Star Conflict OBT v.0.9.4 Discussion

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The game is an arcade shooter though. :wink:

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Let me rephrase my meaning behind that: Deatch-match style arcade shooter. Everyone for themselves style e-peen.

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E.g. the opposite of the game I joined a few months ago and the opposite of what attracted me; tactical team-play.

Let me rephrase my meaning behind that: Deatch-match style arcade shooter. Everyone for themselves style e-peen.

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E.g. the opposite of the game I joined a few months ago and the opposite of what attracted me; tactical team-play.

Exactly! this!

Let me rephrase my meaning behind that: Deatch-match style arcade shooter. Everyone for themselves style e-peen.

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E.g. the opposite of the game I joined a few months ago and the opposite of what attracted me; tactical team-play.

I’ve seen squads do staggered nuke self-destruct runs - with a group of three you can basically perma-nuke on beacons. That’s all well coordinated tactical team-play, but still not desirable to me because of what you first said: Insta-kill weapons are no fun.

Dunno I don’t think nukes and torpedoes are particularly unfair. Nukes are easy to avoid and the nuker can’t use rockets or missiles which boost the relative dps of a covop alot. Torpedo only need some sort of alert upon launch so that people can get out of the way, less radius would be cool too. Self destruct need to disappear from the game

Plasma Arc was nerfed because it was dealing too much damage in T2.

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Things have changed since then. Status quo have shifted.

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  1. Why that? Reduce afterburners consumpion instead.

Coz I like the new requirement to manage energy.

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  1. Interceptors vs interceptors can be very quick or takes minutes…it is very skill based and is good that way.

Assuming evenly skilled - it takes too long now. Previously one mistake or one well timed move can end an equal inty duel. Now it just goes on and on and on before both of you die from some random AoE explosions.

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Still … you miss the real interceptors iusse nowdays: survivability vs all this area effect and missiles now ruling the battlefield. Couse while my hight movement capability helps me to evade single shots (it requires skill too) , it is simply usless for area damage. And that’s why you basically can’t approach.

I know. I agree. But I see it as ok.

Inties used to be frontline. Now it is not. I can get used to that.

Most of the inty pilot moans I’ve read so far gives me the impression that you guys aren’t happy being put in the backseat with the latest balance changes.

Before - Interceptors were the frontliners and led almost every engagement while every other class bringing up the rear only to add volume and heals.

Now - Interceptors have to wait for others to clash before being allowed to come in.

I fly all 3 ship classes so I won’t be one to complain as it does not affect me. It is by all means a design decision. If devs want to give interceptor pilots their old jobs back - it’s still all good. I didn’t miss the point. It just doesn’t affect my game.

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odd, i have absolutely no problems taking out guard/engi on any inty… as long as they don’t land a lucky torp, and a shot or two.

Coordinated games are very different than random deathmatch ones.

I mean you can take on your natural counters given enough random pilots, bad fittings and adequate circumstantial opportunities in random DMs. But up against a proper squad in small skirmishes? That’s where you get to see actual ship performance. There, interceptors cannot solo Frigates consistently.

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E.g. the opposite of the game I joined a few months ago and the opposite of what attracted me; tactical team-play.

It goes both ways. From my POV - more inherent weaknesses requires more teamwork and coordination to make up for it.

If that is true then the current state of balance in-fact raises the need for teamplay and lessen the impact of solo pilots. Making this version of the patch less of an arcade shooter. My POV anyways.

Good post Kine, I’ll sign all of that.

Inty vs inty without third party intervention is mostly down to explosives (and ofc self-destruct) atm since the main guns do irrelevant amounts of damage.

Hey, stop bashing the EM Torp. It’s the only thing sometimes preventing a too easy win for an overwhelming force.

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At least, it makes perfect sense for the engineer. Unfortunately Guards are hard to take down otherwise, so lucky, some of them forget AMS, and lucky, sometimes other frigates take the Octopus. A Guard with EM Torps is sometimes a tough nut, fortunately, EM Torps can be avoided and do need a bit of practice and luck in the offensive as mentioned earlier, and the missing mobility of the Guard makes it less viable with it in many situations. It’s also not a must fit, don’t underestimate cruise, octopus or anomalies, just because it’s not a clear kill - if it hits.

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Agreed with Iminurbase, except…

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If you can hear the launch, you are too close. It would not matter how loud it is, from my standpoint as the attackee. There is simply no time to react, other than expectation and keep your distance until you see the torp, and the only ones avoiding torps are actually usually pretty aware of it happening at some point. A mechanic which would only allow the detonation sensors in one direction in the first seconds after the launch would be better tho, because sometimes I was not even aiming for the poor guy sneaking up on me, it was actually aimed at somebody else. I do fire them on range, too, I swear.

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Taking a torping frig out early or forcing him to miss one or two torps is usually possible in every way and a great hit to that ship.

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Detonation Range (damage range) decrease? No. Detonation Recognition Range (when does torp detonate) decrease (to a certain extent)? Yeah. Maybe. Might be fair.

