Star Conflict OBT v.0.9.7 Discussion

For this, there are plain RPGs like eve, where you aim doesn’t matter. It’s your stats versus opponents stats. 

Since the rest already put you in your place about the rest of your post, I’ll adress this one:

In EVE skill matters a LOT, WAY more than you make it seem.

You need to react very quickly to the enemies movements, to the system local, to your modules, to your cap, to your tank, to your orbit, name it and you need to watch it in EVE online or you will end up dieing due to it.

For this, there are plain RPGs like eve, where you aim doesn’t matter. It’s your stats versus opponents stats. Auto aim basically makes SC into “your stats vs his stats” game. Proper aiming simply doesn’t matter and those who want a shooter instead of an RPG out of SC are punished by what is essentially aimbotters with sniper weaponry in every game. For them, the game is a point and click adventure, not a shooter.

 

My point is that if you do not like to aim, consider playing games where aiming isn’t that important. Like hotkey RPGs such as WoW.

 

Or apparently, shooters like SC. That strange non-console shooter with built in aimbot. Can’t expect people to actually try aiming, no sir!

 

Dude, u never player eve i think. Even if you dont have to follow with your mouse some ship to hit it, it requires a LOT of skill to be an effective killer.

 

Try to get a battleship and launch big xxxx guided torpedoes on a interceptor to see what happens… nothing, maybe a scratch. Or try to use bigass guns on a small fast ship. There u dont have to aim with your mouse, but one needs to be a master at piloting his ship, for instance, to compensate the angular velocity of the enemy so your bigass guns can track the movement of smaller ships.

 

You can’t compare a FPS game (like CS) to a real tactical game like eve… calling it an RPG is at minimum insulting…

 

 

 

But nevertheless, about this patch, i liked the return of the autoaim, but as good as it may be it is still rubish when one finds himself in a battle, in a time where only 1600 players are online, and ppl like me gets shoved up some russian server’s xxxx, getting 8-10% packet loss (that new F11 button) showing me that. I dont care much about the ping, since it is rather dificult to lower it (but 300ms is ok) but packet loss is impossible to endure. Funny thing thou, most of the day i dont have packet loss, only when the number of players passes around 1500+. My guess, russian servers are rubish made (poor hardware), or lack bandwidth since on EU or US servers it doesnt have packet loss.

Zap, sorry for being picky, but aiming is still done on2d plane, while it is still more complicated than in most shooters , its not 3d)

It’s actually simpler than in many shooters. We don’t have to care about gravity at all, and our ships have significant inertia to them. Many quake-style shooters lack significant player character inertia and incorporate gravity as an extra force that affects both players and some (and in some cases all) projectiles.

 

For example I’m messing around in FireFall right now, and my favorite class, assault has a slow traveling rocket launcher that is affected by gravity. My second most favorite class, recon has to carry a grenade launcher as his secondary due to lack of AoE capability, which is affected not only by gravity, but also by walls as in many cases I need to bounce the timed grenades behind obstacles to inflict damage on tougher enemies while not getting shredded.

 

In comparison to mechanics like those, the “shoot at the predictor of the ship flying in a fairly predictable pattern due to significant inertia” in SC feels incredibly simple.

Luckyo go play War Thunder, same publisher as SC, with gravity and planes and xxxx, sounds perfect for you :slight_smile:

P.S. Yes I realize that in EVE you still must select the correct tools for the job. That was not the point of the argument, and you know it. EVE has no place for ability to aim weapons. That is done by the ship’s computer. You job as a pilot is to set tactics to be used by the computer.

 

In this regard, EVE is further away from a shooter like SC than arena WoW for example. There is incredible depth to EVE, but it simply requires a completely different skill set to play, and very few if any skills transition from EVE to a shooter like SC.

 

On the other hand quite a few skills transition from WoW arena to a game like SC. And even more skills transition from shooters.

