Star Conflict OBT v.0.9.5 Discussion

So basically some good stuff for balance, but no tweak on ship module distributions … Good patch, but hope the next one will address the module distribution issue.

 

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.

What was buffed?

Missiles were missing fed inties. Slower speeds at same turn rate means it is better able to correct itself. It does give you extra time to react but since the relative difference in target and missile speed is still high, it ain’t much. So if you had 1 sec and abit before, now you’d have a full 2 sec window of opportunity. But the missile tracks better on approach.

 

If turn rate was nerfed instead, then Feds would’ve enjoyed an indirect buff even for figthers. That would’ve atleast buffered Fed’s generally low HP.

 

 

Still borked, you mean.

Despite being a bug it was a nice one. It’s not like the drones were massively effective. It was just a nice extra DoT type supplement. And 3 drones is better than 2 so still good enough to fit it in some cases over EM Torp or Octopus.

 

 but no tweak on ship module distributions … hope the next one will address the module distribution issue.

Someone should start a thread listing all the ships with ‘broken’ slot assignments. It’d help them see exactly what people are expecting.

Someone should start a thread listing all the ships with ‘broken’ slot assignments. It’d help them see exactly what people are expecting.

 

what you’re expecting won’t be what someone else is expecting.

 

furthermore, this reeks of cookie-cutter model… pretty soon every ship will be fit the same, with a best-in-class.

 

it’s like the story of the old boat mender: keeps patching holes in his boat, until it eventually falls apart.

Despite being a bug it was a nice one. It’s not like the drones were massively effective. It was just a nice extra DoT type supplement. And 3 drones is better than 2 so still good enough to fit it in some cases over EM Torp or Octopus.

Not effective? I once found myself on the Phobos at around 40% hp left… I then found myself surrounded by 8 of those xxxxxxxx. And they nuked my hp clean off.

3 is not 8 so still good no ?

2 is for sure = fail, use Torp for everything.

 

[edit]

lol @ phobos

To folks with Jericho ships this is big. This isn’t some quiet patch. Jericho folks are going to lose a modifier slot overcompensating their Command builds to have bigger capacitors or higher shield regen. Bar that they will have to change their play style and hang back, play it much more safe, and lose their ability to take a bulk of the incoming damage for the team. Remember, Commands are supposed to be THE front line ship for Jericho. 

 

Second, I know everyone’s singing HALLELUJAH on the Self-Destruct change, which is fine, but for those of us who fly Covert Ops or ECM (Jericho!!!) this is also a HUGE change. So Jericho’s front line is not as effective AND our interceptors are losing effectiveness as well. ECMs and Covert Ops have incredibly low survivability to begin with and one of the benefits of Self-Destruct was to act as a kind of bee sting and to give them space even though they are incredibly weak. Now interceptors have lost that respect.

 

I’m in T3 with a Jericho ECM, Covert Op, Command, and a Guard. Now what am I supposed to do? Buy another Guard and a Long Range until they cut our speed by 30% in v.0.9.6?

 

And before folks scream that the game is unbalanced, look at the sector control map, and Jericho is too strong to begin with…I fly Jericho ships for the Federation.

 

:lol: *deep breath* Done complaining!  :yes_yes: See you in the sky folks!

ECMs and Covert Ops have incredibly low survivability to begin with

Sorry wha?

 

d8GwsC8.jpg

 

that’s an unfitted T3 ECM vs a fitted T4 Gunship

Sorry wha?

Sorry Kine, I’ll explain. Interceptors have low hull and shields compared to all other ship classes, right? Right now their advantage is speed, EMP blasts, and harrassment of less mobile ships. Reducing their kamikaze move by 50% AND reducing damage of small missiles by 10% seems overkill. Keep in mind this is coming from a less experienced  player than yourself who is a little pissed that I’m not going to be able to take out 4 guard drones and an enemy frigate in one go anymore.  :sad:

 

So yeah…the game needed balancing. But I would love to hear from other players who fly interceptors what strategies they will be adapting in the wake of these changes.

synergy 8 vs synergy 1 ;p

 

gunships and tacklers are basically inties though… that’s the way i fit mines anyways, for speed+dps.

