Star Conflict OBT v.0.9.5 Discussion

 It is not necessary a direct nerf of Nuke though, more of a change in tactical application usefulness, while most of the average players just dodged original nuke and it did nothing, now it will keep a presence for another 10 seconds even if its in only 300 radius it will keep preventing from capture during dogfights for another 10 seconds, so its 6800 dmg blast +another 10k of dot combined with suiciders its actually better beacon capture denial tool due to ability to drop 2 clouds (of course if there is no one to fight on a beacon and some is solo capturing it, your clouds will do nothing)

 

 On LRF issue, i wish i had an access to the game to farm them all, my personal record so far 4 LRFS kills in same assault run (3 of them were aware of me and tried to defend themself, granted only 2 were jerichos, well they died first )

vanadium shells for kinetic now increase firing rate, spread and heating? ;o

 

also, reposting this, cuz it needs fix (cant abandon contracts).

 

TiHvHON.jpg

I believe those contracts will be canceled the moment you change contract to different sub faction.

Why would you want to cancel them anyways? The contract with “equipping prem missiles or spending gold coins” are free and can be completed with no GS spent, they provide you with those premium missiles (t1) and they actually give you these gold coins (10?) to spend on that rpem ammo

I believe those contracts will be canceled the moment you change contract to different sub faction.

Why would you want to cancel them anyways? The contract with “equipping prem missiles or spending gold coins” are free and can be completed with no GS spent, they provide you with those premium missiles (t1) and they actually give you these gold coins (10?) to spend on that rpem ammo

 

not the pve contracts. well at least they are separate from the faction based contracts.

 

but still… there should be an option to ‘turn down’ those main contracts in hangar. i’ve had a few instances where it would have come in handy.

 

and i sold all my prem missiles, but now that you mention it, its 2 GS for t1 missiles. however, after i did that it re-activated all the prem missile contracts again. haha ;p

but still… there should be an option to ‘turn down’ those main contracts in hangar. i’ve had a few instances where it would have come in handy.

i curious, such as? is there a limit of how many tutorial contracts you can hold?

and i sold all my prem missiles, but now that you mention it, its 2 GS for t1 missiles. however, after i did that it re-activated all the prem missile contracts again. haha ;p

hehe

Did I never use singularity vs EM torps before or is it new that the bubbles blow the torps up (and the frigate with it)? Hilarious (except when you’re a frigate).

Apart from that the LRFs are gone now but everyone is entirely lobotomized. I think they’re all bots. Saw a single player end a detonation battle in 1:37. Don’t think anybody fired a shot that entire round.

or is it new that the bubbles blow the torps up

did not know that. I shot at ppl firing bubbles at me before but cant say i remember them detonating it.

 

on topic of bots - NPCs capped all the beacons against me just now in PVE (shipyard?). we lost while BossBot at 10% hulls. goddamn iSuck.

Modules
Self-Destruct

Now leaves a radioactive cloud in place of the ship

Cloud persists for 10 seconds

Cloud radius 300 m

Explosion damage from the module is now twice as weak

ODG «Chameleon» : cooldown time reduced by 15%
Diffusion Shield : damage absorption now consumes 20% more energy

 

Shouldn’t that read “Explosion damage from the module is now 50%”?  and Does the diffusion shield actually benefit from out side energy sources like the engineer field or implant, or is this just a further reduction in the diffusion shield’s ability to absorb damage?

Does the diffusion shield actually benefit from out side energy sources like the engineer field or implant, or is this just a further reduction in the diffusion shield’s ability to absorb damage?

Engineer yes, implant no (you take no damage under diffusion shield so implant/mods do not apply).

So, played 3 matches. Saw roughly 20-30 LRFs on the field on both sides. I do hope this is just a casual thing because this patch really did not affect Jericho LRFs THIS much…

FOTM is not about buffs or nerfs. It’s about inertia. OP setups and comps spread from top down, and it takes a while from OP thing being discovered to OP thing being abused by enough people to break the game.

