Star Conflict OBT v.0.9.5 Discussion

today i got killed by an anomaly that did 9k damage… i was at full 15k hull in LRF… and used a nanocomp when i saw it was gonna hit. let’s see 15k-9k = 6k… yet it killed me… i’m guessing lag-related AGAIN, even though i used it a clear 1-2 secs before it went off.

 

also… last death in capture the beacons does not give you a death recap… bug.

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.

 

are you even for real?.. theyre so easy to dodge now its not even funny… you cant even hit frigs with them…

 

oh i know… you’re shooting at targets that don’t move… well that’s their fault… not a problem with the EM torp mechanics…

 

in other news, mortar coils still don’t shoot half the time and you can’t rotate fast enough… bug…

 

lasers are not options for hitting fast moving targets, positrons dont work at close range, and heavy blaster mechanics are so downright useless it’s not even funny…

 

frigs are OP? give me a break…

 

as i always said, which can now be clearly seen. frigs’ strength was in EM torps… NOTHING ELSE. i can take out frigs so easy now it’s not even close to hilarious.

 

and in continuation of other news, ecms are now lamer than ever due to lower survivability, means disabled targets die a lot faster.

 

also, shrapnel does like 500 damage now at realistic resistances, ranges and spread… that’s 20 shots to kill an inty… might as well just give up…

And once again beta you show you know nothing…

*GoT Reference > You know nothing,beta trash.*

EM torps are still a very effective weapon, especially for defense. My LRF killed 2 inties with it at once who came towards me :D(Can’t believe they were that stupid but whatever) now you just need some skill to use it.

 

Mortar Coils rarely jam for me, but they do need a fix in their mechanic I agree, it should use the “best” turret to shoot at where you are aiming. Though that  might actually make it OP for killing inties around you…Maybe not the best idea.

 

Lasers can’t hit anything for real if it is an inty. Fighters can escape 50% of the damage, but frigs can’t. Bots are very effective with em though.

-They have been this way since forever, only heavy lasers were a bit different in the past, but they had a fun bug where the cursor went off screen when aiming at a target)

 

Positrons work at all ranges, if you know what you are doing. The moment an inty starts encircling you though…good luck. That is when you need someone to help you.

 

Heavy blasters need some more DPS, and possibly longer overheat period(30 secs is kinda nothing if you only hit for 300) and lesser spread(0.2-0.5 decrease), but beyond that they are fine. My guard is fairly effective with it. Targets without resists die within seconds(Like commands thinking their DS will save them from my HB, which they will find out it drops in 3 seconds and less if they are close enough)

-But it isn’t that bad if you know how to use it.

–It has a 32.8 OH period, and a 1 sec CD. Use it to your advantage, always have the weapon firing and increasing it’s RoF.

Confirmed EM torp can be shot.

 

04:14:16.459 CMBT   | Killed Kine -> playerxxx; totalDamage 33649.39; Weapon_Laser_Heavy_T4_Mk1 

04:14:16.459 CMBT   |   Assisted playerxxx assisted to Kine -> playerxxx; totalDamage 9935.54; SpaceMissile_Torpedo_T4_Mk1 <FriendlyFire>

 

I was beaming from range while capping a beacon 4,000m out. He died too easy from lazer so I checked combat log and apparently he hit himself with his own EM torp. It was a one on one.

Not sure if that is so kine. There may be something there that you didn’t notice. Like someone flying through there cloaked, or an asteroid he hit etc.

Until some further tests we can’t be certain the EM torp can be shot.

Ive noticed my jericho torp is quite a bit faster after this patch. Why don’t they release all of the patch notes rather than a bunch of cryptic crap that just tells us “some stuff has been changed, try to find out what!”

 

Does the radioactive cloud do damage? How much? What type? Who knows!

 

Also great job nerfing commands and gunships. High risk/Low reward all the way.

in other news, mortar coils still don’t shoot half the time and you can’t rotate fast enough… bug…

 

Yeah, the coil mortar is basically useless as is. It’s really annoying that they don’t fix this thing.

The patches have always been full of half-data, bad information or simply non-reported changes.

No matter how many times it happens and people tell them to fix that xxxx they don’t give a xxxx.

 

Correct patch notes are goddamned easy to do, it takes 5 seconds for a dev to write down the exact changes he has made but apparently they still won’t do it.

 

Would it be more work? - Yes, a very small bit though.

Would it help the consumers? - Yes, it would help a lot.

 

Hell, even CCP does it and they got a very large team. Yes they have some stealth changes occasionally, but when they get called upon it they add it in the notes and thank the player for reminding them.

These devs do nothing at all when called upon a stealth change and just say “nothing has changed” even though it clearly DID.

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!”

“Oh, I can’t use this because the detection radius has been halved, it just streaks past the enemy ship I shot at, boohoohoo…”

“It’s useless, now, can’t use it, because it doesn’t hit anything, despite nothing being there, anyway, boohoohoo…”

 

Something like that?

 

Hey, I actually like the new EM Torpedo, though, as I said above.

 

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.

Best piece of advice I’ve heard on this topic, so far.

 

And no, despite it being a nub-tube, firing it at close range (read 1-2km range), it requires a little more skill than at its max range just so you don’t kill yourself in the process.

