Star Conflict OBT v.0.9.5 Discussion

Because they’re not listed as a ship bonus on the ship info screen.

That’s because they’re listed in the ship’s main stats. I.e. additional energy regen is visible under “energy” and so on.

 

In that sense, they are indeed in plain sight. Problem is that there are a lot of stats in the full stat window, and having to draw comparisons around just to figure out what the bonuses are is a pretty user-hostile approach.

That’s because they’re listed in the ship’s main stats. I.e. additional energy regen is visible under “energy” and so on.

 

In that sense, they are indeed in plain sight. Problem is that there are a lot of stats in the full stat window, and having to draw comparisons around just to figure out what the bonuses are is a pretty user-hostile approach.

Yes, they’re visible but, to the untrained eye, they are quite invisible and are easily ignored…

They quietly changed the Fed R5 implant from a boost to pitch (up/down) rotation rate to a strafe speed boost.

 

This is a SERIOUS change to flight dynamics that dumbs it down horrifically.

 

Flight dynamics definitely got changed and it’s not just because of the implants. I can’t for the life of me pin point exactly what’s different though but flight has changed for me personally. I can no longer sustain my shots indefinitely on target whilst dogfighting on a gunship or covops. Previously I could use strafe - roll - accelerate to maintain flight path, now I actually need the cursor to correct my orbits which means I can only shoot in bursts.

 

Shotgun inty pilots seem unaffected, they can still do their flybys without any apparent change but I fly different (something between Ace Combat and Jane’s Flight Sim) and dogfighting using real life techniques feels too much a handicap. Just to test it out, I launched my Swift again and did that zig-zag dogfight thing I see nubs do and I started scoring kills again. I mean WTF.

 

I know I’m not the only one. After yesterday’s back to back 4v4 curbstomp by NASA, Arquiero being the nice guy he is consoled me saying that I was atleast hard to hit. I wasn’t in the mood to take the convo further but fact was I did nothing different. I think he’s also having flight issues on his end but put it down to opponent’s ship fits instead of suspecting a change in flight dynamics.

 

Gunship vs Interceptor was doable previously. Skill allowed me to create opportunities and turn the table around once in awhile. Now it’s a guaranteed loss should a good inty pilot decide to tie me down no matter what I did. Take Snib for example who is an excellent recon pilot. Before the ‘change’ I explicitly remember dogfighting him 1v1 Gunship v Recon atleast on 3 occasions. All 3 ended prematurely with Snib MWD’ing out after I take his shields down. Now it’s a 100% guaranteed loss for me.

 

Same thing with Oryngton. 50-50 me Command v Recon previously. He’d MWD out when down to hulls. Now he’s gauss sniping me on a tackler for laughs while I try to evade on gunship? It ain’t just the implants. Something else was changed and I’m not sure if I like it. Flying an Engineer nowadays is a breeze. I’ve seen exactly only 2 attempts by good inty pilots to orbit me. Both times they had to break off mid way I’m assuming because they couldn’t sustain their shots. All instances of inty vs my Engineer so far have been flybys.

 

For better or for worse I’m undecided. But it’ll take some getting used to for sure.

Flight dynamics definitely got changed and it’s not just because of the implants. I can’t for the life of me pin point exactly what’s different though but flight has changed for me personally. I can no longer sustain my shots indefinitely on target whilst dogfighting on a gunship or covops. Previously I could use strafe - roll - accelerate to maintain flight path, now I actually need the cursor to correct my orbits which means I can only shoot in bursts.

 

Star Conflict OBT v.0.9.1

General changes

Controls

Now the detection field is an ellipsis

Ellipsis size is scaled depending on the aspect ratio of the screen

 

That’s when it happened and I immediately noticed in game. It made the center of the screen less sensitive to movement so targets became harder to track for nimble interceptors.

That cant be the only cause can it ?

Say from before - I have my cursor almost dead center nearly all the time so the change in cursor detection shouldn’t affect it …?

