Star Conflict OBT v.0.9.4 Discussion

I was on the survival map t3
I nuked one beacon and solo captured it
almost took a second beacon solo, returned and soloed it on next ship
defended the last beacons after that and look at this score…

http://steamcommunity.com/sharedfiles/filedetails/?id=176570229
 
LAME

Serves you right for being a team player you nub

I was on the survival map t3

I nuked one beacon and solo captured it

almost took a second beacon solo, returned and soloed it on next ship

defended the last beacons after that and look at this score…

http://steamcommunity.com/sharedfiles/filedetails/?id=176570229

 

LAME

You need to troll more assist while you do that. But at least you won. For me it tends to look like this:

CiRcum9.jpg

Unless you get one of those glorious 3v3 or 4v4, then you can just farm besides going for objectives:

LP1eS1W.jpg

You need to troll more assist while you do that. But at least you won. For me it tends to look like this:

CiRcum9.jpg

Unless you get one of those glorious 3v3 or 4v4, then you can just farm besides going for objectives:

LP1eS1W.jpg

first match:

You had someone from 2x2 on your team, that is generally an insta-lose. They are even worse than CORP usually.

And second match you had to fight TEST, on EVE online they are kinda xxxx, probaly here as well :stuck_out_tongue:

But shut the foock up please! Pulsar,Slow effect, Coil Mortar, EM torpedos… and huge amount of survivability…  

 

But people are not happy yet… they think they have to be completly immortal, they think they have to be able to fly alone on a becon and get it while 10 others ships are focusing fire on them (and they should be able to kill at least 6/7 of them too) … becouse they are “Guards”.

 

And sad part is Devs actually cares about this kind of nosense feedbacks… and the results is: Welcome to World of Frigates (was Star conflict)… a game where your own skill doesn’t matter, your team skill doesn’t matter: just pick up the right ship (read guards for the most with some Engi and Long Range as support) and you can score easy wins with 0 skill!

 

nonsense?

 

then tell me why NASA, WPK and other corps equip their slots a follows - ECM, covert, assault, engineer. sometimes theres a recon in there…

 

now please explain why you would use inferior ships and then cry about frigates.

 

obviously, they aren’t inferior and there is some clear visible bias here, so that interceptors would remain pretty much the only viable unit.

 

be my guest.

 

also… please explain to me how ECM requires skill… disables… or energy absorb… or CO white noise 18 sec disable, or recon’s shield drain… those require skill. yup… completely drain your shield without landing a SINGLE shot…  pro star bro…

 

covert ops: 50k+ damage in 5 seconds lol… 60k+ with self destruct… funny business… 10-12k DPS… or capping beacons in metastable/camo…

nonsense?

 

then tell me why NASA, WPK and other corps equip their slots a follows - ECM, covert, assault, engineer. sometimes theres a recon in there…

 

now please explain why you would use inferior ships and then cry about frigates.

 

obviously, they aren’t inferior and there is some clear visible bias here, so that interceptors would remain pretty much the only viable unit.

 

be my guest.

 

also… please explain to me how ECM requires skill… disables… or energy absorb… or CO white noise 18 sec disable, or recon’s shield drain… those require skill. yup… completely drain your shield without landing a SINGLE shot…  pro star bro…

You neither will accept nor understand the explanation anyways.

covert ops: 50k+ damage in 5 seconds lol… 60k+ with self destruct… funny business… 10-12k DPS… or capping beacons in metastable/camo…

Its about 70k with selfdestruct

You neither will accept nor understand the explanation anyways.

Its about 70k with selfdestruct

 

always a good excuse… use OP units, complain that they’re not good enough, even though you can maintain 1.5-2.0 win ratio and 4-5kills per game with them…

 

you can convince me once you all start flying the remaining ships instead: fill your slots with command, tackler, guard, lrf.

 

also… there’s something called a holy trinity: cavalry > artillery > infantry > cavalry.

 

i the case of SC it’s: interceptors > all since:

 

coverts can creep up on/destroy frigates without thinking, jam fighters from locking on and sniping/using guided missiles/tackling, jam other ecms/coverts to prevent them from using actives on you.

 

ecm can disable all units, which obviously is a counter to every single unit in the game when used properly.

 

recon can drain inty/fighter shields completely, drone tacklers/recon/coverts (which also provides -50% healing reduction to all units you use them on), mines do 10k damage, and can leech 1/2 a guard’s shields, or almost full engi, or full lrf shield, and warp away half the time.

 

upon examination of the facts above you will realize that’s it would be redundant to list the strength of frigates/fighters vs these units because the relationship is relative.

