Star Conflict OBT v.0.9.5 Discussion

It is not because Ricasso is relatively better, you don’t really have much choice so it is irrelevant on “best in class ship”, wait some before for this

Katana S/ Strong/ Prometheus x are equally powerful (Prometheus X is the strongest imho)

Dragon fly and Prometheus are similar as well but weaker than ^^

Katana - R7, but not useless.

 

 Depends on your play style though to as which is best for each player - I fly the Dragonfly purely as it has 2 CPU slots - One for my experimental Horizon, and one for experimental enhanced scanner - I run these as use Guass cannons so want to be able to see further, and shoot further

 

Yes the Katana S has 3 capacitor slots, so technically has the better energy options for the diffusion shield. But isnt the best for my command play style - Its all down to personal preference

i’ve already stated this is impossible.

 

A. if module slots are different, there will always be a ‘best in class’ ship, contrary to the stated design goals of the new slot system which state they should increase choice. instead, people will choose the ones with the best slot layout per class.

 

B. if you make all the slot layouts the same across ships in a tier of the same class, then you have to make certain they’re the correct slots. impossible to do… and everything would have to be strictly controlled. you will NEVER find the ‘perfect’ slot configuration for each type of ship since people have different play styles.

 

C. some ships will inevitably be missing slots for various items like emerg bar, capacitors, shield/hull mods where required… and you can’t just give them extra slots… but you can’t take others away… hence… IMPOSSIBLE…

 

D. some DLC/prem ships are now INFERIOR to free ships… what a waste of GS… some DLC/prem ships are better… begin P2W complaints…

 

take some advice from a professional.

They might not be able to ensure all ships are equally good, but it should be possible to have more than one ship in the same faction/sub-class combo that are worth using.

 

IMO the biggest thing working against this, with the current game game design, is the ship tree and/or the “unlock ships with synergy” mechanic.

 

I’ve just upgraded from the Alligator II (an engineer with additional bonuses to weapons) to the Anaconda (an engineer with bonuses to engineering modules).  The former is presumably meant to be better for people who like fighting as well as supporting their team, while the latter for people who want to concentrate on support.

 

But if you want to advance to T4, you have to level up the combat engineer, then switch to using the “pure” engineer.  Or go Empire and get a Styx, which has weapon and module bonuses, but requires you to level up six separate LRF (a completely different game role) to get it.

 

 

If they want people to have a choice of good ships (with interesting differences in bonuses) within any particular sub-class, they need to either overhaul the ship tree so you don’t have to levelup multiple different ships of the same subclass to advance a tier, or go back to the old faction-loyalty mechanic.

coil mortar

 

DPS = DH / (H/R+C)

DPS = 1759(12) / (12/1.083+7)

DPS = 21108 / 18.08

DPS = 1167

 

without heatsink

 

DPS = DH / (H/R+C)

DPS = 1759(12) / (12/1+7)

DPS = 21108 / 19

DPS = 1111

 

(1167 - 1111) / 1111 = 0.05

 

5% or less DPS bonus with items like singularity, mortars or anything with roughly 50% cooldown:overheat times. about 5.75-6% with stuff that has 33% CD:OH times. 6.75-7% with stuff that has 20-25% CD:OH times, and 7-8% for extremes like heavy blasters.

IMO the biggest thing working against this, with the current game game design, is the ship tree and/or the “unlock ships with synergy” mechanic.

If they want people to have a choice of good ships (with interesting differences in bonuses) within any particular sub-class, they need to either overhaul the ship tree so you don’t have to levelup multiple different ships of the same subclass to advance a tier, or go back to the old faction-loyalty mechanic.

 

Sometime back when they first introduced the idea of having a secondary ship role in each faction, I made this:

2013-05-27_00001_zpse0352a5d.jpg

 

While it was based on the old system where you had to level the faction to get the ship(instead of leveling the ship to climb within a faction), I still think that this is the best layout for cutting all the bull**** associated with the curent(and previous) leveling system.

