Star Conflict OBT v.0.9.7 Discussion

Imo the guard stats are ok, but the fact that they can heal themselves at that xxxx rate is what make them op, as I said, thats my opinion. Guards have tons of shield with huge resists, and they can regen them at 800 pers second + natural regen, so basically you’re almost trying to take that shield twice… 

 

Even blue ones are strong (at least for shield, hull ones have long cd), so yes, what I said is that, guards are not that op, but the self heal shouldnt be that powerful. Why do you even need an engi healing 178 shield and 114 hull (styx with blue modules) if you can heal yourself 600 hull and 800 shield per second? 

comamnds and ECM can interrupt those heals with EMP missiles/ion diffuser

comamnds and ECM can interrupt those heals with EMP missiles/ion diffuser

 

That’s good to hear, didn’t know :smiley:

Imo the guard stats are ok, but the fact that they can heal themselves at that xxxx rate is what make them op, as I said, thats my opinion. Guards have tons of shield with huge resists, and they can regen them at 800 pers second + natural regen, so basically you’re almost trying to take that shield twice… 

 

Even blue ones are strong (at least for shield, hull ones have long cd), so yes, what I said is that, guards are not that op, but the self heal shouldnt be that powerful. Why do you even need an engi healing 178 shield and 114 hull (styx with blue modules) if you can heal yourself 600 hull and 800 shield per second? 

Just as curiosity, how much shield regen/second a very well equiped guard reaches at T5 (Without the booster, just natural regen). 150/s? 200/s?

comamnds and ECM can interrupt those heals with EMP missiles/ion diffuser

See, there a counter folks!!! Change your missiles and xxxx guards up in T5!!! Who said there was no counter…

Just as curiosity, how much shield regen/second a very well equiped guard reaches at T5 (Without the booster, just natural regen). 150/s? 200/s?

I believe 100/s like all other ships in the game. You can fit differently though to get more than that…Really depends on your fit.

Just as curiosity, how much shield regen/second a very well equiped guard reaches at T5 (Without the booster, just natural regen). 150/s? 200/s?

 

natural regen 104, then you can add Capacitor Power Relay (in capacitor slot, jericho guards have 2-3 minimun) and/or Asynchronous Shield Projector (but that’s worse than adding raw shield or resists)

If I had the credits and the loyalty I would test out full regen R13 guard xD I think the regen could become quite insane especially with all implants added that increase shield resists/shield regen and the shield resist booster(the 40k/3 battles thing)

See, there a counter folks!!! Change your missiles and xxxx guards up in T5!!! Who said there was no counter…

hahaha was a good one.

ECM doesnt have the DPS to kill a guard and Ion Missiles get shot down wit AMS. Also AMS CD is faster than missile reload. 

hahaha was a good one.

ECM doesnt have the DPS to kill a guard and Ion Missiles get shot down wit AMS. Also AMS CD is faster than missile reload. 

Im not saying someone must engage it alone. Kkkkkkkkkkkkkk

Im not saying someone must engage it alone. Kkkkkkkkkkkkkk

Engaging with those ships, you’ll end up alone pretty fast because everyone else will shrug and leave the suicidal one to die alone.

To “necro” the “Guard-Hater-Thread”:

 

In the past few days I met on a regular basis a fully synergized Inquisitor S with premium modules + weapons (dont know about the ship-mods, but theyre most likely not MKI) 

That thing is not killable:

Tried it with Lightbringer + Bubbleguns, didnt work.

Tried it with Aura + Lazors and/or bubbleguns + Range: didnt work. 

Tried it with King Castor + Assault Rails pure crit. build: didnt work. 

Tried it with Kipps (we both in R12 CovOps all blue/purple): didnt work.

Tried it with Arp and me in a LRF: did work, but Arp lost 3 ships in the process. 

 

Conclusion: That thing is not killable 1v1 except you have an even better Guard (I dont have one).

I can outplay it, depending on map and gamemode, but in combat recon youre just boned (you can hope to farm more bots than he, but thats not really an option due to the bots “chaaaarge-behavior”). 

 

On the other hand, im not a bad player and if that guy goes for any other ship in his setup he will die to me, every time.  

So, that thing is just broken OP and requires no skill what so ever to play.

Needs to be fixed.  

I have never met such a guard, next time you see him, screenshot his ship stats and show them. I wonder about his “unkillable” fit.

On the other hand, im not a bad player and if that guy goes for any other ship in his setup he will die to me, every time.  

So, that thing is just broken OP and requires no skill what so ever to play.

Needs to be fixed.  

 

This.

 

Whilst I don’t advocate anything based on 1v1 encounters, currently some of the other ships that countered this have been made too weak. Recon and ECM for example, have been nerfed to the point of not being able to provide adequate support to smaller teams to take down a well-fitted guard.

 

Right now, the most powerful set-up, unfortunately, is once again the frigball. If deployed in an effective manner with the right support, it is nigh unstoppable. Unfortunately, when things were more balanced, people didn’t like that they could die against a group of other people who played in an effective pack/team - so ships which assisted in this in the most noticable manner were nerfed where it wasn’t really needed. Short sighted at best.

> T5 Guard

> Broken

 

What a shocker… To be fair, T5. above all else, is what’s generally broken. Why was I not surprised…

This.

 

Whilst I don’t advocate anything based on 1v1 encounters, currently some of the other ships that countered this have been made too weak. Recon and ECM for example, have been nerfed to the point of not being able to provide adequate support to smaller teams to take down a well-fitted guard.

 

Right now, the most powerful set-up, unfortunately, is once again the frigball. If deployed in an effective manner with the right support, it is nigh unstoppable. Unfortunately, when things were more balanced, people didn’t like that they could die against a group of other people who played in an effective pack/team - so ships which assisted in this in the most noticable manner were nerfed where it wasn’t really needed. Short sighted at best.

 

Indeed, but in this case, its just the Guard which is just waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay to strong. 

Indeed, but in this case, its just the Guard which is just waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay to strong. 

The problem with saying this is that the devs DON’T know how to modify individual ships or modules, they just nerfbat the whole lot!

The problem with saying this is that the devs DON’T know how to modify individual ships or modules, they just nerfbat the whole lot!

 

We have seen this a lot of times: Example: Plasma Arc, was way to strong in T2 but was totally fine in T3-T4.  

 

I dont know how their statistics work, but it seem like they make one for all ships and not tier-wise… i dont know any other explanation. 

We have seen this a lot of times: Example: Plasma Arc, was way to strong in T2 but was totally fine in T3-T4.  

 

Same could be said for pretty much every class / module. More balancing needs to occur in tiers seperately from one another.

I have never met such a guard, next time you see him, screenshot his ship stats and show them. I wonder about his “unkillable” fit.

 

He now has over 100k EHP btw

 

This screen shot was taken when me and Zapp both tried in r12 Covert Ops to take the guard down (Failing EVERY time)

12jfnGV.jpg

My internet is so slow at school today I can’t even see the picture…FML…Damn network admins are screwing around again it seems…