 

plus, i don’t need examples, as i’m current flying the 4 ship classes i mentioned: command, tackler, guard, lrf… the only thing that makes frigates OP at this point are EM torps… nothing else… whenever i fly interceptor i’m almost unstoppable…  plus, they have the advantage of speed for capping and map control. not to mention a CO can nuke a beacon…

Actually i’m in NASA, and 8 times out 10 i’m the only ceptors pilot in team nowdays… 

 

About WPK , last time i fought them (tooday) they were 2 gguard and an engi.,

 

 

Honestly… what the hell are you talking about?

beta, please tell me how any class requires skill with that mindset

funny, i can get you screen caps which show loadouts full of interceptors and engineers… unless you’re using hidden slots i can’t see…

 

with that mindset, you can win all games: just cheese interceptors, bubble guns and engineers.

 

sure, you’ll see some guards in games, but they lack mobility, and die quickly if properly focused, ie: recon drones and disables, then focus fire.

 

a guard cant switch phase during disable, or energy drain… with the new surv/accel, it’s about as tanky as a loaf of bread.

 

also, a frigate which has used its EM torps is half a frigate. except engineers.

basically, the energy nerfs to AB mean that guard and command just lost a bunch of mobility without risking being completely energy drained/disabled…

 

using AB for 1 second on command for example is equivalent to losing 1250 damage your diff shield could have absorbed… before the penalty was something like <1000.

 

and the benefit for actually using AB was greater. now there’s a huge penalty for using it (+50%), but very little benefit (20%). benefit actually went down.

 

it affects guards and engineers to a lesser extent, since they can equip energy emitters. but then you need engineers to babysit all your guards/command… honestly that breaks command, since it’s meant to support fighters/inty on flanks.

Its about 70k with selfdestruct

Sissiiiiiiiiiiiiiiiiiies…

basically, the energy nerfs to AB mean that guard and command just lost a bunch of mobility without risking being completely energy drained/disabled…

 

using AB for 1 second on command for example is equivalent to losing 1250 damage your diff shield could have absorbed… before the penalty was something like <1000.

 

and the benefit for actually using AB was greater. now there’s a huge penalty for using it (+50%), but very little benefit (20%). benefit actually went down.

 

it affects guards and engineers to a lesser extent, since they can equip energy emitters. but then you need engineers to babysit all your guards/command… honestly that breaks command, since it’s meant to support fighters/inty on flanks.

I am having hard time understanding what exactly is your point regarding commands here.

Here is a simple build for energy tanking that i slapped together from modules that i had:

RuG6m5U.jpg

and it is a no-brainer build, nothing special here, still has room for tweaking towards mobility or energy capacity over regen/speed/hull tanking

When you step into t4, command ships can easily tank like there is no tomorrow.

Yet another massive nerf to guards.

 

Devs are out of touch, news at 11

Yet another massive nerf to guards.

 

Devs are out of touch, news at 11

would you mind elaborating in details regarding that, please?

if you don’t mind, please include a tier you think that was nerfed and exactly why you feel weaker than befor

I’ve run into douchebags that only turn on their heals when they take damage. It’s pretty damn annoying. 

 

I think the correct term is learning disabled

would you mind elaborating in details regarding that, please?

if you don’t mind, please include a tier you think that was nerfed and exactly why you feel weaker than befor

 

srs?

RuG6m5U.jpg

 

lol, im guessing that’s a joke, but just in case it isn’t ;p

 

several problems: 15k survivability… that’s on par with inty. commands get focused, so they need about 20k+ (i could easily get 20-24k before). your current hull can only take 2 crits from singularity, and your shield can’t even take one.

 

acceleration: lower than before, harder to dodge. needs tetroxide to boost it to 13m/s.

 

you have almost a full energy fit there, besides galvanized armor, which will reduce your rotation speed (60-70 instead of 90-100)… so worse accel+rotation.

 

you’ve put EVERYTHING into energy, which only gives you 350 more energy than a 950e build with more overall survivability/maneuverability. equivalent to 3500 damage. 1 extra shot. in fact you can get that with a single mod: the compact shield gen.

 

however, putting all into energy is really bad. 1 shot more to diff shield, once its gone, all that energy means absolutely nothing. you can also be disabled since you have zero proton walls, meaning you won’t have time to activate diff shield. you will just pop in 3 seconds :\ energy absorber will also drop you to zero, and any afterburner usage will apply an even larger penalty to any energy drain, or prevent you from escaping due to the heavier drain.

 

just curious if you even play command with a build like that ;p it has major weaknesses. ie: the GITS quote. overspecialize and…

b8K4cv6.jpg

 

just an example. still messing with fits.

 

however, 19k surv = 4k more. compared to 3.5k more diff shield, which isn’t always available.

 

can only get 7% more capacitor charge if you replace the multiphase with a voltage regulator.

 

and you can get more capacitor by replacing the shield mods with compact generators, but then lose a lot of surv.

