Star Conflict OBT v.0.9.6 Discussion

They did give a statement, telling that they understand the problems caused for slow weapons and they are working on it. They also noted that they will not bring back a situation where bad players were equalized with good players by server side aimbot…

[hella-long post]

Correct in every respect.

 

Same reason as you that i’m on a ‘break’ now as well. Can safely consider me as ‘quit’ till it gets ‘fixed’. Be that forever (you know that saying with the fish and the ocean right?) or later.

Luckyo, I was about to go on a quote-spree with all your posts since I made mine, but then I realized you’re nothing but a troll.

 

For the record, I have already adjusted to this new aiming system and still get top score occasionally, but as everyone else mentioned the weaker guidance has broken much.

 

You mentioned military tracers as an example to aim, and I agree, but you obviously either didn’t read my original post or you have comprehension issues. The tracer example is useless in Star Conflict with the over heating system and spread.

 

I’ll start by naming names. Luckyo, Alek, Kostyan, Zerk.

 

All interceptor pilots who connect to the game < 80ms or thereabouts.

 

Main points trying to sell:…

 

An excellent explanation of the situation. Good job sir

They did give a statement, telling that they understand the problems caused for slow weapons and they are working on it. They also noted that they will not bring back a situation where bad players were equalized with good players by server side aimbot…

 

i don’t know what you mean good vs bad players? are you saying that aim is the only factor?

 

so you’re saying that latency is not directly proportional to ‘skill’?

 

or that resolution, triple monitor setups and fancy interface devices don’t give you an edge?

 

advantages for players who live next to the server and have 5000$ to spend on a gaming setup?

 

in fact, it’s not ‘skill-based’, it’s lag, latency or ‘ping-based’…

 

however, why projectile weapons are being used in a game without lag compensation is beyond my comprehension.

 

in fact, can it even be done? with traversal speeds 3-5 times higher than modern shooters?

 

modern shooters already have problems with inter/extrapolation for the speeds involved, and inty speeds just make the problem 3-5 times worse :\ the higher the ping and speed involved, the more the client position is misreported… now add to that the fact there is no lag compensation on the server, and the only hitscan weapons are lasers…

 

it’s really not that difficult to understand why things are the way they are…

 

there are 2 types of weapons in online shooters: hitscan and aoe projectile. or there should be… everything else is suitable for LAN only.

 

railguns for example, have a projectile hitbox, so they’re like an AOE. gauss on the other hand has an extremely smaller projectile hitbox. it has to directly hit the target. if it’s off even by a bit, you get no hitreg.

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.

Recently, after the patch, I had a teammate complain about guards not guarding to help the fighters and instead be attack guards.  Right now, guards are OP because of the aiming.  I’m more aggressive now in a guard than last week, I know I can tank their 10% hit rate.

 

Dude, i think u played Eve online, only there ppl would take the work to explain angular velocity vs tracking speed.

 

Btw, nice post. I like to see math (and physics) explaining why things are broke.

Yeah, be careful giving him praise.  He does sometimes earn it, but more often he misses aspects of the game and turns into a troll.  If he’d look at what gets people agreeing with him and what gets people disagreeing with him he could actually help the game’s developers, assuming they’d listen to anything but their own statistics.

 

The problem actually started long before, in 0.7.x. with stab rails being the most popular weapon in the game because of power of aimbot in the game. You had a weapon with almost 100% hit chance as long as you aimed it “about right” resulting in all ships, even interceptors carrying it. Stabs were powerful because they were the weapon that got most out of the in game aimbot.

Even interceptors?  Are you kidding me?  I used them in one match with an interceptor and said nope.  Rapid fire rails are another story.

 

Which is how shooter balance usually works. Fast firing low power weapons against fast, low health targets, and high power slow firing weapons against slow high health targets.

 

The other way to kill ints fast is mortars as they are fairly low power per shot but have AoE damage effect, but they require quite a bit of skill.

I’d said it’s a pretty good damage per shot considering it matches armor piercing missiles when it’s a clean connect.  Even if you half miss you can still do good damage.  They require some skill, not a bit of skill.  The main reason they require some skill is slow target lock on time.

 

lolwut, coil mortar require more skill than other weapons? lolz. Now I know you are trolling us.

Long range lasers probably require the most skill, and then you just feel safe tanking their damage and ignore them.

 

Anyway, to all the people wanting to keep the change, have you thought about T1?  Many people are quitting or pausing, I saw it on the Russian forum as well including ESB players.  These players are T3+.  If the T1 players do not find the game enjoyable or that they can’t hit worth a damn because of the changes, all of us will have to go to T2 just to get decent sized matches!  If the next patch doesn’t fix some of these issues, then the devs need to look for new jobs because they’ll go bankrupt.  Some people where complaining that interceptors were getting hit too much while they were maneuvering?  Bullshit plain and simple!  If I tune an interceptor for agility and speed my biggest concern used to be missiles, which were nerfed as well.  Those people didn’t know how to maneuver.  I’ll dance like a butterfly in a guard because flying interceptors taught me how!

 

I haven’t given this game cash since mid-July.  A few days ago I ran out of my premium license.  I’m not feeling bad about it.  Good work deserves good pay.  I’m not seeing it from the decision makers.

Recently, after the patch, I had a teammate complain about guards not guarding to help the fighters and instead be attack guards.  Right now, guards are OP because of the aiming.  I’m more aggressive now in a guard than last week, I know I can tank their 10% hit rate.

 

rofl. if you’re finding it difficult to be hit in a guard, then there is no hope for people… it’s like hitting the broad side of a barn.

Fed R5 implant plus too much time flying interceptors.  Just because I it takes me two minutes to reach a beacon in abandoned outpost doesn’t mean I don’t know how to fly.

