Star Conflict OBT v.0.9.6 Discussion

You know, I think we should remember 1 thing when bashing the devs:

It might be the publishers who are xxxx up the game, not the devs.

The publishers are probaly making the devs do stuff they don’t want to (yet) just because they want to make money.

No publisher has ever asked for bad netcode.

A bigger playerbase would get us more games on a non-Russian server though (or whichever server is best for you).

I never get on the russian server weirdly enough, last time I was on there was during a custom battle PVE blackwood, which I was able to fix by selecting EU server after re-making the custom battle…

No publisher has ever asked for bad netcode.

 

Theoretically, maybe in consoles one could make this claim :wink:

 

Console games --the multi-player part of it-- is often made so that someone can play it even through 12.8kbs analog modem line. Allowing “all paying customers to participate” And this usually leads into bad things happening inside the game, all kind of “lag switch” -cheats and stuff… so publisher asks intentionally for net code that is not optimal, that causes bad things for the playability from “pro-playing” point of view.

 

Sorry off-topic. Not a problem in PC side, usually.

It would help if you knew previous stats of modules :wink:

In the past the AMS had a CD of ~13-8.5 on guards without CD reduction. 

I am not certain if this CD has changed, but I do know that in 9.4 I saw an ESB guard taking down my fighter missiles one after another(he probaly stacked CD reductions) so it all depends on who you are fighting, and what ship he is in. An exp. AMS on a ship with CD reduction, That is just insanity, especially when combined with CD reduction implant.

 

it was a crus-s, and no CD at R9… i though it was 18 or 14 secs before… you mean experimental are 12 secs? that’s the only thing i can think of. still, he shot each one down as soon as it was fired. meaning he had 10 seconds… and there’s no T3 missile shield that will fire every 10 secs :\ not that i know of, unless experimental is actually less than 12…

 

and just another example of how experimental loot is OP and broken… yet people claim it’s only a ‘small bonus’ lmao… here’s another case of purple being able to solo torps, while blue cannot…

 

There are only 3 Guards with module cooldown reduction (Neuron Zealot, Tormentor-S & Inquisitor). NOTHING ELSE affects module cooldown rate other than the R13/14 implant (can’t remember which).

 

Edit: It is possible to get infinite Pulsar running with this setup. Or infinite Weapons Overcharge on Gunships… and so forth…

 

what this guy said. infinite anything because of purple is just wrong… either make purples available to everyone, not just the lucky RNG few, or the no-lifers… or remove them… end of discussion.

 

On the bright side positron is now awesome at hitting partially hidden targets, like engineers that are half-hidden behind their barrier. Before the patch, your shot was autoaimed at the center of the said engineer and hit the barrier. Now you can actually hit the engineer. Loving it.

 

that is one of the reasons i suggested auto-aim needed to be removed. it works for the most part on positrons, but sometimes you will be in the targetting reticule, and the guns won’t converge, but you’ll get the round circle, indicating that they should… this is probably lag related as well… so you get inconsistent behaviour. you can hit slower frigs/fighters in most cases, but hitting inties has become close to impossible, still do-able but only with luck. as for gauss? it’s hilariously ridiculous… you cannot hit anything with it past 2000m.

 

also, for people with lag, you cannot hit anything with close range weapons if it’s closer then 1000m, because of the lag delay… so stuff like shrapnel become useless, since at range it does close to no damage… weapons aren’t balanced for the current server/lag situation… that’s because they test them on LAN probably…

 

It’s lag, easier to see on the Gauss sniper but it affects all the other guns too.

 

430 ping? lmao… the highest i usually get is 190 to RU server, 130 to EU… and even then it’s noticeably laggy (0.5 second firing delay on gauss)… but that’s just horrible dude :smiley:

 

I’d have nothing against it if my guns didn’t lag or tend to actually overshoot the angle i’m firing at… Or lag behind. They either shoot in front of where i’m moving my cursor or behind it, but nowhere near it… Bye bye Wolf and Wolf M :’(

 

i also have this same issue… i will fire the guns, but the actual shot fires at a location my cursor was in 0.5 seconds ago … this happened previously as well though… because of the lag situation. i always knew it was doing that, but when i watched my own recordings back it became clear that was the case.

 

with rapid firing weapons, you can correct for the lag… just watch where your actual shots are landing (to a degree, if you target is changing directions an weaving often, you cannot correct because of the ping difference and something called interpolation)… but with slow-firing weapons, it becomes next to impossible in some cases.

Well, got home, tested it, TERRIBLE.

I’d have nothing against it if my guns didn’t lag or tend to actually overshoot the angle i’m firing at… Or lag behind. They either shoot in front of where i’m moving my cursor or behind it, but nowhere near it… Bye bye Wolf and Wolf M :’(

In which case… who missed my immortal bubble KatS? That still shoots where it should.

I know for a fact that I sucked for about an hour after the patch as I had to override quite a bit of muscle memory and apparently remind myself that I actually can aim when I need to. Luckily I play several other shooters in addition to this game, so adaptation period was short.

