Star Conflict OBT v.0.9.8 Discussion

Well  it seems they listen to the complaints about the Torpedo Swarm…  so now the Jericho LRF might as well be neutered.  :sad:

 

Guards with their missile shields are back to shooting it down.

 It now requires a tad bit more 'SKILL" in knowing how steer the torpedo to kill ships …  :smoke:

 

 

oh yea… if you accidentally hit something real close you can really kill yourself by staying within the blast radius and don’t move out quickly…

 

Wonder if anybody gets credit for the kill ?  That would be funny…

I really like most of this patch. It added a little more skill to playing guard and a little more danger to playing Engie. I even like most of the new loot system… except for one thing.

I am having the same problem as I always had with loot now. Being that I don’t really enjoy playing fighters or intys/have any of them in my upper level stock, the loot I get for them and their modules is useless to me. Wouldn’t it be better if the upgrade kits were a little more rare and universal, instead of giving me another T4 Parasitic modulator when I’ve only got guards and engies in my lineup?

 

Otherwise, great patch.

the new module list display and the way upgrades work has some major issues.

 

A. you cannot see the stats of a better MK item. you must buy the mk1, then upgrade to mk2… etc… or you must have additional items in your hangar, already upgraded.

 

B. you cannot get a direct upgrade stat. it displays the net gain/loss compared to your current mod… so for proton wall 28.8% to 33.1% upgrade, it actually says -4.3% reduction… completely unnecessary and confusing, since the user now has to do the math themselves.

 

C. hovering over the equipped item in your ship slots does not display a tooltip if the modules list is popped up. not consistent, and counter-intuitive.

 

D. scrolling the module list now takes longer, and less items are displayed. it looks like you could condense those list items to the height of the module icon. no need for it to be so tall.

 

E. inb4; upgrade packs should use the icon of that module. with a green/purple large plus sign in the lower right. like a shortcut icon in windows. otherwise, you must mouse over the item, and looting is also less interesting.

 

F. also: since salvaging mk4 now has a credit cost involved, the problem arises that you cannot tell which mk4 you already own, and a financial decision has to be made. unless you keep a list of all mk4 you own on paper/spreadsheet :\ wasn’t an issue before since looting was free. the only reason to keep a list previously was to determine if it’s worth spending GS on.

 

I. furthermore, i cannot buy another mk1 if i already have a mk4 in the hangar, from the popup list in equipment display. gotta use the store.

 

H. kind of a bug too. dragging an item to unequip it, and dropping it onto the same spot gives an equipment error. at least its a handled exception ;o happens with active modules and most passives except capacitor slots (in which case it unequips it) but if you’re dropping it onto the same spot, it should in fact be re-equipped. missiles are the only thing that functions properly. also, another bug: if you try to drag an item to unequip it, and you drag it onto the selection listbox then the item is not unequipped. this happens because it actually ‘click through’ the listbox, and tries to slot it in one of your passive slots, and just fails silently, and doesn’t unequip the item.

 

this stuff is kind of important if you’ve increased the credit+LV cost to buying a Mk3… since you can’t rely on upgrade packs… especially when starting out in a tier.

Most of the things are ok or good and then there are a few things which cannot be explained by logic…

 

  1. Fix the hud … or give option to revert backto the old HUD… in particular the red arrow pointing at target you’r locked on! Also all the useful info is too far to see in midst of a battle

  2. Reduce the loyalty cost for upgrades …or completely rework loyalty missions… and/or minimize limit on contracts…and or cooldowns!

  3. Having a shitload of upgrade kits makes the warehouse cluttered… make some universal kits instead… for guns, survival, ship particular etc… its much better… or increase warehouse size!

 

Finally:

  1. Match making makes no sens. A T3 player must never play against a T5 ship even in squads. You wanted to remove death squads’? well you just created them … only on the opposite team? It makes no sens that a ship with more slots, higher stats, higher life and higher dmg. Should be playing against T3s… Maximum allowed must be t4.