I am not sure if this is still actual, but since I was one of the people who got curious about the Sensei Sticker, and re-checked a lot of times if I already have it, but never found it under Rare (I tried swapping titles, earning achievements etc. to trigger its appearance), however this week it happened to be, that I opened my Profile, selected the Events Section in Achievements, (made some voodoo clicks on that promise of the Sensei Sticker, but they are just for superstition), and voila, it was there in Customization afterwards.

 

I hinted this to a friend, worked for him the same.

 

I don’t know if this is still relevant, or if this voodoo method really works, but if anyone still searches for the Sticker, give this method a go. Don’t forget to light some flares in a tech-monastery in Jericho, for increased success.

 

However I just checked because I had to do the same thing (maybe because of the patch) again now (worked) 

I’ve noticed it too but see my sig, it’s just massive lag/bad netcode. The flight model itself is unchanged but in bad fights I get over a second input lag if everything is not entirely stop motion, my guns won’t hit a thing from 200m away. Seen an enemy that you just cannot seem to hit because they seem to turn at impossible speed and angles? That’s lag, too.

The reason I’d warp out upon hitting hull despite always having been hull tanked was the complete lack of engineers btw. Taking hull damage meant having to backspace heal and that’s a 20s wait to de-aggro + 20-30s wait to respawn, i.e. way too much downtime, so I religiously avoided any sort of hull damage.

Btw I managed to get down to the 1300’s now before running out of credits from repair costs. This is more work than I thought it would be. :lol:

Last warning to all.
No off topic discussions, no trolling, no personal attacks towards other players!
 

Shotgun inty pilots seem unaffected, they can still do their flybys without any apparent change but I fly different (something between Ace Combat and Jane’s Flight Sim) and dogfighting using real life techniques feels too much a handicap. Just to test it out, I launched my Swift again and did that zig-zag dogfight thing I see nubs do and I started scoring kills again. I mean WTF.

 

Same thing with Oryngton. 50-50 me Command v Recon previously. He’d MWD out when down to hulls. Now he’s gauss sniping me on a tackler for laughs while I try to evade on gunship? It ain’t just the implants. Something else was changed and I’m not sure if I like it. Flying an Engineer nowadays is a breeze. I’ve seen exactly only 2 attempts by good inty pilots to orbit me. Both times they had to break off mid way I’m assuming because they couldn’t sustain their shots. All instances of inty vs my Engineer so far have been flybys.

Because the shotgun is still op. You just can’t fire at its max range, that’s silly, you glue to the target at 100-200m and voila, instant full damage. But it’s definitely putting out less damage than before, I’ve only managed to get my crits up to 5-6k down from a previous constant of 7.5-8k. Zig-zagging makes you focus on things you don’t want to, like the reticle. Just because you see their reticle move away to a different dimension, doesn’t mean they’re not there. Just shoot straight at their ships instead of the reticle.

 

Huh, yeah… My Swarm, before the Passive Revamp, was… fairly op… Minefields + Mines and shield tank. It literally blew me away how incredibly well it handled. Very few things could kill me and the ones that surprised me the most I’d just MWE away. I’d just fly out about 5km away from them, so they’d still keep chase on me… right into friendly ships where they’d eventually die. As for the sniping Tackler… I found that Gauss Kat-AE is just so op, you have no idea. Even a Gauss S-Fox running amok at 500m/s+ is scary as everything. As for the Engie, if it’s Empire, then yes, those things are designed to be a f***ing bunker in the front lines, so an extra layer of survivability is more than expected from these ships. Ceptors can’t kill them, anymore. On the other hand, Ceptors can, rather easily, kill Guards & LRFs.

 

The game has changed to a point where the pilots need to rethink their ENTIRE flight style, not just the ships they usually fly. A LOT of ships also feel jerky in their movements. I mean, they’re not supposed to turn on all 6 axis before they settled on the direction I chose… If I turn left, I don’t want to see the ship going right, up, down, THEN left. I’ve seen this happen on a LOT of Interceptors throughout all 4 Tiers. I’m guessing I’ll never reach T5 because every time I get SOME money in my pockets, there’s a massive change to the game that forces me to spend it all in re-gearing my ships in a way that works for me… I’m still trying to figure out the Kat-AE fit and I’ve not even STARTED on Gunships/Recon/Command. Also started flying an Ana-M just for the giggles… Found that it is rather op, so far… A simple Recon&ECM supporting me was more than enough to clear out a beacon with 1 Engie, 2 Guards, 1 Gunship & 1 ECM. Did this multiple times with all sorts of different ships supporting me. I did die once or twice, but only when I noticed no one was near me. Had a Crus-S bash my head in, once, got me halfway down armor before I finally took it out, as well.

