Star Conflict OBT v.0.9.2 Discussion

inb4; ECM can disable 2 of anything. see: broken.

BTW for all of those that on a side of Singularity OP, i am gonna state an obvious thing but here it goes:

you have a perfect tool to counter that and protect your Frigates - ECM with weapon inhibitor - it is direct counter to GunShips, you can negotiate enormous dps from 2 gunships attacking your Frigates if played well

Still, you have teamwork problems.

The devs need to urge players to get into a corp ASAP. Not by making it hard: that’d just be cruel. Just giving them slight bonuses depending on who the faction is, for example.

I will paint all my ships in solid Gold color and change my nickname to MIDAS!

 

Ram your enemies to death using your touch of Midas!

 

Still, you have teamwork problems.

The devs need to urge players to get into a corp ASAP. Not by making it hard: that’d just be cruel. Just giving them slight bonuses depending on who the faction is, for example.

 

I believe a long time ago I mentioned that we should start a thread and xxxxx about poor teamwork. Never thought I’d say this, but we need a teamwork guide.

I will paint all my ships in solid Gold color and change my nickname to MIDAS!

Would be nice if we actually had more colours to allow you to do that. Or a nice customization system as in War Thunder, that one is really fun to use (and most of it free, but that’s not the point). I’m a bit underwhelmed by the available choices.

inb4; ECM can disable 2 of anything. see: broken.

I did not say disable, prevent huge chunk of dmg for short period of time to help your teammates to regroup/reposition and such, in same time good gunships can counter that counter measure, it is all about out playing your opponents, you can’t imagine how many times my guts timed my combat reboot to absolutely negotiate stasis/energy drain/ion beam/Target Painter/Inhibitor beam/EM or Jericho torpedos/Octopuses/Nuke/SelfDestruct you name it

Ram your enemies to death using your touch of Midas!

 

 

I believe a long time ago I mentioned that we should start a thread and xxxxx about poor teamwork. Never thought I’d say this, but we need a teamwork guide.

I wish we had a more complex tutorial that would incorporate certain situations that would teach you basic team works like timing Guided torpedo/Disintegrator on a Stasised target or disabling a gunship as soon as it hit overdrive+overcharge on your friendly engineer:))) 

there is obviously more on this patch considering the fact that it’s 500 mb. 

I did not say disable, prevent huge chunk of dmg for short period of time

 

you can’t imagine how many times my guts timed my combat reboot to absolutely negotiate stasis/energy drain/ion beam/Target Painter/Inhibitor beam/EM or Jericho torpedos/Octopuses/Nuke/SelfDestruct you name it

 

disable, shut down… sorry, misnomer.

 

basically drain+disable one ship, inhib+disable another.

 

and meta to troll for an additional cc/disable (not to mention beacon caps).

 

yes, inhib is a good tactical mod… but 3 disable/ccs is too much. it’s an IDDQD boat.

 

that kind of timing is rare and situational, and only happens a small fraction of time.

 

TLDR; some more blahblah about broken ECMs

 

plus, the only actual viable counter to ECM are R8 implants (forgoing tactical options like coverts, and tacklers). it’s the engine/thruster/ab shutdown that mainly makes it op, then secondly weapon disables… (on top of damage reduction and energy drain)…

 

and even then, you MUST equip a survival module equipped in one of your slots, just to counter ecms… seriously, how many other units can you name that require a specific mod as a counter? not many, and they are situational… this is pretty much required, if you’re fighting a GOD :\

 

tacklers for instance have counters… the ECM actives don’t, not until R8. duration reduction doesn’t really help you, and you can’t equip that ship mod until R8 anyways, so it’s just the R2 implant, which hampers your dps and lock-on times (since that mod is also unavailable until R8)… basically huge disadvatage just to counter ECMs.

 

disabling modules for a short duration is fine as a counter. however, preventing the target from moving/firing = faux pas.

 

reducing speed is fine (like a tackler), but killing maneuvering thrusters/turning, ab and engines altogether is just messed up.

 

preventing you from firing for a good 8+ seconds is also messed up… then damage reduction on top of that… it’s like playing god.

 

in fact if you count an average or full length disable on a ecm plus weapon inhib, i’m pretty sure that’s way more than 40% damage reduction. it’s probably more like 60-100% damage reduction, depending on how long it takes you to kill the target.

 

nah, in fact i’m pretty sure this thing can reduce 2 enemies to almost zero dps while your team kills them… then laugh about it over a bottle of rum… arrr, space pirates.

 

why are squads broken? i think you have an answer. like the one above: too many abusable mechanics.