 

command is pretty much as well, with 10-15k surv and 10-12k phase.

 

worth noting, since it’s the slowest of the fighters (unless modded for speed, but then 5-6k phase lmao)

 

plus, it has actives to maintain, so it has to be fit for energy if you want to afterburn what so ever.

 

basically, if you want to compare command to protection monks in gw1 (as i have previously)… then they suck… prot monks need to be able to stay alive at all costs…

 

problem easily solved by giving command their former survivability back, but giving them 15% less DPS compared to other fighters. they already do anyways since gunships can overcharge/drive and tacklers can paint.

 

 

maybe rename SC to ‘interceptor vs frigate combat’?

 

anyways… same basic problem remains… the slot layout system is a perfect example of what not to do in video game design.

Keep in mind this is coming from a less experienced  player than yourself who is a little pissed that I’m not going to be able to take out 4 guard drones and an enemy frigate in one go anymore.  :sad:

Which is why this was a good change. Now you’ll have to work for your kills. Besides, it’s not like the drones and a slow guard will be able to move away from the fallout in time, so you’ll still kill the drones and maybe the guard.

 

But I would love to hear from other players who fly interceptors what strategies they will be adapting in the wake of these changes.

Since I never went for nuke->suicide easy mode I won’t need to adapt. Remember the ship has guns and you’ll be fine.

4 men squads  :sad:

12 men squads ! :good:

well it depends on the damage of the cloud, since the percent of damage dealt by the cloud is not given in the patch notes…

 

suicide, don’t care… it’s a cheap tactic… it should remain weak.

 

however, compare nukes to missiles: 20-30k damage for 12 missiles, 15k damage on a nuke, 30k+ if you hit multiple targets.

 

if you hit one target with a nuke, 15k. vs hitting 50-75% of your missiles on a single target (depending on type of missile).

 

if you want more nukes, they’d have to be half as powerful, with a 5 second timer.

 

honestly, recon prox mines haven’t been debuffed in line with everything else. they still do 10k damage… 50k damage in a clip. hit 3/5 (60%) and you always come out on top vs the other options.

 the slot layout system is a perfect example of what not to do in video game design.

 

Haven’t looked at it properly yet, too busy getting contracts done. But so far I can live with the slot layouts on Federation. Even the interceptor ones. You can implement the slots in this game as long as you remember to adjust the base stats. So right now Feds need a slot reassignment or be restat accordingly due to the limitations.

 

Now you’ll have to work for your kills.

 

Undeniable truth is this. You need to be alive to make that kill.

 

With low tank, staying alive is not doable while trying to kill.

 

You can use speed to remain alive but you cannot kill at the same time. Fed fighters still lack interceptor maneuverability even though you can fly forward almost as fast. So it’s an either or situation for fed fighters.

 

Use speed to stay alive OR Die trying to kill

 

Assume you want to avoid the latter then the truth statement goes:

 

Use speed to stay alive OR Die trying to kill

 

And that is the only thing you’ll be doing. Flying around staying alive. Which is fine for Tacklers and Commands (if they had one) cause you can zoom about applying (de)buffs.

 

But as a Gunship ?

 

~ rawrfail

well it depends on the damage of the cloud, since the percent of damage dealt by the cloud is not given in the patch notes…

suicide, don’t care… it’s a cheap tactic… it should remain weak.

however, compare nukes to missiles

 

the change was to reduce alpha damage and redistribute some of that in a DoT fashion.

 

so you have half damage dished out upon detonation followed by some amount for the next 10 seconds. total output might well be higher than it is now too if they wanted to compensate.

