Star Conflict OBT v.0.9.4 Discussion

Eagle B  is actually complete unflayable now:D There u can’t use passive armor too :stuck_out_tongue: You are just condamned to be unable to afterburns. And ocnidering you are an interceptor… 

 

 

 

ANyway how hard could be change the Viewfinder color to red or yellow?? We are asking from moths…

And we paid real money for the eagle-b, with the synergy crap to top it all it’s feeling more and more as a total rip off. Damn I bought the 3 original dlc and all the dlc ships lost their bonus slot but gained nothing in return. That’s a pretty fucked up way of treating paying customers.

And we paid real money for the eagle-b, with the synergy crap to top it all it’s feeling more and more as a total rip off. Damn I bought the 3 original dlc and all the dlc ships lost their bonus slot but gained nothing in return. That’s a pretty fucked up way of treating paying customers.

Are you saying that you bought those ships because it was widely known and accepted by a community that they are OP? 

I have paid for 4 (3 original and 1 Pirate pack) DLCs, while i find 90% of pirate ships been handicapped comparing to free versions and original DLC ships still very valuable and effective, i bought those packs mostly for Gold Credits and passive bonuses those packs provided, ships came as a bonus. Yeah-yeah, and support devs :slight_smile:

the eagle-b is pretty nice

 

oh, didn’t read that with the ranks. well, then, kite is going to have a problem, rite, moving the hull to capacitor might solve the issue for that ship.

 

some passive which increases energy regen only in the engines would be nice too. some effeciency upgrade without drawbacks. i mean maximum energy is nice, but since the regen does not increase on capacitor size, as you might be used to from another game which uses similar fittings, energy regen does seem a bit hard to achieve. or a bit more thought on the afterburner mechanics, but i actually like the idea of having sprinter fits.

 

but seriously, the eagle-b is fine. it is a very nice patrol ship, for countering other ceptors with cool resists and reminds me of the hawk in eve.

also the missile pylons help jack-shoes for atomic bombs, since they offer no cartridge bonuses, which we still gather faster par suicide, so the hull slot for the kite does not even allow a big advantage there.

EagleB_zpsb107eb95.png

 

My Eagle B can afterburn around constantly with a surplus of 2 energy per second. I suggest you have it set up wrong ?

EagleB_zpsb107eb95.png

 

My Eagle B can afterburn around constantly with a surplus of 2 energy per second. I suggest you have it set up wrong ?

 With base speed of 577 you don’t really have to AB :slight_smile: you are still moving faster than everything around :)))

I think adding the Sensei sticker to it has made it ‘special’ :lol:

EagleB_zpsb107eb95.png

 

My Eagle B can afterburn around constantly with a surplus of 2 energy per second. I suggest you have it set up wrong ?

So you would expect but even before the update the ab would deplete your energy slowly despite those values. Right now however you will have used half your energy by the time you hit top speed and then it stabilize. Problem is if you reach top speed, break then hit the burner then you are out. That’s not exactly a rare scenario in a dogfight.

Having just actually played a game and paid attention to my energy you are sort of correct - Yes the energy goes down despite what the figures say, but its still plenty of energy to fly in and out etc

 And Energy management pre 0.9.4 was almost non existent,

 

thats is factually incorrect. in order to maintain afterburner previously and still have energy for actives, you needed at least 1 energy module, and the AB implant.

 

now, even with the AB implant you don’t even have enough to activate actives… some ships’ base afterburner usage exceed their energy regen cap… even with the implant some ships still exceed their regen caps… they need like 2-3 energy mods, and still have serious problems…

 

game just isn’t as fun any more… it’s turned into a case of ‘waiting for energy’, especially when being neuted…

 

the reason that multiple modules were used in some cases was to combat the effects of energy absorber (and energy neut missiles to lesser extent), which happens to be super-abusable right now…

 

T3+ interceptors really are made of paper. I saw one at full health have one ship’s guns turned on him and in less than two seconds he was dead.