  2. With this match making you effectively removed the real money income from your company. Why the hell would I pay any GS to get either blue items or more irridium to upgrade for purple…If I know I will be matched with T4s T5s if my ship is fully purple? Think about it…what the hell is the point of items if you end up playing against higher tiers? your work is wasted for nothing, money wasted for nothing. This will ONLY MAKE ME NOT SPEND A DIME ON YOUR GAME!!! IT WILL REMOVE REWARD FEELING …BECAUSE WHEN YOU GET PURPLES YOU GET THEM FOR A REASON you work your way… up to be able to kill other people faster …that’s the freaking point of having items… you removed this point… hence you destroyed your income… And no the comunity wont grow. Cause once everyone realizes what I’m writting… they will do exactly the same thing. Stop spending any money on you. I just hope they will all ralize this by the time they’re in T2 and get matched with T4s. That would teach you…

 

5.5) 2 men squads should never be tossed against higher Tier… 3men squad…maybe sometimes… 4men…ok…

 

  1. An for F***s sake stop making patches where you go to extremes. Everytime you make something …you need…a fix… iNSTEAD OF fixing stuff dedicate time to adding more content…and meaning to the game…

 

  1. Finally wth’s with the lasers and weapons in general…why do you do 2k dmg to slow  ships and only 100 to fuill speed interceptors? makes no sense… 

Still loving the “Shoot backwards with a Coil Mortar and have your guns locked for 10 seconds” bug.

Usually we fix a couple of bugs in each patch and this bug will also be fixed in some time.

 

It’s worth noting that antibus is not a developer but a community manager.

 

You’d need to ask a dev to fly with you.

 

 

And as has been pointed out above, “we see your feedback and are working on it” is the support lingvo for “I’ll file your feedback into nearest garbage bin”. You need an overwhelming amount of feedback of very similar nature to get it through the support to upper echelons of management who can actually do something about the issue.

 

The man/woman is just doing his/her job here. Not really seeing any reason to either hate on or suck up to.

 Antibus and I are forwarding the feedback on a regular basis so you can be sure it reaches the right persons.

 Antibus and I are forwarding the feedback on a regular basis so you can be sure it reaches the right persons.

Do you realize that we see the patch notes and can draw conclusions which feedback was filed where?

 

Guards were extremely overpowered and ints massively underpowered in last few patches. Then we get this patch where guards are massively buffed and lighter ships massively nerfed across the board. So either the feedback is indeed filed in the trash bin, or taken as a challenge in the form of “oh they think they have it bad now, I’ll show them what having it bad actually means!”

 

And frankly, as noted above, I just don’t think any of it is your fault. It’s simply not something you can affect to a significant degree, because devs make their own decisions. It’s the logic behind those decisions that is baffling. Not your capacity to relay feedback. Heck, I know that devs actually read the russian forums, and people express the same opinion there on regular basis. As customers, we don’t particularly care about individual’s actions withing a company, but company’s actions as a whole. I.e. it’s not about “we do relay information”, but “end result is that feedback is not only ignored, but exact opposite action to desired one is taken”.

 

When this is done on regular basis, as happens with stargem, many of us with experience in working support/QC jobs draw our conclusions on modus operandi from our own experiences. Hence “filed in the trash” remark. It may not be you doing it, but someone on the company ladder sure is. It could be you, heck it could be lead dev for all we know. But it’s the end result that matters, and we can all see that in patch notes.

the new module list display and the way upgrades work has some major issues.

 

A. you cannot see the stats of a better MK item. you must buy the mk1, then upgrade to mk2… etc… or you must have additional items in your hangar, already upgraded.

 

If you hover over upgrade it lists all the higher ranked items and their boost.  It just doesn’t give the in battle numbers, only percents.

 

B. you cannot get a direct upgrade stat. it displays the net gain/loss compared to your current mod… so for proton wall 28.8% to 33.1% upgrade, it actually says -4.3% reduction… completely unnecessary and confusing, since the user now has to do the math themselves.

 

 

Very counter-intuitive, agreed.

 

C. hovering over the equipped item in your ship slots does not display a tooltip if the modules list is popped up. not consistent, and counter-intuitive.

 

D. scrolling the module list now takes longer, and less items are displayed. it looks like you could condense those list items to the height of the module icon. no need for it to be so tall.

 

I preferred the old display, it was easier to work with.

 

E. inb4; upgrade packs should use the icon of that module. with a green/purple large plus sign in the lower right. like a shortcut icon in windows. otherwise, you must mouse over the item, and looting is also less interesting.

 

This part’s annoying since they’re still module/weapon specific.

 

F. also: since salvaging mk4 now has a credit cost involved, the problem arises that you cannot tell which mk4 you already own, and a financial decision has to be made. unless you keep a list of all mk4 you own on paper/spreadsheet :\ wasn’t an issue before since looting was free. the only reason to keep a list previously was to determine if it’s worth spending GS on.

 

I played PvE after the patch and I’d already wasted all my credits on Mk.III before the patch was released.  I was offered loot I wanted, but I didn’t have enough credits to send it into mail.  I would have won enough in the PvE match to get the loot.

 

I. furthermore, i cannot buy another mk1 if i already have a mk4 in the hangar, from the popup list in equipment display. gotta use the store.

 

This could be intended, but the option should be available.

