Star Conflict OBT v.0.9.8 update1 Discussion

Yea because ship modules have no say in fights.

With the module changes what are the differences between T3 and T4 now except layout and 1 extra slot put somewhere randomly ?

With the old system it was clear - T4 had engine slots, T3 did not.

Yea because ship modules have no say in fights.

:facepalm:

 

Now go and see what R13 imp does.

been queuing for 30 minutes now, still no game

 

LOL 

Everyone is PvEing. Guard conflict is doing its job.

That and when you squad in PvE it doesn’t bump you up two tiers.

Now go and see what R13 imp does.

It breaks the game!

 

Everyone is PvEing. Guard conflict is doing its job.

^

That and when you squad in PvE it doesn’t bump you up two tiers.

^ this. Pretty much the state of the game, atm.

 

People can’t squad or they’ll be bumped up in the queues up to 2 Tiers. Despite the weapons not having much of a large difference, it’s still game-breaking for both sides. Not to mention that, due to the massive boosts the Guards have had (despite their recent shady nerf), Guard Conflict has arrived in full force, leaving much to desire for this game.

Now, Im very proud of this screenshot because it sums up everything that is wrong with the game:

 

  d08OK1h.jpg

 

  1. I had to wait 16min to get that terrible match. 

  2. Guards Galore.

  3. A Teammate that used his T3 inty (Kris AE) (not sure if he was that bad, or let his mate on the other team win).

  4. Lazors shooting from the middle beacon everywhere.

  5. We werent even able to outcap them beacause the speed difference is so small and due to the lazors they were able to prevent from capping (cant hide behind that becon if they come from 2 angles)  

  6. If I see Guards nowadays there is not even a chance to get by with my LRF. Missile shield need a WAY more drastic CD (didnt used it tho, was sorta clear that it would be useless). 

 

Really? Why do I have to do that? Give me a 1v1. I hate that new mechanics that you have to put some rtard on my side.  

I really HATE the nerfs to survival modules!

 

Why was it nerfed? N00b-friendlyness?

 

Offcourse it is. I think it’s clear enought now: what the are trying to do patch after patch is a copletly no0bs frendly game, where everyone MUST be able to kill everyone, where skill no matter (it is actually punished couse some no0b kids could whine and rage quit if they can’t kill some pilots becouse of their skill) and where what you have to do is stay under an asteroid and shoot… but shoot with aim assistence and guided missiles too becouse you know… aim can be considered as “skill” and we already clarified how skill is bad and must be banished.

 

Thy think they will get more players this way probably, personally i don’t think so (that kind of casuals/unskilled/lamer kids will just quit when the new cod or what the hell will be released) … what i know is this way they lost me :smiley:

Did the gunship crit overcharge take a stealth nerf?!?!?

Offcourse it is. I think it’s clear enought now: what the are trying to do patch after patch is a copletly no0bs frendly game, where everyone MUST be able to kill everyone, where skill no matter (it is actually punished couse some no0b kids could whine and rage quit if they can’t kill some pilots becouse of their skill) and where what you have to do is stay under an asteroid and shoot… but shoot with aim assistence and guided missiles too becouse you know… aim can be considered as “skill” and we already clarified how skill is bad and must be banished.

 

Thy think they will get more players this way probably, personally i don’t think so (that kind of casuals/unskilled/lamer kids will just quit when the new cod or what the hell will be released) … what i know is this way they lost me :smiley:

 

Pfff. who needs aim assist? 

Speeds are so slow (even without Prop inhibitor) that lazors are very viable. 

Its a point and click adventure now. 

 

Btw. Dear Devs, can we get away from that n00b-friendly theme. Its so boring and unthankful to the veteran playerbase.

Pfff. who needs aim assist? 

Speeds are so slow (even without Prop inhibitor) that lazors are very viable. 

Its a point and click adventure now. 

right? i joined this game for its fast pace and it seems now they have done away with that. why should the game be slowed down?!?!? because certian people cant fly at fast pace? dont you have a ship for them called the LRF (jerry)?

