Star Conflict OBT v.0.9.6 Discussion

Oh look it’s that same xxxx comment from the same xxxx person again.

I don’t even have a guard in my setup, and my half-fit recon can kill practicly anything given enough time because I rarely get hit. And that is with an empire that doesn’t even go abov e 400m/s yet.

And yet you keep making claims that only a person that flies guard over everything else would make. I wonder why?

Oh look it’s that same xxxx comment from the same xxxx person again.

I don’t even have a guard in my setup, and my half-fit recon can kill practicly anything given enough time because I rarely get hit. And that is with an empire that doesn’t even go abov e 400m/s yet.

 

 

And yet you keep making claims that only a person that flies guard over everything else would make. I wonder why?

 

You guys should just start making out already, lol.

Oh, so recon is a damage ship. Thanks for telling me, I clearly missed the memo!

:facepalm:

 

 

“It’s better to stay quiet and let others think you an idiot, than open your mouth and remove all doubt”.

It is a damage ship when I fly it. And it’s actually dealing more damage than I currently display from the logs, too, because the shield loss caused by parasitic remodulator does not go into the logs and I cannot extrapolate it either. Only the part where it heals your own shields is currently represented - in the healing column - and only while you are below 100% shields.

 

Dude, i fly that cov ops t2 on t3 pvps, and i do t3 pvp, not t2. And what i see in T3 i craploads of interceptors, and in rare ocasions, frigballs. I would say that in 10 battles i find 1 frigball.

Yep, after people realized they had trouble hitting interceptors after the patch we saw a massive increase in interceptor usage in T3 (so much that often I now need more than one battle for my current “kill 5 frigates” contracts). Was amusing how fast players switched to the FotM ships.

It’s not something that you as a “lol pulsar everything” guard would ever notice, but interceptors often fight out a tug of war battle for beacons, trying to scratch one another to interrupt capture for a few seconds so they can disable or capture the beacon.

 

It’s yet another aspect of game’s depth that was brutally murdered by broken guard frigates. Right now, if you don’t capture it fast, you’re dead. Because a broken OP guard frigate ball will wade into it and brutally murder everything that has dared to stay.

 

Before that, frigates were the ones to stay back and provide heavy cover fire and sniping, while ints and fighters went into melee over the beacon with fighters having more damage and durability and ints having faster capturing speed and better evasion. And it was glorious. Now it’s just glorified two button fest, and that is really sad.

 

I think this patch is terrible, and I’ll be the first to admit it.  Before, enemy skill affected my accuracy because enemies that actively evaded and proactively retreated avoided enough fire to get an upper hand.  Now, any baboon flailing his mouse around can avoid enough fire to survive, provided he is in an interceptor(and to some degree, even a fighter–I continue to waste entire diffusion shields because juking is so effective that it doesn’t even get hit).

 

But guard frigates being on the front line is the entire concept of the ship.  If it wasn’t, their missile and damage shields, as well as their afterburner and pulsar effects wouldn’t be so short ranged.  If it weren’t true that they where supposed to be in the line of fire they wouldn’t have phase shield and they wouldn’t push triple the hull and shield points of fighters. 

 

If they are stuck in the back of the field because their survivability, even with all of this, is so poor that all they can do is plink with 6-10k ranged lasers, they are broken.  If they are actually able to get onto the front and cause a scene, they are working correctly.  If the other team isn’t smart enough to kill or soften them before they get there, they are doing it wrong.

 

it’s not like these ships are fast–my fed interceptors come close to triple the speed of my Jericho guard frigates–and right now, that actually makes them more survivable.  All I have to do is develop a terrible palsy in my mouse hand and you’ll simple not hit them.  Utterly skill-less to avoid fire, but they need the precision of a surgeon to overcome it.

