Star Conflict OBT v.0.9.5 Discussion

I was shooting him one on one face to face no obstacles or other players. might have as well been a custom test battle.

 

first time I saw it happen in another game the last frigate in CR was getting focused down by multiple ships so I wasn’t sure why his torp exploded but everyone was wise enough to stay far away so it couldn’t have been triggered by a ship. but it did look like we all shot his torp.

also, i question the point of rate of fire mods now…

 

if they increase your heating rate by the same amount… then… they’re not really a buff…

 

theyre only good for weapons with REALLY long heating rates and fast fire rates… so… the only one being… heavy blaster… a mod for one gun… how amusing… and to think i spent GS on this junk.

Despite all your rants you spend GS on this game?  :crazy:

 

I did the same though…But buying mods with GS? Hell to the no!

I was shooting him one on one face to face no obstacles or other players. might have as well been a custom test battle.

 

first time I saw it happen in another game the last frigate in CR was getting focused down by multiple ships so I wasn’t sure why his torp exploded but everyone was wise enough to stay far away so it couldn’t have been triggered by a ship. but it did look like we all shot his torp.

Torpedoes explode upon impact as well. Many forget that dead ships leave husks behind that can block incoming fire.

Despite all your rants you spend GS on this game?  :crazy:

 

I did the same though…But buying mods with GS? Hell to the no!

 

GS salvage… i salvaged some command mods, a iridium heatsink, some other junk… most of it is now nerfed…

We’ve been playing the game for a while man, we know how to aim ahead of a target. The issue is distance and speed. Anyone can nail an inty at 2km if it is flying right at you. When you are playing better opponents that doesn’t happen as much. Any closer than 1k and you should just point the torp at your own missile bay. One of the best strategies for the EM that still stands is doubling up with a second torp after you warp gate in. If you time it right you can double-strike and take down half a fully outfitted guard. Again, we know what we are doing and I said the range was a little too big before. This change however is a little bit on the extreme side.

I’ve seen some ships ghost around EM torps too. They are great for clearing a beacon, but aiming at a ship ball is not as effective as you think. Between distance issues and the possibility of there being a guard in the ball it makes the torp a bit worthless. I would also advocate that it have a trigger function so that I could just blast it whenever. Guess I should have went Jerry huh?

Despite all your rants you spend GS on this game?

 

I did the same though…But buying mods with GS? Hell to the no!

I spend GS whenever they’ve shown progress in the game. Despite there having been NO positive progress in fixing the game and its broken mechanics and, most importantly, the matchmaking system, this recent patch has set my ragemeter down a notch. Remains to be seen whether this tendency will continue, but I do hope it does.

Not only do the devs ignore a lot of broken xxxx, but it’s next to impossible to get GMs to acknowledge anything.

 

Hell, whoever’s translating for them is slacking off too. So many tooltips in game are just wrong.

I’ve said it before, and I’ll say it again. Don’t give your money to amateurs.

Not only do the devs ignore a lot of broken xxxx, but it’s next to impossible to get GMs to acknowledge anything.

 

Hell, whoever’s translating for them is slacking off too. So many tooltips in game are just wrong.

I’ve said it before, and I’ll say it again. Don’t give your money to amateurs.

 

What exactly would you like the GMs to acknowledge?

We’ve been playing the game for a while man, we know how to aim ahead of a target. The issue is distance and speed. Anyone can nail an inty at 2km if it is flying right at you. When you are playing better opponents that doesn’t happen as much. Any closer than 1k and you should just point the torp at your own missile bay. One of the best strategies for the EM that still stands is doubling up with a second torp after you warp gate in. If you time it right you can double-strike and take down half a fully outfitted guard. Again, we know what we are doing and I said the range was a little too big before. This change however is a little bit on the extreme side.

I’ve seen some ships ghost around EM torps too. They are great for clearing a beacon, but aiming at a ship ball is not as effective as you think. Between distance issues and the possibility of there being a guard in the ball it makes the torp a bit worthless. I would also advocate that it have a trigger function so that I could just blast it whenever. Guess I should have went Jerry huh?

It all depends on hands. If you suck, it’s no longer a free kill. It you are decent, it’s an exceptionally powerful weapon. If you’re good, it’s overpowered to xxxx. I can reliably connect it with interceptors and fighters 2-3 km away traveling somewhere because I can predict moment of contact well enough, and I almost never miss someone who is facing me (i.e. attacking me). I just messed around a bit in T3 on a jericho LR frigate and it’s still as insanely OP as ever in good hands. I’m effectively immortal to interceptors other than mass suicider charge that I don’t notice, almost impossible to kill with fighters unless I decide that my guided torpedo is more important than my life at the moment and just decide to eat the damage (and with last nerfs to singularity, I know they’ll have to overheat and cool down once before they can kill me even if I don’t use shield hardener). The only ship type it’s not brokenly OP against in my hands is other frigates, because they have tankiness to eat it and live through the follow-up positron shots. Everything else that decides to attack me is just a victim to me because of it.

Not only do the devs ignore a lot of broken xxxx, but it’s next to impossible to get GMs to acknowledge anything.

 

Hell, whoever’s translating for them is slacking off too. So many tooltips in game are just wrong.

I’ve said it before, and I’ll say it again. Don’t give your money to amateurs.

