Star Conflict OBT v.0.9.7 Discussion

 

I wanted to quickly address the strange misconception that this game somehow is faster than other FPSs. Because it’s not, not by a long shot.

 

I really think, your arguments are valid, however your conclusion is wrong.

 

While it is true, that relatively speaking UT isn’t as slow as comparing 1m/sec to 700m/sec, the question is the base unit you count in the system, and which scales apply to it. So, what is the smallest unit which count in the math. Then we would have to divide all numbers by this, to get the real factors, and yeah, like you, I bet they get closer to each other, however…

 

I cannot say, UT allows the same speed of manouvering at all. UT is firstly not a flight game. Compared to competitive flight games like Descent or Freelancer however, SC is fast, as maybe UT compared to CS or UT2k+. However in terms of combat of course the bigger sizes of both ships and weaponry is way closer to other shooters.

 

It is clear however, that I never have to manouver my UT body at warp speeds around objects in my flight path, or usually do not have to lead targets as much to hit them, while also the damage model in UT also does not allow you to tank more than 2 enemies, usually, even with +100% health and all the shield and armor modules.

 

I bet SC is definitely faster, even in relative terms, but of course you don’t really fly 700 times faster than a running UT model, because you play at another scale.

 

If I fly an Apache in Arma2, I fly around 200 times faster than a single soldier on the ground can move by foot; The game is in the same scale, while obviously the apache is around 5 times larger but also shoots a longer distance, so the soldier has to even hit a smaller target than a human; I can start to machine gun the base of the hill the soldier is on, making my bullets ricochet in an area of a couple hundred meters, and might get him with the shrapnels, or his whole platoon, while he has to shoot a tiny bullet into my rotors or engines to even have a chance to kill me. I still would not say, Arma2 is a fast game, neither in the Apache, nor on foot, so obviously, scale is not everything either.

 

The game feels fast, and is definitely an adrenaline game, however of course because of relativity of numbers, it is still manageable. However it is definitely clear, that flying an interceptor triggers adrenaline mostly through the speed and fast pace of combat, while UT usually kicks adrenaline more through the fact to be the first to sight/shoot (and the first to hit) in every encounter, and you definitely don’t get it through the illusion of speed you run around, except the occasional acrobatics. It is a completely different matter how many partial tasks you have to solve in every timeframe in these games, so UT can feel more agitating in a battle for a while, than SC. Overall however for me, SC gives me much more the illusion to satisfy my need for speed, not just my natural bloodlust.

 

So yes, I believe it does not just feel faster, it is even in relative terms, in movement, faster, especially in an Interceptor, and the scale just makes it feel more “right” and “manageable”.

 

Also as a programmer I have to add, the calculations are usually always the same, however you have multiple ways of straighten or correct numbers, and applying “custom scale factors” or limitations, usually by “what’s a pixel” and “what’s my base unit”. But it is not as if m/sec does not mean m/sec in the used formula. It is usually the work of artistic people to also give you the illusion visually and in audio, but basicly you can still say, most computer games are newton/euler simulations, and there is a whole subfield in maths to make those numbers appear even more correct (because of the floating point thing). I say this, because I had a different idea of this before I started getting deeper into this subject, too, and sometimes games felt so differently, that I asked myself, if they all develop their own math or something. But you usually bend and scale the rules, not reinvent them.

 

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I don’t get it, was something nerfed now or not with the golden ships? Can somebody summarize the rumors in one post?

 

I like the optional return of the fire assist. I have hard times seeing my main reticule now either, however I am glad, the precalculation cross is white again. 

 

And yeah. 4 men squads. As usual. I know you are working on it.

Instead of complaining, come up with solutions to some problems.

 

One possible, but needed tweak is the increase of GS to Free synergy ratio. 

 

1 = 150 is obviously way too low, and shows how greedy the devs are. 

1 = 750 is better and will incite people to actually go get GS

1 = 1000 is the best option and it will turn EVERYONE to get some GS, and they might even by a license while they are at it. 

 

In the long run, what do they lose but rather, they only GAIN profits. 

Instead of complaining, come up with solutions to some problems.

