Star Conflict OBT v.0.9.9 update2 discussion

Nope, not only. Wait for news and patch notes.

Yes, you can

 

Thanks!  :salute:

With weekly patches they’re following the “patch early, patch often” approach.  Some changes may not be ready until Wednesday night.

With weekly patches they’re following the “patch early, patch often” approach. Some changes may not be ready until Wednesday night.

They must still have a roadmap. They could easily say “here is what we hope to do this week / month” with a disclaimer that things can be put back if more work is needed.

Exactly. 

Actually I cant one-shot an Inty (w.o. EB) with the Jerry one, but with the Empire LRF. 

Also, Jerry-Torps have a “passive nerf” on those players who use the Fed R1 Implant. 

Seems unfair…

 

well you do fire around corners and have aoe tho. not great for having kills, but they can do massive terror and keep the enemy fleet busy - mass torp exhaustion is quite an exitus in games. the burning effect does have a visual impact atm. too, which is tiny of course, but it does.

 

i’d whish for ams acting like flares on them, then additional damage would not be bothersome (if you have places you can pull back to as ceptor), but somehow, if damage got back on them, would we not return to square 1? i also don’t find, you should be able to oneshot ceptors with it, like disintegrators do, so i disagree about your dreams there.

 

i like the jerry version more than the empire one to fly. torps can be used on more maps and modes. of course less kills, but more assists.

And i agree with Zap’s suggestion to remove the torp cloud and buff damage. They were weak before because of AMS, they were OP after AMS nerf, now torps got double nerfed with AMS shooting them down again and having their damage dramatically reduced.

I disagree, with not constant AMS they are fine now. Not one shotting, but great area denial tool.

I disagree, with not constant AMS they are fine now. Not one shotting, but great area denial tool.

 

The Area-Denial is a joke tbh. Even the sluggiest of all Frigates can strafe out of the cloud in 2 sec max. 

And there is no real “denial” at all: The cloud cant even cover a whole beacon and even if it would, you dont need to touch the beacon in order to capture it. If you want “real” and “useful” area-denial the cloud has to be 3 times the diameter as it is now.

 

Yet, if a LRF fails to kill, whats the point of it having it in the first place? Especially since its more or less its only job. 

 

I do not see many Guards with AMS btw. Why? Because they just dont care about the puny dmg from the torps.

Also it is worth noting, that the area of effect also damages your team.

 

Too often as interceptor my worst enemy has been area of effect ball near the beacon to be captured, made by own team mate.

Engineers have a way to block them as well, drop a static barrier to block them. It takes precision an positioning, but it can be done

Yet, if a LRF fails to kill, whats the point of it having it in the first place? Especially since its more or less its only job. 

 

I do not see many Guards with AMS btw. Why? Because they just dont care about the puny dmg from the torps.

 

well at least i see it like this, correct me if i’m wrong:

 

Disintegrators are for straight sniping killshots and pinning people down behind something. Jericho Frigates are for Damage Dealing (with the occasional mercy kill) and to actually “flush out” people from behind something. Which makes Jerry and Empi big big lovely friends as LRF.

Disintegrators can surprise, but usually are “evadable” by simply playing with the LOS. Jericho Torps are only evadable, if you actually know where they are coming from (but then it gets easier by having speed) and strike best as support weapon (they are not so “surprisy” but quite “annoyi”).

As always, high damage output does not mean high kill rate. killing is done with alpha damage, to have the highest statistical chance to finish the job, or by extreme firerate to have more draws per second to be the lucky killer. An Area Weapon should have neither, since its trump-card in the kill-lottery is having the possibility to actually kill a bigger amount at once.

 

Being a plasma-ceptor player, i am way more used to assists, and inbetween, i do still do more damage overall to my targets most of the time, than its killer. I do this, since I am not interested in high kill count, but in crippling shields and move into the hull, and continue to do so on the next target, if others are on it; i help those who really love kills to get faster there. only if my target is special, like a ZapBrannigan, i will try to get the kill, just to say hello. As you usually also greet back, u know.

I am used to some friends playing a lot of Jerry Frigs, and they actually love to shoot where my recon points, killing the injured off, or firing in the middle of herds.

 

I like Jerry Torps way more than disintegrators, probably because I find a ship with an autorepeating redeemer pretty reminding of UT :). If it comes to direct sniping, i prefer an engi with coil-accelerated range buffed positrons. So I am not much of an LRF player, admitted, most of my experience comes from being a victim or having some lazy camper friends in squad from time to time; but if i play LRF as LRF, i use jerry (while i have a sigurdr for trolling). So maybe you have a bigger understanding of this.

 

As I already noted however, I find, Jerry Torp Damage could get your desired buffs, but then the AMS should at least disorient torps shortly. And as I already mentioned in other occasions, I find Guard could use some more tactical / fitting depth anyway.