 

 

That is how I couldn’t get maniac medals on my LFR when I was leveling it. It’s almost impossible to get assists when most of your stuff is so hilariously damaging that anything with triangle on it is two shotted, and most things with a diamond are four shotted. All you need is to master your “combo” (i.e. the order in which you must press the buttons to unleash most DPS while making sure it’s not wasted on EB) and you’re golden. There is little incentive to actually get to levels of real top players like Rekombo27, simply because the difference between them and your average “trolol, I know how to shoot EM torps and follow them up with a positron finisher” one trick pony in terms of success in game is small in comparison to effort required.

 

 

Afaik you were leveling Jerry LRF, right? 

We tried it yesterday in T3 with a 3-man-squad in detonation mode. Together we had about 40 kills in that match, non of us below 10 (and that was before the patch)… so much for the hilariousity. 

 

But what you are now talking about are broken game mechanics and thats were i can agree with you. because torp+positron finisher is quite a lowbrainer but has on the other hand not much to do with aiming.

 

In fact thats a problem which was introduced with the new ship layouts, which reduced the survivability of all ships that far, that even a random guy can kill one of the “pros”. Again, a mechanic that has far less to do with aiming. 

 

On the other hand: do you want SC to be a hardcore shooter, where you can take out single-handedly the whole enemy team? At the current state that wasnt even possible with 4-man-squads, and thats a good thing, imo. 

In fact thats a problem which was introduced with the new ship layouts, which reduced the survivability of all ships that far, that even a random guy can kill one of the “pros”. Again, a mechanic that has far less to do with aiming. 

 

On the other hand: do you want SC to be a hardcore shooter, where you can take out single-handedly the whole enemy team? At the current state that wasnt even possible with 4-man-squads, and thats a good thing, imo. 

  1. But it does. For the last week, getting hit by EM torp when attacking a frigate piloted by a baddie didn’t mean certain death. It meant that baddie frigateer would miss his positron finisher in most cases. Something that was unheard of before and what is unheard of now, because - autoaim.

 

 

  1. With 4 man squads, you could take out entire teams with a bit of effort. That is why ESB squads were called “kill squads”. They could just farm kills from entire enemy team with ease. Even a decent one.

 

And in low tiers, you can easily carry your team solo in many cases. You just need a fairly even team otherwise, i.e. no idiots that will tank your team a la “I’m a captain? Nah, neverhöörd”. Or if you do get such an idiot or two, opposing side gets about as many of them as well.

So the targeting is back to normal, for this I am thankful.

 

The bug fixes are nice.

 

The price increase for red paint is logical since it make the ships 10% faster so I’m ok with that.

Well, i read that article about the content locusts, great article.

 

AND, those who complain about everything here (regarding easyness in gameplay, like aiming assist, and other stuff) are exactly that, a small community that represents less than 1% of the playerbase that have a big mouth, calling everyone Aces among other things.

 

Ill tell the developers know something, follow the voice of the elitists and you will have a game with a playerbase with the size of a mosquito’s xxxx, there will be 100 players perhaps, very happy that u took away all the assists for the casuals, and turned into a hardcore game, full of complicated mechanics, and you will hear all this 100 players complaining about anything. If you change the color of the login button, they will complain, if you change an icon of something useless in the game, they will complain aswell.

 

What you should do is improve your networking, and make this game less grindy. We already have TONS of grindy games in the market, if you want to be just another game that requires loads of grinding, be my guest, but i for one tend not to last long if i have to invest a fuckton of hours to fly a diferent ship than the one im currently piloting.

 

The way i see, if i start choosing Fed Cov Ops, Jericho guard, and a Empire Gunship (for pvp you know) And, after a couple months, i feel sick of doing the same xxxx, and want to change my layout, ill have to invest tens of millions of credits (that have to be farmed grindly), i will have to farm a fuckton of sinergy on xxxx russian servers that gives me packet loss, wich will enfuriate me, and will certainly make me hate the game in less than 4 months, and, that happens not only with me, but with other players, and every player will tell at least to another 3 that this game is not worth it. So i think the devs should look this more carefully cause they could xxxx up a game completely by not considering their community, and most important, by not knowing it’s own product.

