Star Conflict OBT v.0.9.8 Discussion

So far questions answered and in theory it seems pretty good with some things I have some doubts on(Guard module ranges & LRF buff) but looking forward to testing it in a few hours. 

Care to clarify? Is that something logarithmic?

Standart softcap. If you have gained more synergy then it is considered to be normal, you will still gain it, but the quantity will be reduced.

 

Inhibitor Beam

Power consumption reduced up to 59% depending on tier and modification

Reloading time reduced up to 95% depending on tier and modification

Active range increased up to 230% depending on tier and modification

 

It seemed like tackler just got a huge boost, this could be OP when used in combination with bubblegun on intys

I would like to remind everyone that this is a HUGE, I mean, HUGE! patch. If we start complaining early on for anything wrong we see then it will get lost and not get hot fixed for Antibus or the GMs to see. So please keep it positive and constructive! Also, please play the patch for at least 48 hours. That should give us ample time to test everything. 

 

This is a great patch, after this, we really need to note everything about balance carefully so it can be fixed before they start work on the next big update which should be the corporations battles and such. 

 

My concerns about this at first glance…

 

SQUADS

I dunno about Squads, E.G will force a good T3 squad to a T4 primary battle. What I fear is a good mechanic in efforts to eliminate death squads, but to make them actually less effective because they are multi tiering battling. Even excellent squads can handle it but the mix tiering will make it so that squads are once again useless and not fun. Only T5s are not affected because basically they are already at the top.

 

FRIGATES

Why the hell would you make Frigates more OP, its gonna practically eliminate the tacticalness of any interceptor and fighter and reintroduce the frigate balls.

 

Maintenance time has been prolonged till 17.00 UTC+4.

I like it, I just need to test it to give my good or bad feedback :smiley:

 

 

Maintenance time has been prolonged till 17.00 UTC+4.

 

nooo please, 1 hour is a lot!

Servers are up… YAY!

LOL my hole ammunition is away WHERE are my credits???

LOL my hole ammunition is away WHERE are my credits???

 

Check you warehouse please. 

Lol @ the prices… 180 artifacts to go from mk3 to mk4. Easier to loot an experimental in 1 month of playing. Just saying…

Oh my god, the PRICES. This is madness. Better brace yourselves for what is coming now…

 

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PRICES  ARE   OFF   THE      CHARTS!!!

 

:angry:

 

Really?

Upon basic and approximate calculations: about a week to get 1 rank up with a faction @T4 then a few matches to get creds for all available mods (unless i already farmed those in the process). Now it’s 1 week for every single mod… WTF???

 

Guess i better hurry in modding up my Skyrim and do something else for a while…

_ Matchmaking: changed squad rating calculation rules _

_ Depending on the squad’s size, it receives a bonus to maximum matchmaking rating: _

2-pilot squads receive +1 to maximum rating

3-pilot squads receive +3 to maximum rating

4-pilot squads receive +6 to maximum rating

Pilots whose full rating lowers the average full rating are not counted in the full squad rating.

 

Right off the bat, bad. This will be a minimal help in lower Tiers, but T5 death squads will be making a comeback. So making T4 4-man squads will just pit us against these squads… Again…

The extra “rating” on 4-man squads also basically means that R6 ships will be fighting up to R10 in the queues, MAYBE even R12. At least on paper. Now… I don’t know how the matchmaking system will be done to, maybe, compensate this ludicrous shift in power, but it needs to be compensated. Still, I’m sort of glad the old 4-man system is back for the lower Tiers… Of course… No one will use them…

 

Loyalty changes

Faction loyalty can now be spent on upgrading modules

All your accumulated loyalty will be exchanged into the new currency: Loyalty vouchers

A pilot can’t have more that 1’000’000 LV with each faction

If a pilot has more than 1 million LV at the time of maintenance, the extra LV will not be deducted

If a pilot has more than 1 million LV, he won’t be able to accumulate more LV

If a pilot spends the extra LV, he won’t be able to accumulate more than 1 million LV again

Pilots who have reached certain loyalty levels by the time of the update will receive commemorative rewards

 

Can’t say I wasn’t expecting this, but I still prefer the old system. It would’ve at least saved US, the pilots, a lot of Credits. Remains to see how “cheap” the new system will be to verify that.