 

Cruising now. Haven’t tried gauss again, but positron works fine for me on LFRs, though I did notice that I hit things with less barrels now (smaller numbers). Not getting your aim autocorrected no longer gets those “center aim so that 0.3deg minimum spread hits with all barrels” even when I’m aiming at the side of the ship - some shots miss as they should. On the bright side positron is now awesome at hitting partially hidden targets, like engineers that are half-hidden behind their barrier. Before the patch, your shot was autoaimed at the center of the said engineer and hit the barrier. Now you can actually hit the engineer. Loving it.

 

I guess some people take longer than me to adapt. My advice is to grit your teeth and bear it while you remind your hands and your brain that you don’t suck and know how to aim without aimbot.

In any other shooters in you can kill you target with a few shots so even if you miss 3/4 of your shots a 1v1 face to face encounter will last only a few seconds. The current weapons and ships were all balanced on the fact that you could hit a target reliably if you tried.

it was a crus-s, and no CD at R9… i though it was 18 or 14 secs before… you mean experimental are 12 secs? that’s the only thing i can think of. still, he shot each one down as soon as it was fired. meaning he had 10 seconds… and there’s no T3 missile shield that will fire every 10 secs :\ not that i know of, unless experimental is actually less than 12…

 

and just another example of how experimental loot is OP and broken… yet people claim it’s only a ‘small bonus’ lmao… here’s another case of purple being able to solo torps, while blue cannot…

Blue is already 10 seconds(Or near enough as makes no matter) and exp. is 8.5. 

Does it make a difference? Yes. 

But that is why exp, is mark 3.5 instead of 3

And exp, is chance based drop(Triple chance based actually), and not OP. It is as OP as mk3 is OP incomparison to mk2/military.

Took a few more Gauss shots. The gun actually shoots at the top of your reticle, not the middle… wtf…

At least now i can go 2000 DSR with my Katana. 5 Fear me medals out of 5 matches. Even came close to death like 2% hull remaining and chased by 4 people at once several times. They gave up lol.

 

EDIT:

Honestly i don’t think they even tested the aim reduction before updating. Taking it slowly with 1.1…1.5…2… etc times reduction was the right way to go, but oh well, the WoW effect…

What??

Took a few more Gauss shots. The gun actually shoots at the top of your reticle, not the middle… wtf…

At least now i can go 2000 DSR with my Katana. 5 Fear me medals out of 5 matches. Even came close to death like 2% hull remaining and chased by 4 people at once several times. They gave up lol.

 

EDIT:

Honestly i don’t think they even tested the aim reduction before updating. Taking it slowly with 1.1…1.5…2… etc times reduction was the right way to go, but oh well, the WoW effect…

these devs are great at going over the top and not lowering it for a long time…

EDIT:

Honestly i don’t think they even tested the aim reduction before updating. Taking it slowly with 1.1…1.5…2… etc times reduction was the right way to go, but oh well, the WoW effect…

 

If you have an internal (!) Testserver where the Ping is fixed at 5… this might look shiny. But these are not the RL conditions. 

If you have an internal (!) Testserver where the Ping is fixed at 5… this might look shiny. But this are not the RL conditions. 

Exactly what i thought…

http://www.youtube.com/watch?v=MlpcC6ske48

 

0:03:00 - positron - convergence indicator, but no convergence.
0:10:00 - torpedo - lag-induced guided torpedo glitch.
0:18:00 - gauss - leading the lead marker, shots falling behind target.
0:20:00 - gauss - leading the lead marker, shots falling on target (should fall in front).
0:27:00 - gauss - all shots seem extremely delayed, and reports of hits are late.
0:43:00 - gauss - shot fires behind target again.
0:45:00 - gauss - showing how futile gauss is for other targets: both me and an LRF are shooting that styx for 30-40 secs, and he still doesn’t die (i left the charging station alive on purpose to test, since they now heal their user as well, plus charge is suboptimal on styx). and yes, i died at the very end before i killed him, because i was smoking, so i missed some shots, and overheat lol.
1:37:00 - gauss - again, i have to lead the lead marker to hit the target.
1:43:00 - gauss - same thing, but at least proving it can hit fighters moving in a straight line at 200m/s… :\
1:54:00 - positron - lead marker visibility problems due to a large cluster of enemies, explosion and effects (some frame lag due to recording as well).
2:15:00 - positron - testing convergence on linear motion. second shot had convergence indicator, but guns didnt converge. then i just started mousing over it to test effects.
2:30:00 - positron - testing, holding the fire button gives a convergence indicator.
2:38:00 - positron - testing mid/close-range on frigates.
3:25:00 - positron - actually got convergence on the inty, so it works, just not under laggy conditions.
3:50:00 - positron - all the beams appear to miss, yet 3410 damage done. it kinda illustrates the problem with lag and distance of about 1000m… shot are unpredictable so close.
4:18:00 - positron - testing vs fighters at close range, although not dodging much.
5:10:00 - positron - testing vs inties, firing in front of the lead marker in most cases, but shots still falling behind target.