Question: if i bought a perma-paint on a ship and decide to change it, will the previous one still be available?

 

PS: available for free* to reswitch to it whenever i want?

still no after buner gfx fix. still no aim/retickle fix… u have that option in warthunder but not starconflict… i only lvled prenium ships so now im kinda done for since u still havent fixed prenium lvling, i had some fun buying some fighters with normal credis but now thats the only tree i can lvl in… SUCKY!

 

back to playing warthunder again. a great step back…

can u please stop fumbling with stuff that dosent need fixing

Which ships have now more/less max speed? Would be interesting to know. for me it feels that the game got way slower with 9.0

 

 

I 2nd this comment - Since 0.90 the game feels so much slower than it did before - Although I dont think its anything to do with indicated speeds of ships

 

Thats probably because the visual and audible effects for the afterburner are gone since the 0.9.1 update…I dont know if this was intended or not, but it is nonsense to me.

From what we’ve seen so far if you purchase new paint options for your ship then you lose the previous colors you had.   

basically drain+disable one ship, inhib+disable another.

i would do it differently due to the nature of modules

 

yes, inhib is a good tactical mod… but 3 disable/ccs is too much. it’s an IDDQD boat.

TLDR; some more blahblah about broken ECMs

IMHO ECMs were definitely on stronger side pre 0.9.2, now? definitely not as much, useful? yes! OP? manageable. Especially with speed/survivability nerf across the board.

 

that kind of timing is rare and situational,

that type of timing is happening couple times per battle, and i am not the only one doing that 

 

and only happens a small fraction of time.

single event like this easily gives you an upper hand in an encounter, multiple per battle contributes towards victory 

 

 

plus, the only actual viable counter to ECM are R8 implants (forgoing tactical options like coverts, and tacklers).

you shall never neglect anything available to you or your team, as always it is not 1v1 game.

 

and even then, you MUST equip a survival module equipped in one of your slots, just to counter ecms…

Surv/Restor modules are not vs ECM, side effect is (implant), most of the players equip them to have better survivability vs ALL other ships, the only 2 ships that have least used surv/rest modules on are Engineer and Recon, and still when players want to push offencive side of these ships, they sacrifice one/two of role modules. Now with nerf to ECM you will see more people countering Tacklers/guads and having cd reduction implants.

 

tacklers for instance have counters… the ECM actives don’t, not until R8. duration reduction doesn’t really help you, and you can’t equip that ship mod until R8 anyways, so it’s just the R2 implant, which hampers your dps and lock-on times (since that mod is also unavailable until R8)… basically huge disadvantage just to counter ECMs

What about Recons Drones and Shield Drain, CovOps White Noize and Plasma Web, Tacklers slow debuff, LRF Infrared blah blah w/e its called. While pre 0.9.2 main purpose of double reduction (module and implant together) was to counter ECM due to sheer number of them per game, wait and see how much of population abandoned them just because they got nerfed. In higher tiers/organized play there always will be disables/cc, smart cc win games. Lack of control mechanics and counters in a game makes it dumb pew-pew-pew.

 

 

disabling modules for a short duration is fine as a counter. however, preventing the target from moving/firing = faux pas.

reducing speed is fine (like a tackler), but killing maneuvering thrusters/turning, ab and engines altogether is just messed up.

 

preventing you from firing for a good 8+ seconds is also messed up… then damage reduction on top of that… it’s like playing god.

if your target does not perform anything to prevent things like that, it is not playing a god, it is killing a no0ob that doesn’t know what he is doing or how to engage with ecms present. 

 

in fact if you count an average or full length disable on a ecm plus weapon inhib, i’m pretty sure that’s way more than 40% damage reduction. it’s probably more like 60-100% damage reduction, depending on how long it takes you to kill the target.

or how dumb your target is

 

nah, in fact i’m pretty sure this thing can reduce 2 enemies to almost zero dps while your team kills them… then laugh about it over a bottle of rum… arrr, space pirates. 

if these 2 targets got in a position that both of them get killed in those 3 seconds, they would have died without ECM debuffs anyways.

 

why are squads broken? i think you have an answer. like the one above: too many abusable mechanics.

Because player base is too small to accommodate all tiers and separate solo vs squads in same time.

BTW for all of those that on a side of Singularity OP, i am gonna state an obvious thing but here it goes:

you have a perfect tool to counter that and protect your Frigates - ECM with weapon inhibitor - it is direct counter to GunShips, you can negotiate enormous dps from 2 gunships attacking your Frigates if played well

Let’s compare Sillyngularity to Shrapnel, as both are close range brawlers.

