Star Conflict OBT v.0.9.3 Discussion

Well in detonation your enemy(And your team) loses a point for every loss of ship. So if you can kill them faster than your points drop due to them having 2 or 3 beacons you can win without beacons…But that is practicly impossible :stuck_out_tongue:

In Detonation, sure. If you reach an impasse, the more natural thing to do is to farm a few kills, focus the enemy onto one side, then have 1-2 of your guys take the far away Station so you can have the upper hand. More often than not, offering a few kills actually DOES help you. The enemy goes into a killing frenzy and only notices when they’re respawning or it’s already too late.

 

right, and with that approach you end up on top every time. which is why buff assists are OP along with kills+dmg on engi/command. problem is with people who rely solely on the buff assists and sit back and do nothing… not even popping their head out to provide some extra damage.

 

i just went 1-35 on a command and got top eff. can do it every time… one of the easiest classes to grind synergy on, and engineers.

 

the worst are probably tacklers, and empire lrfs… since they have to rely mostly on single-target debuffs (no aoe buffs/debuffs) and kills/damage assists…

If anything, your suggestion is just to nerf assists in Synergy gain. I’m ok with that. I’m not ok with you babbling on and on about basic things you don’t seem to even grasp properly…

 

they are… the team that wins usually has most kills… that’s a statistical fact… proving that kills do in fact win games. they also increase enemy respawn times.

 

kills only matter in recon to an extent… can usually be settled by a proper recon/warpgate+covert rush on the commander. although in pubs, its admittedly harder to pull off but not impossible. done it countless times with the whole enemy team turtling around their commander, as long as my teammates are using the same playbook. although a team that gets more kills is usually more experienced and better able to pull it off.

 

in detonation they matter because kills prevent the enemy from reaching your beacons… as for the number of games settled by kill count, it’s actually in the minority (as in, down to the last 2 stations, or an equal station count).

 

stations are easy to kill, you can hand off the bomb at the plant to a teammate behind you. if done properly, hard to stop. especially with nuke+ecm cheese spam on top of it. especially if you’re doing better in kills, making it easier to reach those beacons and defend yours.

 

in any case, beacon caps are won because you were actually able to kill the defending/attacking forces… not by sitting around assist farming or crowding 5 men around a beacon.

 

imagine the dudes who kill the 5 attackers around a beacon and died… each netted a few measly points… the survivors when arrived late on the scene might even pick up a few kills/assists and a free 300 beacon cap points. it’s imbalanced. moral of the story: arrive late, stay behind and pick up the killsteals and the free beacon cap ftw…

Before I actually answer this… You’re talking about Domination, right? The one with the 3 active Beacons, right?..

the problem with the bomb is it’s grey when enemy is holding outside radar range… so it confuses a lot of less than combat-aware players… but if you can’t see and prevent a sole bomb carrier on a flank then there’s just something else wrong with your team if they can’t keep track of 2 bombs…

 

not nerf assists… buff damage assists but nerf aoe buff/debuff assists.

 

as for the other comment, i’m speaking of all modes… as far as kills are concerned… if you mean the last paragraph in that quote referring to the 5 dudes at the beacon it can be domination or beacon hunt… as capturing a beacon would imply… or even capture the beacons…

 

you don’t have to answer it… because it’s already been settled: kills secure beacons caps (and wins, more generally speaking), not the other way around…

Yes, but when it’s under enemy control, it has a red range-finder. Even the match Mooks know red = enemy. And if it’s moving towards our bases, it MIGHT be a good idea to go for it.

Again, I stress the point of bloodlust. It happens way too often to any team in any given area. Often for long enough for your team to slip a bomb through. I’ve seen it happen hundreds of times and I’ll see it happen a few hundred more…

 

If you’re going to nerf anything, nerf Synergy gain for Buff Assists.

 

Kills secure Beacons IFF you can hold them. The match ends when the points hit zero and any team with a brain will focus hard enough to turn the tables in their favour, as I’ve seen happen many times. Control is held by the team with the most brains, not by those who hold a feeble hand on the Beacons. As usual, your grasp on the game is as floppy as your brain.

Again, I stress the point of bloodlust. It happens way too often to any team in any given area. Often for long enough for your team to slip a bomb through. I’ve seen it happen hundreds of times and I’ll see it happen a few hundred more…

Pretty much. It’s how I do it in detonation. I grab a bomb, fly back to my team’s area with it, sit tight for a moment until a brawl ensues someone far enough and then sideline just like in the old days to a beacon. I might be visible to everyone now but typically get ignored until it’s too late.

I’m surprised this mode is the least favourite mode btw. It’s one of the most tactical ones for me and one of my favourites.

Yes, but when it’s under enemy control, it has a red range-finder. Even the match Mooks know red = enemy. And if it’s moving towards our bases, it MIGHT be a good idea to go for it.