 

Added linear upgrade system for weapons and modules

The store now only sells Mk1 weapons and modules

Other modifications can only be obtained through upgrades

Upgrades are available in the Equipment tab

Equipment upgrades need various resources:

Upgrading to Mk2 requires credits

Upgrading to Mk3 requires Loyalty Vouchers or Galactic Standards

Upgrading to Mk4 requires artifacts

 

Artifacts will now be useless to Corporations, seeing as everyone will just hog them for their own gear, job well done. Let’s see if the drop rates are increased or if the package drops are high enough to justify not using Artifacts to get the shiny gear all the time, so as to not make Corporations less useful than their current form. Because everyone knows that self-accomplishment is better than the group achievements.

 

Introduced Upgrade packages

Weapon and module prices have been corrected to reflect the changes

 

I can already see the large prices on Mk1 gear, the upgrades to Mk2 and so forth…

 

 

Starting packs now include ammunition and missiles

 

Starting packs should be removed altogether because most seasoned pilots just change EVERYTHING in them. By putting those modules in, you’re telling US that we should learn to fly like this, not how we want it to fly. At the very least, adding a cheaper option with no modules in them should be added. What I hate the most about this system is that we cannot, now, see what the upgraded modules look like, stat-wise, before actually upgrading and realizing “Oh, well this was a waste of time and money…”

 

 

 

About the weapons… Why do I get the feeling Experimental Weapons are now LESS effective than Mk3? Everything has less range, less damage, less everything, really… Idk… I’m not liking this one bit… =/

 

I suppose they were all done to compensate for the new system since they all involve damage/range/speed reduction… Maybe something to do with the Passive Module changes… Or so I hope… I did like the Singularity and Ion Emitter Changes.

 

 

 

Slightly better stats on Restoration modules are still not gonna make people use them because it’s, mostly, a wasted slot. In T4/5, however, it might prove a real weapon because, up there, there are only 3v3s after half an hour wait.

 

 

As for the rest… Overall, it’s now EASIER to kill and die. I don’t like it purely because of the Missile spam tactics.

 

  • Flares: Nerfing them THAT badly is a bad thing. Considering the immense Missile spam we’re already suffering, that was a bull move. That was just below the belt.

 

  • Spy Drone range nerf was also bad. The point of Recons is to SCOUT! They can’t do much scouting, now. If you want to nerf these things, nerf the DURATION, not the range. We kept saying this over and over again, but you people just FAIL to listen to the voices of the people who use them on a daily basis.

  • Micro-Locator needs to be targetable. Those things are just large cloak area-denial weapons and this range boost just does not help anything.

  • Phase Modulator: Yeah, cause it wasn’t bad enough, like Flares…

 

  • Adaptive Camo: You should’ve nerfed DURATION, not reload time.

  • White Noise: It needed this nerf. For a LONG time, now.

 

  • Particle Purge: It’s already a fairly powerful weapon, I don’t believe it needed this buff.

  • Aiming Overcharge: I kinda agree with this. BubbleGunships are a major threat and this module gave them a LOT of power. But, again, the problem isn’t on the ship, it’s on the WEAPON.

 

  • ECM: Overall, the nerfs were uneeded, I just hope the Role isn’t broken…

 

  • Command modules: Overall, they only needed a nerf in range, not power.

 

  • Inhibitor Beam should be renamed to Inhibitor Array and allowed to be used without a target. The range boost is good, but the power usage… No, I still don’t think people will be using it…

  • Sentry Drones were bad before the patch, they’re even worse after this nerf, despite the range bonus.

  • Target Painter: 25% loss in resistance reduction? What the hell did you do to the Tackler!?

 

  • Engineer: I thought the point of an Engineer is to sit right behidn the front lines, healing people? It really can’t do that, now. Warp Gate, above all, was almost useless. It really is, now.

 

  • Signature Masking: Considering the massive range bonuses of some Guards, this was a very poor choice.

