Star Conflict OBT v.0.9.8 update1 Discussion

One complaint about many of the squads I’ve seen in game for months has been a lack of communication with their teammates.  Maybe you saw it the other way, but most squads seemed to prefer teamspeak over teamwork.  A solo pilot’s actions in game are not supposed to be “follow the squad and hope I don’t become bait or get left behind.”

 

Also, the most number of squads I’ve seen in a 12v12 was probably three, the majority of players in a match always tended to be solo but in a corp in T3.

A few weeks before EVO fell, I saw up to 5-6 squads in the same match. I don’t think I’ve ever seen those numbers ever again.

Thats good to know. Still I hope It will not be a nerfhammer like you did it to ECM. 

I dont want any class disappearing i just want the ships equally footed. 

 

Are you going to change the Matchmaker as well? Its really hard to find a match even with a 2-man-squad in T4 (in fact since the MM-changes i was able to fully synergize nearly every R11, even that ones that i skipped for the successor), its close to impossible in T5. 

And I think thats one reason why there are less squads, too. Waiting times and not willing to fight (after a wait of 10 mins at minimum) the same guys over and over again. 

Because that is quite predictable: After one match you know the tendency who will win the match. If they are from the same corp like ESB vs ESB I can predict the outcome before the match started. 

 

The Game really needs more Players, on the other hand you scared quite a lot off with the latest patches. 

 

Edit: Im interested, Antibus… Plz go on! :yes_yes:

Guards will be in blog. Also little changes to engineers ammo (will be in the blog too) and maybe little Mortar nerf.

There will be changes to matchmaker too.

mortar nerf? the last change wasn’t really a buff, if you were used to the mortar you could kill enemys with a few well-timed hits…

mortar nerf? the last change wasn’t really a buff, if you were used to the mortar you could kill enemys with a few well-timed hits…

 

It was a n00b-friendly-buff. 

Old Mortar was brutal if you knew how to use it (it was better), but now everyone can use it easily, which makes it in fact better for casuals. 

And a slight nerf would be good. Maybe heating time. 

 

Thanks for the answer, Antibus. 

Any chance that we get more speed? My Swift-Eagle is missing about 50 m/s with the same fit since 9.8.

It was a n00b-friendly-buff. 

Old Mortar was brutal if you knew how to use it (it was better), but now everyone can use it easily, which makes it in fact better for casuals. 

It’s still a worthless weapon IF IT JAMS ALL THE TIME.

mortar nerf? the last change wasn’t really a buff, if you were used to the mortar you could kill enemys with a few well-timed hits…

Nonetheless overall DPS increased. According to the statistics and feedback mortar is indeed a bit of ‘OP’.

Don’t forget we are constantly monitoring weapons and modules and balance them should there is a need to do so.

The reason for jamming can be understood, and thus avoided by smart aiming.

 

But yeah, I kind of agree, that jamming could behave differently.

E.g. If certain barrel cannot shoot, make the weapon automatically use only the barrel that can shoot to the wanted direction if the other barrel cannot, “skipping” the barrel that cannot shoot there (until it again can). If required for any reason, it can have it’s ‘natural’ reload time, meaning you lose 50% of DPS (but only that, not 100% like now) when trying to shoot from wrong angle.

The reason for jamming can be understood, and thus avoided by smart aiming.

Dude. You’re firing FORWARD. Dead center in front of you. You don’t wave the gun around, you don’t twitch it, you don’t even strafe your ship. The gun. Just. Jams.

It was a n00b-friendly-buff. 

Old Mortar was brutal if you knew how to use it (it was better), but now everyone can use it easily, which makes it in fact better for casuals. 

And a slight nerf would be good. Maybe heating time. 

 

Thanks for the answer, Antibus. 

Any chance that we get more speed? My Swift-Eagle is missing about 50 m/s with the same fit since 9.8.

The speed will most probably stay the same. Speed nerf was connected with too high speed differences between techs. Now this transition is smoother.

It’s still a worthless weapon IF IT JAMS ALL THE TIME.

In excellent hands, it never jams. In good hands, it jams rarely.

