Star Conflict OBT v.0.9.4 Discussion

Is it just me or they want to stop us from perma-afterburning? Be honest, you almost always mash that afterburner key no matter what…

So it’s confirmed?

Energy use is higher while accelerating? Haven’t really tested on other ships. Too busy trying to make money in T4 lol … need them modules.

Yes Kine, super high energy costs to afterburn.

More Burned Toast in this Patch

Then ppl need to keep surplus energy beyond break even afterburner use or you’ll never refill it back up while on the move. Which is a good thing imo.

Yes and no.

It adds some strategy, makes your team’s approach to the objective more tactical - you don’t wanna get there and find out you can’t do sh*t for a while till your energy reserves regenerate. It basically gives the team a whole new meaning and will have to move together from place to place. Lone wanderers will rarify now imo. Will have to see.

Still, some ships’ purposes have been annihilated. My Wolf for one, all tacklers and intys… dunno what else. On a HEAVY impact side note - i expect frigballs to multiply by a LOT (thank holy Smeagol i have a swaggy Katana).

 

 

More Burned Toast in this Patch

Please don’t burn my toast! It looks too good as it is D:

 

 

EDIT: added a few bits

yus … those Engineer Batteries gonna be super hot right now.

 

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Is it just me or they want to stop us from perma-afterburning? Be honest, you almost always mash that afterburner key no matter what…

this is a good thing, with mobility mods i’m insanely quick, but a thirsty afterburner means for getting away i need to use cover smartly. perfect for my preferred playstyle predatoring asteroid and debris fields.

if you play like that, and pilot like I do, cap regen is going to be very useful to ensure always having quick acceleration after an axe turn

No offence partytime, but play some t4/5 versus capable people , than come back here and reapeat that :stuck_out_tongue:

 

As an interceptor u should be able to play in full afterburn mode, and your afterburners have to be fast as hell… if not you are just a squishy fighter with lower damage (read: more usless for team than ever).

It will take few hours to re-equip my ships and also another re-consideration fed vs Jericho CO for example … I was about to go Jericho, but now Feds seem appealing.

 

jerry COs seem to have energy problems from what i can recall.

 

well, time to test this junk out. and then promptly begin to smash my face into an asteroid just like after every patch.

In t5 both have. You have to use Enery regen module for sure.

i dunno. having a hard time finding appropriate fits.

 

ie: crus type s now has 4k less survivability (and some 30 less resists), and requires pure energy mods now to offset the afterburner 174 energy requirement, compared to 130 or something before.

 

plus, i can’t find a proton wall… not available on guard… ? no cpu slots… GREAT… just wonderful…

Yeah, well sorry. None of the real problems have been addressed in this patch. I’m out. Congrats, you lost another player.

Hi all

 

  1. I was not really able to check it out, (see Point 2) but in my opinion there was a huge difference in energy usage.

 

  1. a number of my items seem to have vanished.

Ok, total number at the warehouse seems to be ok, but i am missing some experimental modules as well as some Military. for example the Military Missile shield, what number has been reduced, i only have 5 left.

It is ok when Items have been reduced, but there should have been a refund in order to be able to buy some other modules / items.

 

  1. New UI graphics look quite good. i think we have to get used to it.

 

@Dev: Sorry guys, that was the last time i spend real money for this game. Maybe you see it as a joke. i do don’t.

Yeah, well sorry. None of the real problems have been addressed in this patch. I’m out. Congrats, you lost another player.

 

pretty much sums up my thoughts on this issue. instead of actual fixes we get more random changes.

 

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Three engine modifier spaces on a Kite [Federation R9 T3 covert ops interceptor]. Federation covert ops are the faster line of covert ops.  Mine was already going 410 m/s without engine modifiers.  I know only one of the four engine modifiers is a speed increase. I’m saying that is one modifier out of four that this ship doesn’t really have a use for, yet there are three engine modifiers to fill up.

 

Now there is no capacitor modifier on Kite, which means it gets no voltage regulator [energy regeneration module]. Instead, there are four choices for engine modifiers with one of them being Auxiliary Generator, an energy-consuming one.

 

What a no-fun puzzle that one is turning out to be.

The devs generally implement features that are not even half balanced, then balance them later.

I really wish they would atleast balance it partly. It isn’t all that hard.

Well it looks like I won’t have “resist all” on my guard anymore, and it’s going to get much slower.  We’ll see how that plays out.