 

yea… because adaptive is unreliable now (also sometimes no slot to fit emerg bar, or needed for something else). if you get debuffed, you lose 40 hull and 40 shield res…mostly useless unless flying fast. for frigs tho it’s utter junk, not to mention acceleration…

 

Is this yet another step in steering us down the path towards Limiting choice of ships in battle to a single race

 

seems like it… reduction in weapons, reduction in mods, now reduction in mod choices… i asked about the possibility of getting ‘implant sets’ you can swap on the fly or assign to ships, and also about synergy grind, and both times i was told ‘players are not supposed to play all classes of ships, you should pigeonhole yourselves into a cozy corner and stay there’.

 

When did beta get an alt account to troll us? Cause you’re not even funny…

 

i don’t need alt accounts, i’d just hire a bunch of social/link spammers from [3rd world country] for 5 cents a day.

 

BUT having the most squishy class (interceptors) , already nefed in speed (couse seriously, none cares so much about base speed…) as one of the most avid energy absorber from afterburners … well that’s craazy.

 

oh… so that’s how it works… afterburners were OP, so what they did was made it so you can actively give yourself a penalty/debuff by using them… for a meager 20% speed boost and complete energy suckage.

 

 With base speed of 577 you don’t really have to AB :slight_smile: you are still moving faster than everything around :)))

 

yea i’ve found that in most cases it makes more sense to raise base speed now, and bump it almost to your afterburner speed. instead of fitting energy regen mods… and this my friend, is where we start to get stupid… :\

 

also, if you try to AB on guard to dodge (left-right), since without the AB boost, changing momentum like this takes forever, you soon find yourself out of energy… same thing on engineers…

 

it’s like half the time you’re punished for dodging… don’t have enough energy to activate modules…

 

i don’t know who voted for a reduction in dodging ability… but it certainly wasn’t me…

Having just actually played a game and paid attention to my energy you are sort of correct - Yes the energy goes down despite what the figures say, but its still plenty of energy to fly in and out etc

The way energy regen works is that the closer your capacitor to depletion the more energy it regens, when you have 100% energy it regens slower than stated. I think it is around 50% volume where it reaches the level of stated regen.

ANyway how hard could be change the Viewfinder color to red or yellow?? We are asking from moths…

clipart-atlas-moth-attacus-atlas-6d37.pn

 

But back on topic: will we have more visible reticles? 

EagleB_zpsb107eb95.png

 

My Eagle B can afterburn around constantly with a surplus of 2 energy per second. I suggest you have it set up wrong ?

 

I start thinking most of you guys just don’t play the game :smiley:

 

Please, be my guest, show me in a video how do you use 2 modules in sequence afterburning (as White noise and Orion) with 2 positive energy regen score :stuck_out_tongue:

 

Or maybe you are just one of those suiciding cov ops pilot… in that case i don’t lose my time answeing you :slight_smile:

Are you saying that you bought those ships because it was widely known and accepted by a community that they are OP? 

I have paid for 4 (3 original and 1 Pirate pack) DLCs, while i find 90% of pirate ships been handicapped comparing to free versions and original DLC ships still very valuable and effective, i bought those packs mostly for Gold Credits and passive bonuses those packs provided, ships came as a bonus. Yeah-yeah, and support devs :slight_smile:

Well yes I bought them because I wanted the extra slot. They didn’t exactly come with a notice that what made them special would be removed. They didn’t even trade the slot for something else.

thats is factually incorrect. in order to maintain afterburner previously and still have energy for actives, you needed at least 1 energy module, and the AB implant.

 

now, even with the AB implant you don’t even have enough to activate actives… some ships’ base afterburner usage exceed their energy regen cap… even with the implant some ships still exceed their regen caps… they need like 2-3 energy mods, and still have serious problems…

 

In Pre 0.9.3: There were no problems in T2 because there were only 2 options for capacitor slot back then - regen or volume, most ships used regen 

and Feds r7 implant is hands down best on R7 implant line due to be most versatile out of 3 and providing biggest benefit to all of your ship in energy management. Having that implant, unless you are flying a ship with active auras you were in positive energy regen, with maybe couple exceptions. So, as i said, everyone just ignored it and commands/tacklers fitted extra regen and that was the end of energy management.