  1. But it does. For the last week, getting hit by EM torp when attacking a frigate piloted by a baddie didn’t mean certain death. It meant that baddie frigateer would miss his positron finisher in most cases. Something that was unheard of before and what is unheard of now, because - autoaim.

 

 

  1. With 4 man squads, you could take out entire teams with a bit of effort. That is why ESB squads were called “kill squads”. They could just farm kills from entire enemy team with ease. Even a decent one.

 

And in low tiers, you can easily carry your team solo in many cases. You just need a fairly even team otherwise, i.e. no idiots that will tank your team a la “I’m a captain? Nah, neverhöörd”. Or if you do get such an idiot or two, opposing side gets about as many of them as well.

 

  1. Torpedo in the Face didnt mean certain death before the patch and its still not certain death after… unless you havent/cant fitted an EMB (broken layouts). 

Also “flavour of the week” was laser or mortar which seemed to work for the majority. The latter one is even more certain death as positron. In that case nothing changed at all. 

 

  1. We both know that those “kill squads” came with the introduction of T5 + mixed tiers. So, some T4 players were “sacrificed” from the MM to play against them. Most of these matches were 4v4… vs randoms. Pff dont tell me you dont know how that might end. 

 

  1. Oh, yes, I remember low tier solo-heroism. That exists. In fact the “quality” of players is shrinking, in T3 there are healers w.o. heal-modules. And of course you can dominate with a squad there, but i wasnt measuring on the dumbest denominator… try that in T3 pre 9.0. and try not to referr to cheap and broken frigballz. it wont work.

So the targeting is back to normal, for this I am thankful.

 

The bug fixes are nice.

 

The price increase for red paint is logical since it make the ships 10% faster so I’m ok with that.

It just makes you look faster.  It’s why the police pull you over more.  Don’t drive a red vehicle.

 

  1. Torpedo in the Face didnt mean certain death before the patch and its still not certain death after… unless you havent/cant fitted an EMB (broken layouts). 

 

  1. We both know that those “kill squads” came with the introduction of T5 + mixed tiers. So, some T4 players were “sacrificed” from the MM to play against them. Most of these matches were 4v4… vs randoms. Pff dont tell me you dont know how that might end. 

 

  1. Oh, yes, I remember low tier solo-heroism. That exists. In fact the “quality” of players is shrinking, in T3 there are healers w.o. heal-modules. And of course you can dominate with a squad there, but i wasnt measuring on the dumbest denominator… try that in T3 pre 9.0. and try not to referr to cheap and broken frigballz. it wont work.
  1. They don’t, especially since a lot of ships can’t equip EB.  The bigger issue is they don’t stay in the blind spots away from the torpedo.

 

  1. No, the kill squads were 4 man ESB squads before T5 was introduced.  Now they’ve mostly gone to T4 and T5 and left T3 alone.  A 4v4 match, with a squad on one side, is an almost guaranteed win regardless of if they’re going for kills or objectives.

 

  1. I got out of T2 fast and stayed out mostly.  Engineers are rarer now, but so are immortal frigballs.  They’re easier targets.  As for engineers not using active modules, it’s their loss on wins and buf assists.  The same goes for recons not using spy drones.  It’s just less noticeable.

 

  1. They don’t, especially since a lot of ships can’t equip EB.  The bigger issue is they don’t stay in the blind spots away from the torpedo.

 

  1. No, the kill squads were 4 man ESB squads before T5 was introduced.  Now they’ve mostly gone to T4 and T5 and left T3 alone.  A 4v4 match, with a squad on one side, is an almost guaranteed win regardless of if they’re going for kills or objectives.

 

  1. I got out of T2 fast and stayed out mostly.  Engineers are rarer now, but so are immortal frigballs.  They’re easier targets.  As for engineers not using active modules, it’s their loss on wins and buf assists.  The same goes for recons not using spy drones.  It’s just less noticeable.

 

  1. I meant that (EMB = EB) a random torpedo from somewhere can kill you. Its the new (old) Nuke. 

 

  1. Yes, they existed. still I heard nobody complaining about them, or even forcing the devs to reduce squadsize.

Really zap?