 

H. kind of a bug too. dragging an item to unequip it, and dropping it onto the same spot gives an equipment error. at least its a handled exception ;o happens with active modules and most passives except capacitor slots (in which case it unequips it) but if you’re dropping it onto the same spot, it should in fact be re-equipped. missiles are the only thing that functions properly. also, another bug: if you try to drag an item to unequip it, and you drag it onto the selection listbox then the item is not unequipped. this happens because it actually ‘click through’ the listbox, and tries to slot it in one of your passive slots, and just fails silently, and doesn’t unequip the item.

 

This actually happened in the last patch.  I’m bad at reporting glitches.

 

this stuff is kind of important if you’ve increased the credit+LV cost to buying a Mk3… since you can’t rely on upgrade packs… especially when starting out in a tier.

 

Usually we fix a couple of bugs in each patch and this bug will also be fixed in some time.

Does that mean Coil Mortar is no longer working as intended?  Player complaints to the rescue!

 

Anyway, a few HUD issues.  I can’t for the life of me get role icons displayed in PvE.  I have a hitbox and a dozen pixels of not sky to go by to finding a target.  I had to set the “Object status: default” to checked to get it close enough to before to be good enough.  The other customizations carried over to the overview map which cluttered it up too much so you can’t tell how safe or weak a beacon is.  You guys kind of opened a can of worms for yourself, because you offered enough customization to help players but it’s limited to make it harder to customize to be great.  Finally, I need something more obvious to see who I’m locked onto.  If there’s eight ships in front of me and all outside of weapon range all I can do is hunt and peck for that tiny little circle for who I’m locked onto.

 

Kills per match have definitely gone down, on a team vs team basis.  I’m assuming that’s intended.

I can’t make sense of this, from a fair objective perspective. While I’m against mixed tiers, particularly mixing 3 & 5, I can at least understand, not agree with, the incentive behind bumping 4 man up to higher tiers. 

But a 2 man squad? We were originally a squad of 3 but our 3rd dropped due to the MM system. What does that tell you?

From what I’ve seen since Thursday, the matchmaking system deters people from squadding up. This is an infinitely terrible occurrence that needs fixing ASAP.

I’m not going to enjoy any game where I can’t team up with my clan because the game’s matchmaking algorithms might potentially screw up our experience.

Imo if you REALLY have to keep the mixed tiers system for whatever reason, low population probably, it should be capped to +/-1 tier. 

 

Also, make the game more desirable, then more people will play it, then you could go back to tiered games, then you could isolate 4 man squads into another queue for games of 4v4 8v8 12v12, or make it optional + give an incentive, aka extra % rewards. 

 

screenshot

screenshot-131019-093705.jpg

 

grr

Notice how T3-T5 are only two tiers?  R15 is it’s own tier.  You were bumped up one tier.  The devs are trying again to get more people to play T4.

[…]  The devs are trying again to get more people to play T4.

If we could at least get there… You know, eastern grinding forever style?

I’ve been at the doorstep of T4 properly 3 times so far. Each time i wanted to make the jump and had the means to do so a new patch set me back to T3. That deserves an insult adressed to some people.

 

All this ‘best of T3 4 man squads meeting worst of T5 squads’ is a big lie. ESB for example is definitely not the worst of the worst of T5, yet T3s get matched against them.

After you activate the module, it activates for 10 seconds after which it goes on cooldown. During activation period it can shoot down missiles, and when it shoots down a missile, its ability to shoot down missiles goes on cooldown for 1 second, after which it can shoot down missiles again.

It can shoot down missiles as long as its ability to do so is not on cooldown and it’s activated. After activation period ends, the module itself goes on cooldown.

Ok thanks. I can imagine that this is going ot get very annoying for me very quickly

Maybe we could also tie the contracts/loyalty vouchers with the in game medals so for triple kills or something we can get 100 loyalty vouchers. That at least makes getting medals a little more significant. 

Thats honestly an amazing idea. Medals are useless, so making them worth something would be a great change. +1

lol, the new prices for ammo refils are HUGE. i cant imagine flying or even PROGRESS t3 without premium acc.

lol, the new prices for ammo refils are HUGE. i cant imagine flying or even PROGRESS t3 without premium acc.