 

In bad hands, it jams all the time.

 

It’s a purely skill-based mechanic which is triggered when you attempt to fire at a target that cannot be aimed at from the turret that has a firing turn.

Dude. You’re firing FORWARD. Dead center in front of you. You don’t wave the gun around, you don’t twitch it, you don’t even strafe your ship. The gun. Just. Jams.

Overheating? If not - can you show the problem you experience on video?

The speed will most probably stay the same. Speed nerf was connected with too high speed differences between techs. Now this transition is smoother.

 

My Speed-Trimmed King Nibelung is only at 495m/s with afterburner. My Tiger II is 469 m/s with AB. I think something is wrong here. 

 

What about a flat increase through all Tiers? Its terrible to fly an Int which has a speed below 520 m/s in T3+

 

The main problem are the softened speed-differences between the Ints, Fighters and Frigates. Ints NEED to be fast, fed fighters, too (they still are imo).

Ints are really lacking speed, they cant fulfill their role, or better: Fighters can do the same with only a little cut to speed but with way more damage.  

 

And as I said, My Grizzly mk II can go faster than a Tempest… due to the miracles of Prop. Inhibitor. 

One complaint about many of the squads I’ve seen in game for months has been a lack of communication with their teammates. Maybe you saw it the other way, but most squads seemed to prefer teamspeak over teamwork. A solo pilot’s actions in game are not supposed to be “follow the squad and hope I don’t become bait or get left behind.”

Also, the most number of squads I’ve seen in a 12v12 was probably three, the majority of players in a match always tended to be solo but in a corp in T3.

That’s partly because communicating with the whole team is poorly supported. To do anything more complex than ping you have to stop flying and type. Not an option when you’re in the thick of it.

But some people do make the effort. Even if it is just to tell the pugs what beacon to hit, or not to rush in solo.

Also, where have all the Combat Recon matches gone?

The speed will most probably stay the same. Speed nerf was connected with too high speed differences between techs. Now this transition is smoother.

I’m assuming the implant changes from last patch will also remain, which means that guard conflict will persist unless you utterly gut them.

 

Which considering that you’d have to basically roll back entire frigate line change set from 0.9.2. onward, and then go further to compensate for massive nerfs to speed and lighter ship survivability, you’re pretty unlikely to do, as that would cost you much of the playerbase that stayed, i.e. those who like the world of tanks in space that game has become.

 

So it would be nice if you didn’t get our hopes up.

My Speed-Trimmed King Nibelung is only at 495m/s with afterburner. My Tiger II is 469 m/s with AB. I think something is wrong here. 

 

What about a flat increase through all Tiers? Its terrible to fly an Int which has a speed below 520 m/s in T3+

 

The main problem are the softened speed-differences between the Ints, Fighters and Frigates. Ints NEED to be fast, fed fighters, too (they still are imo).

Ints are really lacking speed. 

The problem is that interceptors have had nothing but nerfs since 0.9.2 which was one of the more balanced patches in the game. Right now, they lack speed, survivability, firepower, countermeasures to slow mechanics and have hilariously long cooldowns on many key active and passive modules. At the same time guards, that are intended as interceptor nerfs are so overbuffed that they dominate against ships that were supposed to hard counter them.

 

Adding speed isn’t going to bring interceptors back any more than reducing guard health will make guards significantly less brokenly OP. You’d need both massive buffs to balance out the long streak of nerfs as well as sweeping nerfs to the ship type that currently renders most other ship types obsolete.

The problem is that interceptors have had nothing but nerfs since 0.9.2 which was one of the more balanced patches in the game. Right now, they lack speed, survivability, firepower, countermeasures to slow mechanics and have hilariously long cooldowns on many key active and passive modules. At the same time guards, that are intended as interceptor nerfs are so overbuffed that they dominate against ships that were supposed to hard counter them.

 

Adding speed isn’t going to bring interceptors back any more than reducing guard health will make guards significantly less brokenly OP. You’d need both massive buffs to balance out the long streak of nerfs as well as sweeping nerfs to the ship type that currently renders most other ship types obsolete.