I heard complains EVERYWHERE, about the killsquads.

Really zap?

I heard complains EVERYWHERE, about the killsquads.

Pre 9.0? in T3?

They were killing most of the time then, but the term “kill squad” including its implied meaning is genuinely post 9.0. 

Since repaircosts dropped for T4 and it got more viable for players. 

  1. Torpedo in the Face didnt mean certain death before the patch and its still not certain death after… unless you havent/cant fitted an EMB (broken layouts). 

Also “flavour of the week” was laser or mortar which seemed to work for the majority. The latter one is even more certain death as positron. In that case nothing changed at all. 

 

  1. We both know that those “kill squads” came with the introduction of T5 + mixed tiers. So, some T4 players were “sacrificed” from the MM to play against them. Most of these matches were 4v4… vs randoms. Pff dont tell me you dont know how that might end. 

 

  1. Oh, yes, I remember low tier solo-heroism. That exists. In fact the “quality” of players is shrinking, in T3 there are healers w.o. heal-modules. And of course you can dominate with a squad there, but i wasnt measuring on the dumbest denominator… try that in T3 pre 9.0. and try not to referr to cheap and broken frigballz. it wont work.
  1. Note the “positron finisher” part. I do not fly ints w/o EB on principle because it’s utterly stupid and suicidal to do so in the world of one shots. The problem is that auto aimed positron finisher will essentially always hit you, be the frigateer a good one or a baddie. I.e. skill optional, just have the tools.

 

  1. Kill squads were a permanent fixture of T4 long before introduction of T5. The whining about them on russian forums was extreme, coming from all sides of spectrum.

 

  1. I have screenshots of ESB kill squads dominating T4 before the T5 patch. Problem was that with 4 people they had a self-contained team within a team AND they could lose any single member but their engineer and remain effective. I actually developed a counter tactic for them based on this fact, if you constantly rushed their engineer and they knew that you weren’t an average baddie but someone who could actually tie their healer up and even kill him eventually, they’d always collapse on their healer to keep him alive. This enabled the rest of the team to actually complete objectives provided they didn’t suck, but it also tanked your score and DSR pretty hard in the process.

 

Switch to 3 man squads neutered kill squads because they no longer had a properly self contained team within a team that could push enemy team on its own outside the ESB’s standard ECM+gunship+engineer combo (which was still much weaker, losing almost half of its burst damage or control depending on old setup which was usually double gunship or double ECM respectively) and they no longer could afford to lose anyone when playing that without losing a key player. So the solution did indeed work. It’s just that while medicine did in fact cure the disease, the side effects were terrible.

Well, i read that article about the content locusts, great article.

 

AND, those who complain about everything here (regarding easyness in gameplay, like aiming assist, and other stuff) are exactly that, a small community that represents less than 1% of the playerbase that have a big mouth, calling everyone Aces among other things.

 

Ill tell the developers know something, follow the voice of the elitists and you will have a game with a playerbase with the size of a mosquito’s xxxx, there will be 100 players perhaps, very happy that u took away all the assists for the casuals, and turned into a hardcore game, full of complicated mechanics, and you will hear all this 100 players complaining about anything. If you change the color of the login button, they will complain, if you change an icon of something useless in the game, they wil

Several problems:

 

  1. The rule is actually 80/20. 20% of your clients will consume 80% of your resources and vice versa.

  2. In most F2P games, average player is irrelevant beyond his value for those who are paying for the game and his cost to the developer/publisher as he does not pay. He exists essentially as a resource that paying customers consume and has no value beyond that.

  3. Most F2P are carried by approximately 5-10% top payers. Vast majority of casual player base pays little to nothing because it just doesn’t care about the game. Their only role in the game from financial stand point is to provide community for paying customers. Outside this, they are an expenditure.

 

So the question that remains is whether the 20% who consume most content are also the ones who are paying for the game, while the 80% who pick the game up, play for a bit and leave are just consuming resources without paying or if casual crowd is also participating in financing the game to offset the costs. And that usually depends on the game, though in smaller games the hardcore community typically shoulders a much bigger financial burden as they also have a vested interest in game sticking around.