Yep. Credit gain simply stops in pvp. In @50 matches i made the stunning profit of 500k. Bought only 1 MK1 module. Everything else was spent on dumb amounts of repairs vs T5, boosters (nowadays you’re completely useless without them, not to menion the devs overpricing them after 0.9), ammo. I don’t think i could even loot if a mod would drop cuz my wallet is thin…

Yep. Credit gain simply stops in pvp. In @50 matches i made the stunning profit of 500k. Bought only 1 MK1 module. Everything else was spent on dumb amounts of repairs vs T5, boosters (nowadays you’re completely useless without them, not to menion the devs overpricing them after 0.9), ammo. I don’t think i could even loot if a mod would drop cuz my wallet is thin…

u r a damn right! also the loot is now symbolical. it used to give good money to atleast cover for repairs and ammo, now Im getting 1600-2400 credits and 2-3 no loot found from 5 tries…

pathetic

Current reloading costs are an answer to the problem of missile spam brought up when the weapon change occured; the Devs have made it so that non-paying players cannot afford to fly with missiles and ammunition equipped. “Working as intended”.

Current reloading costs are an answer to the problem of missile spam brought up when the weapon change occured; the Devs have made it so that non-paying players cannot afford to fly with missiles and ammunition equipped. “Working as intended”.

:smiley: :smiley: :smiley: I would laugh if it only wasnt true :confused:

The hilarious part is that mercs are supposed to be people looking for well payed work. I would definitely keep away from such contracters x(

Even having my own ant farm on a planet would be more profitable lol. Or working in a space bar as a waiter.

 

 

I must say that squad change is the only real positive in the patch for me. The basic rule of balanced matchmaking is that players should have 0.5 (50/50, shown in-game as win loss ratio of 1) win ratio if matchmaking works. Before squadding up with good players gave you guaranteed win ratio of something between 0.7 and 0.9 easily. In some cases, it went even higher, approaching 1. It was broken.

 

 

Many games do the same thing this change incorporated in SC: if they allow squads to be matchmade with randoms, they match them significantly higher than they otherwise would if they joined solo. A good example of this is LoL, which allows pairs to queue into solo queue, but assigns a significantly inflated MMR if you queue as a pair as opposed to queuing solo. And it works exceptionally well. In fact, at lower tiers of LoL where I mess around, it could be said it overcompensates, because I’ve observed that most duos are significantly worse than other three players ending up being the weak link regardless of their improved teamwork.

But overall the system function well to balance it out and allow pairs to queue with solo players in a balanced fashion.

 

Frankly, reading many posts here, I’m getting a feeling that most people are too used to broken squad MMR from before which granted them extremely skewed win/loss ratio, and now that their win ratio in squad is far closer to that magical 0.5, it causes whining. Not because it’s a bad thing, but because people are used to free lunch that was old, broken squad MMR and they want it and their free wins back. It’s basic human attitude towards something they had for a long time, something they have grown to feel they’re entitled to even though it breaks the game for those queuing solo.

 

Reality is, the current MMR system is well tested and proven far superior to blind MMR system we had before, a fact proven by myriad of competitive games over more than a decade. It does need some tweaking to get actual needed increase in rating based on squad skill, but it’s far, FAR better than giving squads a free win card by blindly matching them with same tier randoms.

 

 

 

Right now, about the only thing devs may wish to consider is to perhaps offset the impact on people who want their free lunch back by increasing rewards for squadded players to match the rank they’re matchmade to. I.e. give them increased rewards for the inflated MMR.

 

Holy truth!

 

Still loving the “Shoot backwards with a Coil Mortar and have your guns locked for 10 seconds” bug.

 

Thanx m8… finnaly i undestood what’s going wrong with those coils mortars lol

 

I really like most of this patch. It added a little more skill to playing guard and a little more danger to playing Engie. I even like most of the new loot system… except for one thing.

I am having the same problem as I always had with loot now. Being that I don’t really enjoy playing fighters or intys/have any of them in my upper level stock, the loot I get for them and their modules is useless to me. Wouldn’t it be better if the upgrade kits were a little more rare and universal, instead of giving me another T4 Parasitic modulator when I’ve only got guards and engies in my lineup?

 

Otherwise, great patch.

 

I think i’m going to quite like this patch too…Just some MM fix still needed

 

To Antibus:

Still using + and - to set speed i got no idea about the speed i set till the ship reach that speed…The littel arrow indicator wento lost and there’s nothing else to indicate the speed set by + and -

 

[…] Still using + and - to set speed […]

Confused. I think i might’ve just realized something, but still confused. Why are you actually using + and - for speed setting??

 

[…] It added a little more skill to playing guard and a little more danger to playing Engie. […]

[…] I don’t really enjoy playing fighters or intys/have any of them in my upper level stock […]

 

Otherwise, great patch.

If i’d play only frigates i’d refrain from stating such. Ofc you like them better since they’ve been empowered now and didn’t compare the other classes to them from their own point of view. At least what i understood.

Not accusing you, just don’t generalize things from only 1 or 2 points of view.