and you know that you cant do anything about it as a guard frigate. 

 

Guarding your team is the whole purpose of the guard frigate (obviously), and they cant even do that efficiently anymore

The most agreed upon suggestions were:

  • giving Torps some sort of health bar that you can shoot down with your ship;

  • lowering their damage after being struck by a Missile Shield;

  • making AMS act as Flares towards Torpedoes.

 

All of those suggestions require effort, so they went with the obvious, less voted choice, AMS immunity.

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.

We have an american server, but it depends on where most people from the battle are from and which server has the most available resources.

About the Plasma Arc:

I think it still works fine (in theory). But regularly im lacking energy to use it in the specific moment. 

Is it just me, or did I notice an overall energy nerf?

Which lets me conclude that glass cannon builds are not more that viable. 

About the Plasma Arc:

I think it still works fine (in theory). But regularly im lacking energy to use it in the specific moment. 

Is it just me, or did I notice an overall energy nerf?

 

I think alot got ‘nerfed / changed’ on the quiet - It certainly feels that way

I know that this is kind of a buzzkill post since no one is really talking anymore about the fact that LRF torps are immune to guard’s missile shield. If I may make a suggestion, I think that the torp immunity should come in the form of a module. Something like “when activated, torpedoes are immune to missile shield for 30 seconds”, or something like that. Its very frustrating when the enemy team has 3 or 4 Jericho LRFs and you know that you cant do anything about it as a guard frigate. 

 

Guarding your team is the whole purpose of the guard frigate (obviously), and they cant even do that efficiently anymore

The problem is that the game has moved on further since. Guards were buffed, interceptors were nerfed, ECM was nerfed, torp radius was nerfed and engineers have infinite attack drones - you kinda need the jericho torps atm to keep the frig ballz at bay.

But it cannot stay the way it is right now, it’s mental. Worst on the Pandora map, hate that one, just one massive torp spam.

About the Plasma Arc:

I think it still works fine (in theory). But regularly im lacking energy to use it in the specific moment. 

Is it just me, or did I notice an overall energy nerf?

Didn’t notice a nerf, maybe you installed some mods that reduce your energy supply or regen? Energy siphoning missiles are everywhere, too.

Didn’t notice a nerf, maybe you installed some mods that reduce your energy supply or regen? Energy siphoning missiles are everywhere, too.

 

Tbh. I didnt change my Arigato Type A setup since 8.0. (besides some weapon tryouts, which resulted in a different set of passives)

Never noticed any Problems with actives before 9.0. 

Dunno then, at least on paper neither the energy cost for the arc nor the energy reserves of your ship were changed. I do run into those situations where I don’t have energy to use it as well but it’s usually due to the missiles.

The biggest issue I find with plasma arc is that it’s not as powerful in relation to other available weapons as it used to be. Before it was “massive damage, far more then you could ever hope to do with your other weapons”. Now it’s “a bit more then you could do with other weapons”.

 

At the same time, it’s the single most dangerous ability to use, it’s borderline useless against slow targets as you become a target yourself trying to execute it, it’s mostly useful against running fighters and ints and even against those it’s pretty hard to use without becoming predictable while actually landing it.

 

I’m strongly considering tossing it in favor of having orion-camo-wnj-flares instead of arc-orion-camo/wnj-flares I usually use. It just doesn’t seem worth it.

I’m strongly considering tossing it in favor of having orion-camo-wnj-flares instead of arc-orion-camo/wnj-flares I usually use. It just doesn’t seem worth it.

I keep thinking to drop it all the time but on the other hand it’s just way too useful in detonation and combat recon not to have. And way too fun to open up with it after sneaking up on someone under camo. It’s also perfect to quickly blow up an engineers current drone spam quickly.

The biggest issue I find with plasma arc is that it’s not as powerful in relation to other available weapons as it used to be. Before it was “massive damage, far more then you could ever hope to do with your other weapons”. Now it’s “a bit more then you could do with other weapons”.

 

At the same time, it’s the single most dangerous ability to use, it’s borderline useless against slow targets as you become a target yourself trying to execute it, it’s mostly useful against running fighters and ints and even against those it’s pretty hard to use without becoming predictable while actually landing it.

 

I’m strongly considering tossing it in favor of having orion-camo-wnj-flares instead of arc-orion-camo/wnj-flares I usually use. It just doesn’t seem worth it.

I tend to agree on the “bit more damage” thing on T3. It’s pretty much that all the way. However, it takes effort to change the data from Tier to Tier, and that’s why they change the stats on ALL Tiers. Because changing one specific module is a bad thing.

 

Against slow targets it’s the most effective because they can’t move that well, thus they can’t avoid the Arc that well. However, a lot of pilots just use it the second it’s out of cooldown to hit anything; more often than not with absolutely no results.

 

I like having the Arc to tease the occasional Frigate or dumb stationary Fighter pilot.

 

I’m strongly considering tossing it in favor of having orion-camo-wnj-flares instead of arc-orion-camo/wnj-flares I usually use. It just doesn’t seem worth it.

 

I guess you are right… but… mine is purple  :sad: … it feels always hard to discard such Item.

 

Maybe the Eagle has less issues with Energy-Regeneration-Afterburner-Usage… 

I guess you are right… but… mine is purple … it feels always hard to discard such Item.

I have purple T3 Heavy Blasters. I found it extremely easy to ditch it.

I have purple T3 Heavy Blasters. I found it extremely easy to ditch it.

That are lazors, right? 

Yea, I have 2 purple Lazors for T5. Guess how many of them I use?

Hint: its a number between -1 and 1.  

heavy blasters really aren’t that bad >.> They aren’t as good as positron/coil in most cases, but they aren’t bad.(Though they need some slight tweaks)

 

Also: Surviving a torpedo like a boss.

 

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heavy blasters really aren’t that bad >.> They aren’t as good as positron/coil in most cases, but they aren’t bad.(Though they need some slight tweaks)

 

 

What makes all kinds of lasers inferior (imo) is, that you constantly need a LOS, so peek-a-boo tactics cant work and also its always clear who is shooting a you. 

Makes them the least viable weapon for me. 

heavy blasters … they aren’t bad.(Though they need some slight tweaks)

Just [ONE] tweak needed. Remove slow barrels

What makes all kinds of lasers inferior (imo) is, that you constantly need a LOS, so peek-a-boo tactics cant work and also its always clear who is shooting a you. 

Makes them the least viable weapon for me. 

They aren’t lasers. Well sort of.

They shoot projectiles like a Minigun kinda that deal thermal damage.

The DPS increases the longer you fire(RoF increases) but it isnt a laser, it just spams projectiles.

heavy blasters really aren’t that bad >.> They aren’t as good as positron/coil in most cases, but they aren’t bad.(Though they need some slight tweaks)

 

 

 

Heavy Blaster is fun to play. I have some particular build for Heavy Blaster and Beam Cannon and sometimes switch to them and have fun in a few matches.

 

With that said, I still think they are inferior than Coil/ Positron in many aspects, so I stick with Positron most of the time.

If heavy blasters didn’t have slow turrets they would be all kinds of awesome actually, their dps when up to speed is fearsome, but the spin-up time plus the super slow turrets just make you too much of a sitting duck.

Talking about lasers, I recently started using pulse lasers when I switched contracts to legion. They would be pretty good too if they didn’t overheat instantly, but since they do I find them rather underwhelming. One additional downside to using pulse lasers is that without the lead indicator it becomes that much harder to aim unguided missiles.