 

Heck, the current inability to hit anything has even helped guard frigates get to the front(where mindless interceptors, for some reason, sit and die in a 1k range pulsar).  The reason it helps is because the thermal resist they built up to survive LFR long enough to get there keeps them sitting on beacons against the sea of lasers they’ll find when they arrive–without the weapon diversity to avoid phase shield being in the right place, a monster thermal stack makes a guard far too strong against too many of the players on most teams.

Dude, i fly that cov ops t2 on t3 pvps, and i do t3 pvp, not t2. And what i see in T3 i craploads of interceptors, and in rare ocasions, frigballs. I would say that in 10 battles i find 1 frigball.

 

Oh, and i forgot one thing, the snipers, both the hydras ones (or variables) or the torpedoes ones, sometimes both teams decide to field 6 snipers each, and when those 12 snipers are torpedoes, then it is hell on space

Zzzz no more intys in t3 then there ever was… wth you talking about?  :facepalm:  only thing i see more of is its lasers everwhere… decided to set up my guard today and wipe the dust off and try it out and holy crap with my build i became GOD of starconflict! :bomber: there was nothing and i mean NOTHING. i was demolishing 3v1’s lol can you imagne 3 people doing the same? went to see t4 and ran DEAD smack into the first battle with a group of ALL guards but one engi are you freaking kidding me? (the irony right?) so i had myself a idea for a build :crazy: now when a guard see’s my gunship run its the best advice i can say, was taking on two and killing them before my shield even went down to nothing

You guys should just start making out already, lol.

^ AGREED :good: kiss kiss! DO IT! :yes_yes:

And yet you keep making claims that only a person that flies guard over everything else would make. I wonder why?

I make comments on everything because I fly everything. Perhabs you should too.

You make frigates sound like a winter-wonderland, which it simply isn’t. 

 

But I suppose someone like you would never look outside of his own small world to understand others.

I think this patch is terrible, and I’ll be the first to admit it.  Before, enemy skill affected my accuracy because enemies that actively evaded and proactively retreated avoided enough fire to get an upper hand.  Now, any baboon flailing his mouse around can avoid enough fire to survive, provided he is in an interceptor(and to some degree, even a fighter–I continue to waste entire diffusion shields because juking is so effective that it doesn’t even get hit).

 

But guard frigates being on the front line is the entire concept of the ship.  If it wasn’t, their missile and damage shields, as well as their afterburner and pulsar effects wouldn’t be so short ranged.  If it weren’t true that they where supposed to be in the line of fire they wouldn’t have phase shield and they wouldn’t push triple the hull and shield points of fighters. 

 

If they are stuck in the back of the field because their survivability, even with all of this, is so poor that all they can do is plink with 6-10k ranged lasers, they are broken.  If they are actually able to get onto the front and cause a scene, they are working correctly.  If the other team isn’t smart enough to kill or soften them before they get there, they are doing it wrong.

 

it’s not like these ships are fast–my fed interceptors come close to triple the speed of my Jericho guard frigates–and right now, that actually makes them more survivable.  All I have to do is develop a terrible palsy in my mouse hand and you’ll simple not hit them.  Utterly skill-less to avoid fire, but they need the precision of a surgeon to overcome it.

 

Heck, the current inability to hit anything has even helped guard frigates get to the front(where mindless interceptors, for some reason, sit and die in a 1k range pulsar).  The reason it helps is because the thermal resist they built up to survive LFR long enough to get there keeps them sitting on beacons against the sea of lasers they’ll find when they arrive–without the weapon diversity to avoid phase shield being in the right place, a monster thermal stack makes a guard far too strong against too many of the players on most teams.

Well they got their lag shield so suddenly they are dying less. Obviously they don’t want to let it go so they make excuses and call it skill. The previous system which nobody complained about is suddenly a aimbot and if the lag make the lead marker useless then you are a scrub for trying to rely on it. I’d bet that when we get a fix in a month or so they are going to call it dumbing down and catering to casuals.

Dudes lag has nothing to do with this. U aren’t able to aim and crying couse you haven’t your aimbot anymore. Period.