What happens when you land a partial hit with Shrapnel? Partial damage, and the pellets are gone. What happens when you land a partial hit with Sillyngularity? Full damage, and the whole ball of death just keeps on going. Apart from that, even with the now increased spread of Shrapnel, its hitbox is still way smaller than that of Sillyngularity. Sure, in terms of projectile speed Sillygularity loses, but with a hitbox as huge as a barn, does it really matter?

Let’s compare Sillyngularity to Shrapnel, as both are close range brawlers.

What happens when you land a partial hit with Shrapnel? Partial damage, and the pellets are gone. What happens when you land a partial hit with Sillyngularity? Full damage, and the whole ball of death just keeps on going. Apart from that, even with the now increased spread of Shrapnel, its hitbox is still way smaller than that of Sillyngularity. Sure, in terms of projectile speed Sillygularity loses, but with a hitbox as huge as a barn, does it really matter?

misc-jackie-chan-l.png

what does it have to do with shrapnel canon or any other weapon on ECM? Btw you can add lower overheat on ECMs to that as bonus.

Was wondering if the infinite attack drones are working as intended? If there are no torp frigs and you’re careful around singularity fighters you can get some huge swarms going. Managed to go up to 12 attack drones in a combat recon. Fearsome dps. :wink:

plus, the only actual viable counter to ECM are R8 implants 

 

 

why are squads broken? i think you have an answer. like the one above: too many abusable mechanics.

 

The counter to ECMs is Teamplay, as is the ECM only viable in teamplay. This is a team game, even if you are running solo.

 

Squads don’t ruin anything, and what you call abuse, is IMHO called coordination.

 

Much of these discussions are also about our gaming culture in the game. I would not take gaming culture for granted, many very successful games had immense community effort behind them to make them real balanced team games. Groups online of people meeting, talking to each other, can use weaker looking ships to be deadly weapons, just because they coordinate.

 

While I do agree, stasis does simply too many things at once and would rather have 2 separate modules for that, just to force the ECM to think about what he equips, I do also think, that in the hands of a player with a team, that uses some kind of voice coordination, gets incredibly dangerous, while it is just a useless distraction, if one presses buttons randomly.

 

While some implants might be nice - my hardest counter against an ECM at the moment is aim and a microphone. While in an ECM (which I usually only fly in Realistic, because respawning games are mostly Engineer or CovOps for me) I usually play conservative, and rather keep my eyes open if i can use my evil spells in the right moment. I might even say, ECM is a good solo ship, if one tries to become a humble servant of his team, and simply try to watch how others play and help them. The increased firetime allows a bit more pewpew - but I still don’t find ECMs killing machines.

IMHO ECMs were definitely on stronger side pre 0.9.2, now? definitely not as much, useful? yes! OP? manageable. Especially with speed/survivability nerf across the board.

 

that type of timing is happening couple times per battle, and i am not the only one doing that. single event like this easily gives you an upper hand in an encounter, multiple per battle contributes towards victory 

 

if your target does not perform anything to prevent things like that, it is not playing a god, it is killing a no0ob that doesn’t know what he is doing or how to engage with ecms present. 

 

or how dumb your target is

 

if these 2 targets got in a position that both of them get killed in those 3 seconds, they would have died without ECM debuffs anyways.

 

you still fail to understand why ECM is broken… you keep trying to compare them 1v1 when it suits you. and then you say that 1v1 doesn’t matter when it doesn’t suit you…

 

so you can time a mod with 2 sec duration, 45 sec cooldown, predicting when an enemy will use a disable… nice… so not only are you timing a 4.5% window of opportunity, you are also psychic… you do realize this is impossible with any frequency.

 

ah, so now everyone who can’t counter a ecm (simply because there are no viable counters pre R8) is a ‘no0ob’… how magnanimous of you.

 

and with that, ends another productive discussion.

 

The counter to ECMs is Teamplay, as is the ECM only viable in teamplay.

Squads don’t ruin anything, and what you call abuse, is IMHO called coordination.

 

While I do agree, stasis does simply too many things at once and would rather have 2 separate modules for that, just to force the ECM to think about what he equips

 

the counter to anything is teamplay. invalid argument. the problem is that ECM actually COUNTERS teamplay… LMAO…

 

i never said squads ruin anything. i said abusable items become more powerful in squads. hence, broken.

i bought a Jericho The cat sticker and i changed my sticker and…guess what? I did not know that if you have changed your sticker and then you want to use your old one you have to pay for it again!!! wow

Question: if i bought a perma-paint on a ship and decide to change it, will the previous one still be available?

 

PS: available for free* to reswitch to it whenever i want?

you will have to pay for it again -_- which i hate