Star Conflict OBT v.0.9.4 Discussion

I spent a little time thinking about new builds for ships.  Then I tried a custom battle to see how the changes are.  Shrapnel’s worse.  Acceleration’s worse.  Survivability’s buffed, my Kris AE has 15k hp now.  It’ll take some time to actually figure out how to handle the changes.

 

Am I the only person actually defending ECM’s?

I’ve always defended them, where the hell have you been!? Currently, my Kris-AE is a bit of an ignored impass. It’s max Synergy, so I don’t exactly need it unless I’m the Captain or I actually die more than twice in CTB. I’ll admit I haven’t focused too much on it but the way I see it is either have a stable energy pool to perma-ab or have 530m/s+ speed. This with the currently bugged Lightweight Hull availability. When that’s fixed, speed is gonna drop to far below the 500m/s threshold.

 

loosing 50 million in resist modules and get ca 2 extra millions when joining and some military and all the stuff there just changed on and cant even use it properly, the new version is BAD.

 

waow seriously, the new version sucks… combat drones kills everything. all frigates now are weak, singularity does 2600 + per hit and still damn powerfull atleast now as u half the power of a frigate and halfs dmg on singu with 6 precent. 50 precent vs 6 precent.

 

hole new system sucks . 

I knew Singularity would never get fixed. It’s a good anti-Frig weapon, but it’s also a good anti-everything weapon, which means it’s not fixed at all, even with the reduced 6% damage. That was laughable, to say the least, considering how much survivability has dropped in all ships across the board.

 

Really not happy about this patch, all my ceptor are super squishy and super slow right now and i have no money to try and fix it. + no emergency barrier for the kite? really? It wasn’t squishy enough?

If anything, Federate ships, in general, are WAY faster. Yeah, everything else got the nerfbat, hard.

 

VERY IMPORTANT:

The interceptors weapons now have way to much spread and way too few options available to reduce it.

If you want afterburner acceleration to consume more energy that’s fine but right now it’s too much and it need to be tuned down.

 

The energy usage problem on interceptors is so bad it basically make using modules during a fight or using afterburners mutually exclusive and interceptors without energy in the middle of a firefight are sitting ducks.

This definitely needs fixing. The game is literally forcing us to slot in a Cap regen module just so we can use the ab without it dying out on us every 5 seconds. It’s not good. At all.

 

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.

 

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

All original DLC ships lost a slot, Pirate DLC ships remain with the same slot number.

 

Collision Compensator used to be standard. Now it’s mandatory.

 

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.

No longer invincible? If anything, Commands are FAR more powerful, now. At least that’s what I feel like with the Katana-S and Prometheus 2.

My full Purple ship is no longer full Purple thanks to the modules being changed around … Its a disaster !!!

my power finally convinced him of the truth. he is a convert.

 

btw, the problem isn’t specific to DLC/prem ships, all T3s have reduced slots from appearances.

 

the DLC/prem issue is only relevant on T3s because it matters vs T4s, which didn’t get a slot reduction…

 

basically, first T1 was nerfed to oblivion… then T2 got hammered, now T3 got slugged…

 

edit: in fact, the slot reduction was required, its now about 1 slot R3, 4 slots R6, 7 slots R9, 9 slots R12… which is more linear than before, where t1-t2 and t2-t3 had large gaps.

 

however, the other nerfs to T3 were unnecessary. commands are real squishy now, and lack energy regen. ever used a energy absorber on a command recently? :\ guard effectiveness is greatly reduced, engineers have massive energy problems… ;o

you know what the funniest active now is? tackler inhibitor beam - prevents the enemy from using afterburners. lol

 

not as if it wasn’t the most useless before, just saying ;p

 

horizon modules are now exclusive with scanners on ships with 1 cpu slot… :crazy:

and don’t bother using afterburners on fed guards… they already over their energy cap haha… even if you fit them for energy mods… they’re still almost at the cap… the only way to get more is to seriously NERF your EHP by like 10k.

this is all i have to say

Wolf is almost unflyable now…Its survivability is less than Stilletto (T2 ship!)

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

On Steam: Steam does this automatically unless you explicitly disabled this.

Outside Steam: I assume the launcher has a patcher in-build, I’ve actually never tried the stand-alone.

 

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. 

We’re here to help. If you have any questions, please do not hesitate to ask.

To everyone else - please remain on-topic. We spend far too much time in patch-note topics tidying up completely unrelated and off-topic comments. Please use the appropriate sections on the forums for this.

was that 469 m/s inside a slowing field with AB? :\ something wrong, mr. wong.

 

how is that even possible? you’re doing 563 max afterburner.

 

slowing field 20-25% = max 422-450… (if it were broken like some others ive seen it would be 450 max)

 

so something is wrong with the formula, or afterburner is calculated separately.