 

Examples: Nukes back pre-FF nerf, EM torps after 0.9.0, guard frigates after 0.9.0. All were/are broken OP, yet many weren’t used outside the top end of the matchmaking until people saw other people use them with exceptional success, tried them out and ended up liking them. Essentially most people need to be shown “this is OP” in game before they realize it and start doing it themselves. And now we’re finally there, almost every match now features a guard ball of doom.

 

Then there’s the “n-o-o-b tube” jericho LFR. I tried leveling my LFR line in PvP and it was hilarious. Positron + EM torp + jericho torp. It let me farm all interceptors on enemy team for maniac or near maniac medal every game. Just sit in the back, push torps into their faces to make them want to come to you, then ninja quiet EM torp in the face followed by either a jericho torp or a positron shot depending on angle. Doesn’t matter if it’s one interceptor or five. Huge AoE will melt them all.

Sorry wha?

 

d8GwsC8.jpg

 

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

And if you fit the ECM for tankiness, it becomes a nimble fighter.

 

Overall, I’d say is a CovOp nerf.  Self-destruct went form usable to worthless.  Even Mk.III nukes cannot clear drones from a beacon.  The cloud I’m not sure how that will turn out, 300 radius is a little small.  Command’s lost a defensive strength, but since energy emitters on engineers are becoming more common it’s not game changing.  A command pairing with an engineer with energy emitters won’t have to worry.

 

For the most part, this looks like it’ll just be a “tweak” patch instead of “what’s going on?”

Gunships got nerfed hard.Now in OD you have to fire in 4-5 second bursts rather than being able to just open fire for a few seconds before becoming an ability-less fighter.

 

Good news is i can jump to Command fighters relatively easily from the Phobos,so im not completely screwed.

Dear diary,

 

Today a nuke blew up in my face while I was piloting my kite and yet I still live.

 

Later a covert ops pilot that seemingly didn’t want the affection of my plasma gun self destructed in my face and yet I still live.

 

I am confused. I think I may have developed an immunity to instant death. I shall test this theory against a barrage of EM torpedoes tomorrow. Wish me luck!

Gunships got nerfed hard.Now in OD you have to fire in 4-5 second bursts rather than being able to just open fire for a few seconds before becoming an ability-less fighter.

 

Good news is i can jump to Command fighters relatively easily from the Phobos,so im not completely screwed.

Strange, I dont feel that railgun under overdrive heat faster than normal. I only noticed overdrived gauss cooldown faster.

 

Also, another stealth change detected, EM diffuser shield mod have some strange numbers with dot (38.8 resist?)

46.8 mk3 39.6 mk2, but yeah, there are a bunch of things that got changed in small ways, but they really should be reported.which they aren’t in patch notes.

i curious, such as? is there a limit of how many tutorial contracts you can hold?

 

yea, it’s 3 per race (just like 3 per faction for the other contracts). so i suppose the same applies to the pve contracts. anyways… they need a turn down function.

 

did not know that. I shot at ppl firing bubbles at me before but cant say i remember them detonating it.

 

not just bubbles, other weapons too. either that or something else is going on like a nearby cloaked enemy or something. sometimes i fire a EM torp, it gets shot, blows up in my face… so i try to avoid it.

 

Engineer yes, implant no (you take no damage under diffusion shield so implant/mods do not apply).

 

you know i never thought about it… but you guys just described another broken mechanic. engineers shouldn’t have energy emitters. units should just have to manage energy on their own.

 

currently, the incentive is to turtle around your engineers, and quite frankly i’m getting sick and tired of it…

 

And if you fit the ECM for tankiness, it becomes a nimble fighter.

 

Overall, I’d say is a CovOp nerf.  Self-destruct went form usable to worthless.  Even Mk.III nukes cannot clear drones from a beacon.  The cloud I’m not sure how that will turn out, 300 radius is a little small.

