Star Conflict OBT v.0.9.6 Discussion

Desintegrator

 

lmao. for real.

 

btw, side note: i was under sustained fire from a disintegrator and a ecm on a styx, and my hull was holding steady at 30%, they couldn’t kill me. lol. i clued in after like 10 seconds and started just flying around in the open to troll them. was so hilarious.

Disintegrator

Speaking of the devil…

 

Antibus, did Disintegrator have an Auto Aim help mechanics to it aka Aimbot?

Speaking of the bevil…

 

Antibus, did Disintegrator have an Auto Aim help mechanics to it aka Aimbot?

 

nope, no visible cursor correction anyways… just fires along the beam. if anything, it was lag. always blame it on the lag.

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.

I haven’t played those game so I’m going to guess that the heavy merely have more health and that most of your shots are going to hit unless he have cover, exactly like our frigates in a way. As for mechwarrior I’m going to guess that maybe you have only 1 mech and dead is dead or that the respawn time is long, making duels really worthwhile.

 

Did you watch kine’s video ? He’s not a bad player and yet he was unable to end the combat. In a domination game, spending so much time trying to kill a dude would have been extremely unproductive.

nope, no visible cursor correction anyways… just fires along the beam. if anything, it was lag. always blame it on the lag.

you are missing the point, EVERY weapon except lazers had AimBot,but only heavy weapons had visible indication to the player, all other weapons would correct your aim on its own with no visible feedback.

 

This is a root cause of all the problems people have with hitting a target (if they have a good ping)

 

Edit, Leading marker on a target does not adjust for your Ping, so depending on your ping you have to shift aiming point on that vector in your head, this is why hitting dead center of a lead marker result in your shots falling behind. 

This commentary on the russian board made me smile:

 

“We now have a game that really emphasizes skill. It should be interesting, provided we don’t drown in the tears of casuals.”

 

 

It’s a sentiment widely shared by many it seems.

 The problem is not because of casuals, but for the ppl that has over 100ms latency.

 

Even thou the game mechanics try not to be influenced too much by lagg, it still is, and thats why lets say, a skilled brazilian dogfighter will always die to a USA, Russian or european skilled dogfighting.

 

And now interceptors are even harder to hit, i mean, they are almost invulnerable unless you get 2 guards with pulsars active.

 The problem is not because of casuals, but for the ppl that has over 100ms latency.

 

Even thou the game mechanics try not to be influenced too much by lagg, it still is, and thats why lets say, a skilled brazilian dogfighter will always die to a USA, Russian or european skilled dogfighting.

 

And now interceptors are even harder to hit, i mean, they are almost invulnerable unless you get 2 guards with pulsars active.

Welcome to the game the devs want.

And now interceptors are even harder to hit, i mean, they are almost invulnerable unless you get 2 guards with pulsars active.

Pulsars do not stack, only 1 will be active in same time in same area.

one of the major reasons is getting swapped between regions constantly. so you never get a feel for the lag and how much you should lead your shots. it’s like constantly switching between being LPB and HPB and assuming it’s not going to mess up your game. obviously, it will…

 

but, well, it’s like this (from the perspective of a canadian put on RU server 55% of the time, EU 20%, US 25%)

 

gauss cannot hit targets with anything above 50 ping i imagine.

rails experience that ‘lag effect’ during the day when 1500+ are on.

singularity experiences a heavy delay in laggy conditions, and for a close combat weapon, that just doesn’t work.

lasers are impossible to hit fast targets with when you have lag.

guided missiles, even with the implant, can’t turn fast enough to hit inties, and even some fighters in close combat.

 

rails > singularity > lasers > gauss: reason is you get a visual indication of how much to lead with rails. something you don’t get with the other guns. they’re harder to adjust for varying lag conditions.

 

positrons, impossible to hit inties now due to convergence factor. frigs are sitting ducks again. although it works better at long range :\

mortars dont fire in certain directions, same deal, low range and speed. hard to use with lag at a distance, and impossible close range due to rotation speed and the gun jamming thing.

heavy blasters are almost impossible to use with lag because you have to lead by a mile, all the shots lag behind.

lasers are prob the only thing left? more thermal damage? no thanks…

em torps fly by targets at 100-200m seemingly and don’t explode, and can be dodged at 1.5-2km even by frigs.

 

lasers/positrons > blasters > mortars: still not sure what i think of positrons, if it’s the inty speed changes and lag, or this update…

 

shrapnel doesn’t work with lag, since anything closer than 1000m to you is impossible to hit. your shots fire 0.5 secs late almost, meaning you will never hit close quarters targets. at long range, the spread is to high for it to do any decent damage.

plasmas are too damn weak, comparable to a gauss for a fighter basically.

rf blasters not enough range, and too much spread at range anyways.

pulse lasers require a ships with +50% overheat to be effective.

prox mines still do 10k damage to inties (huehue, still being abused).

and unguided missiles are pretty hard to use with lag.

 

pulse > shrapnel > blasters > plasma: but pretty much the only usable one with laggy conditions are pulse lasers.

 

Edit, Leading marker on a target does not adjust for your Ping, so depending on your ping you have to shift aiming point on that vector in your head, this is why hitting dead center of a lead marker result in your shots falling behind. 

 

yes, i know that… and the amount you have to lead varies depending on which server you are on and how many people are online, what time of day it is, congestion on the links, etc ;o

 

with all the nerfs to guided missiles recently, now aiming reticle, gauss, survivability, speed, etc… this game is now exclusively for low pingers :slight_smile:

Well after 1 day gameplay i have to say i really like this patch:

Fly Skill is back, interceptors are now fully flyable and enjoinable … Top Guns are back and teamplay is now something more complex than “focus the same target”.