Not to mention that it’s easily updated for modern times by replacing my original idea of having different missile loadouts(it’s that old) with different module setups for Primary and Primary+ ships.

 

BTW: Package/Premium ships would go into their own tab, so as not to mess with the arrangement.

coil mortar

 

DPS = DH / (H/R+C)

DPS = 1759(12) / (12/1.083+7)

DPS = 21108 / 18.08

DPS = 1167

 

without heatsink

 

DPS = DH / (H/R+C)

DPS = 1759(12) / (12/1+7)

DPS = 21108 / 19

DPS = 1111

 

(1167 - 1111) / 1111 = 0.05

 

5% or less DPS bonus with items like singularity, mortars or anything with roughly 50% cooldown:overheat times. about 5.75-6% with stuff that has 33% CD:OH times. 6.75-7% with stuff that has 20-25% CD:OH times, and 7-8% for extremes like heavy blasters.

hmmmm … i wonder if IR Heatsinks are situational modules and works better with some weapons and not so good with others…

Sometime back when they first introduced the idea of having a secondary ship role in each faction, I made this:

2013-05-27_00001_zpse0352a5d.jpg

 

While it was based on the old system where you had to level the faction to get the ship(instead of leveling the ship to climb within a faction), I still think that this is the best layout for cutting all the bull**** associated with the curent(and previous) leveling system.

Not to mention that it’s easily updated for modern times by replacing my original idea of having different missile loadouts(it’s that old) with different module setups for Primary and Primary+ ships.

 

BTW: Package/Premium ships would go into their own tab, so as not to mess with the arrangement.

This is what was in the game when we had ships divided by sub faction bonuses, and was redone in 0.8.0

This be good patch.

This is what was in the game when we had ships divided by sub faction bonuses, and was redone in 0.8.0

 

At no point was the ship tree as streamlined as that. There was a lot of links that were either missing or redundant, forcing you into ships you didn’t want.

At no point was the ship tree as streamlined as that. There was a lot of links that were either missing or redundant, forcing you into ships you didn’t want.

While back then i did not have access to most of the ships, just started, but i leveled Federation to t3 in intys and Frigs, and thats how it was - you get to basic ship and then you had a choice to get either Armada or  Vanguard version of the ship 

At no point was the ship tree as streamlined as that. There was a lot of links that were either missing or redundant, forcing you into ships you didn’t want.

Pre-0.8, the ship tree WAS like that. Exactly as T5 is now. Well, mostly… 90% of it. T1 was kinda funky. Everything was so streamlined and beautiful…

this post entitled ‘frigs are OP’:

 

zvpPUgq.jpg

 

our entire team sat at the beacon the entire time, allowing them to kill farm on top of it… even though we were down 1 beacon in CTB… 8 dudes sat there doing nothing… but anyways…

 

this proves what i was saying earlier… and this wasn’t even their endgame score… they were up to 15+ kills by the end.

 

engineer, covert ops, recon/tackler, ecm. since eviltac usually plays recon.

 

‘please, buff our inties basically’. all enemies were ecm, covert, command, assault, engineer pretty much. i think i saw 1 LRF.

 

every single ‘pro’ on these forums that whines about frigs being OP actually flies and dominates with inties, since they can lock down and chain-cc targets, escape/dodge, etc…

 

it also proves how broken detonation is with invisible bombs… half your team sits there and turtles.

That was an enjoyable match Beta :wink:
And I dont think Ive ever moaned Frigs are OP - They are a frigate at the end of the day and are meant to be tanks !!

yea, i enjoyed it too… watching 8 frigs sit at our spawn and do nothing ;p while you guys chain cc’d anyone who even tried to intercept/touch the bomb ;p

People picking interceptors for a detonation game? God forbid!

this post entitled ‘frigs are OP’:

zvpPUgq.jpg

 

our entire team sat at the beacon the entire time, allowing them to kill farm on top of it… even though we were down 1 beacon in CTB… 8 dudes sat there doing nothing… but anyways…

 

this proves what i was saying earlier… and this wasn’t even their endgame score… they were up to 15+ kills by the end.