 

Lag iusse exists, nut it’s not you case i could bet real moneu on that. Just buy a pulse laser and try to run with that… u ll see how nothing will chnage for you. Still it is a good weapon toi learn how to aim. Have fun.

I still don’t think frigates are equipped with the right tools to fend off interceptors.

I can easily keep my mouse on my target, but WHY are the frigate weapons SO SLOW to follow the target? I can understand the slow ROTATIONAL speed, but the WEAPON should be able to pivot within my line-of-sight to hit my target. 

Becouse firgates weapon are bad made imho. I mean frigates are not supposed to be Assault Ships… but tacticals. Their weapon should be there only for selfdefence: so fast in moving and shooting but low damage.

 

Untill frigates carry actual weapons anyway… well just immagine what a capable player could do with Coil Mortar if he could keep it constantly stick to target.

well just immagine what a capable player could do with Coil Mortar if he could keep it constantly stick to target.

 

Provided the CMs don’t jam up. Many times I can’t even shoot when I’m aiming right ahead.

Dudes lag has nothing to do with this. U aren’t able to aim and crying couse you haven’t your aimbot anymore. Period.

 

Lag iusse exists, nut it’s not you case i could bet real moneu on that. Just buy a pulse laser and try to run with that… u ll see how nothing will chnage for you. Still it is a good weapon toi learn how to aim. Have fun.

And this is proof positive that an actual, tangible problem actually exists because it is half right.

 

The lasers are “hit scan” weapons.  This means that if you point it at the target correctly, it hits the target.  The thing is…it works.  Frankly, I thought it was a TERRIBLE weapon before.  Less damage, more heat issues, and frankly because I’m NOT a crack shot, the zero spread meant I simply wasn’t as accurate.  It was a nightmare weapon and when I bought my interceptors and fighters that came equipped with one, I was mortified at how completely terrible they where compared to virtually anything else.  At one point I even ran a flight with NO weapon equipped and used the weird purple gizmo instead of a laser—and I couldn’t really tell the difference in performance.

 

Now, it’s the one that hits things.  Think I’m a unique, lazy-eyed, crooked shooting monster?  Think again.  Four and a half days after we started having to deal with this, a team of twelve people will easily consist of seven or eight laser weapons, with frigates alternating between that and the coil mortar.  A couple guys will stubbornly stick with their plasma or kinetic weapons, and if they are able to get any hits at all they’re enjoying a small measure of success simply because switching your resist passives to full thermal is pretty effective(especially plasma, some are keeping a little kinetic to counter mortars).

 

Now this is the kicker.  The lasers hit where you point them.  In the past, if your indicator was over a target, and you shot your indicator, you where shooting exactly where you pointed, and it registered a hit.  Personally, I’d never observed any different functionality than exactly that with the rails, gauss, or light plasma weapons.  Scoring hits with lasers feels exactly the same as scoring hits with all weapons(except the flagrantly assisted ones like the frigate plasma and mortar) used to.  In other words, if you are aiming correctly for a laser now, you where aiming correctly before too----you’d be missing with the lasers as well if you where outright not pointing weapons at your target.  The difference is that it doesn’t work that way anymore for anything with a measurable projectile speed.

 

If you’re still having trouble, and it’s pretty obvious that many, probably most, still are, buying the lasers is good advice(and 50% off for T3 and above this weekend, I might add).  It’ll essentially put the game right back where it was for you.

 

It really doesn’t matter if you call it “aimbot”, it doesn’t matter if you call it dumbing down.  The fact is, weapon diversity is nearly dead in the current version because MOST of the playerbase simply cannot find functionality in the current weapons.  When you hop on for a few dozen games and see it, it becomes extremely apparent.  The game will never garner enough players to be a long duration play with the current system.

You guys should just start making out already, lol.