Again, I stress the point of bloodlust. It happens way too often to any team in any given area. Often for long enough for your team to slip a bomb through. I’ve seen it happen hundreds of times and I’ll see it happen a few hundred more…

 

Kills secure Beacons IFF you can hold them. The match ends when the points hit zero and any team with a brain will focus hard enough to turn the tables in their favour, as I’ve seen happen many times. Control is held by the team with the most brains, not by those who hold a feeble hand on the Beacons. As usual, your grasp on the game is as floppy as your brain.

 

yet somehow, i’m consistently the only one who chases after the bomb…

 

kills secure beacons, in most cases. it usually means you can hold them if you kill more of the enemy… of course, if all you do is kill and sit at one beacon the entire game… but then again… it questions your powers of deduction, which state that if you’re not moving to where the enemies is, you’re getting less kills ;\

 

plus… you need to get kills to prevent a beacon cap… how else? i mean… you can scare them away with jerry torps ;p

 

Pretty much. It’s how I do it in detonation. I grab a bomb, fly back to my team’s area with it, sit tight for a moment until a brawl ensues someone far enough and then sideline just like in the old days to a beacon. I might be visible to everyone now but typically get ignored until it’s too late.

I’m surprised this mode is the least favourite mode btw. It’s one of the most tactical ones for me and one of my favourites.

 

that’s because you appear grey to them… most people don’t realize it until it’s too late… i don’t have that problem knowing this, an i’m sure experienced teams don’t either.

 

detonation is prob least favorite because of the above mentioned ‘bug’ and abusable ecm+nuke cheese. also, i’ve seen some ‘insta-plants’… not even sure what those are about, but as soon as the enemy flies within 500m of the station, the bomb arms… it doesn’t look like lag, more like an exploit, as i’ve seen people do it multiple times… and if it were lag… that’s some 10 second lag buddy ;o i’m surprised you can even hit those people…

In Detonation, sure. If you reach an impasse, the more natural thing to do is to farm a few kills, focus the enemy onto one side, then have 1-2 of your guys take the far away Station so you can have the upper hand. More often than not, offering a few kills actually DOES help you. The enemy goes into a killing frenzy and only notices when they’re respawning or it’s already too late.

?..

Oh crap, I meant domination >.<

Are you guys taking DSR into consideration? Because I have always been getting the same maximum match-making rank for a ship regardless of 0 synergy or max synergy, regardless of no weapon equipped or a purple weapon equipped. And not just with my current very high DSR but already when it was lower.

Just asking because if you are not then I’m bugged and need to file a bug report. ;D

Things that are taken in account:

 

  1. Highest ranked ship equipped on you if you’re alone/in squad if you’re in a squad.

  2. Your recent success in terms of wins and losses.

 

Things that aren’t taken into account.

 

Everything else.

Things that are taken in account:

  1. Your recent success in terms of wins and losses.

 

so it’s not your DSR? but appears to be DSR since that can also roughly be translated into recent wins/losses (assuming you’re not just kill farming, but actually playing obj).

 

so recent wins/losses determine your ‘rating’ according to mm?

Things that are taken in account:

 

  1. Your recent success in terms of wins and losses.

Doubt that one. My MM rating would have to fluctuate if that was true. In particular when playing new ships I go for synergy, not wins, and my win ratio drops, yet my rating is always the same.

Things that are taken in account:

Do you still have the link to that topic where a Dev explained it all about how MM rank was calculated ?

 

I think it was on the Russian forums and you posted the link to it here. I can’t find that thread anymore and am sure it was you who linked it. Was back in May/July …

Just a reminder to keep this topic clean / on-topic and free of personal attacks / abuse. By now everyone posting here should be aware of the rules regarding posting in Patch Notes topics and if you’re still unable to follow these, there will be consequences.

most games are won by kills first, beacons second.

it may seem like it

you can even conjure up examples and scenarios where it can / should happen

but it doesn’t

 

I’ve played wayyy too many games where kills do not equate to wins

 

aside from Combat Recon and Beacon Hunt ofcourse.

 

Domination, Detonation and Realistic Mode have low emphasis on overall DPS but rather on priority target calling and positioning.

 

side note - you can deny beacon capture without killing. ships must be damage free within last 3 seconds to affect the beacons. A single ship can spray paint multiple targets from range (eg. 9km range lazor) camping around a beacon and the enemy will not be able to cap it.

Oh crap, I meant domination >.<

You… I hate you.

 

yet somehow, i’m consistently the only one who chases after the bomb…

 

kills secure beacons, in most cases. it usually means you can hold them if you kill more of the enemy… of course, if all you do is kill and sit at one beacon the entire game… but then again… it questions your powers of deduction, which state that if you’re not moving to where the enemies is, you’re getting less kills ;\

 

plus… you need to get kills to prevent a beacon cap… how else? i mean… you can scare them away with jerry torps ;p

Kills only secure Beacons if you keep the enemy away from them. If you let them bleed through, they’ll start taking over and, before you know it, the tables are turned and you find yourself playing Ring Around the Beacon.

 

Again, let me stress the absolute basic about Domination: “Kills only secure your Beacons IFF you can keep them under your control at all times.”