 

engineer, covert ops, recon/tackler, ecm. since eviltac usually plays recon.

 

‘please, buff our inties basically’. all enemies were ecm, covert, command, assault, engineer pretty much. i think i saw 1 LRF.

 

every single ‘pro’ on these forums that whines about frigs being OP actually flies and dominates with inties, since they can lock down and chain-cc targets, escape/dodge, etc…

 

it also proves how broken detonation is with invisible bombs… half your team sits there and turtles.

As usual you are missing the point, every complaining towards frigates comes from t4+, ratio Tankines to DMG in T3 is not up there yet

yea, i enjoyed it too… watching 8 frigs sit at our spawn and do nothing ;p while you guys chain cc’d anyone who even tried to intercept/touch the bomb ;p

 

You told me / us that going for the bomb carrier was a bad idea. We proved you wrong.

 

May I also point out that whilst your team was trying hard to win the match (and was not actually sitting on a beacon), you were not supporting them at all on the ECM you yourself call ‘severely broken and op’. Just saying.

 

I counted you dieing at least 13 times.

People picking interceptors for a detonation game? God forbid!

I liked them today. So many trashceptors to farm, so little time. T3 trashceptors are kinda like bots, except that bots are accurate.

You told me / us that going for the bomb carrier was a bad idea. We proved you wrong.

 

May I also point out that whilst your team was trying hard to win the match (and was not actually sitting on a beacon), you were not supporting them at all on the ECM you yourself call ‘severely broken and op’. Just saying.

 

I counted you dieing at least 13 times.

What kind of spawn times would you be looking at with 13 deaths? That’s gotta be more time dead than alive even at near max duration game. Ouch.

What kind of spawn times would you be looking at with 13 deaths? That’s gotta be more time dead than alive even at near max duration game. Ouch.

I wish you could push some ones respawn timers above AFK detection kick timer :))))

As usual you are missing the point, every complaining towards frigates comes from t4+, ratio Tankines to DMG in T3 is not up there yet

 

no i’m not… as i’ve always said… T5 might be different, but T4 isn’t…

 

You told me / us that going for the bomb carrier was a bad idea. We proved you wrong.

 

May I also point out that whilst your team was trying hard to win the match (and was not actually sitting on a beacon), you were not supporting them at all on the ECM you yourself call ‘severely broken and op’. Just saying.

 

I counted you dieing at least 13 times.

 

what are you talking about? our guys gave you the bomb by running out there solo with it…

 

and again, all of that is factually incorrect… you didn’t see the 8 guys i saw on our map sitting behind rocks at spawn/around A beacon when we were 1 beacon down… that’s trying to win the game? how so?

 

we had about 3 inties and a fighter in the middle trying to fight for the bomb.

 

i’m not sure how many times i died, but i’m pretty sure it was around 7-8. much too many…

 

oh and btw, that one time you guys killed me at C… i don’t even know what happened there… i planted… 10 seconds… timer was full… then all of a sudden, i dropped the bomb… for no apparent reason instead of it arming the station… my emerg bar popped, another 2 seconds passed or so… i was about to hit metastable… and was sitting there confused why the bomb would be dropped… then i just said screw it…

 

Beta, do you have my final score?  I forgot to screenshot 

 

can’t remember, but you were doing engineer support. not sure why that matters. efficiency was prob high due to all the assists.

 

If someone PMs me a combat.log from that battle I’ll post the detailed stats of it (depending on log detail) just for fun. :smiley:

 

i really don’t see why that’s necessary… but you could use it to prove that they were killing the same 5-6 players on our team the entire team, since the rest were camping.

 

and every time i came across them it pretty much went like this: kipps white noise, i can’t ecm anyone, then tackled+ecm’d = chain cc… dead… end of story… that’s pretty much the way it always goes with a inty squad. especially one that actively goes out of their way to focus you before anyone else.