Heavy blasters need some more DPS, and possibly longer overheat period(30 secs is kinda nothing if you only hit for 300) and lesser spread(0.2-0.5 decrease), but beyond that they are fine. My guard is fairly effective with it. Targets without resists die within seconds(Like commands thinking their DS will save them from my HB, which they will find out it drops in 3 seconds and less if they are close enough)

-But it isn’t that bad if you know how to use it.

–It has a 32.8 OH period, and a 1 sec CD. Use it to your advantage, always have the weapon firing and increasing it’s RoF.

I think a higher projectile speed would help a lot, and make it so the RoF matches the current level of overheating.  It sucks if you take your finger off the mouse button at half overheat and then you’re back to the useless state of fire.  As is, I think it’s just a repel assist weapon.

Projectile speed won’t change anything I think. And it takes a second to CD, so just wait 0.5 seconds more and then you can fire for 30 secs again. If you had to wait for the OH to become high to actually do DPS, the weapon would become completely useless.

Mright, let me make something clear for everyone: dps happens IF you hit. It’s no use to have 210372981732189037807 dps if you cannot land a single hit. So always take that in consideration before comparing assault railgun or singularity vs gauss for example.

(just a litt…BIG mistake most people do)

assault railguns needs more OH…The applied DPS is quite bad and it overheats before you can really do anything D:

 

-Or am I just this bad at using ARG? I suppose I am…But it does OH very quickly…

I know, but the OH cd is very low as well on ARG. Apply it as ‘on the higher edge’ bursts for max effectiveness.

i think something is messed up with loot too…

 

i’m getting T2 purple and T3 greens playing R9…

 

there were only 2-3 T2 players in the game per team… and they all had T3s… but like 1 or 2 T2s in their slots…

If there is even only 1 T2 player and the match IS a T2-T3 then you get T2 looting mechanic which is T2 purps and T3 greens. Dumb imo, you already know why.

And once again beta you show you know nothing…

*GoT Reference > You know nothing,beta trash.*

EM torps are still a very effective weapon, especially for defense. My LRF killed 2 inties with it at once who came towards me :D(Can’t believe they were that stupid but whatever) now you just need some skill to use it.

 

Mortar Coils rarely jam for me, but they do need a fix in their mechanic I agree, it should use the “best” turret to shoot at where you are aiming. Though that  might actually make it OP for killing inties around you…Maybe not the best idea.

 

Lasers can’t hit anything for real if it is an inty. Fighters can escape 50% of the damage, but frigs can’t. Bots are very effective with em though.

-They have been this way since forever, only heavy lasers were a bit different in the past, but they had a fun bug where the cursor went off screen when aiming at a target)

 

Positrons work at all ranges, if you know what you are doing. The moment an inty starts encircling you though…good luck. That is when you need someone to help you.

 

Heavy blasters need some more DPS, and possibly longer overheat period(30 secs is kinda nothing if you only hit for 300) and lesser spread(0.2-0.5 decrease), but beyond that they are fine. My guard is fairly effective with it. Targets without resists die within seconds(Like commands thinking their DS will save them from my HB, which they will find out it drops in 3 seconds and less if they are close enough)

-But it isn’t that bad if you know how to use it.

–It has a 32.8 OH period, and a 1 sec CD. Use it to your advantage, always have the weapon firing and increasing it’s RoF.

 

they are NOT effective… they are lotto… if someone is flying straight at you from 1000m, sure… but i’ve seen them fly right past people, even though it looked like it was no more than 150m away from them… and it doesn’t detonate… so easy to avoid… plus i’ve yet to be hit by one flying ecm/covert… your personal experience means nothing, that’s what.

 

if coil mortars dont jam for you then the inty attacking you has no idea what theyre doing… same thing if you manage to hit them with a EM torp after this patch… you can’t even hit frigs unless they’re not moving… at 1500m… strafe for 1 second and you’re out of the trigger zone… useless…

 

the reason lasers dont work on fast targets is that you must keep the beam focused, tracing the exact path they are following. in other words you gotta be psychic… but yea, they work for frigs and slower fighters. but those have some thermal tank anyways.

If there is even only 1 T2 player and the match IS a T2-T3 then you get T2 looting mechanic which is T2 purps and T3 greens. Dumb imo, you already know why.

 

yup, broken mechanic… ad they all had T3s… but i didnt check our team… maybe we had a T2 player that didn’t have a T3.

 

but all this means is there’s a lack of T3/T4 players if all i’ve been getting is T2/3 loot past few hours… not to mention i have only succeeded at 1 salvage attempt in the last 50… whats up with that…

 

actually, thinking about it. they would have all had to have R9s, or at least be in that queue… shouldn’t drops be based on what ships you’re playing and not what the queue is? :\

assault railguns needs more OH…The applied DPS is quite bad and it overheats before you can really do anything D:

 

-Or am I just this bad at using ARG? I suppose I am…But it does OH very quickly…

 

I just click as quickly as I can to bypass the OH.

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).

Confirmed EM torp can be shot.

Not sure if that is so kine. There may be something there that you didn’t notice. Like someone flying through there cloaked, or an asteroid he hit etc.

Until some further tests we can’t be certain the EM torp can be shot.

Wasn’t any asteroids or cloaked friendlies near when I first noticed it. Time to test in a custom to make sure I guess. Might also be a bug that proximity triggers the torps on the ship shooting them, maybe when shot in specific angles.