 

 

I must admit, AMS lost most of its appeal for me since you have to permanently reactivate it. Which is a side effect of getting into a Guard for me, I just leave half of my brain at the base. I was actually forced to play it by the summers metagame and could only settle on an anaconda-minterdictor. the AMS was just a nice add-on for me.

Both Sniper classes are better now than before: at least they’re less joke than before. (Ignoring the short time when Jerry LRF was OP).

The Area-Denial is a joke tbh. Even the sluggiest of all Frigates can strafe out of the cloud in 2 sec max. 

And there is no real “denial” at all: The cloud cant even cover a whole beacon and even if it would, you dont need to touch the beacon in order to capture it. If you want “real” and “useful” area-denial the cloud has to be 3 times the diameter as it is now.

 

Yet, if a LRF fails to kill, whats the point of it having it in the first place? Especially since its more or less its only job. 

 

I do not see many Guards with AMS btw. Why? Because they just dont care about the puny dmg from the torps.

 

As primarly an LRF pilot  (Up to T3)   The torpedo has been nerfed to a point.   

 

Engineer Frigates I can blast with 2 torpedo’s  if you get hit by the first one…expect the second on immediately afferwards. (meaning accelerated)

 

Guard Frigates take 3 to 4 torpedo hits so that means I am spending more time then I really want too on ONE target. 

  

AMS may take the first torpedo down… but by the time I have launched my second…the 10 secs are up and now the Guard is vulnerable.  During the Cooldown… depending upon the distance I can launch at least two more.  

 

BUT as ZAP said… why am I wasting my torpedo’s as the time it has taken for me to launch those three torpedo’s … The beacon is captured.   

 

Small ships on the other hand…  you would not be surprised to see how many actually leave the area and get disconnected by the beam due too one of the torpedos blast near them…

 

 

 

 

Torpedos against a Bomb Carrier for me is where I have the most fun…    Fortuantly for me Good Bomb carriers are few and far between.

Wanna end suicide tactics, put all modes like realistic. Die on one ship you cant use it again. Every game will be a fun game since there is no kamikase bonanza/crazy missile spam.

Wanna end suicide tactics, put all modes like realistic. Die on one ship you cant use it again. Every game will be a fun game since there is no kamikase bonanza/crazy missile spam.

Crazy (and probably stupid) idea: Why instead module/missile cooldown not a ship cooldown? That way you can’t spawn and kamikaze yourself over and over again.

-Sits back, awaits flaming-

Crazy (and probably stupid) idea: Why instead module/missile cooldown not a ship cooldown? That way you can’t spawn and kamikaze yourself over and over again.

-Sits back, awaits flaming-

Yeah, those guys with single ship sure will love ya

Yeah, those guys with single ship sure will love ya

It will help fight the rushers xD

It will help fight the rushers xD

yeah, like something like that will stop them

well you do fire around corners and have aoe tho. not great for having kills, but they can do massive terror and keep the enemy fleet busy - mass torp exhaustion is quite an exitus in games. the burning effect does have a visual impact atm. too, which is tiny of course, but it does.

 

i’d whish for ams acting like flares on them, then additional damage would not be bothersome (if you have places you can pull back to as ceptor), but somehow, if damage got back on them, would we not return to square 1? i also don’t find, you should be able to oneshot ceptors with it, like disintegrators do, so i disagree about your dreams there.

 

i like the jerry version more than the empire one to fly. torps can be used on more maps and modes. of course less kills, but more assists.

Getting kills is part of the purpose of any missile dealing 10k damage.  Maybe more maneuverability would help.  Also, disintegrator can one shot some fed fighters.  It’d make me laugh a little every time it happens.

 

Both Sniper classes are better now than before: at least they’re less joke than before. (Ignoring the short time when Jerry LRF was OP).

They’re better only because the first AMS change encouraged LRF spam, also people had to grind Empire LRF for a Empire engineer.  Since there are more of them they’re more survivable.  An LRF gets rushed far less now than before.  They’re not better.  Jericho’s “radiation” discourages interceptors from an area, but the benefit is minimal.  It only forces a repositioning.

 

Crazy (and probably stupid) idea: Why instead module/missile cooldown not a ship cooldown? That way you can’t spawn and kamikaze yourself over and over again.

-Sits back, awaits flaming-

Good idea actually.  Keep the short death cooldowns to keep players in a battle, but limit their ship choices a little to force them to fly other ships.  It’d make the synergy grind a little harder though and would make it harder to take in engineers since they’re a frequent target regardless of enabled heals.  Matches tend to have at most 1 engineer with active heals,

Great— that means I’d need to bring TWO engineers * facepalms*