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On the topic of Ceptor firepower, I do not really have to say much. T4 and T5 are not played heavily enough for me to talk too much about balance yet. It is expected, that there are some individuals with extreme fits, and the others with teams, and a lot of sheep. It is expected, that in smaller battles, Ceptors do not shine either, because they are small and squishy, and either need a frigate party with bigger cohesion as support or enough players to create a beehive. I do see all these kind of battles in T3, where 12v12 or at least 8v8 is usual. I had much more fun with the RF Blaster since Ceptors did get more tanky in T3. I still feel the problem of Ceptor weapons balance should be also compared with its survivability. Ceptor weapons should be statistically above other weapons, while their death count should be above, too. All of the Ceptor weapons are generally too weak, so I ask myself, if the statistics are read / interpreted right in that sector.

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I do not see such a problem with speed. I rather dislike the distribution of modules to higher tiers which is seemingly upcoming. I rather would like to see introductions of new modules in T4 and T5, and generally, moving those tiers a bit closer to T3. (T3 being essential hardware, T4 being military standard and T5 being state of the art modern warfare)

I like the fact, that you can speed without afterburners way more now. I only dislike the fact, there is nothing in the UI helping me realize if my adaptive shield is on, or not.

I do not see T3 as some kind of advanced training games, it just has a big variety of people in it, in terms of experience, however it still is the only place where player numbers in individual fights are diverse and big enough to create statistical results for the balance of this game. Of course, the number of viable fits and ships in that tier has less dynamics, still, it is the birthplace of diversity mixed into total chaos.

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Ironically, I think, the MM makes the community a bit slow. By now, if we had no working launch button, we would be playing non stop in lobbies, or established some kind of player culture, possibly also would have a lot less players yet, however we would maybe have more fruitful discussions. I dislike the fact that squads are maxed on 3, I want 4 back, because it was the perfect Guest spot and never left us hangin’ - even if our usual set-up is actually 3 players in my personal squad. I dislike the fact, that since MM is randomizing the team in the end, and there is little gameplay in Sector Conflict, there is also no possibility of team-building in the waiting time, no entry lobby, no strategic decision on which front to play (does not matter after all) etc. I mean, yeah, grouping up in space until triangulation, in the ships and talking, re-arranging ourselves in TS etc. would be the dream, full re-matches included, but lets not get ahead of myself. I just feel, the community numbers are big enough, but there is little yet which encourages a development on that frontier, and rather whine about those problems.

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A more interactive matchmaking process might also be bad for the whole thing, because of people joining and leaving (so I actually like the fact pressing launch is a commitment and that should not change), and emotions and all that human behaviour stuff, so, everything has ups and downs. As we can see even our mechanics to date can be used to avoid fights, however sometimes without intent.

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So on the final note, I hope something is done about the grind, or make groups help players to advance, because battles should not be won by equipment, nor wealth, in the end.

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I like the new module layout changes (with a tear to limitations of certain fits on my ships) however I do agree, some of the slot layouts need more micro-balance, and there should be something done about the capacitor. I would love a capacity reload percentage boost based on maximum capacitor capacity added to the current values, e.g. to make bigger capacitors have better reload rates, or at least have some modifiers for the engine to work with the cap on ceptors.

Since such a boost would make diffusion shield pretty imba, that would need a correction.

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Left since 0.9.0. Logged today, played 3 rounds. Leaving again. Such a shame. Could have been a great game. Now it’s just great if you are console peasant.

I just want to give the game a chance. But it hurt me with the modules changes.Ā 

Nukes are easy to avoid and the nuker can’t use rockets or missiles which boost the relative dps of a covop alot.

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Torpedo only need some sort of alert upon launch so that people can get out of the way, less radius would be cool too.

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Self destruct need to disappear from the game

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while listening to music nukes can sometimes be impossible to hear, much less avoid. also, you can place them behind a beacon, where missile shield cannot shoot it down unless the guard moves to that side of the beacon. plus, covert ops can be in places faster than guards can. and how does it reduce relative DPS on covert? as long as you hit 2 dudes with it, it’s doing the same damage… plus you can’t always hit with all your missiles, if you miss with half your missiles, and only hit 1 dude with a nukes… it’s the same damage pretty much :\

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inb4; missile alert will not help point blank EM torps… AOE damage needs reduction on smaller targets… yes, that includes self destruct.

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Ā Coz I like the new requirement to manage energy.

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Inties used to be frontline. Now it is not. I can get used to that.

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Coordinated games are very different than random deathmatch ones.

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maybe on some ships the requirement to manage energy aren’t too drastic, on others… it requires a full energy fit… and management on top of that… not even close to ā€˜interesting’…

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why not just call them ā€˜campers’ instead of ā€˜interceptors’ then? should i make a poll on this one?

