Star Conflict OBT v.0.9.4 Discussion

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.

 

Balance? i dont think you know what balance is. Maybe you will reduce hull strenght of players that play for much time so casuals can compete with them? For the sake of “balance” between the skilled and unskilled? This idea has as much sense as what you just said. Why should hard workers be punished for hard work and lazy casuals rewarded for lack of work?

 

 

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.

 

What it realy does it reduces even more the chance of getting good loot, making it completely random chance, so it doesnt matter if you farm for YEARS, you will have to pay for premium weapons to be competetive, and thats what its all about and dont try to say its for the sake of balance. At least be honest.

well, that was a productive use of my time. watched code geass again… (yea, that’s 24 hours spent not playing). ;\

 

https://www.youtube.com/watch?v=FdRhRl4HvS4

 

here’s an EM torp for you :slight_smile: /r/emtorp/nuke/suicide

 

yes, the whole world is a stage and people are mere pawns! rawr… and so begin the CG quotes.

Why should hard workers be punished for hard work and lazy casuals rewarded for lack of work?

Lol, get a job and realize this is a game.

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 can see only two reasons for this:

 

  1. You’re mixing everything, including tiers and mods into one big soup. I imagine that fast ships are still kings in T1 and maybe even T2. They are utterly useless in T4 and T5. If you average the numbers, they will look balanced, if you actually look at each tier you’ll see a clear imbalance.

 

  1. You have a problem with your statistic gathering/displaying system.

 

 

Because frankly, right now the brokenness of balance is self-evident to the point where even average players around T4 and T5 who really don’t care about their efficiency grab frigates with EM torps because even they have largely figured out how balance is right now.

  • 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.

 

Me fly tackler. Me don’t like inhibitor beam. Me want slightly better tackler.

@NeoCodex - I think another good example where the placement of the module slots seems a little odd are the Empire recon ships. The r15 has a worse layout than the r13 - as it drops a useful slot and adds this to a far less useless slot for the builds people generally want on a recon. I am guessing whomever designed that ship doesn’t really play recon ships or doesn’t like Empire pilots. :wink:

 

These are fairly simply things to fix, though - and somewhat to be expected after such a major change. It’s one of the aspects I am least worried about, provided that feedback is being taken on-board and they’re willing to look at these things and change them accordingly.

 

On a similar note for this specific ship (Viking and its upgrade) - the ships are really far too slow. Empire is meant to be specialised in the recon ships, and as they are scouts - this is the one ship in the Empire line-up you would expect to have some speed. Yet it is so slow, you can hardly be expected to do any scouting at all.

Antibus - Please can you explain how the stats are collected and interpreted ? (I agree with everyone else’s comments that you should split the stats by tier if you do not already do this ?)

@NeoCodex - I think another good example where the placement of the module slots seems a little odd are the Empire recon ships. The r15 has a worse layout than the r13 - as it drops a useful slot and adds this to a far less useless slot for the builds people generally want on a recon. I am guessing whomever designed that ship doesn’t really play recon ships or doesn’t like Empire pilots. :wink:

 

These are fairly simply things to fix, though - and somewhat to be expected after such a major change. It’s one of the aspects I am least worried about, provided that feedback is being taken on-board and they’re willing to look at these things and change them accordingly.

 

On a similar note for this specific ship (Viking and its upgrade) - the ships are really far too slow. Empire is meant to be specialised in the recon ships, and as they are scouts - this is the one ship in the Empire line-up you would expect to have some speed. Yet it is so slow, you can hardly be expected to do any scouting at all.

Keep in mind that Empire T4+ Scouts can equip 3 CPUs slots vs 1 for Feds if, while feds have speed and have to rely on it to “scout” Empires can cover the whole map and pinpoint warps to the desired place

Federation Recon

U-2-spy-plane.jpg

vs 

Empire Recon

4735816171_566a0c6a84_z.jpg

Shame that 3 CPU slots is pretty much useless on a Recon. Especially as it ‘takes’ the third slot for the R15 from a pretty useful spot and actually make the ship worse, not better.

 

I don’t want to be a stationary awacs with 20k scanner range, it’s an interceptor/scout… I’d like to move around and ya know, scout.

since they introduced module stacking -> 3 proton walls + implant = immune to ECM ?

since they introduced module stacking -> 3 proton walls + implant = immune to ECM ?

Theoretically, it’s possible to bring the Stasis Webifier below 1 second with that setup.

Shame that 3 CPU slots is pretty much useless on a Recon. Especially as it ‘takes’ the third slot for the R15 from a pretty useful spot and actually make the ship worse, not better.

I am gonna disagree on this one, now Empire and Federation Recons are 2 completely different ships with pretty much different gameplay and player have to accommodate for this, we do not have a luxury of making w/e we want out of every ship, now you have to pick a ship for the role 1st and then build around it.

Empire recon can be build to be a tough nutcracker that does pinpoint strikes with huge meap coverage/ecm immune/burst dmg

I don’t want to be a stationary awacs with 20k scanner range, it’s an interceptor/scout… I’d like to move around and ya know, scout.

and you just have described a federation recon

It is too bad that people have to re progress those trees to access ships for the roles they want, but this is a different issue, not the ship itself

I for one would love to have both recons in my line up, Empire and Federation

Gathering statistics is usually not the problem, interpreting the data is.

