Star Conflict OBT v.0.9.4 Discussion

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.

 

I assume this means very little will be done to ‘balance’ the ships from this point forwards ?

I assume this means very little will be done to ‘balance’ the ships from this point forwards ?

I hope not. Right now modual assignments are compleatly random and nonsensical with no sence of progression.

the crus type s > tormentor > tormentor typse s(Or whatever that exact line is) is quite good last I checked, it adds slots in the right places on the ship next to it. But the empire engi line for comparison is a joke, removing slots on the most important places.

I assume this means very little will be done to ‘balance’ the ships from this point forwards ?

Of course not, we are monitoring the situation and your feedback and will make changes if neccessary!

Antibus changes ARE neccesary to ship slots and ship boosts, and rather sooner than later. Ship boosts & ship slots & ship tree is a mess and needs a bit of dev time to fix it, and I think it is a good investment of dev time. 

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.

Do you mean efficiency as awarded in game? You do realize that number is pointless? I can sit an afk command in the middle of the map and have highest efficiency. Doesn’t mean I was of much use during the battle.

Besides, when do you fix the inane lag? It’s unbearable… feels like flying in chewing gum…

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.

 

A lot of veterans are not playing right now - most of WPK is on a break (in fact almost the entire core of top-50/top-100 pilots is currently not actively flying missions regularly any more), go check our PvP rank and you’ll see.

 

On top of that, when we do fly - we pick really random ships as many people are trying new fittings and getting to grips with the new game mechanics and meta. If you look at this again in a couple of weeks, it will start shifting to a certain direction again, regardless of what changes you are making. There’s always some perceived ‘better’ ship, more popular ship/weapon or some other ‘flavour of the month’.

 

Also, whilst the statistics might please people in the back-office - this does not mean that the player base is happy or not happy with a change. Only direct interaction can reveal that. The forums are not always a great source either as they’re heavily dominated by a minority. (And I count myself in that as well)

We are the minority, but probaly also the most active and (I think) all paying members. Not to mention I think we all want this game to succeed, while a lot of others ingame might just see it as a time-waster(Read: Something to do so they don’t get bored) and have no problem just leaving it in the dirt.

 

Speaking for myself I want this game to become greater than World of Tanks or War Thunder which is why I am so vocal at times(Okey, honestly, most of the time)

Here would be a “hotfix”: 

  1. Raise Inty HP about 15% 

  2. At least 1 capacitor slot for every ship in T3+

  3. Reduce spread on Inty-Weapons at least 15 % 

  4. Reduce Heal about 5%

 

Long term: Make the ship-layouts more logical: T4 command without CPU-Slot WTF??, Successor ship shouldnt have swapped more than 1-2 slots. 

 

Sorry for beeing angry, but the last patch really broke the inties and many fighters, too. 

I really still dont get it, why you swapped the whole mechanics, its limiting choices again… and its quite a full stop in progression to most players since there are new modules to buy across the tiers. Also we have to experiment with setups which costs money too (not the worst thing, but it slows down progression (again)). 

 

Also, like Tactitian mentioned before: Give us at least one “Omni-Slot” where we can fit any ship/passive Module… could be even triggered by having a specific lvl of synergy.  

Of course not, we are monitoring the situation and your feedback and will make changes if neccessary!

Here’s a piece:

 

In some ships, slot assignment is WAY off the mark.

 

I very much doubt that anyone actually fitted their Recons as hull tanks. I, for one, did fit them as shield tank to take full advantage of the Parasitic Remodulator and I saw many others do the same, again, taking advantage of not only the Remodulator, but of Lightweight Hulls, as well. This is now a mostly broken role and I’d like to congratulate you on fully breaking it to pieces.

 

T3 Commands are also somewhat broken. The Katana-S has 3 Capacitor, 2 Shield slots. The Strong, same slots. The Prometheus 2 has, what was it? 2 Cap, 3 hull? 2 Capacitor slots vs the Jericho 3 ones… Lovely balance.

 

Shall I get into DLC ships, as well, considering they ALL lost a slot (not counting Pirate uselessness)?

