Star Conflict OBT v.0.9.4 Discussion

Most people here are stupid… The capacitor nerfs are for everyone : everyone gets the same nerfs across the board. People are crazy about the changes only because now their full tank’n gank ships don’t have enough capacitor to run. Capacitor just became something to care about guys. You’ll have to think about it.

 

capacitors were something you had to think about before… it was a trade-off of energy vs tank vs dps…

 

In fact, the changes are so huge that no one is able to say if things are balanced or not ; everything need a lot more testing. The only thing I’m sure is that capacitor modules were useless before, and they become very important now. People are pissed off because they can’t make their full tank’n gank ship and completely discard capacitor. That’s a very good thing IMO.

 

huge changes in themselves are proof of the fact that they are unbalanced. since all the mods were just thrown mostly unchanged into a new system that allows you to stack them in completely different ways. by definition it cannot be balanced yet, or for the next few months.

 

And the new slot layout scheme is a good thing too. That make ships a lot more unique, and add a lot more choices to fitting, instead of the full tank('n gank) we had before. There’s a reason for the domination of Jericho on the star map : shield modules were that much more useful and used than most others. Slot layout may not yet be perfect, but that will come after some more testing. And remember it’s not yet a v1.0.

 

where do you see more choices? you are now limited to fitting certain ships only with certain mods now… besides being able to stack ‘mods’ which you couldn’t do before, tilting things even more to the extreme.

 

furthermore, you realize that about 4-5 mods were moved to higher tiers? mostly not available in T3 any more… meaning T4 just got a huge buff over T3s… AGAIN…

 

seriously, how many times is this going to happen. upper tiers are getting buffed constantly.

 

and as i already mentioned: these items were not removed from players inventories who already own them. as long as you keep them on your ships, they will remain… so it’s an exploit… people who already have the mods in T3 can keep them, but new players will never have access… the same bug exists with T2 missiles and probably hundreds of other mods they’re not telling us about.

 

Galvanized Armor is now available at rank 9

Multiphase Generator is now available at rank 12

Capacitor Power Relay is now available at rank 12

Submatter Shield is now available at rank 12

Lightweight Hull is now available at rank 12

 

those are direct nerfs to T3 guards, command, some speed builds, etc… maybe even engineers, but to a lesser extent. but in general it is an energy nerf to all classes.

Most people here are stupid… The capacitor nerfs are for everyone : everyone gets the same nerfs across the board. People are crazy about the changes only because now their full tank’n gank ships don’t have enough capacitor to run. Capacitor just became something to care about guys. You’ll have to think about it.

 

 

In fact, the changes are so huge that no one is able to say if things are balanced or not ; everything need a lot more testing. The only thing I’m sure is that capacitor modules were useless before, and they become very important now. People are pissed off because they can’t make their full tank’n gank ship and completely discard capacitor. That’s a very good thing IMO.

 

And the new slot layout scheme is a good thing too. That make ships a lot more unique, and add a lot more choices to fitting, instead of the full tank('n gank) we had before. There’s a reason for the domination of Jericho on the star map : shield modules were that much more useful and used than most others. Slot layout may not yet be perfect, but that will come after some more testing. And remember it’s not yet a v1.0.

 

I very like these changes. I can’t say anything about balance yet, but I think these changes add a lot more choices to make and more personality to each ship.

 

Yes the changes need more testing because they released this humongus pile of… let’s say patch on us without half testing it themselves, probably because it’s cheaper that way.

 

I don’t know why you say people didn’t care about the capacitor before, did you run a poll or something ?

 

The domination of jericho on the star map have absolutely no link with the ships or the modules, if you will join a corporation you will understand what’s going on.

jericho space domination has absolutely no link with the jericho ship themselves the way this game works right now

Most people here are stupid… The capacitor nerfs are for everyone : everyone gets the same nerfs across the board. People are crazy about the changes only because now their full tank’n gank ships don’t have enough capacitor to run. Capacitor just became something to care about guys. You’ll have to think about it.

 

 

In fact, the changes are so huge that no one is able to say if things are balanced or not ; everything need a lot more testing. The only thing I’m sure is that capacitor modules were useless before, and they become very important now. People are pissed off because they can’t make their full tank’n gank ship and completely discard capacitor. That’s a very good thing IMO.

 

And the new slot layout scheme is a good thing too. That make ships a lot more unique, and add a lot more choices to fitting, instead of the full tank('n gank) we had before. There’s a reason for the domination of Jericho on the star map : shield modules were that much more useful and used than most others. Slot layout may not yet be perfect, but that will come after some more testing. And remember it’s not yet a v1.0.