 

1 compact = 1140 energy, <17k surv, 2 compact = 1450e, 14.5k surv. mk1s of course, but mk3s will put you up/down almost equivalent amounts.

 

so you’re trading 2.4k surv for 3k diff in case 1, and 4.5k surv for 6k diff in case 2.

 

not a really good trade… considering afterburners, energy absorbers, and damage can all deplete your energy.

 

and i could replace the tetroxide with catalyst, but ad extra 36m/s without afterburner, won’t really help you ;o

 

not to mention no protons on the prometheus, and less command actives to maintain, although flares can come in handy. none of it will help you if disabled.

 

and there just no way to get more energy on the dragonfly besides a energy recuperation system… which doesn’t work with diff shield active, because it only works for damage that hits your shields/hull… so it works when phase shield is inactive only.

 

AYnwYji.jpg

 

there, how pathetic is that? and if you want energy recuperation, which doesn’t really make much sense any more then you need to replace a compact.

 

that’s actually 5k more diff shield, but 5.5k less surv… and only slightly more capacitor regen… like what, 10 points per second? haha :smiley:

 

also, why the hell am i using compacts on a shield-tanked fighter? :… compact is more for a hull-tanked inty fit…

 

this patch NEEDS a revert, bad.

lol, im guessing that’s a joke, but just in case it isn’t ;p

 

several problems: 15k survivability… that’s on par with inty. commands get focused, so they need about 20k+ (i could easily get 20-24k before). your current hull can only take 2 crits from singularity, and your shield can’t even take one.

 

acceleration: lower than before, harder to dodge. needs tetroxide to boost it to 13m/s.

 

you have almost a full energy fit there, besides galvanized armor, which will reduce your rotation speed (60-70 instead of 90-100)… so worse accel+rotation.

 

you’ve put EVERYTHING into energy, which only gives you 350 more energy than a 950e build with more overall survivability/maneuverability. equivalent to 3500 damage. 1 extra shot. in fact you can get that with a single mod: the compact shield gen.

 

however, putting all into energy is really bad. 1 shot more to diff shield, once its gone, all that energy means absolutely nothing. you can also be disabled since you have zero proton walls, meaning you won’t have time to activate diff shield. you will just pop in 3 seconds :\ energy absorber will also drop you to zero, and any afterburner usage will apply an even larger penalty to any energy drain, or prevent you from escaping due to the heavier drain.

 

just curious if you even play command with a build like that ;p it has major weaknesses. ie: the GITS quote. overspecialize and…

 

a) Hull

  • if you look at the base resists you will understand that i do not run Jericho r1 implant with hull resists and since total HP isnt boosted to = armodillio

  • again i have 2 modules to compensate for lack of resists = coating witch run almost non stop (except for microing off under heavy fire during fusion shield) but i have it on (or in range of other commands for the same buff if mine is off) so another 30 resist across the board and total off 45/105/75, on top of that i have another resist buff for 8 seconds that brings dmg reduction very high, so combine these resistances with armodillio implant and tell me how much singularity i can tank on hull it self

  • i have 2 surv modules equipped so i can prevent energy drain

b) Energy

 - since i am in such high positive on energy regen i can have my aura on 24/7 and AB permanently and still have 100% capacitor at all times

 - total capacitor is 1338 witch in itself can absorb a burst of 13380 dmg (so those pesky proxy mines/em torpedo/ Jericho torpedo/ nuke will NOT deplete my energy and i will still have it ON witch leads to more tactical decisions (with such regen speed i can regain whole capacitor in a matter of seconds if i had proper position and was close to cover)

  • energy regen is 219 per seconds so if i don’t use AB i absorb 2190 dmg per second on top of a buffer of 13380 hp, activate gravi scanner and dodge like a pro with instantaneous AB bursts when needed or just tank it

c) Engine slot can be replaced with w/e speed/ rotation / acceleration its up to the taste of a person, i most of the time use rotation

 side note: Acceleration modules DOES NOT affect acceleration parameter on your side strafing, it is only for forward main engine.

d) AS you know Fusion shields cool down is 30 seconds and starts from moment you activated it, i will never rush 1v3-4 because there is absolutely no reason to do so, but 1v1 2v2 and so on it is quite possible to maintain whole fusion tanking like this with smart usage and it has 15 seconds duration after its over you can tank with hull for another 8 seconds like a boss under your buff and your fusion shield is almost off cd.

e) Missiles - Ion warhead is hands down the best missile, mk3 will provide (ofcourse depends on enemies anti cc build) up to 3.5 seconds free time for your capacitor to regain while enemy cant shoot at you.

 

Edit: ohh and it is not even full blue that would boost some parameters for extra couple percent here and there and it is not full synergy yet, that will boost a little bit more as well, plus if you fancy enough on credits add a boster module witth extra tank