 

One possible, but needed tweak is the increase of GS to Free synergy ratio. 

 

1 = 150 is obviously way too low, and shows how greedy the devs are. 

1 = 750 is better and will incite people to actually go get GS

1 = 1000 is the best option and it will turn EVERYONE to get some GS, and they might even by a license while they are at it. 

 

In the long run, what do they lose but rather, they only GAIN profits. 

 

I don’t like that “pay 2 grind” thing they made, but I would maybe pay if I could get 1k synergy per GS, this is the same as the black/red color increase? why the hell? ppl were already complaining about low options and expensive, and now they’re even more expensive, I don’t get it.

 

I think in the next patch we will see that we have to pay credits for fuel, so using afterburners will make you lose credits (just a stupid example that wouldn’t be surprising if they do it)

HEY!!! Don’t give them new ideas please!!! :stuck_out_tongue:

HEY!!! Don’t give them new ideas please!!! :stuck_out_tongue:

 

If they come with smth like that I’ll quit for sure xD

Simple fix, go into key binds and disable shift.

what a joke hotfix…did almost nothing to the aim i still feel like a blind man in spaceship. how come my aim needs to overheat before i notice it. how about making the aim like your turning loading cirkle just a bit smaller and with optional colluring and get it over with. the current aim is like warthunder 2nd worldwar iron sights was the name of the day there… this is a dam space ship! act like it. when you have tons of others shooting at you target with lazersNbubbles then your aims is imposible to see…

 

why is this so hard i wonder?!

 

a hole other thing, why dont you try stuff like fightersNfrigets could set auto target on two out if its 4 turrets is love to see turrets fire in diff directions. like gunners in warthunder. and give frigets there 6 turrets back looks more awesome, meby 2 out of the 6 is auto target only. something something. and since its a mmo make 10man/pilot raids with more loot…way more loot. just more loot to rly.

Can you pls fix the crosshair, its barely visible now…:confused:

Well, i want to register here my indignation regarding this game.

 

Well, simply put, ppl say it is the other way around but i say it is a lie, conceived to make newbies to think they can be good players, but this is the same game as most MMOs around, if you have a gazillion hours a day, and a huge scrotum you can farm endlessly and get purple things, and those fking things make ppl immortal.

 

Simply put, when a high calliber gun, such a frigate weapon needs a dozen shots, perfectly landed to kill a ship 10% it’s size it becomes ridiculous. Imagine that in the real life, you take a bazooka, and shoot at a fly, and the fly needs another 10 missiles to be killed. Im not accounting dodging ability, im saying for instance, a well armed frigate, with a positron for example, at 4000m (around that) shooting a int flying slowly, or strafing or some xxxx. And it takes a fuckton of shots to take that down!! WITH A WEAPON THAT IS BIGGER THAN THE SHIP (all turrets accounted for). Then, u try to swich the type of dammage, lasers cant kill them, period, and kinetic does even more ridiculous dammage to them. So basically, i want to send those complaining about inties being weak and crap like that, and tell them to go procriate with yourself.

 

Another thing, guards are suposed to be resilient fighters, wich means, surviving but being rather weak in dammage. But a simple Stix can outlast a guard forever. I mean, after you drop the shield on a stix it simply stop taking dammage, you need a fuckton of DPS + an ECM to kill it. Again, when a ship that is suposed to be a healer, can tank more than the so-called tanks (guards) the game is xxxx broken. 2 inties can chew a guard in a matter of seconds, but lots of guards together is called OP? what is called a swarm of immortal inties being healed by one or two immortal stix?

 

And also, Torpedo snipers, i dont even need to talk about it, it is completely screwed up, they have main guns (their lasors or positrons) that hits more than a gunship does, and can snipe from cover, in AOE big area… Seriously??? Imagine that on any other FPS.

 

And also, balancing on the matchmaking is something that simply doesnt exist. One one side, we have a team of ppl with 1500 rating, top notch tier ships, maxed out and purpled up. On the other team, we have some of lower tier, 1 or two 1200 rating, and the rest 900-1100. On one side, we have commanders in recon mode that are immortal inties, or very hard to kill guards with stixes next to them. On the other, the system puts a 945 rating commander, who flyes a gunship, and charges at the start of the battle.

