Star Conflict OBT v.0.9.2 Discussion

Fighter and LRF seem to be more of threats to Frigates than ceptors now, imo.

Fighter and LRF seem to be more of threats to Frigates than ceptors now, imo.

Yeah, intys lost their bite and now die even faster. You have either be suicidal or really outclass/out number frigates to engage them now.

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.

I’m not the first one to say it, but it bears repeating: remove slow barrels from Heavy Blaster and give it to Singularity.

Speaking of Pulse Lasers: ever tried shooting attack drones with them? It’s nigh impossible and needs fixing.

I’m not the first one to say it, but it bears repeating: remove slow barrels from Heavy Blaster and give it to Singularity.

You’re already going to die engaging anything but a frigate with the bubbles if your opponent is half decent, so they don’t need slow turrets. Besides, slow turrets on a speed buffed ship such as a gunship would be quite contradictory.

Speaking of Pulse Lasers: ever tried shooting attack drones with them? It’s nigh impossible and needs fixing.

Works fine for me. It’s much easier to shoot all kinds of drones with pulse lasers than with shrapnel.

Problem is that moving drones cannot really be hit with anything but aoe weapons, there seems to be some hitbox desync going on, typically you need to wait for them to stop.

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.

 

i’m aware of that. the server is in texas. i can give you the ip address if you want :\

 

the problem is that the server is unused. my new stats out of 35 games: 24 russia (68.6%), 7 europe (20%), 4 america (11.4%).

 

the 4 on american server only happened during off-peak hours and included 4v4s and 10v10s… after about an hour, i stopped getting those as well, and it went back to russia/euro servers.

 

this is collective punishment basically. if 70% of players in each game are from that region, then all games will be played on those servers, and american servers remain virtually unused. so why would any american pay for this game? to be farmed by russians/euros?

 

pointless playing when you have a delay between your shots of 0.3-0.5 secs and they all fly out the side of your craft… pointless… not even worth playing basically.

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

 

My Katana AE used to be able to fly around with afterburners for a very long time even after I deploy a sentry drone. Now I keep running out of energy.

There indeed seems to have been an energy nerf across the board. All my ships run out before the usual time.

My Katana AE used to be able to fly around with afterburners for a very long time even after I deploy a sentry drone. Now I keep running out of energy.

Katana AE has -15% energy now though, so that’s expected for that ship.

Why do you do this? D:

new server stats: 4 US (7.7%), 13 EU (25%), 35 RU (67.3%) for someone playing from america, this is… surprising…

 

new salvage stats: 15/153 mil (9.8%), 2/30 exp (6.3%), 17/185 total (9.2%)

 

the # games played above does not correspond to salvage stats, they are separate. i started counting salvage first.

 

also, it’s now bugging me that sometimes i don’t get a missile warning at all, even when the missile is launched from 2km away, because some voice-over is playing saying ‘we have them, team!’… or something… and it probably uses the same channel as the missile warning? no idea…

There indeed seems to have been an energy nerf across the board. All my ships run out before the usual time.

 

Hmm, I just played a bit and there might be some bug. In some battles I had my ship running out of juice just while afterburning, but then the next battle it was stable as it should be. Maybe implant bonuses not getting applied?

 

My first match on Saturday was 1vs1 with 2 bots each

I had all Tier 3 ships

 

HE HAD ALL TIER 4!

What tier were the bots, yours and his? :smiley:

I think giving R10 the preferential treatment messed the match-making up more than usual. Since the patch I don’t recall one game not facing T3 when flying T2, before it was mixed tiers about 60% of the time I’d say.

I did no look at the bot’s tier… but that is a good question

With the new buffs to frigates and nerfs to interceptors, could we have the old Cheetah 2 speed implant back? Interceptors lack both the survivability and punch needed to engage frigates and this is really hurting their viability at the moment. Being both slower and squishier with no compensation is really making it less than ideal to fly them.

With the new buffs to frigates and nerfs to interceptors, could we have the old Cheetah 2 speed implant back? Interceptors lack both the survivability and punch needed to engage frigates and this is really hurting their viability at the moment. Being both slower and squishier with no compensation is really making it less than ideal to fly them.

I have no problem at all taking down frigates in my interceptors… Though I do use my rockets more quickly than you probaly. They are great to take down frigates though(Well, they are great to take down anything) 

Weird how the ECM hit the nerfbat, yet there aren’t less of them flying around at all. Instead, missing engis. Anyone else feeling like this or just me?

Indeed, I’m feeling the same way. There are matches in which I’m the only Engy (T3). The frigballs do appear sometimes, but they are easily broken.

Mright…

Launch > Engage > 4 mins of waiting > battle found > failed to find the contract > booted back out in the hangar with no rejoining available… i have to wait xn minutes for the battle to finish and be able to requeue… seriously?

This is precisely why i suggested the option of always having the ability to return to battle… but who gives a xxxx…

The CovOps in t3+ could really use a slight buff. They are the least desireable Inties atm.

Yaaaay! Frigball Conflict is back. I missed you sooo much!

 

Actually it made me stopping play. So please buff Bubblegun and nerf frigs. 

 

7 frigs in picture +2 cloaked LRF (in fact you can see the trace of a Jerry-torpedo). In a 12v12…  :facepalm:

 

 

q0cVnF8.jpg

 

And its not only beacon-hunt where this broken and cheap tactics apply. its the same in any mode. I thought we got over with this problem?

If you ask me: Delete Beacon Hunt. its a stupid mode anyway. No tactics at all just go to the beacon like a low-brainer and slaughter or get slaughtered. MAKE them finally RANDOM!

 

Combine that with “Torpedo in ur Face” and its nearly the same xxxx as in 8.5

If you ask me: Delete Beacon Hunt. its a stupid mode anyway. No tactics at all just go to the beacon like a low-brainer and slaughter or get slaughtered. MAKE them finally RANDOM!

Finally someone describing this mode in it’s pure dumb form! And i agree on that too.

 

The pic… that’s some real life demoralization debuff with maximum effects with a full game length duration (add JPs status update here on top of it).

Will have to test my luck on Katana S with these running about, never failed me so far, but maybe stuff just changed (why do i feel like Katana S -R9- is better than Lance S? -R12-)