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no, i mean it… i have absolutely no problem killing frigs in interceptors… recon: spy drone lower their shield till almost empty, then shield transfer them to replenish your shield and drain the rest of theirs… covert… not even worth mentioning… ecm… takes the longest out of all the inties to kill a frig, but if you time the disables properly… no problem at all…

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I just want to give the game a chance. But it hurt me with the modules changes.Ā 

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I tend to be more honest when i say, this patch xxxx sucks. especially for some people who had their ships, prem and DLC in some cases nerfed into the ground again.

while listening to music nukes can sometimes be impossible to hear, much less avoid. also, you can place them behind a beacon, where missile shield cannot shoot it down unless the guard moves to that side of the beacon. plus, covert ops can be in places faster than guards can. and how does it reduce relative DPS on covert? as long as you hit 2 dudes with it, it’s doing the same damage… plus you can’t always hit with all your missiles, if you miss with half your missiles, and only hit 1 dude with a nukes… it’s the same damage pretty much :\

A) guards do not need LOS to shoot nuke with AMS

B) don’t you think that devs and game mechanics are not responsible for you willingly reducing situation awareness by obstructing your hearing with external sounds?

A) guards do not need LOS to shoot nuke with AMS

B) don’t you think that devs and game mechanics are not responsible for you willingly reducing situation awareness by obstructing your hearing with external sounds?

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A. well then it is s bug when placing nukes next to stations. i’ve had over 10-20 instances now where missile shield failed to shoot a nuke near a beacon, 75% of those were on the other side of a beacon. in fact, i’ve never seen missile shield shoot through a beacon… 25% of the time, the nuke will be right beside me on the forward side of the station, and missile shield will still fail to shoot it.

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B. i dare say most players prefer to play with music… more like devs obstructing our ability to listen to good beats… anything else is uncivilized…

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btw, couldn’t help but notice that the game population isn’t increasing. appears to be decreasing.

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considering that old players leave and new ones join, it means the retention rate is below zero…

Inties used to be frontline. Now it is not. I can get used to that.

Most of the inty pilot moans I’ve read so far gives me the impression that you guys aren’t happy being put in the backseat with the latest balance changes.

Before - Interceptors were the frontliners and led almost every engagement while every other class bringing up the rear only to add volume and heals.

Now - Interceptors have to wait for others to clash before being allowed to come in.

That’s just it.Ā  How can an interceptor actually intercept?Ā  It can tie up a lone ship and hope that reinforcements come, and that might not happen in random matches unless you’re able to deal alpha damage.Ā  In your view, what is the current interceptor grand role?Ā  Right now they’re good for beacon captures, and not even good for killing beacon drones.

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I could be mistaken since I’ve stopped playing interceptors as much, synergy needs mainly.Ā  Right now my only interceptor is an ECM that I rarely use outside of combat recon, and that’s mainly as a support ship.

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Good post Kine, I’ll sign all of that.

Inty vs inty without third party intervention is mostly down to explosives (and ofc self-destruct) atm since the main guns do irrelevant amounts of damage.

Which requires equipping missiles, or self destruct, that are homing.Ā  For an interceptor, that’s small missiles.Ā  The only other option is dropping a nuke and suiciding together.

Im thinking Afterburner costs are too high. Either you have to stack a ton of energy modules or give up on fast flying + using mods all together.

The game is losing it’s arcade style feel to it and is turning into a long range sniper fest.

Ya know what this new passive module system needs: ā€œWildcardā€ slots.

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Basically slots for ANY passive module you want, regardless of what hardlocked slots the ship has already. I’d say 1 slot for T3, 2 slots for T4 and T5. Secondary ship class in T5(rank 14 one) gets 3, since it misses out on rank 15 implants.

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I mean, okay, we just got rid of wildcard modules and merged them into the system, but seriously, you need at least one wildcard slot in a system like this. It’s what gives personality to units that are otherwise uniform.

I for one would like to know what the almighty statistics are saying about the game right now.

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Did the patch fix some well hidden balance problems that players were unaware of?

Yes, statistics-wise things are much more smooth now - no tilting to one or another roles\weapons\classes - they are now almost equal in efficiency.

Yes, statistics-wise things are much more smooth now - no tilting to one or another roles\weapons\classes - they are now almost equal in efficiency.

And you did that by ruining 50% of the ships. Good job! When will those be fixed?

Yes, statistics-wise things are much more smooth now - no tilting to one or another roles\weapons\classes - they are now almost equal in efficiency.

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what does that even mean? you collected statistics in 3 days?

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means nothing since people are just grinding different ships, doesn’t necessarily mean those are the ones they play.

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also, what does efficiency mean? as calculated by the game engine?

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what does efficiency during a game have to do with balance? :\ those numbers are skewed per class/actions accomplished during battle :\

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again, answers always so vague…

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and where is the proof? i’d like to see some of these statistics and the metrics they are based on.

A) guards do not need LOS to shoot nuke with AMS

Guards DO need LOS to shoot nukes because they are missiles, just like any other. You can’t shoot down a Torpedo unless it’s in your LOS, the same happens with nukes.