  • Mass Propulsion Inhibitor: Even worse. Make sure those Ceptors don’t reach Guards, now, man!!

  • Missile Shield. You WHAT!? “The module can now take down guided torpedoes”. I hope this is a xxxx joke. Are we back to the invulnerable shields, now!? Have the devs REALLY gone down under this badly? Are they really this blind to any feedback given from THIS forum?

 

  • EM- Scattering Field: The cooldown was already extremely extensive. It really didn’t need this.

  • Tachyon Charge did NOT need the power boost! At all! Its speed was already death-defying!

 

 

I’m not even gonna get into the Passive Modules… There are roughly 3-5 good changes in there. That’s it.

 

This is what I meant by not giving us the whole details on the dev blog… Because stuff like this happens… Because the top players are either woefully ignored whenever they have something useful to say that is game-breaking… And they get ignored for it. And here is the result. Constant bad patches. Fix one thing, break 7.

 

 

Ammunition change

New ammunition packs are now in store

Old versions stay active until depleted

Old versions are marked with “discontinued”

New ammunition packs have the same characteristics as Mk3 modifications of the old ones

 

The problem with these “packs” is exactly that. They’re still packs.

 

 

Sending modules to the warehouse requires credits

 

Excuse me!? Now we have to PAY to get loot? Nah. xxxx that noise.

 

 

Changed battle synergy limit calculation

The player now receives part of the over-cap synergy from battles

The more your synergy goes over the cap, the less of it you receive

 

So… The better we do in battles, the less we get. Got it, rewarding losses.

 

 

Added a new achievement for players who unlock the 4th combat slot

 

Is this going to be like the previous achievement additions? As in, we don’t get the achievement unless we unlock it from that point onwards?..

 

 

 

Battle Firmware:

now gives +200% to synergy and loyalty vouchers gain

now works for 2 battles

costs 300 GS

Tactical Software

now gives +200% to synergy and loyalty vouchers gain

now works for 5 battles

costs 500 GS

Hacked Firmware

now gives +200% to synergy and loyalty vouchers gain

now works for 10 battles

costs 800 GS

 

Well, I guess it’s an improvement… 800GS for 10 battles is a 20% discount, tbh…

 

 

 

Galvanized armor reduces your rotation speed which is your turn rate…

So you turn slower in dogfights if you have galv armour

Yes, god forbid you from installing a Collision Compensator to utterly DENY any effects from the Galvanized Armour.

 

 

 

And, pray tell, WHAT! IN THE LIVING xxxx! Is up with the “You have too many quotes in one post” crap.

Please maintain correct communication in the topic. You are in breach of rule 3.1 of the forums.

At a glance the prices look way too expensive in general… I’ve noticed that some  contracts offer more “vouchers” than before.

I’m not optimistic to the income outcome balance, though… 

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We have stated it before, we are stating this once again: the amount of artifact in tropheys has been increased.

We have stated it before, we are stating this once again: the amount of artifact in tropheys has been increased.

What about vouchers? Those are way off the charts as well, not just artifacts (what i estimated my previous post on actually).

 

Also, just checked the HUD settings window. I’m happy it’s there, but the implementation is… <no words>

It drastically needs an interactive in-combat window to set it up right… not just sliders and checkboxes. Freespace 2 did it right for one.

And, pray tell, WHAT! IN THE LIVING xxxx! Is up with the “You have too many quotes in one post” crap.

There are not really many questions, rather just statements. Have you already tried all parts of the game that have been changed?

Now it’s 1 week for every single mod… WTF???

I think that was also the amount of time it took me to earn enough credits to afford MK3 items. I used to be filthy rich a few updates ago, millions and millions in the bank with nothing to spend them on. It seems that’s not possible anymore (I guess buying ammo killed it).

Maybe this is for the better, since my progression used to be limited by credits these past weeks. Now you need credits and loyalty and you earn both at the same time. We’ll have to see how this plays out.

Still no path from Hydra 2 to Styx  :learn:

Check you warehouse please. 

NOPE you are a liar my MK3 ammunition is away