 

Command’s lost a defensive strength, but since energy emitters on engineers are becoming more common it’s not game changing.  A command pairing with an engineer with energy emitters won’t have to worry.

 

yup, inties and fighters are pretty much all inties now…

 

covop shouldnt be able to clear all drones from a beacon, but i agree that not only is the radius too small, the graphic obstructs your view and generally clashes too much with the rest of the graphics. and nuke initial damage is too low. ahould be like 10k burst, 6k over time…

 

energy emitters shouldn’t exist… all this is doing is causing people to turtle even more than before.

 

Then there’s the “n-o-o-b tube” jericho LFR.

 

well, the lack of EB on some units really did make these things OP now…

 

sure you can avoid 90% of them on a nimble fighter or an inty… but the 1/10 that hits you? instant death…

 

lame v2.0…

 

46.8 mk3 39.6 mk2, but yeah, there are a bunch of things that got changed in small ways, but they really should be reported.which they aren’t in patch notes.

 

EM shield resist mods were lowered in effectiveness, thermal and kinetic were buffed. i’m assuming armor resists kinetic was nerfed and the others were buffed.

Just to clear this up. The EM torps are not super ninja quiet now. They just don’t explode until you are on top of them. The old sensitivity (for detonation) range has been decreased, but the blast radius remains the same. I only fly frigs and I loved these torps, but a change did need to be made. However, it is now nearly impossible to score a hit on something without torping myself too. Maybe a 50% bump up in sensitivity range could be a fair compromise. 

Dear diary,

 

Today a nuke blew up in my face while I was piloting my kite and yet I still live.

 

Later a covert ops pilot that seemingly didn’t want the affection of my plasma gun self destructed in my face and yet I still live.

 

I am confused. I think I may have developed an immunity to instant death. I shall test this theory against a barrage of EM torpedoes tomorrow. Wish me luck!

Oh no, EM Torpedoes will eat you alive if you’re near a wall or beacon or something. I’ve actually gotten a LOT of kills with that thing, just randomly aiming it at Beacons, Stations and precise aiming at rocks.

 

But yes, nukes are extremely underpowered, now, as they don’t even kill any Ceptors, now. And the area denial effect is just too short and small to be of use, it needs to be buffed.

wow you really cant hit anything with EM torps now except point blank… i already said you CANT reduce the trigger radius… but… people never listen… EM torps, useless now…

 

Oh no, EM Torpedoes will eat you alive if you’re near a wall or beacon or something. I’ve actually gotten a LOT of kills with that thing, just randomly aiming it at Beacons, Stations and precise aiming at rocks.

 

But yes, nukes are extremely underpowered, now, as they don’t even kill any Ceptors, now. And the area denial effect is just too short and small to be of use, it needs to be buffed.

 

nukes dont need to be able to kill inty. they need to be able to put them at 20-25% health… currently they do 5k damage at most, after resists, leaving inties at 50%+ HP.

 

probably 10-12k (closer to 12k) damage up front, 4-6k as DOT… and get rid of that ugly graphic… a nice pink fleija would be… :\

The trigger radius before was pretty big. I got a ton of kills with them. Now they border on useless unless you have an energy blade up your xxxx, then just as a measure to make sure you both go down. I’d like to have a slightly larger trigger radius back, or more speed behind the missile.

I love how people noticed that their nub tube EM torp had a slight amount of skill requirement added to it and crying begins: “I can’t hit anything with it!”

 

It’s funny, they’re basically typing out “I’m a nub and can’t aim” without even realizing it.

 

 

Hint: Aim at enemy balls, not single enemies. Launch predictive strikes at where you think enemy will be, rather than at where enemy is. Or just go and watch top players (ab)use it and learn from them.

 

It’s still a nub tube, but it has a slight skill requirement at distances now. Still zero skill required at point black and close range though.