 

I’m surprised this mode is the least favourite mode btw. It’s one of the most tactical ones for me and one of my favourites.

It’s the least favourite exactly for that reason. It requires thinking. People hate to think, it’s just mindlessly pushing two buttons: Right mouse click and Left mouse click. No more would ever be required in this simple-minded game, nowadays.

I’ve played wayyy too many games where kills do not equate to wins

 

side note - you can deny beacon capture without killing. ships must be damage free within last 3 seconds to affect the beacons. A single ship can spray paint multiple targets from range (eg. 9km range lazor) camping around a beacon and the enemy will not be able to cap it.

 

of course, kills on the board don’t always equate to wins, you could have a new commander… or the enemy just knows how to abuse ecm+nukes better… whatever the case may be… they are all quite understandable… for the most part…

 

however, the proper thread is here: [http://forum.star-conflict.com/index.php?/topic/21196-random-suggestions/](< base_url >/index.php?/topic/21196-random-suggestions/) G4. inb4; beacons can only be secured if you kill enough enemies. if you happen to be lucky enough to cap beacons without killing enemies, it simply means they aren’t much of a challenge. a properly organized enemy will be able to react to your feeble attempt to capture beacons while being 5 men down at all times.

 

side note: you can avoid taking damage by hiding behind the beacon. in fact, you can prevent detection in some cases :\ static barrier, etc etc… and if you don’t kill them, they will come kill you, then take the beacon… or after they take it, whichever the case may be…

 

use the correct thread.

 

Again, let me stress the absolute basic about Domination: “Kills only secure your Beacons IFF you can keep them under your control at all times.”

 

which is easy to do if you keep the enemy respawn timers high and their man count down by 5…

 

anyways, use the correct thread, thanks.

side note - you can deny beacon capture without killing. ships must be damage free within last 3 seconds to affect the beacons. A single ship can spray paint multiple targets from range (eg. 9km range lazor) camping around a beacon and the enemy will not be able to cap it.

Isn’t that only to start capture? Once you’ve started I don’t think I ever noticed taking damage interrupting it.

It’s the least favourite exactly for that reason. It requires thinking. People hate to think, it’s just mindlessly pushing two buttons: Right mouse click and Left mouse click. No more would ever be required in this simple-minded game, nowadays.

Can’t disagree with that sadly.

Isn’t that only to start capture? Once you’ve started I don’t think I ever noticed taking damage interrupting it.

no. any damage interrupts your capturing process.

no. any damage interrupts your capturing process.

Ok thanks.

no. any damage interrupts your capturing process.

I’ve had times where I wasn’t taking any damage and I still wasn’t capturing it. Same the other way around, I was getting shot and was still tagging it.

Doubt that one. My MM rating would have to fluctuate if that was true. In particular when playing new ships I go for synergy, not wins, and my win ratio drops, yet my rating is always the same.

Lose a few games in a row. Usually around 5-7 is enough for me to lose a point and go down to 49.

Lose a few games in a row. Usually around 5-7 is enough for me to lose a point and go down to 49.

Hmm ok, will have to try. Will probably have to mess up some 3v3 games to test. Sorry in advance. :wink:

> most Domination are won by kills first

 

YOU WHAT!? Do you even play the game!? The ONLY games where kills actually matter are Detonation and Recon. Where the xxxx are you getting the “kills matter more in Beacon modes”? Come on, you can’t possibly be this stupid!

 

Killing the enemy is a given, but Beacons DO take priority because they win you the game, not how many people you kill. And having your Captain die twice just shows how terrible your own team is and is very much not needed.

For Domination, beacons are priority.  I had a 1v1 with two bots on each side and my focus take a fed cov ops, capture a beacon, go to another one.  The other guy took a command fighter.  I didn’t bother fighting him.  I used my speed to capture beacons and secure as much as I could, nuked a few beacons to clear drones and deny him the beacon if I couldn’t capture it myself.  I got such an advantage early on, the last two minutes I just flew around and stayed alive because I had enough points won already to guarantee a win.

 

Pretty much. It’s how I do it in detonation. I grab a bomb, fly back to my team’s area with it, sit tight for a moment until a brawl ensues someone far enough and then sideline just like in the old days to a beacon. I might be visible to everyone now but typically get ignored until it’s too late.

I’m surprised this mode is the least favourite mode btw. It’s one of the most tactical ones for me and one of my favourites.

The only problem with detonation is that too many people ignore the bomb entirely.  It’s 150 points just for picking it up, more than a kill!  I think it’s 250 for killing the bomb carrier.  If you want efficiency points, deal with the bomb, but few do.  Too often it’s a free for all.

 

of course, kills on the board don’t always equate to wins, you could have a new commander… or the enemy just knows how to abuse ecm+nukes better… whatever the case may be… they are all quite understandable… for the most part…

Don’t blame the commander, blame the other team, unless your commander suicides.

 

As for MM, it’s server side and can be changed easily.  I’m getting 36 with an R6, R7, R8, and R9.  The R6 and R7 are at four synergy levels, the R8 and R9 at seven.