Star Conflict OBT v.0.9.4 Discussion

  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.

 

37 energy … but that wasn’t the point. Everyone who runs cov ops with self destrucion deserves all my disgust.

 

 

Anyway, you can’t build eagle m for that.Period.

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…

Yep I paid to win but now that’s weird because all my win is gone and my money isn’t coming back. Being in beta sure give them alot of rights and If I get over it without saying anything as you say then they will keep doing it.

Well… pay to win thing apart … i could agree with the concept.

 

I mean i bought lot of modules (some premium too…) that now just do different things and are usless for my ships (or usless at all).

 

I just think a total refound (in terms of GS and game money) for all premium and blue modules after patches that change ggmae contents so much is mandatory.

Yep I paid to win but now that’s weird because all my win is gone and my money isn’t coming back. Being in beta sure give them alot of rights and If I get over it without saying anything as you say then they will keep doing it.

It is a common sense that in the game that is been projected as NOp2w module, outstanding p2win OP elements will be adjusted sooner or later and complaining that you no longer can p2win will serve nothing. I’de like to remind you a Nuclear carrier Strong with 18 Nukes on board per match and when it was adjusted and how much whining came from people that wanted to p2win.

Well… pay to win thing apart … i could agree with the concept.

 

I mean i bought lot of modules (some premium too…) that now just do different things and are usless for my ships (or usless at all).

 

I just think a total refound (in terms of GS and game money) for all premium and blue modules after patches that change ggmae contents so much is mandatory.

yeah, especialy prems

Yep I paid to win but now that’s weird because all my win is gone and my money isn’t coming back. Being in beta sure give them alot of rights and If I get over it without saying anything as you say then they will keep doing it.

 

well, tbh… i had a problem with the T3 DLC ship nerfs, until i realized it wasn’t the slots that were the problem. it was the general all-around nerf to T3 (mods removed or moved to T4). and some classes of DLC ships… like commands having a hard time maintaining energy and being generally paper thin now. just that much easier to focus down…

 

engineers can barely maintain energy, yet they’re one of the first to get focused… yup, makes sense… turn you into a slowboat then take away your ability to dodge ;p

 

on that same topic, with lower survivability it will be easier to focus ships down again :\ so i assume this is the supposed ‘squad fix’… just make it easier for them to focus people. ;p

They also killing the Dragonfly !

Katana S have better fitting with 1 more CPU slot (good to boost capa for his dif. shield)

 

I really really want to say (and read) after a patch day : thanks guys your update is amaaaaazing !!!

It is a common sense that in the game that is been projected as NOp2w module, outstanding p2win OP elements will be adjusted sooner or later and complaining that you no longer can p2win will serve nothing. I’de like to remind you a Nuclear carrier Strong with 18 Nukes on board per match and when it was adjusted and how much whining came from people that wanted to p2win.

Hmm hmm I remember that, more recently when they introduced the new weapons and the synergy system my prems lost value in my eyes. Then they removed slots on some of them and the slot configuration of the rest doesn’t fit what I want. Beta status can only excuse so much when they aren’t even trying to give back something in exchange for what they are removing.

They also killing the Dragonfly !

Katana S have better fitting with 1 more CPU slot (good to boost capa for his dif. shield)

 

I really really want to say (and read) after a patch day : thanks guys your update is amaaaaazing !!!

 

yea and that too. slot layouts… everything is whack right now, and the devs can’t possibly foresee every scenario that users will want/need to build for given situations. it’s impossible.

 

it’s like trying to dummy-proof a program. instead of trying to squeeze the game into a rock-paper-scissors scenario, they should just balance out all the various mods/res/damage potentials, and leave options open.

 

but that’s a stretch… because… em torps still exist in their current form… must i remind anyone? i affectionately call this thing the fly-swatter. and that’s the real problem with frigs, not their survivability or other stats (although the might have required minor tweaks, nothing this drastic).

 

nobody is even willing to allow torps to do less damage to inties/fighters compared to frigs to even test my hypothesis (warning indicator wont help for point blank)… instead, we get this massive, complicated mess… for something that is literally beyond simplicity…

beta stop flying straight at frigs and you fix your problem!