Because the shotgun is still op. You just can’t fire at its max range, that’s silly, you glue to the target at 100-200m and voila, instant full damage. But it’s definitely putting out less damage than before, I’ve only managed to get my crits up to 5-6k down from a previous constant of 7.5-8k. Zig-zagging makes you focus on things you don’t want to, like the reticle. Just because you see their reticle move away to a different dimension, doesn’t mean they’re not there. Just shoot straight at their ships instead of the reticle.

 

Huh, yeah… My Swarm, before the Passive Revamp, was… fairly op… Minefields + Mines and shield tank. It literally blew me away how incredibly well it handled. Very few things could kill me and the ones that surprised me the most I’d just MWE away. I’d just fly out about 5km away from them, so they’d still keep chase on me… right into friendly ships where they’d eventually die. As for the sniping Tackler… I found that Gauss Kat-AE is just so op, you have no idea. Even a Gauss S-Fox running amok at 500m/s+ is scary as everything. As for the Engie, if it’s Empire, then yes, those things are designed to be a f***ing bunker in the front lines, so an extra layer of survivability is more than expected from these ships. Ceptors can’t kill them, anymore. On the other hand, Ceptors can, rather easily, kill Guards & LRFs.

 

The game has changed to a point where the pilots need to rethink their ENTIRE flight style, not just the ships they usually fly. A LOT of ships also feel jerky in their movements. I mean, they’re not supposed to turn on all 6 axis before they settled on the direction I chose… If I turn left, I don’t want to see the ship going right, up, down, THEN left. I’ve seen this happen on a LOT of Interceptors throughout all 4 Tiers. I’m guessing I’ll never reach T5 because every time I get SOME money in my pockets, there’s a massive change to the game that forces me to spend it all in re-gearing my ships in a way that works for me… I’m still trying to figure out the Kat-AE fit and I’ve not even STARTED on Gunships/Recon/Command. Also started flying an Ana-M just for the giggles… Found that it is rather op, so far… A simple Recon&ECM supporting me was more than enough to clear out a beacon with 1 Engie, 2 Guards, 1 Gunship & 1 ECM. Did this multiple times with all sorts of different ships supporting me. I did die once or twice, but only when I noticed no one was near me. Had a Crus-S bash my head in, once, got me halfway down armor before I finally took it out, as well.

Shotgun has always been “OP” - against terrible players. Same goes for all weapons, including lasers.

 

Reality is, most frigates are currently immune to interceptors, unless completely swarmed while solo. Even LFRs are if they pay attention. All you need is to connect a torpedo and a single shot followup. In case of ships with no EB slot, you just need to connect the torpedo. Torpedo has a 360/360 firing arc. Game, set, match.

 

I’m not experiencing any of the lag/netcode/jerkiness myself. At all. What I am experiencing is massive energy starvation. You cannot afterburn properly, many people are building their ships with full survival fits and don’t even afterburn much now because of it. Usage of mods is an utter pain, and if you’re not a top level pilot, maintaining and controlling energy levels will sap a lot of your attention, which in turns worsens your ability to identify threats and respond to them properly. This gets a bit better near max synergy levels, but with synergy changes most people spent very little if any time on a full synergy ship. Most of the time is spent on low synergy ships that are massively starved on energy, and often lack slots that would offer a reasonable solution to the problem of energy starvation (without sacrificing massive amount of stats that interceptors already can’t afford in the world of frigate conflict).

