Star Conflict OBT v.0.9.4 Discussion

  • again i have 2 modules to compensate for lack of resists = coating witch run almost non stop, 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

 

  • 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

 

  • 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

 

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

 

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.

 

tldr; yes it works a bit better with empire than jericho, but is still susceptible to disables and popped in 3 seconds (you have no cpu slots, omgz no proton wall)… also, you can’t increase energy on jericho, and you have to replace 2 support actives with survival modules now to compensate… so… nerf… about sums it up…

 

anyways, just look at the fits in the pictures above… and just look at how stupid they are… it’s just stacking the same mod over and over lmao… this is ‘variety’? i rest my case… i had WAY more variety in mods before 0.9.4. bolded because! in fact, if this junk doesn’t get a revert, my junk is getting a reFUND.

 

  • if you look closely, i run coating too. but you’re right. i didn’t take that into account. i’m just saying that i could get 24k surv easily before and over 200 energy regen, and speed. can’t do that any more… not on jericho… also, nanocomp only lasts 8 secs, yea, but that’s only 20% of the 40 sec cooldown. also, it does absolutely nothing if you are disabled to begin with, neither does diffusion shield, etc… you will just instantly pop.

 

  • sure, if you have the R8 plant to prevent energy effects, but then you’re open to engine/thruster disables. which means literally everything in the game: slowing field, inhibitors, stasis, etc… plus… they don’t work if you’re already disabled… furthermore, you’re then pigeonholed into flying certain ships that depend more on energy, because inties/other fighters generally require the engine immunity implant. if we could get implants slots on ships, that would solve this problem of pigeonholing.

 

  • sure, 2 auras… i guess that works… but it assumes that if you’re afterburning then you’re only being hit for 700 dps. any additional damage will drain your capacitor. using your afterburner in bursts will also drain more, and again, this setup only work on empire. on jericho you’re left with 200dps reduction while afterburning…

 

  • assuming you can activate diff shield before you are disabled (if i could count the number of times that ecm hide behind rocks to ambush you without LOS). and that the enemy doesn’t hit you with a missile or something else doing almost 10k damage in the first 2 seconds :\ technically, you now have 3k energy left, which will disappear in the next second. then you have nothing left to use actives/afterburn with because you depleted it all via damage to the diff shield :smiley: ← see how that feedback loop works?

 

  • if you don’t AB, then you’re a slower target = more damage taken, but no, you forgot to include your actives, which means you’d be able to tank 1800 DPS or so. and it depends on what level your capacitor is currently at.

 

  • acceleration does in fact affect side strafing. using a low accel ship vs a high accel ship and you’ll see the difference. also, when you active AB while strafing, huge difference. strafe left, then right without AB, then do the same with AB.

 

  • yes, diff shield CD is 30 secs, but it can be depleted in 2-3 seconds by a single enemy in some cases, or by 2.

 

  • sure ions are nice, but they also do 1/3rd of the damage in a clip. 18k vs 6k. they will work for a brief moment as well, but not when you’re being focused by 2 or more targets. also, missiles are useless vs covert ops and ecms, who most likely carry flares and will disable you in the next moment, most often in the middle of a large engagement when you barely have time to react. half the time inties can even dodge them, rocks, etc… missiles are unreliable period. its part of what makes fighter suck vs inties. and recons can cloak/warp, etc. or just leech shield off you.

 

all of this assumes you won’t be disabled, dropped on by a decloaker/camo ops, slowed and focused, etc… because otherwise your survivability and support capabilities are pretty low.

 

same goes for guards. they cant switch their phase shield or use pulsar/emerg boost when low on energy/disabled. and in that case, they’re just a slowboat squishy… fed guards cant even afterburn now without depleting all of their energy :\ unless you fit them all energy mods AGAIN… in which case they’re 40-50k surv…

 

i don’t even want to contemplate what this does to T1 and T2, they are probably even more nerfed due to their lack of slots compared to T3. and T4. T5 probably has the smallest effect.