Wrong order, as I already screwed him several times over :lol:

One thing that most people don’t realize about lasers: they don’t actually increase your damage all that much if you are a bad shot. Reason being that you need to keep lasers pointed at target for long time for them to do meaningful damage. If your aim is bad, you won’t be able to. This is very visible right now in T4, with a lot of people having switched to lasers and utterly sucking at doing anything meaningful with them. I took to habit of looking out only for non-laser users if I have an engineer, because with my maneuvering patterns they slide off me after “dinging” me doing no meaningful damage in the process.

 

Pulse lasers are a bit of an exception, but since most people don’t have the hands steady enough to run shrapnel, I’ve swapped to carrying some thermal resists. Result is that I can largely shrug off laser fire, but remain vulnerable to people who picked harder to use weapons like shrapnel. I’ve noticed the same thing being true for many others. And in the end, I don’t get the laser-style “you do a lot of damage in the game, but most of it is instantly healed up as you have no burst and no sustained damage”. Instead when I go in, stuff melts because few stack kinetic or EM resistance, and weapons I use do those types of damage.

It really doesn’t matter if you call it “aimbot”, it doesn’t matter if you call it dumbing down.  The fact is, weapon diversity is nearly dead in the current version because MOST of the playerbase simply cannot find functionality in the current weapons.  When you hop on for a few dozen games and see it, it becomes extremely apparent.  The game will never garner enough players to be a long duration play with the current system.

It’s not “what we call it” it’s “what it is”. It’s a algorithm that aims shots that would miss the target for you so they hit. Also known as aimbot.

 

As for “it won’t get people” argument, you may wish to familiarize yourself with huge numbers that many skill based shooters with no built in aimbot and forbidden aimbot gather on PC. Remember, this isn’t consoles where that would indeed result in most people hitting nothing due to poor controllers. This is a PC shooter world, where we have pixel-accurate pointer known as mouse, and your shots are in fact just as good as your ability to aim them. As a result, popularity of skill based games is very high on PC, where gamers that often do not want massively aim assisted games, and prefer to have no aim assist, even in PvE.

It is a damage ship when I fly it. And it’s actually dealing more damage than I currently display from the logs, too, because the shield loss caused by parasitic remodulator does not go into the logs and I cannot extrapolate it either. Only the part where it heals your own shields is currently represented - in the healing column - and only while you are below 100% shields.

 

recons are rather effective. haven’t players them since t2 really, a bit in t3, but i think i got a maniac once, and always 5+ kills :\

 

Dudes lag has nothing to do with this. U aren’t able to aim and crying couse you haven’t your aimbot anymore. Period.

 

uhm, yea… not like this was directed at me, but… if this was LAN, you would not even score a kill on me given any game: cs/bf/quake/several others. that argument really is invalid…

 

Becouse firgates weapon are bad made imho. I mean frigates are not supposed to be Assault Ships… but tacticals. Their weapon should be there only for selfdefence: so fast in moving and shooting but low damage.

 

Untill frigates carry actual weapons anyway… well just immagine what a capable player could do with Coil Mortar if he could keep it constantly stick to target.

 

why? so it’ll take 10 minutes to kill another frigate?..

 

frigs should not have less DPS… your problem is in understanding what inty ‘tank’ is… you think tank only comes from HP, but speed is better tank than HP in most cases… inties actually are MORE survivable than frigs…

 

The lasers are “hit scan” weapons.  This means that if you point it at the target correctly, it hits the target.

 

not exactly correct. it is true that they are handled as hitscan, but the lag compensation on the server either doesn’t exist or sucks… so you still have to lead the target… aiming directly at them will not score a hit in most cases with >100 ping… the server is basically accepting your input when it arrives and not compensating for your latency to actually fire the shot in the past… that’s what most FPS games do… other games like quake 3 actually ‘bent’ the lightning beam… if you played it, you would know what i mean… you point at cursor, but it bends with lag to display exactly where the shot is registering.

 

in fact, everything as far as the server is concerned should happen in the past, for which is extrapolates. visual effects are client-sided and only interpolated when an update is received… that’s not how SC works though…

 

It’s not “what we call it” it’s “what it is”. It’s a algorithm that aims shots that would miss the target for you so they hit. Also known as aimbot.