 With 0.9.3 it got more complicated but still widely ignored due to be still insignificant. Every one perma AB without thinking.

 Now we have to accommodate for energy, we have to adopt and learn, but instead of doing so (its not the only 1 ship that got this problem, it is across all ships) people just go on forums and try to push for rollbacks to have they cosy fits that didn’t require any thinking.

Well yes I bought them because I wanted the extra slot. They didn’t exactly come with a notice that what made them special would be removed. They didn’t even trade the slot for something else.

 

so you’re saying you bought them as P2W vehicles? just get over it… the faster you do, the better it will be.

 

it’s not only the T3 prems which got a slot reduction. a lot of T3s got a slot reduction, period… to balance the difference between T2 and T3, which was a problem.

 

the actual problem with T3 is survivability now, and lack of energy mods which were either removed, moved to T4, or lack slots to equip…

I start thinking most of you guys just don’t play the game :smiley:

 

Please, be my guest, show me in a video how do you use 2 modules in sequence afterburning (as White noise and Orion) with 2 positive energy regen score :stuck_out_tongue:

 

Or maybe you are just one of those suiciding cov ops pilot… in that case i don’t lose my time answeing you :slight_smile:

  As i remember correctly suicide module (have not check it in a long time) requires quite a few energy to activate, so if you want to fly in pop all your modules and suicide you will have to think and build your ship for that.

 

 If you want to have 2-3 modules activated in a same time, where it require 100%+ of your total capacitor volume, you build for that. In the build above you can fly really fast and be sufficient on energy and activate a single module at will or you make trade offs. Things like this force people to think upfront and evaluate what they can and can not do in certain situations.

it’s not only the T3 prems which got a slot reduction. a lot of T3s got a slot reduction, period… to balance the difference between T2 and T3, which was a problem.

hmm i did not check every T3 ship last night, i only checked all r9s and some r8s, NONE of them lost modules (except for Steam original DLCs)

In Pre 0.9.3: There were no problems in T2 because there were only 2 options for capacitor slot back then - regen or volume, most ships used regen

 

With 0.9.3 it got more complicated but still widely ignored due to be still insignificant. Every one perma AB without thinking.

 

its not the only 1 ship that got this problem, it is across all ships

 

i was talking about T3. T2 have less active mods to use, less disables to deal with, and less problems with survivability between units. but you’re correct in that most ships used regen.

 

the reason for fitting energy was so you could dodge (you need AB to dodge or acceleration is too slow, at least on fighter/frigs). it was also for being able to AB without completely draining your own phase shield as command, or reduction to energy aborbers/neuts, or just dodging+using actives on guard/engineer, or so you could AB and get some extra speed when being debuffed, or just to get from point A to point B faster…

 

now you can either: A. afterburn forward B. afterburn dodge C. use actives

 

but only one at a time :\ if you’re dodging, it precludes using actives on classes like engineer, guard, command, etc…

 

furthermore, all ships don’t have the same energy problems (ie: not equal across all ships)… some have major problems… others not so much.

 

hmm i did not check every T3 ship last night, i only checked all r9s and some r8s, NONE of them lost modules (except for Steam original DLCs)

 

some R9 had 8 slots (4 passive, 4 mods). they have 7 now. all of them. or, maybe i’m mistaken but i’m pretty sure some had 8, like katana s.

i was talking about T3. T2 have less active mods to use, less disables to deal with, and less problems with survivability between units. but you’re correct in that most ships used regen.

 

and Feds r7 implant is hands down best on R7 implant line due to be most versatile out of 3 and providing biggest benefit to all of your ship in energy management. Having that implant, unless you are flying a ship with active auras you were in positive energy regen, with maybe couple exceptions. So, as i said, everyone just ignored it and commands/tacklers edit: and engies fitted extra regen and that was the end of energy management. 

some R9 had 8 slots (4 passive, 4 mods). they have 7 now. all of them.

 

No R9 ships had 8 slots total, none (Exceptions were DLCs)