And im not even taking into account what i’ve seen on some recent visits to tier 1 pvp, where being massacred by a group of T2 versus a T1 group is a joke on itself.

 

And then we have the worst part of all… ALL THIS THAT HAS BEING SAID happens at the same time!!!

 

It is like we enter a race, where our car is a 1960 xxxx with wheels, and the competitors are F1’s with cheated engines, nitros, and even rocket engines… Simply ridiculous. In terms of PVP this game is a Joke, and in terms of PVE is a xxxx joke since u have to re-do missions that take almost an hour to finish (that when we finishes) cause the game thinks that putting ppl with T3 snipers fitted is balanced for any T3 mission.

 

And for those who cant farm 10 hours a day, or havent being playing since the begining are forced to gring through a very slow process of increasing some weird xxxx reputation with some crazy contractants that doesnt give you what u need to fly a ship u want. (i.e.: I wanna fly a guard with EM torpedo + someshit weapon with my pulsar, propulsion inhibitor and normal modules.) i have to reach level 9 with pratically all the contractants (if i play the current endgame, Tier 3 as i was told, since T4 and T5 are inhabited or have ESB everywhere) wich is extremelly boring and excruciating, since we (by we i mean newcommers with the steam wave) dont have equipment that makes us immortals, or able to cause a fuckton of dammage in a spit. And dont tell me skill accounts for more when a newcommer with a new ship outputs a 1800dps tops and a purple shitcan is imortal and makes MUCH, and by much, a FUCKTON much more dammage than the newcommer.

 

Im not asking to give items, just dont put us against ppl that have a lot of equip.

My first thought is well said but poorly written.

Well, i want to register here my indignation regarding this game.

 

Well, simply put, ppl say it is the other way around but i say it is a lie, conceived to make newbies to think they can be good players, but this is the same game as most MMOs around, if you have a gazillion hours a day, and a huge scrotum you can farm endlessly and get purple things, and those fking things make ppl immortal.

 

Simply put, when a high calliber gun, such a frigate weapon needs a dozen shots, perfectly landed to kill a ship 10% it’s size it becomes ridiculous. Imagine that in the real life, you take a bazooka, and shoot at a fly, and the fly needs another 10 missiles to be killed. Im not accounting dodging ability, im saying for instance, a well armed frigate, with a positron for example, at 4000m (around that) shooting a int flying slowly, or strafing or some xxxx. And it takes a fuckton of shots to take that down!! WITH A WEAPON THAT IS BIGGER THAN THE SHIP (all turrets accounted for). Then, u try to swich the type of dammage, lasers cant kill them, period, and kinetic does even more ridiculous dammage to them. So basically, i want to send those complaining about inties being weak and crap like that, and tell them to go procriate with yourself.

 

Another thing, guards are suposed to be resilient fighters, wich means, surviving but being rather weak in dammage. But a simple Stix can outlast a guard forever. I mean, after you drop the shield on a stix it simply stop taking dammage, you need a fuckton of DPS + an ECM to kill it. Again, when a ship that is suposed to be a healer, can tank more than the so-called tanks (guards) the game is xxxx broken. 2 inties can chew a guard in a matter of seconds, but lots of guards together is called OP? what is called a swarm of immortal inties being healed by one or two immortal stix?

 

And also, Torpedo snipers, i dont even need to talk about it, it is completely screwed up, they have main guns (their lasors or positrons) that hits more than a gunship does, and can snipe from cover, in AOE big area… Seriously??? Imagine that on any other FPS.

 

And also, balancing on the matchmaking is something that simply doesnt exist. One one side, we have a team of ppl with 1500 rating, top notch tier ships, maxed out and purpled up. On the other team, we have some of lower tier, 1 or two 1200 rating, and the rest 900-1100. On one side, we have commanders in recon mode that are immortal inties, or very hard to kill guards with stixes next to them. On the other, the system puts a 945 rating commander, who flyes a gunship, and charges at the start of the battle.