 

The game is now almost as much funny as it was when i started…

 

Offcourse. i see the lag iusse too. I mean… in matches where i have 20~30 ping everything is fine and funny… BUT when the ping rises up (and often i hit 60~80) pains start… lot of misses with anything but lasers.

you are missing the point, EVERY weapon except lazers had AimBot,but only heavy weapons had visible indication to the player, all other weapons would correct your aim on its own with no visible feedback.

 

I’m gonna go ahead and say, nope.

 

something was added and broke or got removed. my money is on shot prediction. intentionally or otherwise.

 

client — server — client

 

older games, client did alot of the work and sent the results to the server. you would receive location of the enemy, shot it, clientside calc’d it was a hit, result sent to server before server tells your victim he died. this obviously reeks of exploit.

 

then shot prediction came and extrapolation. you’d receive enemy coords, tells server you shot it while server checks with the victim ‘were you there 130ms ago’. if all checks out, server tells both sides the outcome. You get weird results this way especially in cases with crosskills, dying behind cover, not seeing person who shot you etc.

 

I think SCon tries to be special and does everything server side. Went over Russian forum just to get confirmation. It started with my curiosity with lag wobbles. Every other game handles navigation clientside. Wobbles indicate that SCon does it on the server’s end which is frikkin amazingly… odd. See, I only wobble when it’s laggy. That’s akin to your Warcraft char walking around in drunken circles when the server is laggy. Ofcourse it doesn’t happen elsewhere because moving about the map is done clientside. Apparently not with Star Conflict.

 

Then it occurred to me, what if EVERYTHING was done the same way. Active modules? Even weapons? That would explain alot of the weird things we’ve observed like coil mortar jams, EMP camo after it was supposedly fixed etc etc

 

Watch my Gauss video again. I did it to show that even firing off shots is server dependent.

You’re not shooting and asking server if you hit something like how most games do it

There’s an extra layer that doubles the lag effect.

 

We are essentially ‘asking’ the server permission to shoot and server will send back acknowledgement that says yes you can before the animation plays. And then it goes back again asking ‘did I hit anything?’ and server goes off to do his thing with hit detection. And this ping pong goes back and forth with the other guy as well on top of navigation. As you can imagine, even the slightest lag will eventually be amplified.

 

 

Not every weapon had an aimbot previously. We probably had a very liberal hit detection that either got removed or something else added in and shooting mechanics got broken. This is a bug not a feature. Unless Dev purposefully tweaked it to troll us.

 

 

Disclaimer: not a network engineer so i may be looking at things wrong.

While I’d never claim to be a marksman on this game, whatever the Devs did it knocked my accuracy down into the non-existent territories. I’d say pre-patch my Inty accuracy was around 50% with shrapnel / rockets (that is, half the shots would hit - not necessarily hit well, but hit). Now it’s 25% at best. Heavy weapons don’t seem to have changed much, but then coil mortars were always so slow that you had to wait for a stationary or head-on target anyway…

I think SCon tries to be special and does everything server side. Went over Russian forum just to get confirmation. It started with my curiosity with lag wobbles. Every other game handles navigation clientside. Wobbles indicate that SCon does it on the server’s end which is frikkin amazingly… odd.

The game is server authoritative, so sure, the movement needs to be confirmed by the server, which is why lag affects it so much. It’s hardly the only game doing it, for one major example related to this game just look at World of Tanks.

whyyyyyy…???

 

[edit]

 

since you’re on the topic, why this?

the movement needs to be confirmed by the server

 

 

why the need ?

I’m gonna go ahead and say, nope.

you are missing the point, EVERY weapon except lazers had AimBot,but only heavy weapons had visible indication to the player, all other weapons would correct your aim on its own with no visible feedback.

This is basically taken right from developers mouth.

And as i said befor people with high ping are getting screwed big time, like you are. That video is extreme of a high ping. You play from malaysia, there are no servers next to you. You play what 200+ ping?

You know a game is skill based and requires aim when people start complaining about aimbot … and here we go :stuck_out_tongue: :stuck_out_tongue:

imacheater.jpg

While i am against phrases such as “lol no0b”, some times its the only thing i want to say :slight_smile:

But he is a N00B… i mean a real one. Noobness state trascends the ability to play a game… is a mental state,and “Everyone can do something i can’t is a cheater for sure” is exactly part of that :slight_smile: .

 

 

/OT

Don’t suppose anyone remembers this?

 

Here’s my revised concept, based on the feedback I saw:

Aiming3_zps6f756ba7.png Aiming2_zps947d8457.png Aiming_zps5c549d68.png

 

All together, this is what they look like:

 

BEFORE:

screenshot-130615-133609_zpsa6860424.jpg

AFTER:

screenshot-130615-133609FIX_zps426ad8c6.

 

EDIT: @Choll and Astraal, the primary purpose of this thread is to revise the aiming reticule to make it more visible, NOT to redesign the entire HUD. Please stay on topic. You already have a separate thread for HUD revisions here: [http://forum.star-conflict.com/index.php?/topic/20052-hud-remastered/](< base_url >/index.php?/topic/20052-hud-remastered/)

 

Don’t suppose anyone remembers this?

 

 

Devs already said that current red color was unintended, and got in by mistake.

Just wait till you see it in motion. 

But thats not the real problem. The indicator is broken. Even if you exactly aim for the reticule you will miss in most cases. 

 

So, new meta is lazors, shrapnel. bubblegun all day long, huh?

The reticle itself looks fine, but yeah, aim is now broken