 

I very like these changes. I can’t say anything about balance yet, but I think these changes add a lot more choices to make and more personality to each ship.

no its different on each ship, so, someone has 2 capacitor slots, someone has 2 engine slots, someone has 3 capacitor slots like me, and so on, depends on ship, its all made out for each ship. 

 

but this is still crap 

well… 3v3 games are boring, but i have nothing else to talk about really… anyone want a rollback? i definitely feel nerfed in T3 with the missing mods and resists…

 

i cant even tell if/when adaptive is kicking in since there’s no UI monitor icon… and i’m muted in global chat for being less than polite.

But I do wonder if this is a Jericho buf, due to the psychology of shield tanking or hull tanking.  Now, Jericho gets shields, Empire gets hull.  The person with the lowest shields gets targeted first, regardless of overall survivability.

 

i cant even tell if/when adaptive is kicking in since there’s no UI monitor icon…

 

That’s a good point but I’d prefer if the activation condition was something else instead of cluttering the UI with icons.

 

ie it could kick in if your shield is less than 50%

meh, game has devolved into inties + engineers :\

 

ECM got a indirect buff due to lower survivability. disables always do in that scenario. disables always do bcs theyre OP.

 

so you basically have to fit 2x proton wall… soon, ECMs will complain that their skills have no effect, so proton will get a nerf, to the point that equipping just one will do nothing, and you’re back to having to equip both your cpu slots with proton walls… :\

 

some commands dont even have cpu slots in T3, some have 1… in fact it seems all random…

 

engineers have 1 cpu, lrfs have 1-2, T3 guards have none (T4 have 1). inties have 1-2.

I think the slots distribution should have been the same as before but with a single bonus slot based on the race of the ship.

how the poop do i update star conflict im new to the game

 

Desert Eagle lost a slot, I’ll confirm that.  I checked it just to see how modules slots changed.  The fourth slot was a tiny bit OP.

 

The module balancing, I feel will become harder now.  Spread’s harder to reduce, which hurts interceptors.  I haven’t checking in detail how slots change along a ship line.  Weapon changes sorted themselves out after a week or two.  This may be trickier.  I can’t pick modules I want because I don’t have enough slots.  I pick modules I don’t care about because it’s open.  The next patch will be out before at least solo players figure out the best way to fit their ships.

 

Acceleration becoming a factor isn’t something I like given the available compromises.  Energy becoming an issue should be a good thing really.  I don’t like that energy is tied to afterburners and I never did.  It’s not a patch thing.  Before I never cared about energy, and I imagine outside of afterburners it wasn’t an issue for other players.  Now it’s an issue.  That should be a good thing overall, but given the mechanics I don’t think it is.  The engine mods are underwhelming, I will say that.  Maybe “statistics” will prove otherwise, but I’m not sure.

 

Anyway, doesn’t Collision Compensator become standard on interceptors?

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.

 

I am surprised that the GM did reply on my post. Actually I made a typo. I was unhappy with “Now the player can only loot one purple spot per day”. Thats it. 

and the speed bonus is now a direct nerf to inhibitors. :\

 

as if they already needed a nerf. they already have counter like R8 implant and a surv module, proton walls, R2 implant, gravi-scanner…

 

and there’s a nuke/missile shield bug or something… nuke was planted some 30 meters from a beacon. had missile shield on and was right beside it… it didn’t shoot the nuke…

 

… and disintegrator seems buffed due to lower survivability ;o

and the bomb is not visible at all times any more. we’re back to the way it was before ;\ : hide and seek.

 

it also doesn’t show up on the map when dropped as a grey icon. you cant see where it is basically.

 

Most people here are stupid… The capacitor nerfs are for everyone : everyone gets the same nerfs across the board. People are crazy about the changes only because now their full tank’n gank ships don’t have enough capacitor to run. Capacitor just became something to care about guys. You’ll have to think about it.

 

 

In fact, the changes are so huge that no one is able to say if things are balanced or not ; everything need a lot more testing. The only thing I’m sure is that capacitor modules were useless before, and they become very important now. People are pissed off because they can’t make their full tank’n gank ship and completely discard capacitor. That’s a very good thing IMO.

 

And the new slot layout scheme is a good thing too. That make ships a lot more unique, and add a lot more choices to fitting, instead of the full tank('n gank) we had before. There’s a reason for the domination of Jericho on the star map : shield modules were that much more useful and used than most others. Slot layout may not yet be perfect, but that will come after some more testing. And remember it’s not yet a v1.0.

 

I very like these changes. I can’t say anything about balance yet, but I think these changes add a lot more choices to make and more personality to each ship.

 

“Some people” (pointing at self) have spent 10-14 days leveling a single branch, just to fly the <insert class here> of their choice and not <insert the other option/faction> and now suddenly the other one seems more appealing simply because of better slots OR complete lack of desired slots on the previous liked.