Wanna see a slow ship?  :good:

 

spectrefalcon.jpg

Wanna see a slow ship?  :good:

 

spectrefalcon.jpg

I am not exactly sure why you posted this :slight_smile: but you can have ships in t3 build to fly faster than this and be stable on AB

Wrong pic :smiley: That is how i fly it… this is waht i wanted to post… and no, you can’t have faster ships , this is absolutly the fastest ship you can build (well u could use 2x Submatter shields too… but i haven’t ):

 

spectrefalconspeed.jpg

Wrong pic :smiley: That is how i fly it… this is waht i wanted to post… and no, you can’t have faster ships , this is absolutly the fastest ship you can build (well u could use 2x Submatter shields too… but i haven’t ):

 

spectrefalconspeed.jpg

you can make r9 Kite or Sai to fly at 700 and have pretty much the same stats except for survivability rating, still can have Adaptive shield on both with 700 speed

I can’t really see… the image is so tiny.

 

All I can see is the survivability (which is about the same as my Diamond Dwarf), but I’m very, very sure my DD is a lot slower.

Max speed ypu can get with Sai is 577 and 692 afterburners (withouth any experimental but all blue)… and well… you have 6700 survivability.

Max speed ypu can get with Sai is 577 and 692 afterburners (withouth any experimental but all blue)… and well… you have 6700 survivability.

700 with blues

and this is t3 vs t5, i am still missing the point :slight_smile:

Dude NO, i just tested … and there is no point, just doing somethingg during i wait those 5 mins for a t5 match :stuck_out_tongue:

and this is supposed to make interceptors… what? easier harder to hit? i think it has accomplished that, especially with americans being put on RU server 90% of the time and all that during the day.

 

lol, that’s funny :slight_smile: yes, you too can snipe! targets moving at 700m/s! oh wait, gravi-scanner… i’m on a boat!

I can hit them. You are doing it wrong! Offcourse you will not score 5 hits out of 5 shots… but 2 hits are more than enought.

 

Anyway in a world ruled by area damage, slowing modules, torpedos,pulsars… speed is actually fun, but about its real utility…   

yea, that’s something else… but this allows inties to close the distance gap more easily… plus, makes them harder to snipe, which was already pathetic to begin with… i mean… cmon sniping on russian server 150 ping (which is a lie, feels like 500)… is just undo-able… and woohoo 1000 damage per shot minus resistances, gotta snipe an inty 10 times before they die… its like 400-600 damage in most cases. 800-1.2k with a crit, which isn’t always… like 10-20 shots in most real-world scenarios :\

 

basically, every unit in the game is now unbalanced and requires re-balancing… a process that might take months… and is time not spent fixing other issues. plus, the whole layout looks disorganized, since mod slots differ between ships. the old layout was a lot better.

 

Anyway in a world ruled by area damage, slowing modules, torpedos,pulsars… speed is actually fun, but about its real utility…   

 

and the real utility is flares + r8 implant :\ you can forget about all slowing effects.

 

if anything what this patch did was allow inties to shrug off the effects of energy absorber more effectively, since it doesn’t affect their ability to reach base speed. there was another way to fix that…

 

and inties do seem too fast at times. havent tried them after the patch, but on the wolf-m i seem to almost crash into stuff sometimes its so fast ;o

yea, that’s something else… but this allows inties to close the distance gap more easily… plus, makes them harder to snipe, which was already pathetic to begin with… i mean… cmon sniping on russian server 150 ping (which is a lie, feels like 500)… is just undo-able… and woohoo 1000 damage per shot minus resistances, gotta snipe an inty 10 times before they die… its like 400-600 damage in most cases. 800-1.2k with a crit, which isn’t always… like 10-20 shots in most real-world scenarios :\

 

 

basically, every unit in the game is now unbalanced and requires re-balancing… a process that might take months… and is time not spent fixing other issues. plus, the whole layout looks disorganized, since mod slots differ between ships. the old layout was a lot better.

what the hell do you snipe with that does that xxxx damage.

And every ship does need re-balancing. But it not by these devs, they are xxxx at balance which has clearly shown again and again.

what the hell do you snipe with that does that xxxx damage.

And every ship does need re-balancing. But it not by these devs, they are xxxx at balance which has clearly shown again and again.

 

try gauss lately? it does 1000 damage per shot unless you use it on an assault… tackler can get a bit more out of it with painters… but command… blah…

 

and the way they describes crit damage on gauss in the dev notes is that for the first shot (3-charges) you only get crit damage for 1 of the charges, the other 2 are ignored.