 

Currently, as of typing this most of the successful interceptor pilots use plasma gun because it doesn’t make them an automatic free kill when attacking decent frigates and singularity fighters. It has utterly pitiful damage though. I am still struggling with shapnel cannon leveling my Swarm, and I’m good enough to make it work against subpar players. Which makes for almost entire T3 population at the moment, and skilled ones are so few that they can be safely avoided. Of course, I also mainly avoid frigates when flying it, and level the currently hilariously OP jericho LFR when I get an interceptor-hostile map like beacon hunt or CR.

Shotgun has always been “OP” - against terrible players. Same goes for all weapons, including lasers.

 

Reality is, most frigates are currently immune to interceptors, unless completely swarmed while solo. Even LFRs are if they pay attention. All you need is to connect a torpedo and a single shot followup. In case of ships with no EB slot, you just need to connect the torpedo. Torpedo has a 360/360 firing arc. Game, set, match.

As a Guard/LRF pilot, I can vouch for that. Having that Torpedo is an instant iWin button, despite the fact it has always been broken.

 

 

I’m not experiencing any of the lag/netcode/jerkiness myself. At all. What I am experiencing is massive energy starvation. You cannot afterburn properly, many people are building their ships with full survival fits and don’t even afterburn much now because of it. Usage of mods is an utter pain, and if you’re not a top level pilot, maintaining and controlling energy levels will sap a lot of your attention, which in turns worsens your ability to identify threats and respond to them properly. This gets a bit better near max synergy levels, but with synergy changes most people spent very little if any time on a full synergy ship. Most of the time is spent on low synergy ships that are massively starved on energy, and often lack slots that would offer a reasonable solution to the problem of energy starvation (without sacrificing massive amount of stats that interceptors already can’t afford in the world of frigate conflict).

Energy starvation is another BIG issue on Ceptors. Some of them don’t even have a Capacitor/Hull/Shield slot to make use of energy recharge modules. Ie, the Spirit: what’re we supposed to do? Sacrifice the shield tank for a little energy gain? Nah, sod that. And down goes another Premium. This happens throughout MANY other ships, not just Ceptors. The capability we have at keeping our ab cosntantly running is what keeps us alive. This is just another example of adapt of perish. In this case, it’s pick another ship or die. And that’s killing all Ceptors. Raising their stats won’t work, at all, unless they’re given a Capacitor/Hull/Shield slot to make use of.

 

Currently, as of typing this most of the successful interceptor pilots use plasma gun because it doesn’t make them an automatic free kill when attacking decent frigates and singularity fighters. It has utterly pitiful damage though. I am still struggling with shapnel cannon leveling my Swarm, and I’m good enough to make it work against subpar players. Which makes for almost entire T3 population at the moment, and skilled ones are so few that they can be safely avoided. Of course, I also mainly avoid frigates when flying it, and level the currently hilariously OP jericho LFR when I get an interceptor-hostile map like beacon hunt or CR.

Try RFB. I’ve always been rather successful with it on the Swarm, since the change. Or PG. As for fighting sub-par pilots, I know that feeling. I rarely see any pilot with any decent flight skills. It’s been mostly luck of the draw (cooldowns) and whether or not they have friendlies near them that would focus on me. And it’s on those maps that I truly love being an LRF. I hide behind a rock and lob my Torpedoes from there. CovOps die in a shot, Recons/ECM get so neutered, they’ll die from anyone going near them. They are flimsy, which means you need to switch your position around A LOT to prevent revenge attempts.

I think the big em torpedo time is over, and i don’t see as many proxytorps anymore. Nor do I spam them, as in 0.9.0. Ceptors also got more cautious, and yeah, there are more frigate heavy fights. As always I still stick to T3.

 

Even LRF had more mines again last couple days. I guess that Proxytorp does not work out for everybody that much as you expect, after all. It is a deadly button, but it is also a suicide button if you get swarmed.

 

Also, the massive usage of Guards and LRF, and also fighters, changed a lot, especially for Octopus.

 

I use torps way more on long ranged attacks now, and the success rate there is higher, mostly to keep an attack group out of formation.

 

Recon mines are still more effective, and the nuke nerf has made beacon captures way more aggressive. However the overusage of LRF at the moment is really sometimes tiresome.