Let’s grind again from R2 to R12 ? Another 2 weeks ?

Change is always good, but as drastic as this one …

When they changed major things versions were changed. This is not looking like subversion, but whole 0.10.0 to me.

Although I guess they just do not want to bother with such numbers and want after 0.9.9z there will be official release.

I don’t know why you say people didn’t care about the capacitor before, did you run a poll or something ?

 

Capacitor before was simply “can I buff shields now that ship synergy is higher?” type decision. For those that hull tanked = more DPS. Cookie cutter.

Now capacitor is integral to ship fittings. Trade off between what you stick in that slot has a real change to your ship’s performance.

A positive change (although I suspect shield slots have better options. Haven’t checked them all yet)

 

furthermore, you realize that about 4-5 mods were moved to higher tiers? mostly not available in T3 any more… meaning T4 just got a huge buff over T3s… AGAIN…

 

Couple that with Matchmaker balancing where final rank of a tier plays in the higher tier or that the lowest rank of a tier play in the one below - those changes actually made sense.

 

i definitely feel nerfed in T3 with the missing mods and resists…

 

We need more people up in Tier 4

 

 

But I do wonder if this is a Jericho buf, due to the psychology of shield tanking or hull tanking.  Now, Jericho gets shields, Empire gets hull.  The person with the lowest shields gets targeted first, regardless of overall survivability.

 

Federation got butfarked. Slot assignments need tweaking. Speed is nice but leading to and around combat. When engaged in a committed firefight - Feds will be the first ones out due to lack of HP. You could argue they can get better effective DPS but I have yet to see an effective build for it. Been tinkering here and there all I can say is - if combat hangar is getting locked to factions soon - I’m staying away from Feds.

 

Empire and Feds both have Engineers. But Empire has the tankier version + access to command ships. It’ll be down to our Interceptors to make a change and with reports that inties are ineffective in upper tiers - Feds gonna get abandoned.

 

And the new slot layout scheme is a good thing too… these changes add a lot more choices to make and more personality to each ship.

 

Only if they get slot assignments right

and which modules go in what slot

I’m interested in seeing those things address in the patch after next.

Ppl were able to spot holes in modules assignment listed in patch announcement even before server went back online. That’s how obvious it was.

Desert Eagle lost a slot, I’ll confirm that.  I checked it just to see how modules slots changed.  The fourth slot was a tiny bit OP.

 

The module balancing, I feel will become harder now.  Spread’s harder to reduce, which hurts interceptors.  I haven’t checking in detail how slots change along a ship line.  Weapon changes sorted themselves out after a week or two.  This may be trickier.  I can’t pick modules I want because I don’t have enough slots.  I pick modules I don’t care about because it’s open.  The next patch will be out before at least solo players figure out the best way to fit their ships.

 

Acceleration becoming a factor isn’t something I like given the available compromises.  Energy becoming an issue should be a good thing really.  I don’t like that energy is tied to afterburners and I never did.  It’s not a patch thing.  Before I never cared about energy, and I imagine outside of afterburners it wasn’t an issue for other players.  Now it’s an issue.  That should be a good thing overall, but given the mechanics I don’t think it is.  The engine mods are underwhelming, I will say that.  Maybe “statistics” will prove otherwise, but I’m not sure.

 

Anyway, doesn’t Collision Compensator become standard on interceptors?

Every ship from Classic DLCs has lost a slot (DE/DragonF/Bear/SuperKite/Wasp/Priest) 

and the bomb is not visible at all times any more. we’re back to the way it was before ;\ : hide and seek.

 

It was a bug, that it was visible all the time, we have fixed it. 

Noooooo, my command ship is no longer invincible! But my interceptor now hits 700 m/s easy.
I like that I got to keep all of my mods that are no longer sold in those tiers, though I’m sad that I didn’t happen to have too many of them now that multiples are useful [personal issues]. And of course, had to drop a few million for outfitting, to be killed in a 1v3 by an ecm ship.

 

But who’s going to comment on the ACTUAL problem here? They ninja’d the Cheerleader title!
It’s like they wanted to trick everyone into calling themselves underachievers in match.

It was a bug, that it was visible all the time, we have fixed it. 

Yeeeeeey! Great to hear!

Could the devs do an event for 100% credit income or something this weekend? Due to 9.4 me, and my others, have major credit issues and are unable to fit my ships. A credit event would help a ton since the devs apparently don’t like refunding even when it is the right thing to do.

 

And since I know the devs will never give us a bunch of credits for free(let’s say 20m to fit our ships once more) a credit event they might agree with.

 

And please have a look at ship slots again. The current slot layouts are quite bad in most cases, and the afterburner stealthnerf is terrible as well. Not to mention the changed modules are practicly useless now.

 

-Still waiting on complete patchnotes every week-