The GM’s rarely know anything more than us.(On the English forum anyway) The DEVS need to acknowledge it.

also, i question the point of rate of fire mods now…

 

if they increase your heating rate by the same amount… then… they’re not really a buff…

Hey, look, on example:

Let’s imagine that we have a railgun with dmg amounting to 1000, rate of fire 150 shots/min. It overheats in 10 sec. and cools down in 2 sec.

Damage - Х

Time till overheat - Y

cooldown - Z

Rate of fire modifier (in percent, by default - 1) - В

Formula:

Dps (final) = dps (base)*В*Y/(Y+Z)

Dps (base) = X*150/60

Thus, if we use figures:

1st case, if there’s no rate of fire modifiers:

Dps (final) = 1000*150/60*1*10/12=2083,333

2nd case, 10% mod:

Dps (final + 10% rate of fire mod) = 1000*150/60*1,1*9/11 = 2250

AS you can see your dps still increases.

And this is all in almost direct correlation - +10% rate of fire, +10% overheating and +10% Dps.(there can be some fluctuations, yes, as YZ may vary for different weapons)

Hell, whoever’s translating for them is slacking off too. So many tooltips in game are just wrong.

We try to control every text that is implemented into the game and it undergoes a strict quality control. Can you point out what mistakes have you found?

Also, if you think that some tooltips are wrong, you can always use our dev. assist function!

Find out more about it in our [dev. blog entry](< base_url >/index.php?/topic/21146-developer-blog-entry-from-august-29th/)!

and the bomb isnt visible again when the enemy has it… leading to some really lame games again… coverts grabbing it, taking it all the way to the side/top/bottom and the behind and then making a mad rush at 800m/s to beacon… :\ the lameness has begun once more. also, hiding it in the back of their base.

Hey, look, on example:

Let’s imagine that we have a railgun with dmg amounting to 1000, rate of fire 150 shots/min. It overheats in 10 sec. and cools down in 2 sec.

Damage - Х

Time till overheat - Y

cooldown - Z

Rate of fire modifier (in percent, by default - 1) - В

Formula:

Dps (final) = dps (base)*В*Y/(Y+Z)

Dps (base) = X*150/60

Thus, if we use figures:

1st case, if there’s no rate of fire modifiers:

Dps (final) = 1000*150/60*1*10/12=2083,333

2nd case, 10% mod:

Dps (final + 10% rate of fire mod) = 1000*150/60*1,1*9/11 = 2250

AS you can see your dps still increases.

And this is all in almost direct correlation - +10% rate of fire, +10% overheating and +10% Dps.(there can be some fluctuations, yes, as YZ may vary for different weapons)

 

uhm, how can DPS increase if overheating is increased?..

 

it decreases… you get more burst damage… but you get less DPS…

 

plus, i dont think your calcs include the lower time to overheat… you didnt mult/divide Y when adding it to Z :\

 

let H = time to overheat (seconds)

let C = cooldown (seconds)

let R = rate of fire multiplier (default:1)

let D = base damage

 

DPS = (H/R)(DR) / (H/R+C)

 

as you can see, the first part, you can cancel our R (rof completely) since it modifiers overheat.

 

DPS = HD / (H/R+C)

 

and the reason it goes up in game is because the in-game calcs don’t take cooldown into account.

 

overall DPS actually goes down because of cooldown being a larger percentage of total now.

Hey, look, on example:

Let’s imagine that we have a railgun with dmg amounting to 1000, rate of fire 150 shots/min. It overheats in 10 sec. and cools down in 2 sec.

Damage - Х

Time till overheat - Y

cooldown - Z

Rate of fire modifier (in percent, by default - 1) - В

Formula:

Dps (final) = dps (base)*В*Y/(Y+Z)

Dps (base) = X*150/60

Thus, if we use figures:

1st case, if there’s no rate of fire modifiers:

Dps (final) = 1000*150/60*1*10/12=2083,333

2nd case, 10% mod:

Dps (final + 10% rate of fire mod) = 1000*150/60*1,1*9/11 = 2250

AS you can see your dps still increases.

And this is all in almost direct correlation - +10% rate of fire, +10% overheating and +10% Dps.(there can be some fluctuations, yes, as YZ may vary for different weapons)

Don’t you have to modify your /(Y+Z)? the place where you divide by summ of time to overheat and cooldown?

because your time till overheat is reduced as well.

uhm, how can DPS increase if overheating is increased?..

 

it decreases… you get more burst damage… but you get less DPS…

 

plus, i dont think your calcs include the lower time to overheat… you didnt mult/divide Y when adding it to Z :\

 

and you’re adding Y+Z… time to overheat + damage? seconds plus damage? … uh… :\

Because cooling down the weapon didn’t get longer, you hit overheat faster by shooting same amount of dmg, so your total dmg output got delivered in shorter time.

1st case, if there’s no rate of fire modifiers:

Dps (final) = 1000*150/60*1*10/12=2083,333

2nd case, 10% mod:

Dps (final + 10% rate of fire mod) = 1000*150/60*1,1*10/12 = 2291,666666666667

Huh… So, if the mods increase RoF, they don’t increase/decrease overheat times? Cause that (Y+Z) is still 12 on the 10% mod case.

and the bomb isnt visible again when the enemy has it… leading to some really lame games again… coverts grabbing it, taking it all the way to the side/top/bottom and the behind and then making a mad rush at 800m/s to beacon… :\ the lameness has begun once more. also, hiding it in the back of their base.

This was a bug and it was fixed. 

This was a bug and it was fixed. 

 

nope… i still cannot see the bomb when it is out of range and the enemy has it…