 

And thats one of the reasons why Recons are that popular atm.: They are the only class, due to Microwarp, that have the possibility to gtfo.

ECM and CovOPs are really rare nowadays.  

 

But ofc. I agree with the rest. 

Overheating? If not - can you show the problem you experience on video?

Come on. I’m not the first one to complain about this, there are a few threads about this throughout the forum. The gun just jams even if you’re firing in a straight line. There’s no overheating, you fire roughly 10 rounds, even AFTER the overheat cooldown (you don’t let it overheat, you take it to the edge and let it cool) and it still jams.

Addendum: I think Players want sharper differences in speed. 

If they fly an Int they WANT something fast. If they fly Frigate they Want smth. slow. 

Atm. this inequality in speed is not inequal enough. 

Addendum: I think Players want sharper differences in speed. 

If they fly an Int they WANT something fast. If they fly Frigate they Want smth. slow. 

Atm. this inequality in speed is not inequal enough. 

We ask for balance, the devs gave us equal speeds throughout the ships and now this. Haha.

 

But seriously, yes, Ceptors only have speed as a tank and the fact that Imperial Ceptors are SLOWER than Federation Fighters is a bad thing. 500m/s should be the minimum speed for all ceptors.

 

 

You should tell that to people like myself and most of ESB guys who still fly around. Most of us aren’t fans of avoiding action or sitting back sniping. Though current meta kinda forces many into that role with the whole “those who approach die idiot’s death” guards.

 

There are a few people who do this. Vast majority of people with high DSR are usually squad farmers who just don’t get killed due to teamwork. It’s pretty hard to push well above 1600 flying predominantly solo due to unpredictability.

Really guys…can’t understand what kind of problems are u facing with guard…I never killed so many like now…I can kill guards with gusrds ofc, very easily with gunsip, tacklers and very easily with covop…just wait for the pulsar go off, sit in the back of the guard and erase it…orion, plasma arc, done, fly away…u don’t need tons of speed for that…my covop is around 460-470 lol Maybe camo could help too.

 

  1. If you foster teamwork and stop telling solo pilots they can do whatever they want, squads lose some of their power.

  2. If you foster teamwork, people won’t want to fly solo and will squad up.

I remember when T3 was dominated by squads, where 6-8 pilots per team were squadding and solo pilots were the minority. It was fun. The only issue was tech - Rank 7 ships were too weak to matter, and default Mk I gear was a waste of time.

But those were tech issues. Flying solo in T3 was still doable - you just had to have a squad mentality. You had to watch what your teammates did and work with them, not piss about on your own and expect them to save you.

No matter what you claim, it doesn’t change the fact that squad-dominated play is better for the game. It forces players to improve and builds a community. Your way just produces bitchy little n00bs who cry how OP it is when they get jumped by two pilots at once.

I really like the MM in t4, alway some fix needed, but never had so many balanced fights like now. Win, lose, i don’t care, just having fun…no more 3vs3 anymore…For sure i don’t want the kill squad back…if u want to do a kill squad with your friends then u got to be matched vs another killsquad or vs higher tiers enemies. If you don’t agree, it means you are just looking for the easy win/farm…

 

My Speed-Trimmed King Nibelung is only at 495m/s with afterburner. My Tiger II is 469 m/s with AB. I think something is wrong here. 

 

What about a flat increase through all Tiers? Its terrible to fly an Int which has a speed below 520 m/s in T3+

 

The main problem are the softened speed-differences between the Ints, Fighters and Frigates. Ints NEED to be fast, fed fighters, too (they still are imo).

Ints are really lacking speed, they cant fulfill their role, or better: Fighters can do the same with only a little cut to speed but with way more damage.  

 

And as I said, My Grizzly mk II can go faster than a Tempest… due to the miracles of Prop. Inhibitor. 

Speed is a very sensitive subject… I think i prefer the little nerf they put on ceptors, speedy ceptors were really abused b4 tbh, and that was the reason why all of the best pilots used to fly ceptors like hell…Maybe a littel speed buff…but nothing more than 10-15 m/s

Tbh i’ll buff just a little bit fighters speed. maybe 40 m/s?