 

I just had a combat recon where I flew interceptor.  I was the last standing, and it took a tackler and ecm to take me out.

If you don’t you may have a moment where you fire off a mortar that cannot fire at the sector you’re aiming at, whereas another cannon could have fired at the same sector, but it’s not its turn to fire so it can’t. That causes the entire system to jam. It’s fairly important to remember the order in close range combat so that weapon doesn’t jam at the worst possible moment.

 

Coil mortars can jam up even if you’re shooting dead ahead. 

Some news on the point: there may be a kind of solution for the auto-aim this week, maybe next. But it will be there, don’t worry.

kind of solution…Why not revert it? Why was something that wasn’t broken “fixed”*?

 

*If you call this a fix… It must be a fix for no-spread weapons being too good…

kind of solution…Why not revert it? Why was something that wasn’t broken “fixed”*?

 

*If you call this a fix… It must be a fix for no-spread weapons being too good…

Well it was, in a way, working with mistakes, especially while enemy ship was moving in spiral and in some other cases like when your enemie’s ship’s rear end stuck out from, say, asteroid - and when you were trying to hit it an auto aim would still make the barrel go into the middle of the target, hence not allowing you to shoot at what you wanted.

I had problems with aiming on RF Blaster after a patch and I decided to switch all my inties to laser as I saw how effective it was on Hawk. And you know what? My DSR pumped from 1050 to 1200 in two days. Cant hit anything with plasma not because of guidance, but because target prediction indicator showing me wrong spot. I need to aim a little before it to actually hit. No problems with Uranium shell gauss tho.

Well it was, in a way, working with mistakes, especially while enemy ship was moving in spiral and in some other cases like when your enemie’s ship’s rear end stuck out from, say, asteroid - and when you were trying to hit it an auto aim would still make the barrel go into the middle of the target, hence not allowing you to shoot at what you wanted.

Fair enough, that did happen to me as well and sometimes hated it. But the current situation is worse, and makes me wonder if the devs even test these things…

And when they spiral right now, the same problem occurs if you follow the aim-lead. 

Well it was, in a way, working with mistakes, especially while enemy ship was moving in spiral and in some other cases like when your enemie’s ship’s rear end stuck out from, say, asteroid - and when you were trying to hit it an auto aim would still make the barrel go into the middle of the target, hence not allowing you to shoot at what you wanted.

I have two questions related to this mess. Yes, because this is a downright mess.

 

  1. Who asked for such a change? And by this I mean, how many complaints were there about this to make this such a serious case?

  2. “High-ping” cases have existed since 0.8. Why is it only “being looked at” since about 1-2 patches ago and not since the beginning?

 Cant hit anything with plasma not because of guidance, but because target prediction indicator showing me wrong spot.

 

I bet if they fix this, just this, 80% of people here will stop complain.

 

Point here isn’t a massive lack of aim, but a lack of “prediction” (nothing strange considering most of people come from shooters and fps where prediction is marginal or missing at all).

 

You guys aim at reticle… and you miss becouse its position is wrong :slight_smile: That’s what is happening, nothing more nothing less.

 

Now, if on the one hand i can’t realyze why you simply can’t find where to shhoot by yorself ignoring thhe reticle… on the other hand have to admit that, if there is a reticle, it has to be accurate. It’s just pointless leave ingame a wrong prediction assist mechanic.

 

So basically there could be 2 solution:

 

  1. Remove Reticle at all. People have to predict where to shoot by themself. [Peronally i d love this way but i can understand it probably makes the game too hardcore for lot of people].

 

  1. Fix its position to allow people to actually hit if they aim the reticle correctly.

 

 

As i said i bet once the reticle  position is accurate 80% of players will stop complain… and the other 20% … well those are the guys with a real lack of aim itself,their foult… they should start to think maybe a shooter is not the gamekind that fits them better.

Dear players!

As we have mentioned before, we have conducted an additional research on the situation with auto-aiming and your feedback on the topic. After that we have added some important changes to the logic of fire, so that it could be more precise in various cases.
We have also noticed that some of our players did not feel comfortable with the new aim settings so in the upcoming update we are going to introduce a choice in options - fly with auto-aim as it was before or with current type of auto-aim (as there were also players who liked the new setting).

 

We would like to thank you for your feedback and passion on the matter, soon you will be able to choose the type of auto-aim! 

Intresting decision Antibus, I am wondering how it will play out.

Will it be the same aim-assist as before, or will it be a slightly reduced function?

It will be the same but a bit modified in logic aim-assist, or the one that is now. 

Well it was, in a way, working with mistakes, especially while enemy ship was moving in spiral and in some other cases like when your enemie’s ship’s rear end stuck out from, say, asteroid - and when you were trying to hit it an auto aim would still make the barrel go into the middle of the target, hence not allowing you to shoot at what you wanted.

Exactly where the previous problem was. But now if you can hit spiralling things, you cannot hit them in a ‘straight’ line anymore. Not referring 100% as that, but i hope you understand what i’m trying to say.

 

However if you say you will give us the option to activate or deactivate it, thanks! That’s good news. WPK - ESB tournament has green light for me! :smiley:

 

Suggestion regarding activation and deactivation: give it an in-battle shortcut to switch between the two so we can choose to fire at a spiralling target or who performs evasive maneuvers and other targets.

Also another suggestion (actually a requirement more than that): add absolutely all key bindings to the key binding settings menu. There are missing things in there, like Alt + H to hide the HUD for screenshots for example. I’ve changed ‘target hostile targeting me’ to H to match the Freespace 2 shortcut for the same thing and have Alt for strafing the ship downwards. Almost every time i’m actively strafing and attempting to target back i accidentally hide my HUD, taking control away from me for a brief moment, where if i am in empty space with no cover it becomes a huge problem, especially under ECM attacks.