Get behind them and they can’t do xxxx. Or fit a goddamn emergency barrier. A good inty pilot won’t get hit by a frigate in 90% of the time he is shooting him.

beta stop flying straight at frigs and you fix your problem!

Get behind them and they can’t do xxxx. Or fit a goddamn emergency barrier. A good inty pilot won’t get hit by a frigate in 90% of the time he is shooting him.

Torpedoes and pulsar hit you from anywhere, also the damn slow field makes hitting interceptors a cakewalk. 

A good inty pilot won’t get hit by a frigate in 90% of the time he is shooting him.

 

Only if the frigate is afk. Or in T1.

Torpedoes and pulsar hit you from anywhere, also the damn slow field makes hitting interceptors a cakewalk. 

don’t fight a guard in an inty if you don’t like his pulsar or slowfield :stuck_out_tongue:

And torpedoes fly straight from the front end of the ship I believe, so you just have to stick behind him.

don’t fight a guard in an inty if you don’t like his pulsar or slowfield :stuck_out_tongue:

And torpedoes fly straight from the front end of the ship I believe, so you just have to stick behind him.

 

Torpedoes can be launched in any direction. They are the #1 point defense weapon vs interceptors in 0.9.x.

don’t fight a guard in an inty if you don’t like his pulsar or slowfield :stuck_out_tongue:

And torpedoes fly straight from the front end of the ship I believe, so you just have to stick behind him.

That’s the problem, you used be able to fight guards one on one before. And sometimes that’s not an option, bunch of guards have taken a beacon and you have interceptors? GG then.  And Snib is correct, missiles can be shot from any direction. 

That’s the problem, you used be able to fight guards one on one before. And sometimes that’s not an option, bunch of guards have taken a beacon and you have interceptors? GG then.  And Snib is correct, missiles can be shot from any direction. 

Well, guards are supposed to hold off interceptors and missiles. So I’d say they are doing their job then.

And perhabs torpedoes should get a limited attack range then? Like a cone in front of their ships where the missile can fly towards. With inty rockets I can understand due to the high-speed high-motion battles they have, but torpedoes shouldn’t be able to launch in every direction IMO.

Well, guards are supposed to hold off interceptors and missiles. So I’d say they are doing their job then.

 

And perhabs torpedoes should get a limited attack range then? Like a cone in front of their ships where the missile can fly towards. With inty rockets I can understand due to the high-speed high-motion battles they have, but torpedoes shouldn’t be able to launch in every direction IMO.

 

they’re doing their job a bit too well… it’s an example of one broken weapon used to combat another. in most cases, either way, battles result in almost instant deaths… sometimes to great lotto effect…

 

attack range doesn’t matter on em torps… it’s the point blank shots that kill you, or from 500-1000m away if launched into your line of travel. or spam at beacons, mostly. or used as suicide-counters… :\

 

launching torps from the front won’t solve the problem. maybe slightly, but it will only annoy frigate pilots, as that is probably their last defense vs an inty who is sitting on their back.

 

there is simply no way to fix massive AOE weapons in a game where units have 4x the health differential without reducing the damage AOE does to smaller targets… simply cannot be balanced in any other way.

 

there is simply no way to fix massive AOE weapons in a game where units have 4x the health differential without reducing the damage AOE does to smaller targets… simply cannot be balanced in any other way.

 

Signature radius ?

small signature, less damage

big signature, full damage

After that, reduce bonus dmg on inties because they can stay longer in fight

And can we have the old Cheeta 2 implant? Lowering the maximum speed of ships also lowers the skill cap of the game. 

there is simply no way to fix massive AOE weapons in a game where units have 4x the health differential without reducing the damage AOE does to smaller targets… simply cannot be balanced in any other way.

If I recall it correctly Jerichos Guided torpedo is already following this mechanics (i haven’t flown Jericho torp in months so don’t quote me on this, this is something i heard) 

 

Supposedly

it does 100% to Fighters

It does increased dmg to Frigates

It does reduced dmg to Interceptors