And im not even taking into account what i’ve seen on some recent visits to tier 1 pvp, where being massacred by a group of T2 versus a T1 group is a joke on itself.

 

And then we have the worst part of all… ALL THIS THAT HAS BEING SAID happens at the same time!!!

 

It is like we enter a race, where our car is a 1960 xxxx with wheels, and the competitors are F1’s with cheated engines, nitros, and even rocket engines… Simply ridiculous. In terms of PVP this game is a Joke, and in terms of PVE is a xxxx joke since u have to re-do missions that take almost an hour to finish (that when we finishes) cause the game thinks that putting ppl with T3 snipers fitted is balanced for any T3 mission.

 

And for those who cant farm 10 hours a day, or havent being playing since the begining are forced to gring through a very slow process of increasing some weird xxxx reputation with some crazy contractants that doesnt give you what u need to fly a ship u want. (i.e.: I wanna fly a guard with EM torpedo + someshit weapon with my pulsar, propulsion inhibitor and normal modules.) i have to reach level 9 with pratically all the contractants (if i play the current endgame, Tier 3 as i was told, since T4 and T5 are inhabited or have ESB everywhere) wich is extremelly boring and excruciating, since we (by we i mean newcommers with the steam wave) dont have equipment that makes us immortals, or able to cause a fuckton of dammage in a spit. And dont tell me skill accounts for more when a newcommer with a new ship outputs a 1800dps tops and a purple shitcan is imortal and makes MUCH, and by much, a FUCKTON much more dammage than the newcommer.

 

Im not asking to give items, just dont put us against ppl that have a lot of equip.

 

Styx is overpowered, and it’s why I want one.  Is there any other reason to deal with Empire LRF’s if you don’t like the play style?  Interceptors are fast and maneuverable, it takes skill to stay away from a guard’s weapon reach while still doing damage.  I’ve flown guard recently to get one into T4, and I’d say it’s somewhat balanced.  They’re not immortal, and neither are you.  The T3 sniper issue is part of the randomness of the captain picking.  That player choose that ship.  I’ll choose ships based on needs, 12v12 means I’m more likely to go for synergy.  A 4v4 means I’m more likely to go for a win.  That’s not matchmaker, that’s just gameplay.  As a side note, it’s been frequently mentioned on the forums that a good captain is ECM, or other available interceptor.  Grind is an issue more than before.  The synergy change was understandable, but the grind is too much.  I’m bringing T2 ships to T3!  Loyalty grind is so bad, and so easy to miss for me, that I ignore it.  Equipment helps but is rarely dominating.  PvE requires people knowing what they’re doing.  T1 blackwood shipyard is a loss, T2 is hit or miss, T3 can often be a win.  It’s mostly about people knowing what to do.  I was surprised when I saw patch notes that it was made easier, since the problem was phase two and people ignoring the nav stations.  Equipment is a boost, not a guarantee.  You seem to be referring to weapons, but blue weapons can be focused on by a player.  The modules are the real key, and they’re generally for boosting your team, not killing theirs.

I don’t get it, was something nerfed now or not with the golden ships? Can somebody summarize the rumors in one post?

 

I like the optional return of the fire assist. I have hard times seeing my main reticule now either, however I am glad, the precalculation cross is white again. 

 

And yeah. 4 men squads. As usual. I know you are working on it.

  1. No, they were actually boosted a bit - they generate more income now.

  2. We are aware of reticule problem, this is, in a way a continuation of a previous bug. It will be fixed in the next update, please, be patient!

  3. Of course, we are looking for ways to allow our players to fly with more friends again, but this can only be done on a simple condition - if it is not damaging to the balance, as 4-men killsquads were quite OP not so long ago. Should this kind of solution be found, we may discuss the matter of squad size again.

  1. No, they were actually boosted a bit - they generate more income now.

  2. We are aware of reticule problem, this is, in a way a continuation of a previous bug. It will be fixed in the next update, please, be patient!

  3. Of course, we are looking for ways to allow our players to fly with more friends again, but this can only be done on a simple condition - if it is not damaging to the balance, as 4-men killsquads were quite OP not so long ago. Should this kind of solution be found, we may discuss the matter of squad size again.