I think the big em torpedo time is over, and i don’t see as many proxytorps anymore. Nor do I spam them, as in 0.9.0. Ceptors also got more cautious, and yeah, there are more frigate heavy fights. As always I still stick to T3.

 

Even LRF had more mines again last couple days. I guess that Proxytorp does not work out for everybody that much as you expect, after all. It is a deadly button, but it is also a suicide button if you get swarmed.

 

I use torps way more on long ranged attacks now, and the success rate there is higher, mostly to keep an attack group out of formation.

 

Recon mines are still more effective, and the nuke nerf has made beacon captures way more aggressive. However the overusage of LRF at the moment is really sometimes tiresome.

The suicide EM Torp era is over, yes, but it’s still highly used. Hell, I use it on most of the Frigates I use (except the Crus-S) because it’s a good way of clearing out enemy Ceptors as your group approach. It still gets shot down by enemy Guards, yes, but it’s still very much invisible to everyone flying near the area you fired it on.

 

Any seasoned LRF pilot knows that the Minefields are a beacon to any enemy Ceptor, telling them “HEY! I’M RIGHT HERE!!”

 

Proximity Mines can now 1-shot any Ceptor they come in contact with, provided their shields are somewhere below 50%. Is it OP? Well, against other Ceptors, definitely. Against anything else? Well, you might get the occasional kill, but that’s about it… It’s really not effective at all against anything else.

Proximity Mines can now 1-shot any Ceptor they come in contact with, provided their shields are somewhere below 50%. Is it OP? Well, against other Ceptors, definitely. Against anything else? Well, you might get the occasional kill, but that’s about it… It’s really not effective at all against anything else.

Proximity mine dmg is getting reduced by Armadillo implant, and there is no reason not to use this implant even on Jericho ships. I see so many people ignoring it, even Empire ships, i don’t get it.

Proximity mine dmg is getting reduced by Armadillo implant, and there is no reason not to use this implant even on Jericho ships. I see so many people ignoring it, even Empire ships, i don’t get it.

I wasn’t using it when flying empire interceptors because the amount of received explosion damage on hull was small compared to other damage types. I can see that would be different if you’re frig balling. All depends on what - and how - you fly.

Because I rather have resists agaisnt everything then missiles which are easy to evade…

Because I rather have resists agaisnt everything then missiles which are easy to evade…

25 resist will serve you as 5-15% dmg reduction depending on overall resists.

Here is what Armodillio will reduce by 40%:

  • Jericho torp

  • EM torp

  • Proxy mine

  • Mine field

(well all missiles for that matter)

  • Self destruct

  • Nuke

You can laugh in the face of:

  • Crit Gunships/COs/Recons

  • Singularity canon crit builds (which are the ones popping everyone in seconds)

  • Coil mortars

And these are the major “Alpha dmg” sources, the higher the source of dmg the more your armadillo work. My recon can eat 3-4 EM/Jericho torps in the face in order to get into Emergency barrier.

It prevents those huge spikes of dmg and makes dmg received in more even constant flow so you can stay in the encounter longer without being afraid that some unlucky dmg spike comes in wrong time.

You can laugh in the face of:

  • Crit Gunships/COs/Recons

  • Singularity canon crit builds (which are the ones popping everyone in seconds)

  • Coil mortars

That thing actually works against Mortars and blueballs?

That thing actually works against Mortars and blueballs?

all explosions + crits

That thing actually works against Mortars and blueballs?

  • I personally never paid attention vs coils, but on Russian forums some Dev said that Armadillo is a good implant vs Coil Mortars (apparently they are considered explosions)

  • Blue balls biggest threat is critical dmg - it is Plasma so it has 75% base crit dmg multiplier and combined with feds r6 (extra 50% crit dmg) it becomes 125% crit dmg. It has 3k projectile dmg so you hit for 6750 (zero resists) under crit buffs so EM resists combined with Armadillo on Hull tank will neutralize Singularity canons quite a lot. As an example my Desert Eagle build is Singularity canon with 2 crit modules+crit implant = making it in 40%+ crit chance for regular shots (activate Aiming overcharge and you hit next to 100% crit chance, imagine the pain)