 

As for “it won’t get people” argument, you may wish to familiarize yourself with huge numbers that many skill based shooters with no built in aimbot and forbidden aimbot gather on PC. Remember, this isn’t consoles where that would indeed result in most people hitting nothing due to poor controllers. This is a PC shooter world, where we have pixel-accurate pointer known as mouse

 

you may want to familiarize yourself with the amount of ‘skill-based’ shooters that use hitscan weapons, or stretch player hitboxes to counter the lag effect.

 

furthermore, you really do have to be pixel-perfect, since inties at 10km appear as a single pixel…

 

Pulse lasers are a bit of an exception, but since most people don’t have the hands steady enough to run shrapnel

 

no, they use pulse because shrapnel is impossible to use with lag… you literally can’t hit anything because of the 0.5 second firing delay… look at kine’s vid, 250 ping, 1 second delay… i get 150 on RU server, and it feels like 0.5 sec delay… server processing time, lack of lag compensation, latency, etc… all add up. input and video lag (which can reach 30-50ms as well).

 

lag affects 2 areas most drastically: close range and long range. close range because of higher traversal speeds, long range due to projectile travel time… that’s why sniper+shotgun are almost always hitscan… read my last wall of text on page 21.

 

aoe damage can be projectile since it has an anti-lag mechanism built-in: the explosion radius.

 

This is a PC shooter world, where we have pixel-accurate pointer known as mouse, and your shots are in fact just as good as your ability to aim them.

 

in a perfect world, i could understand. unfortunately, the nature of internet connections is such that they are never perfect…

You guys should just start making out already, lol.

Already working on the fanfic for the next cosmic comic contest.

LOL…dude let’s play UT3 please. Pick up a server where u ping 8 and me 150 …if u socore 2 kills or i score less than 30 in a 20 minutes duel you automatically win. Tournament maps only offcourse…

 

EDIT : BUt if u lose u can’t post on this forum anymore, Deal? 

Dudes lag has nothing to do with this. U aren’t able to aim and crying couse you haven’t your aimbot anymore. Period.

 

Lag iusse exists, nut it’s not you case i could bet real moneu on that. Just buy a pulse laser and try to run with that… u ll see how nothing will chnage for you. Still it is a good weapon toi learn how to aim. Have fun.

 

?? Then explain me why aiming PERFECTLY at the reticle with railguns on a fighter is equal to 90% miss rate, I can’t get it.

It’s not “what we call it” it’s “what it is”. It’s a algorithm that aims shots that would miss the target for you so they hit. Also known as aimbot.

 

As for “it won’t get people” argument, you may wish to familiarize yourself with huge numbers that many skill based shooters with no built in aimbot and forbidden aimbot gather on PC. Remember, this isn’t consoles where that would indeed result in most people hitting nothing due to poor controllers. This is a PC shooter world, where we have pixel-accurate pointer known as mouse, and your shots are in fact just as good as your ability to aim them. As a result, popularity of skill based games is very high on PC, where gamers that often do not want massively aim assisted games, and prefer to have no aim assist, even in PvE.

 

Those shooters use something else to compensate for lag and have vastly different gameplay and mechanics.

Aimbots are extremely deadly with hitscan weapons and that’s why the laser never had aim assistance in star conflict. For non hitscan weapons even if the projectile got a perfect trajectory when it is fired you can still evade the shot while it’s traveling unless it’s fired point blank, in which case the point of aimbots is moot.

So now you’ve got to aim at a target that may or may not be there because of lag and then you got to hope he’s not going to evade your slow xxxx projectiles. Of course your shots might go to waste anyway because we still have that awful spread on most weapons, you know that thing that they added to compensate for the fact that our aim didn’t have to be pixel perfect before.

 

I played some matches today with a ping of 150 and my shots still trail behind the target if I use the marker. I understand that you somehow don’t have that problem but please stop dismissing those that do as scrubs and newbies unworthy of the game.