Star Conflict OBT v.0.9.2 Discussion

 

 

Heating time of ECM guns is  INCREASED?! Thats a bit harsh, isnt it? The viability of the plasma gun just went downhill, since I have to shoot to get the spread decreased!!

They meant time to shoot is increased and cooldown is the same. 

 

My Shrapnel cannon shoots for 7 and cd 2 on CO but shoots for 11 and cd for 2 on ECM. So it is a BUFF.

Customisation appears to be “per ship”.

 

So glad I got my stickers in the old version. One purchase = applicable to every ship for life!

 

so right on track to WoT :slight_smile: next feature: P2W bonuses for stickers lol. they did a poll on that, but i can’t find the actual thread now ;p

 

ah, here we go: [http://forum.star-conflict.com/index.php?/topic/20452-ship-stickers-remastered/](< base_url >/index.php?/topic/20452-ship-stickers-remastered/)

 

option 3, doesn’t look like it received any support from the community. thanks, jp ;p

so right on track to WoT :slight_smile: next feature: P2W bonuses for stickers lol. they did a poll on that, but i can’t find the actual thread now ;p

 

ah, here we go: [http://forum.star-conflict.com/index.php?/topic/20452-ship-stickers-remastered/](< base_url >/index.php?/topic/20452-ship-stickers-remastered/)

 

option 3, doesn’t look like it received any support from the community. thanks, jp ;p

 

your welcome! thats why they are options. But only the good ones get the votes. its the player game, NOT the devs. They just make it. WE play it! 

 

 

And torpedo change…seriously?! Do you guys have ANY idea of how powerful the torpedo already is?! The torpedo change…I can’t even think of any reason why this change was warranted! 

Eh, it says explotion radius reduced by 20%, learn to read.

 

I do wish they had fixed the coil mortar though, those invisible shots are so damn annoying.

Eh, it says explotion radius reduced by 20%, learn to read.

 

I do wish they had fixed the coil mortar though, those invisible shots are so damn annoying.

If you would actually read the reponse by AntiBus, it was stated wrongly in the notes, there was a 20% increase at first. But it got fixed and now it says 20% reduction. 

Question : I still see differences in flag prices between tiers. So if I buy a flag do I buy it for just this ship or for the tier ?

Do you mean stickers? They are bought for one ship.

ECM

 

  • energy drain is still needed

  • the rest of the active modules were essentially to break heal squads which have limited impact now so I’m fine with those changes

  • energy drain however shouldn’t have been changed

 

Almost all ships fit for tank, speed and/or damage. Very few keep surplus energy. Look at usage on cap recharger on Engineers or the dmg-energy conversion passive mod. No one uses those. The only commonly used energy related thing in SCon is the AB energy use implant that was it.

 

Those who do main ECM notice that energy drain does in-fact punish people for specializing their fits and ignoring energy use. It was a fair deal.

 

ECM is still doable but their role have been changed around.

It is now a Damage type role and no longer a support ship which I play.

 

I mean if I wanted a Damage type interceptor - I fly the Covert Ops - so why the overlap in function?

Do you mean stickers? They are bought for one ship.

Thank you for the clarification. Guess I have to spend alot to get all my most used ships to bear the flag.

I guess colors work the same way - per ship ?

server under heavy load…emm nice, what about a faster login for paying customers?

Thank you for the clarification. Guess I have to spend alot to get all my most used ships to bear the flag.

I guess colors work the same way - per ship ?

As far as I am aware all of customization options are applicable to ship.

ECM

 

  • energy drain is still needed

  • the rest of the active modules were essentially to break heal squads which have limited impact now so I’m fine with those changes

  • energy drain however shouldn’t have been changed

 

Almost all ships fit for tank, speed and/or damage. Very few keep surplus energy. Look at usage on cap recharger on Engineers or the dmg-energy conversion passive mod. No one uses those. The only commonly used energy related thing in SCon is the AB energy use implant that was it.

 

Those who do main ECM notice that energy drain does in-fact punish people for specializing their fits and ignoring energy use. It was a fair deal.

 

ECM is still doable but their role have been changed around.

It is now a Damage type role and no longer a support ship which I play.

 

I mean if I wanted a Damage type interceptor - I fly the Covert Ops - so why the overlap in function?

 

Stasis iusse is still there (stasis, focus fire and done. Nothing changed).

 

But ships themself are overall nerfed and,yes, different in a bad way.

 

But i’m not surprised…i’m telling u from a week this was going to happen.

 

Something very simple and very effective as remove stasis from ggame and leave the ecms unchanged for the rest was to much …

ECM

 

  • energy drain is still needed

  • the rest of the active modules were essentially to break heal squads which have limited impact now so I’m fine with those changes

  • energy drain however shouldn’t have been changed

 

Almost all ships fit for tank, speed and/or damage. Very few keep surplus energy. Look at usage on cap recharger on Engineers or the dmg-energy conversion passive mod. No one uses those. The only commonly used energy related thing in SCon is the AB energy use implant that was it.

 

Those who do main ECM notice that energy drain does in-fact punish people for specializing their fits and ignoring energy use. It was a fair deal.

 

ECM is still doable but their role have been changed around.

It is now a Damage type role and no longer a support ship which I play.

 

I mean if I wanted a Damage type interceptor - I fly the Covert Ops - so why the overlap in function?

 

I will trow my speculation :

Just as reducing squadrons - another catering to the solo players.

 

“I face 2 frigates (guard + engineer) and I can not kill them on my own using my ECM, QQ”

“I can not solo guard on my ECM, QQ”

 

The game is heading towards promoting solo play rather than team play.

 

That is why they remade ECM to be a dmg ship and not support.

Should  I mention engineers with almost hit scan coil mortars 3 shotting inti ?

Support ? Naah, just free assists and give me the pew pew.

 

7km/s sped on 3.5K range and aoe on the shot, so even if you slightly miss the inti you still hit him.

 

Command ? Support ? Naah, just a bulky tank (due to F) that kills everything that comes close enough (inti) with blue ballz. Also frigates.

As far as I am aware all of customization options are applicable to ship.

Thanks. This should be clarified in a visible manner somewhere.

 

Additional question :

If I use just color on slot 1 and paint then decide I want to have color on slot 2/3 and go there and apply it (color 1 being the same) do I have to pay again for color 1 ?

At the moment servers are having small tech. problems, we are working to fix them!

If you want to fly ECM as a support now, you more or less have to behave as an extension of the frigate you’re with and provide fire support in-between skill cooldowns?

Technical problems were resolved, we would like to apologize for the inconvenience caused!

Am i the only one that read this as EM TORPEDO?

Ammunition
Torpedo: Explosion radius reduced by 20%

Am i the only one that read this as EM TORPEDO?

 

no, that would be me as well.

We still want 4 men squad back  :sad:

If you want to fly ECM as a support now, you more or less have to behave as an extension of the frigate you’re with and provide fire support in-between skill cooldowns?

 

ECM was mainly a support ship for other interceptors pre-0.9 while snipers could benefit to some extent

During immortal heals, ECMs fly alone ahead of the pack to disable heals on focus fire targets while the main body pounded from the boundaries

 

Now → ECM = CovOps but with different mechanics

 

If you relied on stuns (like most non-ECM pilots assume we do) you fly like a Gunship, except your mobility and beacon cap bonus allows for extended functions.

 

They never had any special relationship with frigates atleast no more than other ships except Command.