The devs generally implement features that are not even half balanced, then balance them later.

I really wish they would atleast balance it partly. It isn’t all that hard.

 

only 2 shield mods on command :\ i don’t even know what to say any more at this point…

 

this system will be impossible to balance and please everyone.

 

it will only make it more difficult. now there are 2 more factors to consider compared to previously:

 

A. you can now effectively stack ‘mods’, whereas you could only have 1 of each before. even of the same class/type.

 

B. you are now limited to certain types of passive/mods on ships, whereas you weren’t before. so now there will be larger gaping holes in builds.

 

that kind of change requires an entire rebalance. hence why it shouldn’t have been done in the first place.

 

Well it looks like I won’t have “resist all” on my guard anymore, and it’s going to get much slower.  We’ll see how that plays out.

 

for comparison: crus type s (at synergy 5 or 6, so number arent exact)

 

before: speed (134) reverse (41) strafe (49) AB (201) AB energy (144) accel (6.9m/s^2)

 

now: speed (165) reverse (41) strafe (61) AB (198) AB energy (173) accel (3.5m/s^2)

 

to put that into perspective:

 

to reach 165 top speed without after burner it will take about 10 secs at 3.5m/s^2… previously (with 6.9m/s^2) it would take 7 seconds. although base speed was 134 before which takes appox. 6 seconds.

 

so you have higher top speed, but it takes you longer to reach it. i dunno. command filled this role fine before.

 

better for travelling longer distance ie: between beacons, but worse for dodging.

 

strafe speed has been increased by 20%, but accel reduced, so it takes you 6 seconds just to reach max strafe speed.

 

or conversely, it used to take ~3.8 secs to reach 50 strafe speed, now it takes ~5.3 seconds. another 1.5 seconds to reach the same strafe speed as before. assuming you equip shield splitter. otherwise it’s a nerf to your EHP. you can afterburn to decrease those times slightly, but AB costs more energy now, and doesn’t produce such a huge difference.

 

also, no proton wall (cpu slot) on guards, making them even more susceptible to ecm and other effects.

My thoughts so far:

 

The changes to passive module fitting are awful, especially from the viewpoint of a mostly-T2 Fed pilot. I have completely lost the ability to fit many of my preferred passive modules - as in, my ships don’t even have the correct slot types any more - in exchange for… what, exactly? Under the old pasive module system, I could focus my Alligator mkII’s passive modules on hull tanking like a real man, some other guy could be boring and invest in better shields, and a third engi pilot could focus on having really good targeting systems in order to go SURPRISE MORONS I CAN HEAVY BLASTER YOU ALL BY MYSELF. Under the new one, none of us can do what we used to do because the Alligator mkII has a slot layout focused around engine mods.The new slotting system only serves to make ships even more pigeonholed than they already were.

 

The speed changes are obnoxious and boring. As a Fed pilot, I am getting the better of these changes - after all, rotation speed was not buffed to let people keep up with my new, improved run-rings-around-you capacity - but with afterburners now giving less of a boost relative to the ship’s burner-free speed, there is less and less reason to ever put my finger on Shift. The change makes it easier to simply outspeed enemy tracking while also making it harder to actively dodge; with less of a variance in speed from burners being on or off, it’s now even harder to actively juke shots, and with the higher base speed, it now takes me less energy to keep sticking to a frigate’s blind spot and frying him with ion emitters. Congratulations on making the game easier for low skilled pilots AND harder for high skilled ones in one fell swoop. What was my motivation to get better at actually flying my ships now, again?

 

The Adaptive Shielding changes are either worded in an incomprehensible fashion in the patch notes, or rendered useless by the speed changes. Which one it is depends on what “base speed” means. If “base speed” is the half-max speed that you spawn in at - which is suggested by the live servers stating that the module’s resists are active “when the ship is flying at maximum speed” - then the wording is terrible, which is annoying but can be fixed via use of the “edit” button on the forums. If the “base speed” we’re supposed to be 50% higher than is the ship’s unmodified max speed, then reaching the necessary turn of speed to activate Adaptive Shielding is not even possible thanks to the speed changes.

 

The changes to main weapon damage are just about the only thing I actively like, but that’s only because I play my engi with Burst Lasers and my tackler with guns that aren’t the Singularity Cannon. Prepare for whining from people who can’t play around laser frigates and/or are Singularity Cannon users.

 

This patch needs reverting. Badly. Because it is bad, and you should feel bad about it.