  1. Except you removed the reward bonus info from ALL ships, now. What gives? Yes, the higher the ship rank, the more rewards you get, but what irks me the most is that the info is now gone and only Premiums have any info on them. Do the ships really have any reward bonus in them, at this point? They used to generate free synergy, they still do, but that info is also gone, for some reason… Why? I liked seeing that line of info there…

  2. So, in an attempt to make it more visible, they screwed it up? Or was it really just made to be invisible?

  3. “Kill-squads” only existed because the devs allowed them to. There were absolutely NO kill-squads prior to T5 opening. Would you care to take a guess as to why that is?

Oryngton even before 9.0 4 man squads had a major effect on battles, and being in a 4 man squad was a win for your team a lot of the time.

Not as much as you think. The effectiveness of a well-coordinated 4-man squad in a 12v12 match is roughly 40-50%, depending on your own team and how coordinated the enemy team is (even if it’s full of indies). I’ve been on all sides of that 4-sided dice and that’s the way I’ve seen it happen.

2)So, in an attempt to make it more visible, they screwed it up? Or was it really just made to be invisible?

  1. “Kill-squads” only existed because the devs allowed them to. There were absolutely NO kill-squads prior to T5 opening. Would you care to take a guess as to why that is?
  1. No, of course it was not a deliberate attempt. This bug will be fixed.

  2. There were.

  1. There were.

There weren’t. Not in the sense they were known when T5 opened. Very rarely would you see these death-squads in action for very long and they were easily avoidable and quite regularly beaten.

Just had an idea. 

 

What about create a new game type… a sort of “hrdcore team vs team pro mode”. 

 

Different queque, 4 men teams , 4v4 matches only (offcourse you can queue only with full team)…basically somethig completly different from Sector Conquest.

 

Different Rules: No mix Tiers at all , No Long Range allowed, Max 1 Guard and 1 Eng per team [no frigballs]… exetera exetera.  

 

You could use a sort of Rank System for it too…

Just had an idea. 

 

What about create a new game type… a sort of “hrdcore team vs team pro mode”. 

 

Different queque, 4 men teams , 4v4 matches only (offcourse you can queue only with full team)…basically somethig completly different from Sector Conquest.

 

Different Rules: No mix Tiers at all , No Long Range allowed, Max 1 Guard and 1 Eng per team [no frigballs]… exetera exetera.  

 

You could use a sort of Rank System for it too…

That sounds nice +1

You could set this up with Custom, but the problem is, that you would become no income etc. Which makes it partially pointless atm. 

 

I still hope for 8v8 or 12v12 Corp-wars tho. 

  1. No, they were actually boosted a bit - they generate more income now.

  2. We are aware of reticule problem, this is, in a way a continuation of a previous bug. It will be fixed in the next update, please, be patient!

  3. Of course, we are looking for ways to allow our players to fly with more friends again, but this can only be done on a simple condition - if it is not damaging to the balance, as 4-men killsquads were quite OP not so long ago. Should this kind of solution be found, we may discuss the matter of squad size again.

What about the elite ship synergy bonus?  In game it shows 5% free synergy when before it was 10% since 0.9.1.

 

Oryngton even before 9.0 4 man squads had a major effect on battles, and being in a 4 man squad was a win for your team a lot of the time.

Maybe not wins, they’d kill more than try to win.  You could win or lose the same, it’s just you would probably die a few more times doing so.

 

There weren’t. Not in the sense they were known when T5 opened. Very rarely would you see these death-squads in action for very long and they were easily avoidable and quite regularly beaten.

They existed, but now they’re at least gone to higher tiers.  They were beaten since they wouldn’t focus on objectives most of the time, they’d just follow objectives and not go for them.  I don’t know what helped make T3 more fun, T5 or the three man attempted kill squad.

They existed, but now they’re at least gone to higher tiers.  They were beaten since they wouldn’t focus on objectives most of the time, they’d just follow objectives and not go for them.  I don’t know what helped make T3 more fun, T5 or the three man attempted kill squad.

T3? Fun? Are we playing the same game?..