 

This must be hard from a dev position, but it is also hard from our player position. The devs want to see if the changes made roles more equal, the players react to the gameplay and their own ships changed.

 

I think many forum dwellers including me try to help - sometimes subjective or even seemingly counter productive - but I agree totally and I think everyone does, that the lag is the first thing which has to go, and should be the main concern; the balance can still go on.

 

Per-ship-rating, per-ship-statistics have been mentioned.

 

This probably is beyond horizon and budget yet, but using the gathered data to build up some kind of community tool, where ship stats are viewable in a browser, or even player statistics can be seen or shared on demand, etc. with per ships rating etc. would do wonders in the PR, and may also help people to judge players their own ships better, by actually seeing the numbers, while keeping the game clean of excel sheets. It might also help to put the load away from the ingame servers, if some of the data is accessible over the steam browser or web, and would allow better customization for profiles (corp profile, player profile, rules), or more diverse leader boards, which could even display some kind of per-ship-efficiency.

I have to add, SC is one of the most stable games in the F2P and online play market in-engine, even compared to its sister product, War Thunder. Which is praiseful. I hope you keep the slick design. I hope you upgrade your servers for another 2k players.

 

As I said in another topic, reading the statistics might not be trivial. There should be an expected disbalance actually, to achieve the right kind of aesthetics in the game, it is not good if the numbers are too even, nor should it be the goal. E.g. plasma should do highest damage amounts, while kinetic should do mostly kills, in theory, imho. But this leads me to what might actually stay behind these debates: I think there is a public secret curiosity, how you actually interprete the data.

 

About tuning the MM… I think I have a different opinion than most of you guys.

 

I for one could not care less about fair matches, as in meeting teams with strong players on each side, if there is some kind of “front-system”, some strategic sector conquest playing out. If I can go for trying to break an invasion in sector 5 with strong teams coming in, and big rewards, or choose a balanced skirmish in the rim, with normal rewards, I would go for first until I really crave a fair game and choose the other front after that. Or even play repeatedtly, until my team actually reconquers parts of the sector, by pushing themselves to the limit.

 

Not really seeing any change, only bigger corps taking arbitrary points, or occupying sectors, even if they dont play anymore, is way more frustrating to me.

 

Also, I do personally not believe in the sheer possibility of guaranteeing an exciting fair match, all the time, by some algorithm, and find time in optimizing this very cool and geeky and all, but really think, the gameplay being fluent and fun is the most important aspect of the game.

 

I like the devblog update, and look forward to the next patches.

 

Also, the mentioned squad of 4. It was answered, but the demand for this is pretty high.

 

Finally, easing the grind until release would do wonders, especially in T1-T3. We need to push T3 into T4 stronger, or ESB gets bored forever.

 

Good to hear about the Dreads, too.

I look forward to Capitals.

I am gonna disagree on this one, now Empire and Federation Recons are 2 completely different ships with pretty much different gameplay and player have to accommodate for this, we do not have a luxury of making w/e we want out of every ship, now you have to pick a ship for the role 1st and then build around it.

Empire recon can be build to be a tough nutcracker that does pinpoint strikes with huge meap coverage/ecm immune/burst dmg

and you just have described a federation recon

It is too bad that people have to re progress those trees to access ships for the roles they want, but this is a different issue, not the ship itself

I for one would love to have both recons in my line up, Empire and Federation

 

As much as I agree with your basic premise, this doesn’t resolve the problem that I am reasonably happy with the layout of my module slots on my R13 T5 but that the direct upgrade (R15) is a much worse ship, due to a layout I do not at all prefer.

 

It’s a direct downgrade for me. This is what makes me sad, not the fact that the roles are different - it’s that they are not consistent. Subsequent ranks should increase your flexibility / options and allow for more different play styles - not pigeon hole you into literally one play style. If they’d had made the R15 an omni-slot which allows players the choice between the R13 set-up OR a CPU mod, then I would agree with you 100%. This would open flexibility and experimentation with builds. Right now it just says “ya know, that thing you did at R13? Well screw you - you’re not going to do this instead.” 

That’s not an upgrade, that’s a sidegrade or even for some a downgrade.

Currently anything above T3 is just no fun.

 

If its no fun - Why bother playing it ? (Partly the reason I have been playing T2 and T3 since the last patch !)

Heh someone posted on Russian forums:

http://forum.star-conflict.ru/index.php?/topic/36788-обсуждение-star-conflict-obt-v094/?p=772752

A smaller picture has never existed,

Though I got this lovely picture from a few minutes ago:

5AUNdif.jpg

 

Me + T4 bots vs Alek + T1/T2 bots. Needless to say, I won.

A smaller picture has never existed,

yeah, for w/e reason on russian forums direct link to the post gets you to thumbnail of attachment instead of post itself. hjUDwA6.jpg

screw resists! I’m going for full health! -That is what the picture is screaming. And I’m quite sure it will die as fast as anything else without any real resists.

 

#Edit: Also: Screw energy regen! I’m going shield regen!