 

might be another 15 mins before the higher quality versions are available. also, for some reason SC record at 10-15 FPS… whereas i have no probs recording at 45-60 FPS in other games ;\

 

didn’t bother to include the minute details. you’d need to watch it frame by frame to see them anyways. and the frames are probably not exact now due to the youtube conversion. there are things you’d notice beyond those if you did however. i did more testing later as well… same opinion…

 

well, at least now convergence is being calculated based on target and proximity of cursor to the lead marker, instead of artifically ‘locking’ your cursor. which is actually better. lag issues need to be resolved separately.

but gauss is pretty useless now with laggy conditions. can’t kill frigs, mediocre vs fighters, and difficulty hitting inties past 3000m (but can’t hit them closer than 1000m either, so it’s range is 1000-3000m effective lmao).
 

seriously, as for that styx comment, mines is unkillable now… i was under sustained fir from 2 guards and engineer, and had a fighter to help me out… tanked and killed them all with 50% hull left… lmfao.

 

in fact, here’s some interesting facts about the styx (not taking a command into account, which would raise resistances by about 24-31 again).

 

format: kinetic, EM, thermal

 

EHP: 50k, 45k, 56k

after 10 secs: 60k, 53k, 67k

after 20 secs: 70k, 61k, 77k

after 30 secs: 80k, 70k, 88k

 

while moving with adaptive shield -

 

EHP: 64k, 58k, 70k.

after 10 secs: 76k, 69k, 83k

after 20 secs: 89k, 80k, 96k

after 30 secs: 101k, 91k, 109k

 

it can also shrug off a sustained 1000-1300 DPS with heals alone. without charge station, with it, it can shrug off 1400-1800+ DPS sustained. probably 2000+ with correct fit.

 

or, differently, how long would it take to kill a styx given a certain amount of DPS? (without charging station, just repair station)

 

10 secs: 6k, 5.3k, 6.7k DPS

20 secs: 3.5k, 3.1k, 3.9k DPS

30 secs: 2.7k, 2.3k, 2.9k DPS

 

with adaptive shield -

 

10 secs: 7.6k, 6.9k, 8.3k DPS

20 secs: 4.4k, 4k, 4.8k DPS

30 secs: 3.4k, 3k, 3.6k DPS

 

tetroxide, voltage reg, adaptive shield, armor-plated hull, thermal and kinetic armor, and a proton wall. mass shield, nanodrone, warp gate (for mobility since styx is slow), repair station.

 

here’s a styx with a command as support, and repair plus charge station:

 

format: kinetic, EM, thermal

 

EHP: 74k, 69k, 80k

after 10 secs: 94k, 86k, 100k

after 20 secs: 115k, 103k, 120k

after 30 secs: 135k, 120k, 141k

reqd DPS 10 secs: 9.4k, 8.6k, 10k

reqd DPS 20 secs: 5.7k, 5.2k, 6k

reqd DPS 30 secs: 4.5k, 4k, 4.7k

 

basically, if you pummel it with 5k DPS it will take 30 secs to kill… with 10k DPS it will take 10 secs to kill…

 

oh, and it can heal an effective 2k+ DPS (not health, that’s HP + resistances, it actually heals 965)

 

btw, this 2k+ effective heal applies to any unit, not just the styx itself. it’s hard enough to hit an inty with 2k+ DPS as is…

Yeah… pretty much confirmed that it is impossible for the Devs to produce an update, no matter how small or trivial, that doesn’t screw the game up in a major way.

And they probably think it’s working as intended too so they won’t try to fix it. I’m not playing until they do something about this mess. For those still playing the best thing you can do is equip lasers on your ships so that their stats show the other kinds of weapons are borderline unusable.

they actually fixed positrons, since the aiming reticule no longer jumps. it’s preferrable to the old system.

 

but they broke gauss, since you need that extra aim to hit fast moving targets at a distance with such a small projectile, especially with lag.

 

but the lead marker is a bit too dark and red… it gets lost in combat.

In any other shooters in you can kill you target with a few shots so even if you miss 3/4 of your shots a 1v1 face to face encounter will last only a few seconds. The current weapons and ships were all balanced on the fact that you could hit a target reliably if you tried.

Have you actually tried games other than counterstrike? It takes forever to kill a heavy in TF/TF2. It takes even longer to kill someone in a shooter like mech warrior online.

 

Time it takes to kill depends on shooter’s design. There are CS style games where kill comes after just a few hits. There are MWO style where you need to take tens of seconds, or even minutes to kill.

Have you actually tried games other than counterstrike? It takes forever to kill a heavy in TF/TF2. It takes even longer to kill someone in a shooter like mech warrior online.

Using the right weapon(s) it takes a single headshot in both games.

Using the right weapon(s) it takes a single headshot in both games.

P90/K-UMP/ Hv. Machine Gun. Headshots all day long.

Using the right weapon(s) it takes a single headshot in both games.

 

P90/K-UMP/ Hv. Machine Gun. Headshots all day long.

 

Desintegrator