 

so having more than 33% crit chance means nothing for the first shot, in terms of damage. in terms of whether it is a crit or not, it still does, but the damage is only 1/3rd of the charges, not +100% crit damage…

 

having greater than 33% makes sense when NOT charging the gun and firing it after every charge, then you maximize your crit damage because it’s not divided by the number of charges.

 

so even on a gunship, beyond what your modules can provide it’s pretty useless. it can down a target it that time though, as long as they dont RUN… well it depends what. it wont down a frig or command lol… maybe a speedy assault or an interceptor… but not if you get disabled lmao… or the distance is closed, or jammed (ever try sniping while jammed?), or tackled+bubbled (god its half the dps for crying out loud)… mediocre gun :\

also, lag… fix? keep getting put on russian server… says 169 ping but i know it isn’t… same lag happens on euro server tho with supposedly 109 ping.

 

today i witnessed several things:

 

i was engine disabled 3 seconds after using flares with r8 armadillo plant… impossibru… either not 169 ping (more like 3000) or hax… this happend on more than 5 occasions… !!!

 

i also saw an engineer warp without using a gate… the gate was not destroyed, and it never appeared… he just warped…

 

i was also rubberbanded around a few times when taking damage.

 

in fact, during periods of heavy lag, the in-game ping doesn’t increase… yet the lag is obviously there…

 

also, went to arm a bomb at a station… circled it for 3 seconds… nothing happens… no countdown timer… nothing… then i die…

 

also, used flares a few times and they did not function… missile still hit me 2-3 seconds later…

 

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also, the ping reported in the game is not an average… it seems to be the lowest of the most recent set of pings… the ping reported in-game is 169, which corresponds to the lowest ping to that server by regular methods… 178 being the highest (in fact i other ping set it hits 187+). and average is 173-175… but reported as 167-169 in-game… :\ not a huge deal, w/e…

 

no packet loss, yet the servers are lagging like mad… no crazy variations in latency… so it’s the servers… or a low bandwidth link somewhere

 

basically 2-3 second obvious latency, and i suspect that what is happening on the screen is not even close to reality…

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.

I haven’t tested too much, but my Katana S is close, except for tetroxide.  Acceleration helps for poking in and out of rocks real fast.  A five percent speed boost isn’t enough when you’re supposed to stay with the group.

just on observation as well: everyone seems to be hanging back a lot more than usual, scared to poke their heads out, waiting for allies to damage targets then swooping in for the kill… what changed?

I haven’t tested too much, but my Katana S is close, except for tetroxide.  Acceleration helps for poking in and out of rocks real fast.  A five percent speed boost isn’t enough when you’re supposed to stay with the group.

 

it’s got 3 energy slots… but… it’s still way nerfed compared to before… and, where is the diversity in builds we were promised? fitting all energy mods is diversity? making some ships obviously superior to others is diversity? :\

For once I agree partly with betatrash(May I never have to say that again).

 

The current ship layouts make no sense in general, don’t play into a factions strength or weakness, and is terribly unbalanced.

They really need to hire someone with a sense of balance, the idea they had was good but beyond ideas/graphics they tend to let the quality-bar drop far below what they are capable of.

it’s got 3 energy slots… but… it’s still way nerfed compared to before… and, where is the diversity in builds we were promised? fitting all energy mods is diversity? making some ships obviously superior to others is diversity? :\

Here is my though on it, if you remember T1 had zero customization, T2 had next to no customization, T3 that’s where (according to devs real game starts), and T4 with super high repair prices that no one played it.

 

Now with introduction of T5 and all the latest changes (might i remind you that T4 now has repair prices on same lvl as old T3) to the modifications/module availability:

T1 is a n0ob camp, introduction

T2 is full on average training camp

T3 is more of an advanced training camp now, the way it plays now, they ability to fit and such

T4 is where the game starts, with ship slots on different ships there are considerably more fitting possibilities than in t3 and below

T5 - well it is T5 alright.

 

So instead of being disappointment regarding t3 i accepted the fact that it is an advanced training camp that i have to farm for while to equip my t4 line up and move on to the actual game.

 

P.S. Jericho Katana S can be fitted prety good comparing to Prometheus X, while DragonFly feels handicapped, btw same story is with Spirit (prem Jericho ECM, slots on that things is just /why? comparing to all other Jericho inties)