 

 

  1. Kill squads were a permanent fixture of T4 long before introduction of T5. The whining about them on russian forums was extreme, coming from all sides of spectrum.

 

  1. I have screenshots of ESB kill squads dominating T4 before the T5 patch. Problem was that with 4 people they had a self-contained team within a team AND they could lose any single member but their engineer and remain effective. I actually developed a counter tactic for them based on this fact, if you constantly rushed their engineer and they knew that you weren’t an average baddie but someone who could actually tie their healer up and even kill him eventually, they’d always collapse on their healer to keep him alive. This enabled the rest of the team to actually complete objectives provided they didn’t suck, but it also tanked your score and DSR pretty hard in the process.

 

 

 

  1. Didnt read the RU forums to that time. Still it was valid, dont go T4 when you see an 4-Player-Bar at the upper end of T4 queue… In fact I know how unpopular T4 was. I played a  lot T4 since 8.2 or so. ESB was always an instant loss then (was solo queueing there). In all that time between 8.2 to 9.0 I only witnessed one (1) 8v8 match. All the other matches were 4v4 at max (and those were the ugly ones ofc.)  

 

  1. Still, same argument: Most of the time it were 4v4 matches vs. randoms, right? 

On a different note… 

 

Tutorial: successfully completing the third tutorial stage is now rewarded with 100 GS.

 

If you have completed the tutorial, it seems you DO NOT recieve the 100 GS, since I just did all three of them.

  1. I meant that (EMB = EB) a random torpedo from somewhere can kill you. Its the new (old) Nuke. 

 

  1. Yes, they existed. still I heard nobody complaining about them, or even forcing the devs to reduce squadsize.

I complained about squad dominance in the .8 days.  I don’t feel the 3 man limit was a proper fix, it should have been a match making fix probably.  I’m not opposed to 12 man squads, as long as they’re facing another 12 man squad.  Team balance just didn’t exist.  Your best bet was avoiding being farmed and getting your credits at the end.  Hearing that ESB kill squads were nearly eliminated, that makes me feel better.  It also shows how a four ship combo is so much more powerful than a three ship combo.

 

Several problems:

 

  1. The rule is actually 80/20. 20% of your clients will consume 80% of your resources and vice versa.

  2. In most F2P games, average player is irrelevant beyond his value for those who are paying for the game and his cost to the developer/publisher as he does not pay. He exists essentially as a resource that paying customers consume and has no value beyond that.

  3. Most F2P are carried by approximately 5-10% top payers. Vast majority of casual player base pays little to nothing because it just doesn’t care about the game. Their only role in the game from financial stand point is to provide community for paying customers. Outside this, they are an expenditure.

 

So the question that remains is whether the 20% who consume most content are also the ones who are paying for the game, while the 80% who pick the game up, play for a bit and leave are just consuming resources without paying or if casual crowd is also participating in financing the game to offset the costs. And that usually depends on the game, though in smaller games the hardcore community typically shoulders a much bigger financial burden as they also have a vested interest in game sticking around.

I played for about a month before I paid anything.  Then I paid more.  Right now patches mean I don’t want to pay anything more unless changes are made.  Most of those changes are community requests like the f***ing reticle.  Most T1 players haven’t paid yet.  I imagine a lot of T4 and T5 players have paid.  I’m not sure about T3 but it’s the American(north and south, not just United States) endgame.  Part of my initial justification for paying, I played a lot and I wanted to reward the developers.  Right now, I’m not wanting to reward them.

 

On a different note… 

 

Tutorial: successfully completing the third tutorial stage is now rewarded with 100 GS.

 

If you have completed the tutorial, it seems you DO NOT recieve the 100 GS, since I just did all three of them.

I played it only to see if I could get 100 GS out of it since I already played it.  I was hoping to farm it for a bug.  They couldn’t notice a red reticle, but they made sure you couldn’t get 100GS which wouldn’t even get you one color on a ship.

Wiw wiw my eyes hurt from trying to stay on focus with inviseble aim. please make it stop!