Now, Im very proud of this screenshot because it sums up everything that is wrong with the game:

 

  d08OK1h.jpg

 

  1. I had to wait 16min to get that terrible match. 

  2. Guards Galore.

  3. A Teammate that used his T3 inty (Kris AE) (not sure if he was that bad, or let his mate on the other team win).

  4. Lazors shooting from the middle beacon everywhere.

  5. We werent even able to outcap them beacause the speed difference is so small and due to the lazors they were able to prevent from capping (cant hide behind that becon if they come from 2 angles)  

  6. If I see Guards nowadays there is not even a chance to get by with my LRF. Missile shield need a WAY more drastic CD (didnt used it tho, was sorta clear that it would be useless). 

 

Really? Why do I have to do that? Give me a 1v1. I hate that new mechanics that you have to put some rtard on my side.  

 

We have created a subforum in our Bug report section, that is for matchmaking reports. If you think that there was any mistake in matchmaking, please report it [there](< base_url >/index.php?/forum/253-matchmaker/). 

We have created a subforum in our Bug report section, that is for matchmaking reports. If you think that there was any mistake in matchmaking, please report it [there](< base_url >/index.php?/forum/253-matchmaker/). 

 

If I understand the Thread about MM-Mechanics right, this is NOT a bug. Its intended. 

Intended to give me a bad player as mate which is allowed to bring and fly his T3 ships in a T5 match.

Taking a Guard is not a bug, but the ships are by far superior to any other class in T5. 

Slowdown the whole game (in Terms of Speed) is not a MM feature (i hope) You did that WILLINGLY!

Lazors with a range of 8km+ isnt a bug either.

 

These are “just” broken Mechanics imo.  

 

So, the only thing that might considered to be a bug is, that i had to wait 16 mins. But again, queue was empty and (from my observations) MM dont force-queue after 5 mins (it could have been archived after 5mins in that peticular case) but it doesnt allow 1v1s anymore.  

 

Feel free to give a statement, Antibus.  :yes_yes:

Since if you look at my points above, there is not much “involvement” of the MM. 

Just note that the opposing team ONLY had frigates (for example). 

And doesnt allow 1v1s anymore.

It does, I had a 1v1 T4 the Saturday because I was queued for PvP instead of PvE.

It does, I had a 1v1 T4 the Saturday because I was queued for PvP instead of PvE.

 

Neat. How long did you wait?

We have created a subforum in our Bug report section, that is for matchmaking reports. If you think that there was any mistake in matchmaking, please report it [there](< base_url >/index.php?/forum/253-matchmaker/). 

The issue seems to be that you have made one class dominant, to the point where there is no viable counter. It’s not a matchmaking issue; the matchmaking issues are caused by poor ship design.

 

I found myself thinking on other games I’ve played a lot online, and I realised that part of the problem SC has right now is there is nothing present to buff the rookies without screwing more experienced players.

 

Take Space Marine. That game had an excellent mechanic that helped new players; “Copy Loadout.” It allowed you to spawn using the class, weapons and perks of the player who killed you last. Using that a player could go from using the entry-level equipment to being armed with end-game weapons and perks.

 

Why is this balanced? Three reasons:

  1. Skill matters more than loadout. Even if you copy someone’s loadout they are likely to be more experienced with it than you are, and veteran players tend to have better map / mission awareness. As such, all the superior loadout does is even out the tech disparity.
  2. It only lasts for one life. Once you die, you can’t use that loadout again until someone else kills you with it. You might be the best sniper in the world, but if you’re ten levels away from the sniper rifle and everyone who kills you is using a melee class, you don’t get to snipe.
  3. The other team can react. I used to play a lot of matches where I would spawn with a particular loadout, score 4-5 kills and then die when 4-5 people suddenly had my loadout. Naturally, all I had to do was spawn a loadout that countered my old one and I’d be back to scoring kill-streaks.

This is the kind of thinking the Devs should be applying. “Protecting” rookies from better players just makes sure the rookies stay rookie, but by the same token they do need protecting from farmers.