 

or are boosters calculated separately? that might be it… something is wrong anyways…

 

actually… it’s not boosters… the formula IS BROKEN… just like some others…

 

Mk1 slowing field don’t actually reduce by 20%… they reduce by 16.666 percent… 1-(100/120) = 1-0.83333 = 0.16666

 

Mk3s would reduce by 20% instead of 25%…

 

563*(100/120) = 469.1666 ← incorrect

 

563*(80/100) = 450 ← correct…

 

he was using Mk1 slowing field missiles.

 

that’s the only explanation, and the coincidence is too great. but would require testing.

Just gonna say, again, that leaving modules unavailable to new players in the hands of people who already have one is storing up a problem for yourselves. Better to nip it in the bud and remove them now than let it fester in to an Issue.

Just gonna say, again, that leaving modules unavailable to new players in the hands of people who already have one is storing up a problem for yourselves. Better to nip it in the bud and remove them now than let it fester in to an Issue.

how is that even possible? you’re doing 563 max afterburner.

 

slowing field 20-25% = max 422-450… (if it were broken like some others ive seen it would be 450 max)

 

so something is wrong with the formula, or afterburner is calculated separately.

 

or are boosters calculated separately? that might be it… something is wrong anyways…

Afterburner speed is calculated AFTER all speed modifications. In line: base speed, speed modules, speed boosters, speed debuffs (Engine Inhibitor, both Tackler/Recon missiles) and then the game calculates your afterburner speed.

 

Either that or it’s just from base speed with no modifications, I’m not at home to double-check.

Afterburner speed is calculated AFTER all speed modifications. In line: base speed, speed modules, speed boosters, speed debuffs (Engine Inhibitor, both Tackler/Recon missiles) and then the game calculates your afterburner speed.

 

Either that or it’s just from base speed with no modifications, I’m not at home to double-check.

 

actually, i just took a look at the video again, and 469 is his base speed without afterburner… and afterburner adds 20% on a covert… or in other words a 16.666% reduction.

 

ie: hawk-m 391/469 = 83.36%, or 16.64% reduction from afterburner. or 20% increase from base speed. same thing… take others, theyre the same.

 

so my new math is correct and this is another flawed formula.

 

check my post, i edited it. ah and Mk3 are actually 20% reduction not 25%.

 

basically, slowing field cancels out afterburner on coverts. Mk1 anyways… Mk3 will add another few percent reduction.

 

at this point, i’m really wondering how many more of these flawed formulas there are :\

 

the only other possibility is that boosters are not included and mk2 slowing field hence 107*0.78 = 83.46… not close enough though… 563*0.8346 = 469.8798, should be rounded up to 470. but it would seem odd that ‘boosters are not included’.

Look Devs, please do something and do it quikly: all federation cover ops  lower than rank 12 are simply UNPLAYABLE considering they don’t even have a capacitor slot and you can’t use energy regen module. 

 

It is just impossible to fly and use modules in the meamtime. Seriously that’s just ridicolous. 

 

I d hardly suggest you to revisit the whole new afterburn usage system, but at least give a capacitor  slot to every interceptor… couse withouth it u can’t fly .

Look Devs, please do something and do it quikly: all federation cover ops  lower than rank 12 are simply UNPLAYABLE considering they don’t even have a capacitor slot and you can’t use energy regen module. 

 

It is just impossible to fly and use modules in the meamtime. Seriously that’s just ridicolous. 

 

I d hardly suggest you to revisit the whole new afterburn usage system, but at least give a capacitor  slot to every interceptor… couse withouth it u can’t fly .

Your energy pool is not required. You merely need to accept Jericho’s superiority in their vessels.

 

On a more serious note, Federate ships were, in fact, built for speed. And speed is exactly what they have, now. So much, in fact, that they’re mostly useless .

Honestly i can fly my Eagle M, Grey Falcon and Falcon M…(couse they are nerfed . but that’s abnother chapter)… 

 

Can’t fly any previous ship just becouse withouth capacitor slot i can’t use energy regen … and bascially i can’t afterburn,

 

I think (well let’s say i hope ) it was just an oversight from devs… cause it can’t be done propously. 

just dont afterburn…its the only way to keep stable energy now on a lot of ships :confused:

Don’t afterburn with intefceptors… yeah, sounds viable! 

 

LOL

Honestly i can fly my Eagle M, Grey Falcon and Falcon M…(couse they are nerfed . but that’s abnother chapter)… 

 

Can’t fly any previous ship just becouse withouth capacitor slot i can’t use energy regen … and bascially i can’t afterburn,

 

I think (well let’s say i hope ) it was just an oversight from devs… cause it can’t be done propously. 

There are other modules for that, tbh. Namely from Shield and Armour. That’s what they want you to do, tbh. Sacrifice tank for speed in Federation.

No you don’t get the point: you need at least one Voltage Regulator to fly. Period.

 

It’s not like you can’t use modules that increase speed reducing regen or similar… you just need a Voltage Regulator to afterburn with cov ops. If u can’t install it, you are done.

 

And while you can install on r12 13 and 15… you can’t in any previous rank… situation that makes all fed cov ops under rank 12 completly unflayable.

is it just me or is everybody else stacking tetroxide too? :\ don’t even… tetroxide meta…