 

more interestingly is we get a minefield area denial mechanic back albeit smaller radius; time limited.

btw, bug… can’t abandon primary contracts… the ones in hangar… so i got this junk that says ‘equip premium missiles’… which i do not and never intend to own, but now it’s taking up a contract slot because i accepted it like a robot…

To folks with Jericho ships this is big. This isn’t some quiet patch. Jericho folks are going to lose a modifier slot overcompensating their Command builds to have bigger capacitors or higher shield regen. Bar that they will have to change their play style and hang back, play it much more safe, and lose their ability to take a bulk of the incoming damage for the team. Remember, Commands are supposed to be THE front line ship for Jericho. 

 

Second, I know everyone’s singing HALLELUJAH on the Self-Destruct change, which is fine, but for those of us who fly Covert Ops or ECM (Jericho!!!) this is also a HUGE change. So Jericho’s front line is not as effective AND our interceptors are losing effectiveness as well. ECMs and Covert Ops have incredibly low survivability to begin with and one of the benefits of Self-Destruct was to act as a kind of bee sting and to give them space even though they are incredibly weak. Now interceptors have lost that respect.

 

I’m in T3 with a Jericho ECM, Covert Op, Command, and a Guard. Now what am I supposed to do? Buy another Guard and a Long Range until they cut our speed by 30% in v.0.9.6?

 

And before folks scream that the game is unbalanced, look at the sector control map, and Jericho is too strong to begin with…I fly Jericho ships for the Federation.

Commands are really not any kind of front-lined ship, at all. They’re supposed to stand right behind the front line, supporting the front line with both buffs and weaponry. The Jericho front line ship is the ECM and CovOps.

 

Second, the SD/Nuke changes will apply an area denial effect that will affect EVERYTHING, enemies and friendlies alike, friendly fire DOES exist from those items so, if they fire them, they’re denying their own team access to that area. Doesn’t matter if they’re Ceptor or Frigate, they won’t get in there without taking damage.

 

So do what I’m doing, perfect your fits. Slowly crawl your way into T4 and upwards. Have fun however you can, that’s what I say…

 

And Sector Conquest map has NOTHING to do with ships. Jericho is strong because that’s where all the zerg corps are located, not because their ships are used.

Patch screwed Cov ops for sure, nukes now doing less damage and massive reload/cooldown than guided torps great balancing there.

Patch screwed Cov ops for sure, nukes now doing less damage and massive reload/cooldown

Boo-f***ing-hoo. Everyone was abusing the nukes by purposefully killing themselves, so why should we feel sorry for that loss?

Haven’t looked at it properly yet, too busy getting contracts done. But so far I can live with the slot layouts on Federation. Even the interceptor ones. You can implement the slots in this game as long as you remember to adjust the base stats. So right now Feds need a slot reassignment or be restat accordingly due to the limitations.

 

you must be speaking of T4. T3 fed are broken… coverts have no emerg bar (cap slot), neither does wolf, although wolf-m does, but then you can’t equip a DPS mod… :\

 

anaconda can barely maintain afterburner and actives without energy fit. needs speed + energy fit… and still a 40k surv slowboat… :\

 

what’s 40k… at 4k dps (guns+missiles, more with actives, more for gunships, etc) that’s not even 10 seconds of survivability, less for certain damage types.

 

if you’re being focused that’s less than 5 seconds… 2 sing gunships it’s like 2-3 seconds and you’re dead… you can’t evade… you have no other utility… you’re basically dead weight… no mobility to cap beacons, etc…

 

except for those OP torps: press button - obtain kill…

 

T4 don’t really have as many probs since they have more slots. R10/11 and below will be impossible to balance in this way.

Patch screwed Cov ops for sure, nukes now doing less damage and massive reload/cooldown than guided torps great balancing there.

 

guided torps? :\ they do 10-15k damage every 10-15 seconds (flight time)… a whopping 1k DPS!.. plus if you have 2-3 inties with flares, you can deny ALL guided torps from hitting their mark. not to mention any inty pilot with a noodle can avoid them.