Hull-Ceptors can be fun. Use 2+ reg coatings and enjoy your self sufficiency. :slight_smile:

[Preview Ship Modules](< base_url >/index.php?/topic/21229-star-conflict-obt-v094-discussion/page-4#entry223574)
 
[Move existing modules up to the correct tier](< base_url >/index.php?/topic/21229-star-conflict-obt-v094-discussion/page-4#entry223580)
 
[What is Adaptive shield?](< base_url >/index.php?/topic/21229-star-conflict-obt-v094-discussion/page-5#entry223626)
 
[Statistics Lie - Frigballs are a problem](< base_url >/index.php?/topic/21229-star-conflict-obt-v094-discussion/page-10#entry223857)

 

[Rank 12 is nowhere close to Tier 5](< base_url >/index.php?/topic/21229-star-conflict-obt-v094-discussion/page-10#entry223904) - no mixing pls

 

[Seriously - reticle](< base_url >/index.php?/topic/21229-star-conflict-obt-v094-discussion/page-12#entry223978)

 

[Torpedoes overused](< base_url >/index.php?/topic/21229-star-conflict-obt-v094-discussion/page-13#entry224029)

 

[Sensei ?](< base_url >/index.php?/topic/21229-star-conflict-obt-v094-discussion/page-14#entry224084)

 

[Efficiency points scoring is not efficient :)](< base_url >/index.php?/topic/21229-star-conflict-obt-v094-discussion/page-16#entry224180)

 

[Slots WTF? = give Wildcard Slot](< base_url >/index.php?/topic/21229-star-conflict-obt-v094-discussion/page-20#entry224701) (please)

 

 

Also, for the love of everything holy… fix the T4+ Ceptors… I don’t even mean the energy, I mean that when I turn right, my Kevlar-Ha just swings left, up, down and THEN to the right, but a VERY twitchy right. And it only happens on THAT particular ship.

I very much doubt that anyone actually fitted their Recons as hull tanks.

Certainly did. I’ve been hull tanking before the patch already. Why else would I rage about lack of engineers with active heals so much? ;D (besides, my Swarm has no shield slot)

wobbles ? oh noes not you too Ory ?

Certainly did. I’ve been hull tanking before the patch already. Why else would I rage about lack of engineers with active heals so much? ;D (besides, my Swarm has no shield slot)

I believe you, but I tried hull tanking it before the patch, it was horrible. Being able to fit the Lightweight Hull was awesome, alongside abusing the living hell out of the Parasitic Remodulator. Now it’s just terrible.

 

wobbles ? oh noes not you too Ory ?

It’s only when the ship is turning. Even in the slightest, the Kevlar just spazzes out everywhere. It doesn’t happen with any other ship I own.

Only one purple loot spot* - rather than one purple item.

 

The purple spots had a much higher chance to spawn purples, and this has now been doubled vs. before. It means that for your first (succesful) PvE mission of the day, the chance to get a purple item has been drastically increased, whilst at the same time somewhat lowering the chance to get purples for those who ‘farm’ PvE all day long.

So you punish your dedicated and long term players by reducing their loot, effectively punishing active players, but you reward sunday players that play once in a while? Great thinking!

So you punish your dedicated and long term players by reducing their loot, effectively punishing active players, but you reward sunday players that play once in a while? Great thinking!

 

 

If you think about it, reducing the benefit of over-farming pve all day long isn’t such a bad idea for balance.

 

And that’s not speaking for my own benefit as I am one of those who has the time and ability to farm a lot, if needed.

So you punish your dedicated and long term players by reducing their loot, effectively punishing active players, but you reward sunday players that play once in a while? Great thinking!

 

It reduces the equipment gap between hardcore and casual players. Called balanced. Active regulars can still amass purples but they probably want to divert some of those numbers toward PVP where we need the pilots to populate the games. My guess.

Of course not, we are monitoring the situation and your feedback and will make changes if neccessary!

Should we make a complete suggestion thread on about what should be changed for every ship?

But to quickly sum it up:

  • Ships in all tiers must have at least 1 capacitor upgrade, lack of energy is the biggest problems. Ships like Garm are a complete joke now. Huge downgrade from the Styx, just lol.

  • Interceptors: they are too slow, too weak and lack energy. They need more capacitor upgrades so you can run e-barrier + energy regen and have to be faster. All fed ships can outrun an imperial interceptor, this is just wrong. Ships like Kite (which was great before the change) and most Jericho interceptors are also a joke now, completely useless due to lack of capacitor upgrades. Reduced spread on all weapons is needed as well.

  • Afterburner change: why was this needed? Everything feels and flies much worse now, also completely gimped some modules like Inhibitor Beam, which is really useless now.