 

To my mind, here is what is needed to make that happen:

  1. Stop catering to the solo pilots. Place more emphasis on teamwork, and hammer it home that players should actively work as a group. This is not Call of Duty, and you should not be rewarding people who play like it is. This could be achieved by class-specific rewards (ie: Engineers who leave their heals on all the time get bonus xp), or some form of synergy-based role (killing an enemy tagged with a Spy Drone earns you more points than killing a normal enemy).
  2. Provide ways to remove tech disparity. This is one of the main reasons I, personally, want fixed tiers - it means all ships in a tier can be balanced to be equally useful, so that a Rank 7 Engineer and a Rank 9 Engineer can both contribute just as much to a match. As it stands, it feels like the bottom of each tier is “balanced” to take on the ships of the previous tier, thus making them feel under-powered when flying in their actual tier.
  3. Accept that the end-game is not, for most people, the end goal. Every Tier plays a little differently to the others, and by forcing people to move up you are also forcing them out of the game they want to play, and into one they don’t. Let people fly where they are happy, and focus on giving both ends of the skill spectrum within the tier the best possible experience.

i just had a t4 1vs1 after 5 minutes wait time… and then a 2vs2 after 3 minutes wait… freewins for me since the enemys were tier-rushers with only one good ship.

Feel free to give a statement, Antibus.  :yes_yes:

  1. No players in que. 

  2. We have stated before that we are looking into situation with guards.

  3. Your teammate has T5 ships, as far as we can see. Due to some unknown reasons though, he is not using them.

  4. It was a Frigate Beam laser, effective range can be increased up to 8 km. 

  5. Players’ choice of loadout.

  6. Will try to get more info on that. And it is #2 again. 

i think the ranks of ships you can bring into battle should be limited a range of one tier. meaning that highest rank-lowest rank should be 2 at max. you should also not be put into realisic matches if you only have one ship. this WILL make your team fail.

  1. No players in que. 

  2. We have stated before that we are looking into situation with guards.

  3. Your teammate has T5 ships, as far as we can see. Due to some unknown reasons though, he is not using them.

  4. It was a Frigate Beam laser, effective range can be increased up to 8 km. 

  5. Players’ choice of loadout.

  6. Will try to get more info on that. And it is #2 again. 

 

Thanks for the answer. 

  1. Actually there was someone in the queue, but i didnt get matched. (I use the info-bar). 

  2. Is there anything to “force” them to use T5 ships (yes, i know he had some, but why didnt he use them)

  3. Isnt that a bit much?

  4. Not exactly… I used a Lion in that match which has a speed of 450m/s with afterburner ( we werent able to outcap them). My Storm Viking is about 520 m/s not so much difference in that (and its a speed-build). On the other hand the disparity (regarding speed) between Guards and Fighter/Inties is not high enough. This Game has a speed-cap at 700m/s so it would be easy to give a buff in speed about 50m/s for ints and fighters (why did you reduce it in the first place?).  

 

Also, less speed and 8km lazors correlate. No wonder they are so popular atm. 

Dunno.

 

It could be that people don’t use enough bubble guns. Now that Guards have a bit OPish vibe, it at least seems that the game is “back” to rock-paper-scissors style, that it used to be way back ago. Guards die with bubble. They have counters (not enough though. E.g. maybe CovOp should be immune / have a way to be immune to the slowing effect e.g. when cloaked? Dunno.).

 

I assume this is a view-point question: “I like to play this one class and thus each ship (or at least MY preferred ship) should be able to solo equally each other ship” versus “Thematically, Frigates constantly dying easily to one interceptor is a bit silly, they should be tougher ships, there should be rock-paper-scissors style structure”.

 

 

But I agree, some minor tweaking is required definitely. Also, I would change the name of that Frigate. “Guard” is poor name for such offensive ship. (Or maybe it is ironically named? Like naming war ship as the “Peacemaker”).

 

 

PS: I profile myself as an interceptor pilot.